Hmmm My Load Order Worrys Me!

Post » Tue May 17, 2011 1:06 pm

Basically I been having a few CTDs which I think I might have sorted (MAYBE) but after adding a few mods I ran BOSS via Wrye Bash which I thought sorted the list (excluding what it didn't recognise) then I opened FOMM and for some reason it changed my L/O :mellow: so I ran BOSS again from Wrye Bash and it gave me a COMPLETELY DIFFERENT load order from what it did a few mins before so now I'm absolutely baffed on weather the load order is good or bad! Also the fact FOMM decided to automatically change my L/O after opening it is a funny one as well...half the mods BOSS didn't even recognise so I've had to guess where they should go (which is probably wrong)....I need some incite on a correct order if anyone can give me any, it would be most appreciated.

current L/O

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* Imp's More Complex Needs - JA - SORTED.esp* Improved Sound FX.esp* NoWeaponZoom.esp* PitchBlackNights.esp* Sorter - Combined - Weighted.esp* Sorter - Combined.esp* Weight_Balance_v07.esp=== Active Mod Files:* 00  falloutnv.esm* 01  classicpack.esm* 02  mercenarypack.esm* 03  tribalpack.esm* 04  caravanpack.esm* 05  Goodsprings Hideout.esm* 06  more perks.esm* 07  Lings.esm* 08  mikotobeauty.esm* 09  Thermal Vision.esm* 0A  fook - new vegas.esm* 0B  Ambient Temperature.esm* 0C  Nevada Skies - Core.esm* 0D  darnifieduinv.esp* 0E  CASM.esp* 0F  centered 3rd person camera.esp* 10  Readius_NV.esp* 11  Sorter - Combined.esp* 12  bobblehunt.esp* 13  goodsprings filler.esp* 14  Weapon House.esp* **  MikotoBPWastersOverhaul.esp* 15  fook - new vegas.esp* 16  NoWeaponZoom.esp* 17  BugFixes.esp* 18  PitchBlackNights.esp* 19  StrongerLight.esp* 1A  HeadWearShaderFX.esp* 1B  NoSneakWarnings.esp* 1C  Better Sneak.esp* 1D  LootOverhaul.esp* 1E  PerkEveryLevel.esp* ++  CompanionsImproved.esp* 1F  Arwen_NV_Realism_Core.esp* 20  Improved Sound FX.esp* 21  BluesRadioNV.esp* 22  more perks update.esp* 23  animated prostitution.esp* 24  companionde-equip.esp* 25  level cap 100.esp* 26  LightweightSanitizer.esp* 27  Military Explansion Program.esp* 28  Oven Cooking.esp* 29  populatedcasino.esp* 2A  PortableCampsite.esp* 2B  Project13 - Populated Wasteland.esp* 2C  savecass.esp* ++  Better Casinos.esp* ++  Better Binoculars Max.esp* 2D  Moddable Unique Weps.esp* 2E  xcalibruniverse_impulsepurchasepack.esp* 2F  xcalibruniverse_mo'guns.esp* 30  qs_blackwolf_nv_backpackmod.esp* 31  Advanced Recon Gear.esp* ++  Advanced Recon Gear-Power Armor.esp* 32  Advanced Recon Gear-Locations Doc Mitchell.esp* 33  Advanced Recon Armor.esp* 34  Advanced Recon Armor-Location Doc Mitchell.esp* 35  fallout heroes.esp* 36  NewVegasBounties.esp* 37  Goodsprings Hideout (Mojave Express Patch).esp* 38  tailor maid - nv.esp* 39  tailor maid black retex - nv.esp* 3A  thearmorer.esp* ++  Thermoptic Power Helmets.esp* 3B  Weight_Balance_v07.esp* 3C  Sorter - Combined - Weighted.esp* 3D  Inventory Sorter - Moddable Unique Weps.esp* ++  Boone0.2.esp* 3E  Veronica0.6E.esp* ++  Cassidy0.4E.esp* 3F  NVBabyDeathclawCommander.esp* ++  Companion Sandbox Mode.esp* 40  Max Followers 12.esp* 41  UnlimitedCompanions.esp* 42  Bullet Impact Increased LOD.esp* 43  dd - enhanced blood main nv.esp* 44  Fellout.esp* 45  Nevada Skies.esp* 46  urwlnv.esp* 47  NSkies - Fellout.esp* 48  NSkies - URWLNV.esp* 49  africanamericanaalbino.esp* 4A  fingerofgodnv.esp* 4B  RepairOverhaul.esp* 4C  mikotobeauty.esp* ++  MikotoBPCCFull.esp* ++  realistic headshots.esp* 4D  clanf_bt.esp* 4E  RefinedCasinoPeople&Suits.esp* 4F  SuitFixes+Factions.esp* ++  Merged Patch.esp* 50  Bashed Patch, 0.esp* 51  XtraSpecialNV.esp* 52  XSNVBalanceTweaks.esp* 53  Imp's More Complex Needs.esp* 54  Imp's More Complex Needs - JA - SORTED.esp* 55  Ambient Temperature - IMCNNV.esp

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IM NOT EASY
 
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Post » Tue May 17, 2011 2:49 am

Use FNVEdit to find conflicted mod and decide the load order is better than using BOSS atm. It consume more time and effort but I think it is better than using automate script that don't recognise half of the mod which would mess up some load order.
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Sammygirl
 
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Post » Tue May 17, 2011 7:53 am

Well the CTD which I thought I might have solved...I really didn't and it happens almost every time I enter a building never in the wasteland or any ware else just upon entering a building :(

Use FNVEdit to find conflicted mod and decide the load order is better than using BOSS atm. It consume more time and effort but I think it is better than using automate script that don't recognise half of the mod which would mess up some load order.


The only thing I know how to use FNVEdit for is creating a merged patch and that's it...mind schooling me on how to us it to check for conflicts?
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Laura Hicks
 
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Post » Tue May 17, 2011 3:15 pm

Two small notes about what you described. Wrye Flash has a load order locking feature if it is enabled, this would prevent BOSS from sorting the mods, and explain some of what your portratied. On top of that Wrye Flash runs BOSS update on every execution, so if BOSS's masterlist was updated in between the two attempts it might explain the different load order suggestion on the second try.

Following the rule of thumb, this is how a load order should be in general

FalloutNV.esm

<---------------------------.esms from all the DLCs

<---------------------------.esms from all other mods

DarNifiedUInv.esp

<---------------------------. esps of "Beauty" mods.

<--------------------------- .esps for game balance overhauls

<--------------------------- .esps from other mods

<--------------------------- .esps for increased Spawns

<--------------------------- .esps from Follower and Weather mods

<--------------------------- .esps for compatibility patches

<--------------------------- Your merged patch
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Marine x
 
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Post » Tue May 17, 2011 3:35 am

Okay I guess the second bit would make seance but the how would you explained that one of the mods it recognised (weight_balancev07.esp) in that first time it then didn't when I ran it again after :shrug:and to make matters worse (it's actually getting annoying lol) it seems something is somehow messing with IMCN, when active if I'm not mistaken it categorises some item E.G food has "FOOD:" next to it but now it doesn't even with other sorted mods inactive it didn't come back, and I tried a clean install of it...unless it's not actually part of that mod? :mellow: but as for the first I know about the lock times feature and I have it deactivated. I don't know what to do next tbh :shrug:
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Dan Stevens
 
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Post » Tue May 17, 2011 9:51 am

Okay I guess the second bit would make seance but the how would you explained that one of the mods it recognised (weight_balancev07.esp) in that first time it then didn't when I ran it again after :shrug:and to make matters worse (it's actually getting annoying lol) it seems something is somehow messing with IMCN, when active if I'm not mistaken it categorises some item E.G food has "FOOD:" next to it but now it doesn't even with other sorted mods inactive it didn't come back, and I tried a clean install of it...unless it's not actually part of that mod? :mellow: but as for the first I know about the lock times feature and I have it deactivated. I don't know what to do next tbh :shrug:


It appears that you are using an inventory sorter mod in addition to IMCN (Imps More Complex Needs). First, if you are using "Inventory Sorters" you will need to load that first, then IMCN, then the compatability patch for "Inventory Sorters"

Myself, I could not stand some items missing their labels, so I used FNVedit to manually merge the two. As for explaining how that is done, it is a bit more involved than a simple forum post can deliver.
To explain it best, go to FO3 nexus, not NV Nexus and search for the different guides on how to use the edit program. It explains way better than I could hope to.
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saxon
 
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Post » Tue May 17, 2011 12:41 pm

Okay I guess the second bit would make seance but the how would you explained that one of the mods it recognised (weight_balancev07.esp) in that first time it then didn't when I ran it again after :shrug:and to make matters worse (it's actually getting annoying lol) it seems something is somehow messing with IMCN, when active if I'm not mistaken it categorises some item E.G food has "FOOD:" next to it but now it doesn't even with other sorted mods inactive it didn't come back, and I tried a clean install of it...unless it's not actually part of that mod? :mellow: but as for the first I know about the lock times feature and I have it deactivated. I don't know what to do next tbh :shrug:


I am not sure about it but it might be the bashed patch.

* 53 Imp's More Complex Needs.esp
* 54 Imp's More Complex Needs - JA - SORTED.esp
* 55 Ambient Temperature - IMCNNV.esp

None of those 3 can be bashed, you can merge them into a merged patch but nothing ellse as they work as a group, any overwrite of thier values wil resut in faulty performance.

To be precise my Imp's More Complex Needs - JA - SORTED.esp mod leeches onto Imp's IMCN and changes the names while keeping every other value active.Because of it IMCN - SORTED would not work without IMCN and might cause crushes because of null references and missing masters.
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Amber Ably
 
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Post » Tue May 17, 2011 3:46 pm

If I have, say, 1. Game file, 2.Pre-Order Bonus fixes, 3.FOOK, 4.Community Bugfix Compilation (installed with FOMM), and 5.Other single fixes and mods like Enhanced Shaders/Depth of View,
then what should be the Load Order? (the first five positions/files in the manager are in bold fonts but I don't know what it means)
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Oceavision
 
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Post » Tue May 17, 2011 2:23 pm

A sorter mod is not needed if you use the sorter function of Wrye Flash that's coming with bashed patch creation.
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Richard Thompson
 
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