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Facing a problem with two mods in load order

General help and troubleshooting.
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Babar1982
Posts: 59
Joined: Wed Apr 09, 2014 2:40 am

Facing a problem with two mods in load order

Post by Babar1982 » Sat May 31, 2014 3:15 pm

Im facing a problem with two mods in the load order provided below .The mods are the NevadaSkies.esm file and the  Marts Mutant Mod.esm   Whenever i put one above the other in the load order and check the pip boy in-game.Either the Mart mutant control menu is enabled and the the Thermo Graph menu disabled or its the other way around .I am not being able to figure out how to keep these two esm files in the correct order .So as to have both of them enabled in the pip boy . Help needed please .My load order is listed below . 


 


 


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farmerboy464
Posts: 76
Joined: Tue Feb 11, 2014 4:21 am

I'm not an expert, but you

Post by farmerboy464 » Sat May 31, 2014 10:05 pm

I'm not an expert, but you might need to make a merged plugin.  If the two mods try to add the item in the same way, the second one in the load order will force the first one out.  The merged plugin will over power both of these .esm's, but contains the information from both.



Babar1982
Posts: 59
Joined: Wed Apr 09, 2014 2:40 am

where are the experts?

Post by Babar1982 » Sun Jun 01, 2014 1:02 am

where are the experts?



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

What version of each are you

Post by paragonskeep » Sun Jun 01, 2014 2:51 am

What version of each are you running?


How was Marts converted? 


There is no "merged patch" in your load order. 


Also IIRC Project reality and Nevada skies will conflict. 


There is a Nevada Skies TTW version listed on site as well as Nexus, that one was built by the original author for TTW


http://www.nexusmods.com/newvegas/mods/35998/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D35998&pUp=1


Sesom is currently working on a complete TTW overhaul of Marts. (Yes I want to use it too, patience laugh)


Not sure how much help this is. But versions and conversions will need to be known to even begin to help.


If life is but a test, where's the damn answer key?!?!?

Babar1982
Posts: 59
Joined: Wed Apr 09, 2014 2:40 am

Ok i used these mods listed

Post by Babar1982 » Sun Jun 01, 2014 7:19 am

Ok i used these mods listed below .I hope this information provides the versions of these two mods i mentioned above .That seem to be having enabled and disabled issues in the pip boy in-game .


1. http://www.nexusmods.com/fallout3/mods/3211/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D3211&pUp=1


2. http://www.nexusmods.com/newvegas/mods/35998/?


 


Just the Main files i downloaded


 



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Marts is a Fallout 3 Mod so

Post by paragonskeep » Sun Jun 01, 2014 1:04 pm

Marts is a Fallout 3 Mod so it won't work without conversion for TTW (There are a couple on the site here, not sure of their stability though as I don't use them)


Nevada Skies make sure you're using the one designed for TTW so it effects NV and CW. 


I'm a huge fan of Marts but also understand it has a lot of issues right now with TTW (and a few other mods in general) Sesom is in process of redoing it for TTW. 


Do you have ANY other issues with game play other than the Pip-boy items not showing up for which ever mod is getting overwritten?


 


If life is but a test, where's the damn answer key?!?!?

Babar1982
Posts: 59
Joined: Wed Apr 09, 2014 2:40 am

Well not after i got rid off

Post by Babar1982 » Sun Jun 01, 2014 2:55 pm

Well not after i got rid off projectRealityMK1 finally . I think Nevada skies TTW and project Reality for FO3 affect the same things in game .So there seemed to be a clash .After i got rid of project reality did the effects of Nevada skies kick in .



manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

I've tried the converted Mart

Post by manos » Sun Jun 01, 2014 3:37 pm

I've tried the converted Mart's Mutant available here and it was working :)


But I had to fix my load order. I've putted all of the MaMuMod esp at the bottom in the same order that you would put them for FO3:


[+] Mart's Mutant Mod.esm


... ... (other mods) ...


[+] Mart's Mutant Mod.esp


[+] Mart's Mutant Mod - Zones Respawn.esp


[+] Mart's Mutant Mod - Tougher Traders.esp


[+] Mart's Mutant Mod - Natural Selection.esp


[+] Mart's Mutant Mod - Master Menu Module.esp


[+]Bashed / Merged Patch.


-After, nothing that would overwrite any records from any of the plugins above.


 


I've putted the Master Menu module at the end  (BEFORE the Bashed/Merged patch) but I'm not really sure if it matters. If you're using FVN Monster Mod with it, be aware that some people (including me :) ) has some troubles to make those 2 mods working together.


For Nevada Skies, Paragonskeep already answered: Use the version that Yossarian has created for TTW. I didn't had trouble with it, only user mistake (oups) with "Zan Auto Purge" :)


 


Good luck!


 


Edit: If you don't know it, Yossarian is the original author of Nevada Skies so the TTW's version available here is rock solid!


Video games are bad for you? That's what they said about rock'n'roll...

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