missing master check mod load order fallout nv что делать
Missing master! Check mod load order.
Game loads up to the point when the main menu should appear but it does not. Meanwhile in the background i have the error window pop up since the beginning. I tried to use FNVEdit but it did not return any errors.
First get and install Mod Organizer 2 here. It’s designed to handle Skyrim SE, older TES/Fallout games and New Vegas alike:
Then get Wrye Flash, NVAC & FNV 4GB patcher (to minimize load order CTD) from the NV mod utilities section at Nexus here:
These should help trouble shoot and resolve 99.999% of your load order issues
A poor «load order» sort can produce a «missing master» error. So can an «inactive» plugin (i.e. «Essentialplustweaks.esp») residing in the game Data folder (which gets loaded even if not actually used).
Please see the «Missing Masters» wiki article on how to determine if you are actually missing a «master» file required by another plugin.
After more hours of troubleshooting i came to the conclusion that somehow the culprit was FCO so i decided to just remove the mod.
Thank you all for your help!
Also tagged with one or more of these keywords: help, fix, new vegas
can’t unholster weapon
Game keeps crashing when exploring
Anyone know why my ENB looks like this?
Non nvse plugin mods not working
fallout nv/3 1 fps a minute
Missing master check mod load order fallout nv что делать
need help with Yukichigai Unofficial Patch!
got the base game of fallout new vegas no dlcs I used nexus mod manager to install this but when i launch the game it says i need to change the mod order so i uninstalled it.
can someone tell me how to install this without the nexus mod manager?
Also I obviously have the steam version but I don’t think my nexus directories are correct.
can somone help with that aswell?
Folders are good.
Open NMM and on the first tab, where the plugins are, make sure that falloutnv.esm is at the top, followed by the DLC ESM files, then YUP ESM files, finally YUP ESP files.
Or download LOOT or BOSS load order sorters to sort it out.
By the way, manual install would give you the same error, since it’s a load order issue.
Folders are good.
Open NMM and on the first tab, where the plugins are, make sure that falloutnv.esm is at the top, followed by the DLC ESM files, then YUP ESM files, finally YUP ESP files.
Or download LOOT or BOSS load order sorters to sort it out.
By the way, manual install would give you the same error, since it’s a load order issue.
OK first, I don’t use YUP but, I just checked it’s nexus page and since you don’t have any of the DLC’s did you download from the main discription page or did you click on the «files» tab and download with NMM from there? There is a download for players that don’t have the DLC’s and the main download for players that do have the DLC’s.
You need to uncheck the ones that require DLC in your plugins tab.
Well, yes. In NMM uncheck everything that has a DLC title in it. The load order should be falloutnv, YUP base game, YUP NPC fixes, and get rid of that better performance garbage. Use NVSE + NVAC + Stutter Remover instead.* Those are engine plugins/hacks that increase performance and stability and work much, MUCH better.
Also, yeah, sorry, I automatically assumed you have the Ultimate Edition. Frankly, I find it surprising that someone owns only the base game so late after the release.
*There is a pinned thread in this forum about stability mods, you can find links there, install instructions behind the links. They are essentially all copy+paste operations, so don’t be afraid of them. 🙂
Well, yes. In NMM uncheck everything that has a DLC title in it. The load order should be falloutnv, YUP base game, YUP NPC fixes, and get rid of that better performance garbage. Use NVSE + NVAC + Stutter Remover instead. Those are engine plugins/hacks that increase performance and stability and work much, MUCH better.
Also, yeah, sorry, I automatically assumed you have the Ultimate Edition. Frankly, I find it surprising that someone owns only the base game so late after the release.
Allright thanks everyone for the tips. I’ll just reinstall every mod exept nvse.
My friend gave me this game using a key. But I’m going to get the DLC’s soon!
«missing master! check mod load order»
Getting this error message after the splash loads then crashes.
Any help would be greatly appreciated.
Here’s my load order from NMM
Now with 40% more tiny robots!
For one you need the NVInteriors Core it is a master of All my NVInteriors mods.
For one you need the NVInteriors Core it is a master of All my NVInteriors mods.
Thanks for noticing that. Rectified it, still an error.
The main menu HUD elements (continue, New Game, Options) aren’t even appearing when the splash finally comes up.
looks like you have add-ons for underground home but not the main file in there
The baby-eating Bishop of Bath and Wells
Use FNVEdit, watch for error messages generated by the background loader. It will inform you which master files are missing.
looks like you have add-ons for underground home but not the main file in there
Use FNVEdit, watch for error messages generated by the background loader. It will inform you which master files are missing.
Cheers dude, got FNVEdit, error kicks up when it goes to load the GunRunnersArsenal esm. Is that not part of an expansion or bundled with a GOTY edition or something? How can that be corrected?
Oh, and is the FNVEdit FormId a kind or recommended load order or just the order it reads them in?
well is no GRA or couriers stash in your load order so i’m guessing they aren’t included in it. the steam page is kinda vague about it aswell sorry. when you load the game if you can check the downloaded content button and see if it’s listed in there is all i can offer. if they aren’t might wanna grab em off steam
Cheers dude, got FNVEdit, error kicks up when it goes to load the GunRunnersArsenal esm. Is that not part of an expansion or bundled with a GOTY edition or something? How can that be corrected?
Oh, and is the FNVEdit FormId a kind or recommended load order or just the order it reads them in?
It is available both as a stand-alone expansion and included in the Ultimate Edition. If you don’t have it just buy Gun Runners Arsenal if you need it, or get rid of the mods that require it.
The order of mods in FNVEdit is not a recommendation, it is your actual load order and should be the same as in your mod manager.
The term form ID which you see used above the list of mods refers not to mods themselves, but to the records stored inside those mods. Every single thing in the game has a unique hexadecimal identifier called a form ID.
«Missing master! Check the mod load order»
i got this problem when i try to install things from project nevada (patches,convergence,etc.),when i entered new vegas,there’s no menu,only the ncr ranger image when you play FNV,and i gotta say i think i made the problem worse for myself and i think i need to reinstall the game and i had poor experiences with FNVedit,i just can’t see what’s wrong,i’m just being stupid at this point but at least i want to know the core of the problem,if you can help,it’ll be much apreciatted!
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
9 9 CaravanPack.esm
10 a SomeguySeries.esm
13 d enclavebunker.esm
14 e HonestHearts2.esp
19 13 More Perks.esm
20 14 Weapons.of.the.New.Millenia.esm
22 16 HonestHearts2b.esp
27 1b FOOK-PN Convergence.esp
28 1c WeaponModsExpanded.esp
29 1d FOOK-PN-WME-WMX-EVE Convergence.esp
31 1f More Perks Update.esp
33 21 Weapons.of.the.New.Millenia.Store.esp
34 22 The Storyteller.esp
35 23 NewVegasBounties.esp
36 24 NewVegasBountiesII.esp
37 25 NewVegasBountiesIII.esp
39 27 TeslaWeaponsPack.esp
40 28 TheBetterAngels.esp
41 29 shogo_laser_katana.esp
42 2a courierpowerarmor.esp
44 2c AirForceArmorT57C.esp
46 2e Carbonek_Mod.esp
47 2f Aliens Pulse Rifle NV.esp
48 30 EliteCrit1.esp
49 31 Laser Snipere Rifle.esp
51 33 Elite Elite Armor.esp
52 34 OWB-Path Lights.esp
53 35 Readius_NV.esp
54 36 OldCourierDuster_Replacer.esp
55 37 Donta1979 MK117 Prototype Armor.esp
56 38 StoryTellerUA.esp
58 3a Lonesome Road EDE FIX 2.esp
60 3c Project Alpha Sniper Zoom.esp
61 3d PerkEveryLevel.esp
62 3e PhotonLaserWeapons.esp
63 3f MW19GhostAzrael.esp
66 42 UnlimitedCompanions.esp
68 44 TacticalLaserRifle.esp
75 4b FalloutNV_lang.esp
76 4c Weapons.of.the.New.Millenia.Leveled.Lists.esp
78 4e The Mod Configuration Menu.esp
Awake at stupid o’clock
I ran into this too, it has something to do with the Cyberware addon, it expects to find a master that doesn’t exist
Unless I install your mod list, (and/or play NV, which I don’t) there’s no way I can know what mod is missing a master.
If you’re using MO2, then all you have to do is mouse over the plugin that is throwing the «missing master» error and it will tell you what «master» you are missing.
Once you determine which plugin is missing which master, the job is easy. If you already have the plugin master that is supposedly «missing,» then you simple need to rearrange the «master» to load before the dependent mod. If you do not have the mod that is the «master,» you must download it.
You have a large compatibility patch, but I don’t see EVE or Weapons Mod Expansion loading before the patch. This will give you the missing master error.
You have a large compatibility patch, but I don’t see EVE or Weapons Mod Expansion loading before the patch. This will give you the missing master error.
so,should i install those patches to get it working? i didn’t install EVE/WME so i don’t see the point of downloading it
I ran into this too, it has something to do with the Cyberware addon, it expects to find a master that does’nt exist.
i’ll try to check off the cyberware addons and see if it works
You have a large compatibility patch, but I don’t see EVE or Weapons Mod Expansion loading before the patch. This will give you the missing master error.
so,should i install those patches to get it working? i didn’t install EVE/WME so i don’t see the point of downloading it
You have a patch to allow Weapons Mod Expanded, EVE, Project Nevada and Weapons Mod Expansion to work with FOOK. That means the masters for the patch are Weapons Mod Expanded, EVE, Project Nevada Weapons Mod Expansion and FOOK. If you are missing any of these (you are), you will get a missing master error and the game will not launch. No, you don’t have to use Weapons Mod Expansion and EVE if you don’t want to. But, you cannot use a patch that has them as a master file, your game will crash with the error message of having a missing master. Since you don’t have the missing masters, you cannot use that patch. You will have to find another patch.
You also need to actually read the mod pages before downloading and installing any mods. You also need to actually read you load order. To avoid problems like this, don’t download and install a bunch of mod files, install them at once and expect to have a stable game. You need to install each mod individually and check in the game to ensure it will run. Yes, it takes time, but it is the only way to make sure you have the mod installed correctly and the game will run.
Getting a stable game takes work and a lot of patience. If you are in a hurry to play the game, play it without mods.
You have a large compatibility patch, but I don’t see EVE or Weapons Mod Expansion loading before the patch. This will give you the missing master error.
so,should i install those patches to get it working? i didn’t install EVE/WME so i don’t see the point of downloading it
You have a patch to allow Weapons Mod Expanded, EVE, Project Nevada and Weapons Mod Expansion to work with FOOK. That means the masters for the patch are Weapons Mod Expanded, EVE, Project Nevada Weapons Mod Expansion and FOOK. If you are missing any of these (you are), you will get a missing master error and the game will not launch. No, you don’t have to use Weapons Mod Expansion and EVE if you don’t want to. But, you cannot use a patch that has them as a master file, your game will crash with the error message of having a missing master. Since you don’t have the missing masters, you cannot use that patch. You will have to find another patch.
You also need to actually read the mod pages before downloading and installing any mods. You also need to actually read you load order. To avoid problems like this, don’t download and install a bunch of mod files, install them at once and expect to have a stable game. You need to install each mod individually and check in the game to ensure it will run. Yes, it takes time, but it is the only way to make sure you have the mod installed correctly and the game will run.
Getting a stable game takes work and a lot of patience. If you are in a hurry to play the game, play it without mods.
well you just hit my feelings hard,but true,i’m just installing random stuff at this point i’m being blind,thank you for the reply!
Missing master check mod load order fallout nv что делать
A «mod» is a package (archive) of related files that make some change to the «vanilla» (unmodded; as delivered by the publisher) game. Within a «mod» package can be a number of «asset files» which add to or replace the existing vanilla assets (meshes, textures, sounds, animations, XML files, etc.), and one or more «plugin files» that tell the game about the existence and use of the new assets and where they are placed in the game. The «plugin» files are the only ones that appear in the «load order», which determines the sequence in which the game engine loads them into the game from the «top» (lowest numbered) to the «bottom» (highest numbered) position in the sequence. «Plugin» files have one of two possible file extensions: ESM and ESP. There is generally only one ESM file, but there may be any number of ESP files (including none). The ESM files are loaded first, and are considered «masters» to the ESP files that depend upon them.
Official game expansions («downloadable content», known as «DLC») typically are provided as ESM files along with other «assets». They may or may not include ESPs. DLC are usually sequenced in the order they were released but this is not mandatory unless they depend upon an earlier DLC. All DLC depend upon the game’s original ESM file (i.e. «FalloutNV.ESM») so it should always be first.
(For the technical distinctions between an ESM and an ESP, see this ESP vs ESM wiki article. Remember that the capabilities of «Construction Set» tools vary by game but the concepts related to the same game engine endure.)
The Issue
The game engine requires that a «master» be loaded before a «dependency» or it generates an error. Usually this results in a «Crash To Desktop» (CTD). If a «master» file is missing when the game starts, this CTD can occur during or even before the «loading screens» are displayed. If you get as far as the game’s main menu once it has finished «loading DLC content», you are not dealing with an actual missing file problem, but rather one that is out of proper sequence in your «load order». This will also cause the game engine to display that same error message.
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:
«Dependency» files are supposed to include a list of their «master» files in the file header. This list can then be read in turn by tools for sorting the «load order», such as LOOT. Some plugins are «patch files» which modify other plugins. They depend upon the presence of the other plugins to effect their changes, yet may not have them as «direct masters» or otherwise included in their list of «masters». These «indirect masters» may need to be manually identified and either added to the plugin’s list or that information provided to the sorting tool. (LOOT uses the «required» metadata field for this purpose only. It can find all listed masters by following the chain in the header of the file. See it’s included documentation on the use of metadata.) If they are not included, the sorting tool cannot determine the proper file relationships, which leads to CTDs and plugin conflicts.
Therefor it is important to check that each active plugin has all of the «masters» related to it also active and identified.
Programs and Tools
Please Help (Missing master, Check mod load error)
I am wondering if someone experienced in modding Fallout NV and see what is wrong with my mod order. I checked both LOOT and FNVEdit and both said there was no issue with order but every time I try to launch I get the same error
Help would really be appreciated
Navmesh Fixes and Improvements.esm
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
New Icons For T-51B FONV Edition.esp
New Vegas Landscape Overhaul.esp
Unofficial Patch Plus.esp
Bullet Impact Increased LOD.esp
WEATHER RUDY ENB.esp
Distributed Necklaces and Chains.esp
Better Burned Man.esp
Universal Pip-Boy Customization.esp
Quicker PipBoy Light-0_2Sec.esp
Street Light Restoration.esp
YUP-Spice of Life Patch.esp
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WMX and Weapons Mod Expanded aren’t really compatiable with one another and if I remember correctly, WMX requires a master file. Also, you shouldn’t use any mods intended for Fallout 3 as although they have the same engine, Fallout 3 and New Vegas are drastically different in everything else besides the core game and engine/basic scripts. If possible, see if you can look at your mod load order using a mod manager and seeing if there’s any conflicts or missing plugins. You can also use LOOT to clean and sort your load order and look at any errors, conflicts or missing masters.
FNV «missing master! check mod load order» Please help going crazy!
More Perks for Companions.esm
More Perks for Companions Update.esp
More Traits Update.esp
More Perks Update.esp
Total active plugins: 70
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Your load order should look closer to:
More Perks for Companions Update.esp
But after the DLC and YUP, probably not in that exact order.
gekyume fuckin a bed
gekyume fuckin a bed
AWOP-IMPACT-WME-EVE AllDLC.esp
AWOP-IMPACT-WME-EVE NoDLC.esp
This and others will make you crash like crap. Also you FNV esm is not first which in itself is bad. Get Wrye bash, delete not needed patches to mods, clean the esm/esp, make bashed patch and then sort with loot.
HI, I’m have some troubles modding my FNV. I started playing fallout new vegas again after a long hiatus but I wanted to play with my old modded game. I started it up and it worked fine until I made a new char. Nothing was working, anything that was modded in had a red exclamation mark (yes I know that means it cant find a texture) and when I looted boxes all my items overlapped and I couldn’t loot or store anything, so I went to my FOMM package manager uninstalled everything and re-installed it in the right order hoping that would fix it. Then I ran it and got the error
So, heres my load order
Procedure
Note: «Left-» and «Right-click» as used here refer to the normal «right-handed» mouse buttons. These may be reversed if you have configured them so, or use a «left-handed» mouse. It is up to you to correctly interpret the instructions is this instance.
Finding which masters that a plugin depends upon are missing is fairly simple. However, first you must disable your «bashed» or «merged» patch file and enable any plugins they deactivated. (See the S.T.E.P. Guide to Merging Plugins which covers both the «bashed» and «»merged» approaches to «patch files».) Otherwise you may get much of your «load order» considered as «masters» simply because part of the plugin you are concerned with is in that patch file, and indirectly requiring all the other plugins included in it.
However, this doesn’t mean that you shouldn’t still check your «bashed» or «merged» patch file for it’s own missing masters. In this instance, you can expect to see most (if not all) of your ESM and many ESP files listed as «masters» to your patch file. The patch file often doesn’t include a list of all the masters, and adding them will make it so the patch file will build references correctly no matter how you change your «load order» sequence, or at least warn you when some are missing.
When the «background loader» is finished (message in the right-hand pane at the bottom of the «Messages» tab), in the left-hand pane you should see all the masters referenced by the plugin, along with the plugin name itself (which will be listed last).
You can also see the listed masters in the «View» tab of the right-hand pane when you select the «File Header» record of the plugin file in question in the left-hand pane.
Notice that an ESM file can have other ESM files as masters as well. An ESP plugin may require other ESP files in addition to ESM files as masters. This is especially true where a «patch file» is concerned.
When a «missing master» error is reported, it can mean one of two things. Either the file is not active/installed, or the name is not what is expected by the plugin. In the first instance, you must install or activate the missing plugin. In the latter instance, you may need to add or change the new name of the «missing» master.
Changing the name of a «missing master» most often occurs when a «merged» version of the master plugin has been created to reduce the number of active plugins required. The content is now in one instead of several files. A typical example of this is an «All DLC» version using one merged file instead of one for each of the individual DLCs. The plugin is still looking for the individual DLC files as masters.
If there are unresolved references then the plugin was made badly and cannot be fixed automatically. Perhaps you can get this kind of missing information added. GECK/CKIT will do this exact same error checking if you load and save the plugin in it (though possibly only with the tool’s «Powerup» addon).