Just wanted to update you all with a bit of a non-update, which is to say I haven't had the time to test it out any more yet. Forgot I had a bit of a social obligation last night so didn't get home until late. I should be able to get something done late tonight or this weekend though, so I'll let you all know how it goes when I finally do get to it.
Load Order Help - No Menu, Many Mods
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A55K1KA
- Posts: 120
- Joined: Thu Apr 03, 2014 6:32 am
is that load order in order
is that load order in order of load? cause i see esp's above esm's.. normally that doesnt happen. also mod config menu from memory should be higher than a mod that uses it.. ie project nevada.
if that is actually the order your loading your mods, i might suggest getting "LOOT" or "BOSS" for load order sorting.
*edit*
seems both of those are ok according to other users here, disregard comment.
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA
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Mune
- Posts: 12
- Joined: Thu Oct 16, 2014 1:31 pm
Oh hey you're right! I do
Oh hey you're right! I do see a couple ESP's erroneously placed up with the ESM's, weird. I actually did hit that load order with BOSS, looks like it failed me a bit. Well, I overlooked it too, I'll blame it on the late night. I think having ESM's after ESP's is technically okay if those ESP's don't rely on the ESM's after them, but I do think it's generally good practice to have all the ESM's first then all the ESP's. My bad.
Also I don't know for sure but you're probably right on the MCM, I'm thinking that should probably be the first ESP's on the list? (after the ESM's that is)
Thanks all you guys for double-checking my work, more eyes has certainly helped. My time was short when I did up that Load Order, I was just kindof hoping BOSS would get it right for me so I wouldn't have to worry. It's been too long since modding Fallout games for me! I got Skyrim working flawlessly with 30+ mods manually installed though... Thought I'd mention just to redeem myself a little.
EDIT (to avoid double-post)
We're back in business! Did everything you guys suggested, so all credits go to you fine folks. Removed EVE.esm, put TTWFixes right after TaleOfTwoWastelands.esm, NevadaSkies moved to the bottom of the lists (esm and esp respectively). I found those two Project Nevada esps that were buried in with the esms, for some reason FOMM was flagging them as esms so it got sorted as such. I remembered that happening with one esp back when I modded F3, so I remembered how to fix that in FNVEdit, so now those are properly sorted. I ran the game, had my menu, but got a message saying Project Nevada was missing some UI stuff (or something to that effect) and googled that problem. Ended up adding uHud to the mix and that sorted it out.
Now we're good to go! Haven't gotten to do any testing beyond hitting new game and seeing myself being born, but no time left for gaming tonight. Just happy that it's gotten this far and I think I'm in the clear. Thanks again everyone, you guys are awesome.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Those ESP's are flagged as
Those ESP's are flagged as ESM's for a reason, so that they come after the ESM's but before the ESP's.

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Mune
- Posts: 12
- Joined: Thu Oct 16, 2014 1:31 pm
Oh okay thanks RoyBatty for
Oh okay thanks RoyBatty for that info. I had thought it was just something odd with the old version of FOMM, or who knows what else. I did notice that the other ESP's required it, so they are at the beginning of the list for PN ESP's. For organizational purposes (and I'm a bit OCD) I like it that way, and I'm thinking it should work okay yeah?
Thanks again RoyBatty, couldn't get this working without you.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
It should be OK yeah, but
It should be OK yeah, but sometimes stuff needs to be in an ESM or weirdness happens. Particularly navmeshes and stuff.

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JaxFirehart
- Posts: 3003
- Joined: Wed Sep 12, 2012 12:33 am
You probably missed something
You probably missed something or some sort of voodoo messed it up, happens to me sometimes. I usually just uninstall all my UI mods and try again.
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Mune
- Posts: 12
- Joined: Thu Oct 16, 2014 1:31 pm
The files were ESP's but the
The files were ESP's but the file header (in FNVEdit) was marked as ESM. I removed that header (so that it's null like the other ESP's), would that mess things up? I can change it back if needed, you'd know far better than I.
EDIT:
Alright! One (hopefully) last thing I'll throw at you guys and see if you come up with anything. When I hit escape and go to the main menu (load save settings etc.) I get a message from MCM saying that there are redundant entries and to check the readme FAQ. I did that, and it said to check for multiple entries for <include src="MCM\MCM.xml"> in a couple of xml files. I found only one entry of it within "includes_StartMenu" under the menus/prefabs folder. So it appears there are no redundant entries as the readme mentioned, but I'm getting the messages nonetheless.
I fallowed the activation order as specified in RoyBatty's DarnUI tutorial found HERE. Which is to say that I activated them in order of DarnUI (modified for TTW), Project Nevada, MCM, oHud then uHud.
I've included the two XML files mentioned (as a TXT file instead so that I could attach it) if anyone feels like going through them. If not, no biggie, things are working anyway just with that popup occurring when hitting escape. It's a lot of text to go through so no worries if it's too much to ask. Or if anyone had a quick suggestion I could dig through it myself.
Thanks again you guys! Gotten it nearly perfect now.
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freakydoo
- Posts: 232
- Joined: Sun Nov 24, 2013 1:33 am
http://taleoftwowastelands
http://taleoftwowastelands.com/content/darnifiedui-ttw-edition and roy to the rescue again... in a manner of speaking. :) follow the ui installation process the roy lines out. this issue occurs because PN adds a redundant line in one one the .xml's, i think. installing in the correct order keeps that from happening. order of install (not to be confused with load order) with ui's is everything... at least that's what i've found.
another possible fix:
<include src="includes_StartMenu.xml" />
Fallout New Vegas/ Data /menus /options /start_menu.xml
edit the file and look at the bottom
which is found in between lines
<!-- BEGIN Added by Project NEVADA -->
<include src="includes_StartMenu.xml" />----------------------delete this line alltogether
<!-- END Added by Project NEVADA -->
and the message about multiple entries will go away
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Mune
- Posts: 12
- Joined: Thu Oct 16, 2014 1:31 pm
Hey freakydoo! Yeah that
Hey freakydoo! Yeah that link is exactly what I followed for UI mods installation, worked like a charm except for the aforementioned MCM message. I've gotten that all sorted out though thanks to your help! It wasn't precisely what you were thinking, but it was indeed a duplicate entry of that line. At the end of my StartMenu.xml file I found this:
</template>
<include src="includes_StartMenu.xml"/>
<!-- BEGIN Added by Unified HUD Project 3.7 -->
<include src="includes_StartMenu.xml" />
<!-- END Added by Unified HUD Project 3.7 -->
</menu>
So that's where the duplication was, I just removed the first entry there. No more message!
One more little annoying thing I've noticed it doing, but also not a big deal. When I exit the game, it does this sound-loop thing where the last 1/10th of a second worth of audio from the game just loops forever until I restart the computer. It's something that I've always had happen when I have to close the game forcefully due to a crash or whatnot, but now it's doing it even when closed properly. Still perfectly useable as is, but anyone else having that issue and maybe know a way to get rid of it?
Thanks all you guys for your help! I've been enjoying playing Fallout 3 again for the first time in quite a while, it's great.