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Load Order Help - No Menu, Many Mods

General help and troubleshooting.
Mune
Posts: 12
Joined: Thu Oct 16, 2014 1:31 pm

Load Order Help - No Menu, Many Mods

Post by Mune » Thu Oct 16, 2014 2:25 pm

Hello!  Brand new here, just downloaded ToTW yesterday.  I'm trying to get a bunch of mods to play nicely together, but am currently getting the bug where the main menu/cursor never loads up when running the game.  I'll be looking into it more this evening and possibly this weekend (if time allows), but I figured I'd make a post here in case any of you fine folks can point out something obvious I messed up.  Thanks in advance for any assistance!


I tested the ToTW game with no mods first (fresh install) and I got it working no problem, so it is most definitely the mods.


First, my list of Mods:


[collapsed title=Mod List]


The Basic Essentials:

FOMM

NVSE

NVEdit

The 4Gb exe file


The Real Mods:

EVE - Energy Visuals Enhanced

Nevada Skies

Project Nevada

oHUD

TTW Fixes (the bugfix patch specific to TTW)

NMC's Texture Pack

Fallout Redesigned

Marts Mutant Mod

Fallout Interiors

DarNified UI

Mod Configuration Menu


A couple small tweak ones I am using are the centered 3rd person view one for NV and the 'Enhanced Camera' one which keeps 1st person view unless you explicitly switch to 3rd


[/collapsed]


My Load Order:


[collapsed title=Load Order]


[X] FalloutNV.esm

[X] DeadMoney.esm

[X] HonestHearts.esm

[X] OldWorldBlues.esm

[X] LonesomeRoad.esm

[X] GunRunnersArsenal.esm

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] TaleOfTwoWastelands.esm

[X] ClassicPack.esm

[X] MercenaryPack.esm

[X] TribalPack.esm

[X] CaravanPack.esm

[X] EVE.esm

[X] NevadaSkies.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Equipment.esm

[X] oHUD.esm

[X] Project Nevada - Rebalance.esp

[X] Project Nevada - Cyberware.esp

[X] TTWFixes.esm

[X] TTW Redesigned.esm

[X] Mart's Mutant Mod.esm

[X] TTWInteriors_Core.esm

[X] TTWInteriorsProject_Combo.esm

[X] DarNifiedUINV.esp

[X] Centered 3rd Person Camera.esp

[X] The Mod Configuration Menu.esp

[X] Project Nevada - Dead Money (Rebalance).esp

[X] Project Nevada - Honest Hearts.esp

[X] Project Nevada - Old World Blues.esp

[X] Project Nevada - Lonesome Road.esp

[X] Project Nevada - Gun Runners' Arsenal (Rebalance).esp

[X] EVE FNV - ALL DLC.esp

[X] Project Nevada - EVE All DLC.esp

[X] NevadaSkies - Blueberry Nights.esp

[X] NevadaSkies - TTW Edition.esp

[X] Mart's Mutant Mod - TTW Redesigned.esp

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

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

[X] Mart's Mutant Mod - New Vegas Geckos.esp

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

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

[X] Project Nevada - TTW.esp

[X] Merged Patch.esp


[/collapsed]


Now I did quite a bit of work (3 days worth of research and downloading) attempting to follow any instructions for using these mods specifically for ToTW.  Luckily there was an abundance of useful posts and file uploads (largely on this site) on how to get these things working, mostly by applying additional files to each mod to make it work nicely in ToTW.


For example, super friendly and helpful Team Member RoyBatty had some specific instructions for getting NMC's textures combined for ToTW, a specific install order to get DarnUI to work nicely, and how to get the old F3 Marts Mutant Mod to work in ToTW (that would be my only mod I'm using that was for F3 only, the rest are for NV).


My Activation order for the mods was largely based on what RoyBatty suggested for DarnUI, but otherwise I did the ToTW Bugfix patch first, then visual mods (like EVE, Nevada Skies and Fallout Redesigned), then the bigger overhauls.


Now just for a bit of reference, I'm not brand new to modding Fallout games (or Skyrim and others) but am brand new to ToTW.  I've also done some minor modding myself for other games (TA-TW for example).  I'm also a computer tech by trade with fancy credentials and 10 years of experience.  BUT, I humble myself upon you all because I'm sure I'm just missing something obvious.


My plan is to start disabling mods until it starts running again and then just go from there, but I figured I'd post here in hopes that you guys might help expedite the process. 


[collapsed title=Things I've Tried]


Disabling Marts Mutant Mod

Disabling DarnUI

Deactivating NMC's Texture Pack (it is huge...)


Then it was 2am and I had work today, so I gave up for the time being...


[/collapsed]


Many thanks to the team here for bringing ToTW to life, it is fantastic! 



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

remove EVE.esm firstly,

Post by RoyBatty » Thu Oct 16, 2014 2:34 pm

remove EVE.esm firstly, TTWFixes.esm needs to go directly after TaleOfTwoWastelands.esm


NevedaSkies is known to cause hangs, start with disabling that one.


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freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

i may be wrong, it's been a

Post by freakydoo » Thu Oct 16, 2014 3:28 pm

i may be wrong, it's been a while.  that propblem is usually caused by an .esp that is trying to reference a missing .esm (master). in FOMM you can select an .esp and see which masters it needs to run properly. i'd check each .esp and compare it with your masters that are running and make sure your not missing any. 


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

Mune
Posts: 12
Joined: Thu Oct 16, 2014 1:31 pm

Hey RoyBatty!  Thanks for the

Post by Mune » Thu Oct 16, 2014 3:36 pm

Hey RoyBatty!  Thanks for the help, and for providing most of the tutorials I used for converting all my mods to be ToTW ready.


So the EVE .esm isn't needed?  Okay cool, I'm at work at the moment (slacking off a bit obviously) but I'll try that first thing this evening, plus the moving of TTWFixes.  I had forgotten to mention but that Load Order was sorted by BOSS, with one tweak done by hand because NVEdit found a problem.  Otherwise the order has been untouched.  Checked on, but not altered.


If it turns out that NevadaSkies is the culprit, is there any sort of remedy you could point me towards?  Or is it just a matter of removing it is the only way?


Completely unrelated, but where is your avatar from?  It looks very familiar but I can't pinpoint in my head where it came from...


EDIT:


freakydoo - I had read that too in a bit of quick searching on the issue.  I couldn't find in FOMM how to check that though, so I'll have to look into how that's done.  It was about 1AM by the time I got all the mods loaded and ready to hit Play, so my troubleshooting has been rather limited so far.


Thank you guys again for helping!  I appreciate it.



freakydoo
Posts: 232
Joined: Sun Nov 24, 2013 1:33 am

when you open FOMM click on

Post by freakydoo » Thu Oct 16, 2014 3:51 pm

when you open FOMM click on any one .esp plugin and below it will show a quick view of that mod showing the masters it relies on.


kudos to you as well many people fail to do any research prior to asking questions (myself included at time). you obviously have.


asus ROG laptop, specs: i5 3230 3.2, 8gb ram, nvidia gtx 660, Window 8 64 bit, logitech surround + sony xplode 250 car amp powering two 12inch 120 watts sub (wal-mart specials), sound system by freakenstein

Galliano
Posts: 33
Joined: Mon Jun 30, 2014 7:29 pm

I would say is it a problem

Post by Galliano » Thu Oct 16, 2014 4:56 pm

I would say is it a problem with your Interface Mods / *.xml related.

Try it with UnifiedHUD or the new UI Organizer.


To check your load order about missing *.esm files simply load all your active mods in FNVEdit und read the log on the right.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Mune: Glad to help, no you

Post by RoyBatty » Thu Oct 16, 2014 5:20 pm

Mune: Glad to help, no you don't need EVE.esm, I have integrated both eve's into the NV one and this may be the cause of the hang. Weather mods should always go dead last in your load order as they edit worldspace names and other things that tend to get overwritten by other mods.


 


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Just to clarify, newer Mod

Post by TJ » Thu Oct 16, 2014 5:39 pm

Just to clarify, newer Mod Managers (FOMM 14 and MO) for sure, make it abundantly clear when you're missing a master.


My project Dash is on Kickstarter!



Mune
Posts: 12
Joined: Thu Oct 16, 2014 1:31 pm

Super thanks to all you guys,

Post by Mune » Thu Oct 16, 2014 8:31 pm

Super thanks to all you guys, you're awesome!  I was kinda expecting people to flame me a bit and say "do more testing!  disable mods!" (you know, typical forum anger) since it was just after a little bit of troubleshooting.  I came in looking for some quick help and I certainly got it!


Thanks freakydoo for the kudos, I try and do my research so I don't have to be pesty online.  It's been a while since I modded F3 and that was quite a pain then too, that was kindof my introduction into doing lots of mods in a game.


Galliano - I saw that too when looking up the missing menu error, I tried just a quick n' dirty test of disabling the DarnUI files (not deactivating it though) and no help, but I'm still thinking it may be related, we'll see after more testing this evening.  Could be a few things wrong with my setup now that I've heard from all you guys.


RoyBatty - Thanks for the EVE tip, and I'll be sure to put Nevada Skies at the end (very end just before merged patch?) when I do some adjusting this evening.  I remember that about weather mods from when I modded F3 way back when now that you mentioned it, thanks for the refresher.  And your many tutorials/files for modding ToTW are hugely appreciated.


TJ - I had heard that there were newer versions of FOMM than what's on the Nexus but I couldn't find any that came from websites that didn't seem sketchy so avoided it.  The ones I found were on these weird websites and I wasn't sure from the descriptions if the program was quite ready for use.  If you wanted to point me towards a good download I'd be happy to try it, not sure if the Nexus version has any drawbacks I should be aware of (other than being old).  Thanks for reading/replying to this thread too!  Nice to see the mod makers active on their forums.  I really like this little ToTW thingy you guys have made.  =P


Thanks again everyone!  I'll give an update this evening, hopefully saying that everything is working fantastically.



enneract
Posts: 75
Joined: Tue Feb 25, 2014 4:54 pm

Mune - Mod Organizer can be

Post by enneract » Fri Oct 17, 2014 12:02 am

Mune - Mod Organizer can be found Here. UI Organizer (an NVSE plugin used to make sure that HUD mods play nice together, replaces Unified HUD Project) can be found Here.


 



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