Load Order General Guide

Manually sorting your load order: A basic guide for TTW

Credit RoyBatty

There are some basic rules of thumb you can use to sort your load order by hand, without the need of tools like BOSS or LOOT, and it’s actually fairly easy to do.

Some minor preparation is in order.

  • First navigate to your Data folder in your Fallout New Vegas install location.
  • Select all files which have the extension .nam and delete them.

But wait, aren’t these files official files that come with the game?

Yes. However the reason you want to delete them is they do nothing except force the game to load any plugin which has the same name. That includes the pre order packs. So if you leave the .nam files the game will load the pre order packs if you want them or not.

Master Files

Let us continue.

  • First, your load order should ALWAYS begin with the official Bethesda master files for Fallout NV.
  • Followed by the files from Fallout 3.
  • Next should ALWAYS be the TaleOfTwoWastelands master file.

Next up in your load order should be any utility masters that other mods may require, this includes things like:

  • Sortomatic.esm
  • SomeguySeries.esm
  • Caliber.esm
  • FNVToolkit.esm
  • TTWInteriors_Core.esm

Next in your load order you want to have any masters which make MAJOR changes to either wasteland. Ones that make major changes to VANILLA areas should be first. This includes things like FreesideOpen and StripOpen.

You want these first as other mods may alter things in those vanilla areas, and you want them to be applied after any major changes have taken place.

Any compatibility patches will come later in your load order to resolve any conflicts and they tend to assume that the plugin load order follows this.

  • FreesideOpen.esm
  • StripOpen.esm

Next in your load order you may want any type of Monster mod. Other mods tend to use these as masters, they include:

  • MoMod.esm
  • Mart’s Mutant Mod.esm

Next in your load order you may want any type of Weapon mod. Other mods tend to use these as masters, for example:

  • Weapons.of.the.New.Millenia.esm
  • CFWTTW.esm

Next in your load order you are going to want any types of major quest mods, or content expansion mods that are master files. These include:

  • AWorldOfPain(Preview).esm
  • AWorldOfPainFO3.esm
  • Point Lookout Reborn by Jcro25.esm
  • TTWInteriorsProject_Combo.esm
  • Regulators.esm
  • The New Bison Steve.esm
  • Afterschool Special.esm

Next in your load order you will any type of mod which is altering NPC appearance. The reason for placing them after quest mods is so that any appearance changes may be applied to those mods, examples include:

  • FCO.esm
  • TTWRedesigned.esm
  • ProjectBeauty.esm

The next block is a good place to put any other content altering mods:

  • Streetlights.esm
  • InteriorLightingOverhaul.esm
  • MoreChems.esm

Additional masters may be placed after these, or anywhere previous, but AFTER the official and TTW masters as necessary.

  • oHud.esm
  • MorePerks.esm
  • Project Nevada - Core.esm
  • Project Nevada - Cyberware.esp
  • Project Nevada - Extra Options.esm
  • Project Nevada - Equipment.esm
  • Project Nevada - Rebalance.esp

That does it for the master files section which is the most important.

ESP Files

Next up is the esp section, which can be a bit more complicated, but if you follow some general rules it shouldn’t be too hard. At this point it is personal preference, so things can be altered to suit your needs.

In the next block, generally is any further tweaks to game play or hotfixes.

  • DTPerkFixes.esp
  • cateyefix.esp
  • ttw_myfirstlabfix.esp
  • TTW_AnchorageCustomization.esp
  • TTW_Bobbleheads.esp
  • TTW_MoreCookingItems.esp
  • TTW Perks and Home Markers.esp
  • TTW_NoKarmaDCFollowers.esp
  • TTW_OutcastTrading.esp
  • TTW_Reputation.esp
  • TTW_SpeechChecks.esp
  • TTW_StartupMenu.esp
  • TTW_StashPackOptions.esp
  • TTW_SuperMutantRebalance.esp
  • TTW_Traps.esp
  • TTW_XPReduction.esp

In the following block, is a good place to put any further content enhancement mods:

  • Busworld.esp
  • Russell.esp
  • NewVegasBounties.esp
  • NewVegasBountiesII.esp
  • TheInheritance.esp
  • MTCWastelandsTravellers.esp
  • Vending Machines of The Wastes.esp

The block after this is a good place to put UI mods as the final couple blocks may depend on them as masters:

  • DarNifiedUINV.esp
  • The Mod Configuration Menu.esp
  • The Weapon Mod Menu.esp
  • DYNAVISION 3.esp
  • CASM with MCM.esp
  • FlashlightNVSE.esp
  • FOVSlider.esp
  • GrenadeHotkey.esp
  • JIP Companions Command & Control.esp
  • Quick Trade.esp
  • Sprint Mod.esp

The following block is the place to put all equipment and item mods. Doing so will make them easier to manage and for any potential issues to be diagnosed easier:

  • ADAM - MAIN.esp
  • ADAM - NCR Patrol Armour.esp
  • PowerArmorDX.esp
  • AG Supplimentary Uniques-AllInOne.esp
  • Name Of Some Weapon Pack Mod.esp
  • Name Of Some Weapon Mod.esp
  • IMPACT.esp
  • EVE FNV - ALL DLC.esp
  • WeaponModsExpanded.esp

The next block is the place to put all your patches and your bash/merge patch;

  • TTW MMM + EVE + TTW Redesigned.esp
  • WMX - EVE.esp
  • YourBashPatch.esp
  • YourMergePatch.esp

Finally, you want to put your chosen weather mod here so it overrides the weather data of all your other mods, including your merge patches in the off chance they have any alterations to those records.

  • TTW Realistic Wasteland Lighting - Darker Nights.esp

This concludes the basic guide on sorting your load order manually.

There are always exceptions and this should only be used as a general guideline. It is always advised to use your mod organizer to view the masters of the plugins you use, generally they should have the proper order the plugins should be in. This is not always the case, but most of the time it is. You can check your load order by loading it up in FNVEdit, if there is anything out of place it will error on the file which has missing masters.

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