FNVEdit an error occurred while loading modules

General help and troubleshooting.
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nodata12
Posts: 4
Joined: Sat Jan 26, 2013 12:15 pm

FNVEdit an error occurred while loading modules

Post by nodata12 » Sat Jan 26, 2013 12:22 pm

when trying to load a fo3 mod to convert to tale of two wastelands i get this error: [quote]an error occurred while loading modules. editing is disabled.[/quote] anyone knows why? as the instructions on converting fo3 mods to fnv in the faq clearly states to load the fo3 mod plus the FalloutNV.esm. seems this doesn't work.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

That's a pretty generic error

Post by JaxFirehart » Sat Jan 26, 2013 12:33 pm

That's a pretty generic error. There is a good chance that you are trying to load a plug-in before its master. Get me the last 10 lines of your FNVEdit log and your load order.



nodata12
Posts: 4
Joined: Sat Jan 26, 2013 12:15 pm

[00:01] Background Loader:

Post by nodata12 » Sat Jan 26, 2013 1:06 pm

[00:01] Background Loader: [FalloutNV.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat] Processing completed

[00:01] Background Loader: loading "UndergroundHideout.esp"...

[00:01] Background Loader: [UndergroundHideout.esp] Loading file

[00:01] Background Loader: [UndergroundHideout.esp] File loaded

[00:01] Background Loader: [UndergroundHideout.esp] Start processing

[00:01] Background Loader: [UndergroundHideout.esp] Adding master "Fallout3.esm"

[00:01] Background Loader: [Fallout3.esm] Loading file

[00:01] Background Loader: Fatal: <EOSError: System Error.  Code: 2.

Het systeem kan het opgegeven bestand niet vinden>

[00:05] Background Loader: finished


 


i think i know what the problem is now. i tried to load the underground hideout mod but i disabled tale of two wastelands. i use mod organizer and i did this to reduce loading times in fnvedit. now it couldn't find the fallout3.esm and the other dlc files so i think that's the problem. am i right?



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

sounds about right

Post by JaxFirehart » Sat Jan 26, 2013 7:02 pm

sounds about right



nodata12
Posts: 4
Joined: Sat Jan 26, 2013 12:15 pm

alright :)

Post by nodata12 » Mon Jan 28, 2013 12:28 pm

alright :)



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

if you have FO3 and FO3edit

Post by chucksteel » Tue Jan 29, 2013 2:21 am

if you have FO3 and FO3edit still installed you can use FO3edit to quickly change the masters and then simply move the converted plugin to your FNV data folder. 


Remember to back up the mod because it will no longer work with FO3 if you still want to use it in the standalone game. 


Edit: Also if you want to edit the mod or merge it into a mod compilation using FNVplug-in utility You'll need to open it in the FNV GECK and, save it to get it's version number updated to the current version of FNV. 



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