Missing Master Check Mod Load

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Overview

  1. Land:00150fc0
  2. Missing Master Check Mod Load Order
  3. Error Missing Master Check Mod Load Order

Most people use load order managers to handle positioning of the mods they’ve downloaded whether it be automatically sorted for them or manually done. But all-in-all it all comes down to whether your game will experience a CTD (crash-to-desktop) or not. I’ve gone through almost all files within Nexus to test if it’s good or will it satisfy my curiosity or need, before I used a load manager which auto-sorts everything for me which on most occasions due to the enormous amount of mods it seems to crash my game even with the auto-sort and updating unless I use my exported working load order. Upon experience with previous games and with similar fundamentals when it comes to handling multiple mods you can have your own load order with little or no conflicts to each other.

  • 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.
  • A dump of all compiled SMAPI mods, used for compatibility testing. Smapi-mod-dump/utilities/check mod updates.linq. Report missing mods.

Jun 09, 2014  correct but remember that loot sorts the mods as well so if you already have the master it wil simply be placed in front of the mod missing said master.

Let us understand first the categories of mods and what they may contain or may not contain (will use NV Nexus categories) but I’ll not place too much detail just enough for you to get a basic idea with the current 24 categories.



What we have done is those categories which are similar should be grouped together. As such anything relating to animation, graphics & models are grouped, same with the others. The other files which are tagged as 'for sorting' means you need to differentiate which is which so that you can properly load them accordingly and minimize the after effect of CTD or entry conflicts.

I.Load order by category

Since we already have re-grouped the mods to a fewer number of categories we will now state positioning of the categories from safest to problematic. Problematic in the sense that it may cause conflict the most mods.

TOP: These are right after the ESM files they are as follow: textures (re-tex), models, animation, user-interface & audio for they cause little to no conflict. If there are scripts within the ESP files normally they are configuration or loaders and does not make major impact on the game settings.

MID-HIGH: Quests go here because there are supposed to be standalone mods which have little impact to the global settings of the game.

MID-LOW: Armor, clothing and weapons goes here for these are your preferences that you've added that make your game so appealing to your taste. They will either replace or add new items to game.

Land:00150fc0

BOTTOM: Two categories which have a mass effect to cause issues are gameplay & bug fixes should be placed at the bottom of the order. Gameplay changes and bug fixes are ideal when after everything else is loaded for it'll stop any issues or provide a fix for those already loaded up above it.

II.Load order within category

The load order within a category tackles the same effects or settings which are also present on other mods you have (if you have). For instance you have a realism mod which has a lot of changes, some of them may not fit your liking for example it has very low carry weight formula which you don't have a taste to. Hence you also have another mod that has the ideal carry weight property you prefer. You want to load both and the ideal order for this is that the all-in-one mods with gazillion changes should be on top and the other mod with specific changes that you like should be placed at the bottom of that one or a bit lower in the category so that the settings it has conflict over the previous one will be overriden and the effects you prefer will be made active.


III.U-repair with FNVEdit

Load

Here is where you want a lot of stuff and the load order isn't quite giving you what you want however you position the mods you have. There is something from one or more mods you want but could not have it because it affects the next mod or something similar.

You will now use the swiss-knife of Fallout New Vegas, FNVEdit. I'll just provide quick steps to getting you started in fixing or patching your set of mods to make experience like heaven. First open up FNVEdit and press ok when it prompts you with a box will all of your mods selected. Now go to the bottom mod on the list then expand it if there are no red to orange rows or columns skip to next mod on top of that then look for those red or orange rows or columns. Those are the ones with compatibility issues, if you've found one you'll start by selecting the category name then right click and selecting 'Deep copy as override into...'. When the dialogue box apprears click yes then scroll down to <new file> this is where all your change should be made, you may name this file as patch, fix or any to your liking.

Then select that file it'll be the last file on your list of mods, expand it and click on the 'View' tab next to Messages and Information. Here you'll should see what mods are conflicting. Now from here your preference counts the mod data or value you prefer you will edit on the last mod on the column which is your patch or fix mod. Along the row with red or orange color and under last mods column you will add or edit an entry to copy the value you prefer to be active above the rest. Do this to other lines you see fit that needs changing and remember to make your changes to your patch, fix mod and not on the mods.

Also in cases that you cannot add a certain entry it means it requires that you add a mod master to you patch, fix mod. You can do this by right-clicking on the name of you mod at the left panel and selecting 'Add Masters...'. How would you know which mod to add, simple the entry under the conflicting mod that you want to copy but can't that is the name of the mod that you need to add as master.

Missing Master Check Mod Load

I hope this helps, and if you have any questions, send me a message, and I'll do my best to answer them or assist you in fixing your LO.

'If bugs do exist, the modders will stomp them and say what bugs?'

Retrieved from 'https://wiki.nexusmods.com/index.php?title=Load_order_and_you&oldid=40221'

So, there are various tools to manage the mods I've installed (say, Nexus Mod Manager or Steam workshop), there are mods to set the load order in a smart way (BOSS).

But what I'm missing is a tool to show me what mods that are required (listed as Masters in the mods I'm loading) but that I've not loaded yet, given that Skyrim shows me this in the delightful way of crashing to the desktop on loading the main menu and not providing any diagnostics.

Is there a way to figure out which mod is causing the crash, or which requirements haven't been filled?

Robotnik
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Kevin

Missing Master Check Mod Load Order

Kevin
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Error Missing Master Check Mod Load Order

2 Answers

Mod Organizer and Wrye Bash will both display missing and present Masters for mods.

If you don't want to make the switch to MO (though I'd recommend it) and you don't need a bashed patch, it would still be worthwhile to download Wrye to just run every now and then to check dependencies.

SnailerSnailer

You can use LOOT. It has a dependency tracking system. among other features for configuring load order.

LOOT is the successor of BOSS.https://loot.github.io/

Beninja2Beninja2

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