Fallout NV Mod Conflict Troubleshooting

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This a collection of specific common problems and solutions, along with a general checklist of things known to contribute to problems, collected from around the web. The "Fallout NV Mod Conflict Troubleshooting" thread in the "Fallout New Vegas Mod Troubleshooting" forum is for questions, suggestions, and discussion of this article's contents.

The article is organized around various generic topics, with specific mod conflicts or issues that don't fit into the other categories under "Solutions to Miscellaneous problems".

If you haven't already, it is suggested to read the wiki article FNV General Mod Use Advice first to understand basic terminology as used here and differences in FNV from other games you may be used to modding.

Troubleshooting is a logical process of elimination. If all logic fails, you have to revert back to a vanilla game and slowly re-install mods, testing each one thoroughly before adding the next. It is a trade-off of "time" versus "effort". Where that tipping point lies is up to you. This is why you are always advised to follow a slow "install and test each mod one at a time" procedure when first setting up your game. Then you know specifically which mod is causing your problem, which saves time.

The How to ask for help wiki article applies to any game. Read it before posting your next problem in the forums to speed up getting to the correct solution. The time you are wasting otherwise is not just your own.


Standard list of things to ask yourself about your current FNV problem:
00. Did you install Steam under the default location of the "C:\Program Files" tree? This causes many "strange" problems not otherwise explainable. As painful as it may sound, read the wiki article Installing Games on Windows Vista+ and move at least FNV. That article has a link to the official Steam Procedure (a good indication that they now recognize the need to correct this). This should be the first solution you try. Otherwise you will spend a lot of time and effort trying other solutions, and still have to move the game files in the end anyway.

Note that the GOG DRM-free version of FNV default install location is "C:\GOG Games\Fallout New Vegas". It does not have this issue, in addition to already being 4GB memory enabled. DO NOT run the 4GB Patcher against the GOG version. This situation has been known to prevent the ability to save any game files. Other unpredictable problems may occur.

01. Are you getting an error message? What is that pointing to as the source of the problem: the game, Steam, or Windows?

02. What most recently changed (as far as what you have deliberately done to your game is concerned: New, updated, or removed mods or plugins)?
02b. Did any of the following which interact with the game get updated or changed recently. They are prime suspects if nothing in the game itself changed:

a. Video driver. (The latest is not always tested against an older game.)
b. Sound driver.
c. Mouse driver. ("Advanced features" are not always compatible with the game.)
d. Power Outage? Run a chkdsk on the drive to fix any errors that might have occurred.
e. Windows system update (consider rolling back to the previous restore point).

03. If you have recently "verified local files" or "re-installed" the game, try renaming both the INI files in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder, and let the game rebuild them. (There might have been some unexpected changes.) Rename to anything you choose. I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old". The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.

Before you make any changes to the game INI files, please make backups and put them in a safe place. See the Game INI files section of the "FNV General Mod Use Advice" article for details.You have been warned!
If you make any changes to any of the game INI files, remember to change it in all three files (after you have backups of the originals): the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini"). Otherwise you tend to lose track of which you actually changed if you have to "verify files".
Note that if you are currently or have used "Mod Organizer", MO uses its own copies of "Fallout.ini" and "FalloutPrefs.ini" (from when the MO profile was created), located in the "<Steam install path>\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>" folder. These files need to be changed as well.

04. Does the most recent mod change use New Vegas Script Extender (NVSE) or supplemental plugins like JIP NVSE Plugin or "Lutana NVSE Plugin"? Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas"). OR, in game to confirm if it is installed properly you can open the console (default is the "~" key), enter 'GetNVSEVersion', and it will return the version number. The same check for supplemental plugins is 'GetPluginVersion "<plugin name>"', where <plugin name> is the string "Extensions for NVSE" (NX), "JIP NVSE Plugin" (JIP), and "lutana_nvse" (Lutana).

NVSE and related plugins must be manually installed because most mod managers assume everything in them needs to go into the "Data" folder instead of their respective specific locations. Check their documentation carefully.
When installing New Vegas Script Extender (NVSE), the nvse_loader.exe file should be in the game root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas"), so it's along with the FalloutNV.exe file. However, just unpacking the NVSE archive package to the "Fallout New Vegas" folder may not create a "Data\NVSE" folder or the "Data\NVSE\Plugins" sub-folder upon installation unless you tell it to include sub-folders when doing so. If not, you will have to do so manually. It definitely does not create a configuration file (in the "NVSE" sub-folder), nor automatically enable it's log files (which will be found in the game's root folder). You need to do so yourself, using any plaintext editor such as Windows NotePad. Supplemental NVSE Plugins such as JIP, Lutana, MCM, NVAC, or NVSR should go into the "Data\NVSE\Plugins" folder; along with their configuration/INI files.
  • If not present, manually create folder "NVSE" under the game "Data" folder (at the same level as the "Meshes" and "Textures" folders), and then "Plugins" under the "NVSE" folder.
  • Make sure "hide known file types" is disabled in Windows/File Explorer's "Folder Options" menu, or your new INI file in the next step will have a hidden ".txt" extension which you don't want. (The DigitalCitizen.life article 8 ways to open the Folder Options window, in Windows (all versions) will show you how to access that.)
  • In the folder "Data\NVSE" create a new text file and name it "nvse_config.ini".
  • Copy and paste the following into "nvse_config.ini":
This will enable the game's error log the next time you run it, which will then be found in your FNV root folder (where you put the NVSE executable files). There will be at least three files: "falloutnv_error.log", "falloutnv_havok.log", and "nvse.log". The first one is very useful for finding broken stuff in mods or the cause of crashes. Not everything in it is an error so keep that in mind; some are just warnings. The "nvse.log" is helpful to identify problems with NVSE itself, and plugins that rely upon it.
The warnings are supposed to be written by the game engine in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\warnings.txt", but this may be dependent upon the "log level" in the "nvse_config.ini". The default is level "1" and there is no "warnings.txt" file created; but it goes up to level "5" (debugging) with increasing verbosity. However, it appears this "warnings" file feature was never actually implemented for FNV, but have been restored by the GECK Extender Plugin for NVSE.
  • To activate the "Sheson patch", Add the following before the "[Logging]" section of the "nvse_config.ini" file:
Using a size of "240" or "256" is suggested if you are not using FNV4GB or some other means to utilize the maximum ~4GB of game memory. Too small or too large a heap size causes problems. Keep it under "500" (i.e. "496"), and in multiples of 16. Skyrim SKSE users may be aware of a "scrapheapsizeMB=" setting. This is carried over to NVSE, but is not used in the FNV game engine. Remember, nothing is "free memory". Everything you assign to a "heap" is no longer available to the game itself.
See also entirety of the Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu" in this guide.
For help interpreting an error log, please see the How to read most Bethesda game error logs wiki article.

05. Did the mod need to be added to Mod Configuration Menu (MCM) / One HUD (oHUD) / User Interface Organizer (UIO)? (Those mods need to see it when they are installed. See the wiki article HUD-UI-Menu issues and re-install them.)
06. Is your version of Windows 32 or 64-bit? (32-bit may require BOOT.INI changes to use more than 2GB of memory. See this 2-4GB game memory limits and solutions article.) FNV is a 32-bit game, so you need the 32-bit versions of any downloadable tools or libraries, like "C++ Runtimes" or "DirectX drivers" installed on your 64-bit system. 32-bit libraries are not interchangeable with 64-bit versions. They install to different locations. There is a reason MS makes both versions available.
07. Are you using a FNV4GB Loader such as 4GB Fallout New Vegas Updated or an LAA flag Patcher like FNV 4GB Patcher? (Increases available memory. But see the previous question about 32/64-bit Windows. It's related.)
08. Are you using an ENB preset? (Alters the graphics environment, including INI changes.) If you aren't sure, then probably not. This is a "third party tool" you would have to manually add. You should wait until you have a stable game before adding a "post-processor" like it to the mix.
09. Are you using Reshade/SweetFX? (Alters the graphics environment, including INI changes.) You should wait until you have a stable game before adding a "post-processor" like it to the mix.
10. Check the game graphic & ENB/SweetFX options do not conflict with video driver settings. (Anti-aliasing, ambient occlusion, anisotropic sample size, v-sync, anything else that is mentioned.) If you didn't install either of these then the question does do not apply.
11. Are you using LOOT to sort your mod "load order" (LO)? (Reduces mod conflicts.) If you don't like LOOT's results, or wish total control over your LO, see the wiki article Load order and you for an approach to organizing the LO and creating a "merge patch" file to manually resolve conflicts.

It's always useful to post your "Load Order" (LO) with your problem description. (Use the "Special BBCode" button in the Forum "Reply" menu bar as the third icon from the left in the top row, next to and left of the "Font" pick-list field to put the LO in "Spoiler" tags.) Screenshots are not the best way to convey your LO, because they usually can't include everything in one image and (depending upon where you took the shot) may not show the actual "load order". LOOT can copy your LO into a list suitable for posting on forums. (It's under the ":" with three dots to the extreme right in it's menu bar.) Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called "140 cap". LOOT provides both numbers: active and total installed.

12. Do you have more than 130 active plugins in your LO, or more than 140 plugins installed (active or not) in the game DATA folder? The game can have problems with anywhere from roughly 130-140 active, or too many installed, depending upon your system. This may manifest in any number of strange ways to include apparent missing meshes and textures that were there before, along with CTDs.
13. If you are having a "red icon" problem, see the ArchiveInvalidation (by Manager) sub-topic.

  • When in doubt, it will never harm things to try toggling "ArchiveInvalidation" off and then on again.

14. Are you missing any of the "game fixer" mods? See the Issue: Vanilla game bugs sub-topic for a list of specific recommendations.

15. If any LOD files (distant landscape terrain) have been added, re-run TES4LL (from Nexus Oblivion or GitHub). TES4LL is used to "fix up" LOD/VWD mesh files, and works along with FNVLODGen. (See the TESTG site for a glossary of terms and descriptions of/links to these and other utilities. The VWD/LOD Overview page includes a basic batch file for assistance in automating the process.) Edit in the following parameters in the "tes4ll_make_..." files for FNV:
... _gamemode=FalloutNV _worldspace=WastelandNV _worldspaceid=894758 _worldspaceidhex=000DA726 ...

16. If the LO has changed, re-run FNVLODGen after LOOT. (Rebuilds LOD quadrants (quads), which are "load order" dependent.)
17. Use FNVEdit (loading the entire LO) to check for Masters that are missing or loading after Dependencies. See the wiki tutorial Missing Masters. There is full documentation of FNVEdit (for both FO3 and FNV) in the FNVEdit Training Manual.
18. Are you using a Wrye Flash Bashed Patch or a manually created "merge patch" file? (Resolves record level conflicts.) See S.T.E.P. Merging Plugins Guide which covers both approaches, or the video Making a Merge Patch by Roy Batty for the "merge up" approach. (Use of "Mod Organizer" is not required.) Use the Wrye Bash Pictorial Guide to quickly get functional with "Wrye Flash", which I think is the easier approach for a novice modder.
19. If you are using "Wrye Flash" to create a "Bashed Patch", have you gotten all "green" checkboxes for all your mods? See the first post in the pinned thread Fallout New Vegas Beginners guide to modding by gromulos.
20. Was there an update to a mod that has been included in a "merged plugins" or "merge patch" file? Rebuild the "merge" file.
21. Did any system or driver updates occur? (Third party processes might be the cause if nothing else changed.)
22. Does your hardware meet the game's minimum requirements?
23. Have you tried running the game in "windowed mode"? This has been known to unexpectedly fix CTDs and "out of memory" errors on some older hardware. If you prefer the "borderless" version of "windowed mode", install New Vegas Script Extender (NVSE) and use the One Tweak for FNV mod.
24. Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering.
25. Finally, the problem might be an overheating hardware component. This usually shows up after a period of time which is typically fairly consistent but unpredictable as to when it manifests. Try installing and keeping an eye on a temperature monitor, such as Speedfan (freeware). Your motherboard manufacturer probably has one available as well. And it never hurts to clean out any dust collecting in the computer case. Be sure to block any fans from rotating when you blow it out, so they don't send any unfiltered power surges through the system.

ArchiveInvalidation (by Manager)

"ArchiveInvalidation" (AI) is a method by which the game is told to look for "loose files" in preference to those in the vanilla BSA files. This is the reliable method to get a mod's own texture and mesh files utilized, assuming you have properly installed those "assets". This post on manual invalidation explains the problem and history quite well.

Check you have "ArchiveInvalidation" (AI) enabled. You may need to "toggle" it off and then on again.

  • Open your mod manager.
  • Mod Organizer (MO): Select your "Profile". Turn on "Automatic Archive Invalidation" in the "Configure Profiles" dialog. Close the mod manager.
Some have found "AI" more difficult to get working in MO. In these cases the following steps are suggested:
1. In MO Settings 'Workarounds': uncheck 'Force-enable game files'.
2. Get a copy of "Fallout - AI!.bsa" (From FOMM or NMM) and copy it to your "Data" directory. (Basically this is an empty BSA file.)
3. Go to the 'Archives' tab in the right MO window. Make sure MO is managing BSA files. Move the "Fallout - AI!.bsa" to the top of the list.
4. Try "Automatic Archive Invalidation" in the Profile both OFF and ON.
  • Fallout Mod Manager (FOMM): Depending on the version you have, find "Archive Invalidation" either under the tools tab or find the button "Toggle Archive Invalidation".
  • Nexus Mod Manager (NMM) or the newer Fallout Mod Manager - Forked (FOMM-Forked): if there is a "check mark" shown next to "Archive Invalidation", remove it and close the mod manager. Open the mod manager, open the "Tools" and place a "check mark" next to "Archive Invalidation".
    If there is not a "check mark" next to "Archive Invalidation", place one there and close the mod manager.
  • Wrye Flash (WF): click on the "Installers" tab, then right-click on the "Package" column header (gray bar) and click to place a "check mark" on the "BSA Redirection" context menu entry. Then right-click on the "Package" column header again and select "Anneal All".
  • If you don't use a "mod manager", you should. But there are mods out there that provide the same "BSA Redirection" functionality (the currently more effective form of "ArchiveInvalidation") as an addon.
  • If a mod manager's AI doesn't seem to be working, check the INI files under "[Archive]" for the "bInvalidateOlderFiles=" setting. Try switching the value between "=0" and "=1". (Some seem to need it one way, and others the opposite.) See also the wiki article Archive invalidation for details on where the "fake bsa" file needs to go in the "sArchiveList=" line.
  • For other texture problems, see the TESTG Troubleshooting section.

Mod Conflict Isolation

If you have to isolate a mod conflict, try first "disabling" half your mods, and testing. If the problem disappears, then you know the mod conflict lies in the "disabled" half of the mods. Re-enable half of the "disabled" half of the mods (i.e. now down to 1/4 of the total) while disabling the entirety of the other (previously enabled) half, and test. Keep repeating this "halving the remainder" process until you have narrowed it down to the mod that causes the problem only when it is active. This is the quickest way to isolate a problem mod.

Whenever you "disable/deactivate/uninstall" a mod, make a "clean save" file before testing the result. For FNV a "clean save" from an existing game save seems to be just a "full save" file (not a "quick save") that has been loaded, displayed the "missing content" message for the disabled plugin(s), and you continued on into the game; and then waiting about 10 seconds for scripts to initialize before saving again. This is a minimal clean save procedure. (If you appear to still have "residue" remaining after trying this procedure, try the more complete process laid out in the Tes4Mod:Clean_Save procedure for Oblivion.) However, it is usually preferable to test using a "new" game "full save" file from just after you create a "new" character with a different name. This avoids the possible issue of any corruption or problems "burned into" the save file.

Please see also the 'Fourth Rule: Reloading "save game" files' section of the wiki FNV General Mod Use Advice article.

If disabling mods does not pin down the culprit, then you have to uninstall them to completely remove their influence, because they overwrote something which is causing the problem. You can use the same "halving" technique but often it will be quicker to just uninstall everything and start over from a "vanilla" game that you have tested has no problems.

If you uninstalled and re-installed the game but even without mods it crashes on startup, likely you forgot to clear out your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder. The game places your specific versions of the Fallout and FalloutPrefs INI files there, along with your "save games". Try renaming the "Users" folder INI files first. I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old", but it can be anything. The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file. Then if that fails: move the "saves" elsewhere, delete that FalloutNV folder's content, and re-install again. If you have to re-install again anyway, be sure to install to a folder that is not under the default "C:\Program Files" folder tree. See Installing Games on Windows Vista+ for the rationale and guidance. (Actually, you should move your game from the default location regardless, but I realize this is unwelcome advice to most people. It is still the single best "fix" you can do for yourself. Read that article.)

When the above is not sufficient to resolve your problem, please report what steps you have tried so we don't waste time suggesting you repeat something. In such cases, report the actual steps: not just "I followed the guide". We need to know you didn't miss or misinterpret something.

It's always useful to post your Load Order (in "Spoiler" tags. Use the "Special BBCode" button in the Forum "Reply" menu bar, just to the left of the "Fonts" pick-list). Screenshots are not the best way to convey your LO, because they usually can't include everything in one image and make it difficult to determine if you have too many plugins. LOOT can copy your LO into a list suitable for posting on forums. (It's under the ":" with three dots to the extreme right in it's menu bar.) Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called "140 cap".

Towards Game Stability

  • If you want a stable game, don't make any changes to your setup once you start playing and making "save game" files. Even updates to current mods run the risk of making things unstable after the point they are added. If you do update, ensure you know which save to revert to prior to that update if it goes wrong.
  • Removing a mod that has stored some elements in a "save file" will leave residue (even with a "clean save") that can cause problems down the road. In particular you have to watch out for mods that use scripts to permanently change form and leveled lists (such as, purely as an example, Millenia's Weapon mods). This is not, in and of itself, a bad thing as there are compatibility advantages to using this "script" technique. Such mods usually point this out in their description. But it is something to pay attention to when experimenting. It's better to find out what causes problems before you start to play in earnest.

Solutions to Starting the game problems

Issue: After moving game from the default install location, FNV4GB fails to launch

The FNV4GB.log looks similar to the following when trying to launch it:

The "Executable name" (3rd line) points to the correct location. The registry key "HKLM\SOFTWARE\Valve\Steam" value "InstallPath" (9th line; value content shown in 11th line) does not.
  • Cause: The registry has not been properly updated.
  • Solution: Running the vanilla EXE launcher (from the Steam Client or 'FalloutNVLauncher.exe') first after moving (at least once) updates the registry addresses. After that FNV4GB will work correctly.

Issue: Application load Windows error(s)

  • Cause-1: Specifically error codes: "5:0000065434" or "P:0000065432" indicate the Steam Client is not loaded.
  • Solution-1a: The "Steam Client" may be in "Offline" mode and minimized, but must remain running while launching the game, even with "nvse_launcher" or "fnv4gb".
Note that the "Steam Client" is what displays the "Library", "Store", etc. It is a separate piece of software from "the game" and performs the authentication that your copy of the game is legitimate.
  • Solution-1b: Sometimes all that is needed is to open the "Task Manager" (<Ctrl+Alt+Del> or right-click on the "Task Bar" | "Start Task Manager"), switch to the "Processes" tab, and right-click the "image name" Steam.exe task and select "End Process Tree". Then restart the game again.
  • Solution-1c: When this occurs with the "FalloutNVLauncher.exe" file after installing NVSE, some people have found that COPYing the "Steam.EXE" file (usually located in the "<install path>\Steam\" folder), into the game root folder (i.e. along with the NVSE.EXE file in "<install path>\SteamLibrary\steamapps\common\Fallout New Vegas"), resolves the problem.
  • Cause-2: For some people, the game will not run without "Multi-threaded AI" enabled.
  • Solution-2: In all three INI files, under the "[General]" section set the following values:
and add the line:
and set that to however many cores your processor has. Note this added line is not a "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone in general. Some people have experienced adverse effects. Use with caution and test the result. When in doubt, start with "2".
  • Cause-3: Error message "Application was unable to start correctly", and Windows "Event Viewer" Application Error: "Exception code: 0xc0000005".
Generally this error code means the program is trying to access protected memory or outside of the space allocated to it. It's one of the most common OS errors seen. In this case the game is failing to start as a result.
  • Cause-4: Error message "The application was unable to start correctly (0xc000007b)" has several possible causes. The TomsHardWare site has a good list of these. But when the problem only occurs with FNV on a Windows 10 or later system, the most likely reason is due to the age of the game. At the time it was released, the game was designed to look for DirectX9 files with specific versions in the file names. Later versions of DirectX might be "backwards compatible", but the file names are not the same and the game does not recognize them as being equivalent.
  • Cause-5: Generally this only applies if you are unable to get the game to start at all, ever. If it had been running but suddenly starts failing for no apparent reason, most likely it is due to something on the OS side that recently changed: a Windows Update, or a new video/ mouse/ sound/ keyboard driver. See also: Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU).
It is common advice to update video drivers, but manufacturers often stop testing for older game compatibility. Experience suggests you only update drivers when necessary to resolve a specific problem, and be prepared to "rollback" to an older driver version. Keep at least one version that is known to work "in reserve".
  • Solution-5a: If running the game in online mode through Steam, Set/Change Steam Compatibliity:
  1. Run the Steam Client and login online.
  2. Right-click on the Steam Icon, choose Properties, and if it is on, turn Compatibility off.
  3. Close out Steam Client entirely.
  4. Open Steam again it and attempt to load the game.
  • Solution-5b: If running the game in offline mode by launching from your computer desktop, or if setting "Steam Compatibliity" is not sufficient, Set/Change Windows Compatibility:
  • Note that the Windows 10 "Fall Creator's Update" (FCU, v1709; aka "RedStone 3") reportedly no longer requires this compatibility setting.
  1. Right-click on the Fallout: New Vegas launcher application (FalloutNVLauncher.exe) in the game root folder. (This is C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas (by default), but that location is not recommended. Please see the wiki Installing Games on Windows Vista+ article for why not and help on moving it.)
  2. Select Troubleshoot Compatibility.
  3. Choose the Troubleshoot Compatibility option.
  4. Check the box that says The Program requires additional permissions.
  5. Select Yes for the next window and then Test the Program.
  6. Choose Save these settings.
  7. Try to launch the game from your desktop again.

Issue: Black Screen on startup

  • Cause-1: Usually if the game "freezes" but doesn't CTD during the loading screens, it's due to a missing or incorrectly referenced "master file". Usually this is a file with an ESM extension, but less commonly might be one with an ESP extension. (It is a "flag" internally in the file header that makes a file a "master"; not the extension.)
A "missing master" problem can result just from a plugin being in the wrong sequence in the "load order".
  • Solution-1: Use FNVEdit (loading the entire LO) to check for Masters that are missing or loading after Dependencies. See the wiki article Missing Masters for more detailed instructions.
In general, make sure all your ESM files are loaded first with the game ESM (FalloutNV.ESM) as the very first file and those of the DLC next in the order they were released:
  • FalloutNV.ESM
  • DeadMoney
  • HonestHearts
  • OldWorldBlues
  • LonesomeRoad
  • GunRunnersArsenal
    and then the "pre-order packs":
  • ClassicPack
  • MercenaryPack
  • TribalPack
  • CaravanPack
Mod EMS files should follow.
Use LOOT to get a basic sorted mod order. Note that some mods have ESMs that use the ESP extension, so if LOOT sorts them into the ESM group, leave them as it is determining that from the file headers and they really are flagged as ESMs.
  • Cause-2: A Black screen but you can hear sounds and the game seems to be running usually means you have too many plugins active. You can start to have problems anywhere with between 130-140 active plugins depending upon your system. Here "plugins" refers to both ESM and ESP files that are active in your "load order", or present in the game "Data" folder even if not active.
  • Solution-2: Try temporarily disabling enough plugins to get under the cap and see if that gets your screen back. If so, then you need to look into permanently reducing the active plugin count by means of a "bashed" or "merged" patch file, and "merged plugin" files. See the wiki article Merged Plugin Guidelines for Personal Use where the subject is discussed.
  • Cause-3: A Black screen but you can hear sounds and the game seems to be running could mean you have corrupted a HUD-UI-Menu XML file, or have installed a mod that overwrites one. This can usually be confirmed by loading the game without any active mods or "save game" (i.e start a new game). If the screen remains black, you have an XML file issue.
  • Cause-4: A Black screen with CTD during the loading screens is usually an indication of a mod conflict or a dependent plugin (i.e. an ESP) loaded before a master plugin (i.e. ESM for the same mod). See the wiki article Missing Masters for more detailed instructions