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joey2176

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Posts posted by joey2176

  1. Thanks for the reply joey, ive done exactly what u said, but yet again when i run the master update from the shortcut, it just takes me into the copied version of fo3e edit, im supposed to have a blue header with" masterupdatemode " wrote in it, and then a lot of script that just isnt on mine, culminating with the words " all done " for when it has completed, im just getting the usual scripting that you get when u first load up and run fo3e edit with all your mods from fomm activated??

     

     

     

    When you run MasterUpdate mode a window will open and start to list all the mods that you have checked in FOMM. You will know if it is working properly if the mods you have checked in FOMM are in bold type.

     

    This means the Master flag has been set.

     

    Once this has stopped just close the window and start your game.

     

     

     

    If this is not what happens, check your spelling first, FO3MasterUpdate.

    If the spelling is correct, download the latest version and re-install.

    Make sure all files included in the download are extracted to your Fallout folder.

  2. hello every body.

     

    Rex won't follow.

     

    I don't know if anyone else has had this problem or there's any comments on this problem.

     

    The problem is that when doing the hound dog quest where you have to fix Rex's brain.

     

    Once The King hands over Rex to your control Rex won't comply as it conflicts with ED.Es being present even though ED.E has not been activated and still in Primm.

     

    I've tried to find a fix for this bug but have not seen one,

    If there is one can someone point it out to me or can a Fix for this bug be done.

     

    Thanks you all

    Jessa246.

     

     

    This forum is for Fallout 3 not Fallout New Vegas. ;)

     

    A simple solution is download the Unlimited Companions mod. Fixed the same issue for me.

  3. I am trying to do a master update mode and then merge a patch using fo3e, ive downloaded the manual and followed the instructions i;'e, created a copy of the fo3e exe then renamed it, but it then doesnt clearly tell me how to run the master update mode, ive clicked open the new copied version that i created but what it shows me is not what it shows you according to the manual?? I realy want to get my head around creating and merging patches etc so i can stop my game from crashing, im just abit stuck on how to run the MUM.

     

    Any help would be greatly appreciated.

     

    Thanks

     

     

     

    There should be 3 copies of the exe. in your Fallout folder. One is the default, FO3Edit, the other two should be FO3Masterupdate and then FO3MasterRestore. Once you have all three create short-cuts to the desktop.

     

    I usually right click and select run as admin. That's all you need to do and the program will automatically know which mode to run. Once you run Masterupdate you will have to run MasterRestore if you want to make changes and so on.

  4. Well here it is...Fallout New Vegas...and Steam. I may well be one of the few players that does not have internet where I live. This is by choice, I can't afford $70 a month. So that's it? I'm screwed? I think I can drag my pc to work and pull off the initial installation but will the game require a connection to play even after it's installed? Bummed...really bummed...
  5. If anyone could help me please. I have been trying to trigger a quest to start via dialogue and nothing I put is working. I tried the StartQuest and set setStage QuestName 10. I have looked at the geck tutorial and nothing I do seems to actually start the quest when I test in game. I did not enable start game enable and tried it with it checked as well. :mad:

     

     

    The quest should be start game enabled and your scripting lines need to be in the result script end box at the bottom of the dialog menu.

  6. My first problem was to create custom race so my character will use unique body replacer or tattoos.. I got it working (used GECK and stuff). But i have one little problem. All the npcs are using Type3 body, and my char is using Skinny Body Replacer (click for f3nexus). I want my character to be dark skinned, but the head/face no way fit to the body colour.. Is there way to change body colour? In GECK maybe?

     

    Also how to add "Gloss" effect to face/head?

    Like here(click) or here(click)

     

     

    You can try to run FO3 Edit in Master Update mode. This usually works for me to get the skin colors a better match.

    Here are the links to the Nexus files.

     

    http://www.fallout3nexus.com/downloads/file.php?id=637 F03 Edit

     

     

    http://www.fallout3nexus.com/downloads/file.php?id=8629 F03 Edit Manual

     

    Search for the section titled Master Update in the Manual. This program is also great to find and resolve conflicts between different mods.

  7. Hi,

     

    I accidently activated the fo3edit masterupdate which then rewrote the headers of my esps to esms. This keeps me from editing them, is there any way to reverse the procedure, I could not find automatical backups?

     

    Thank you...

     

     

    You need to create another short-cut like you did for FO3MasterUpdate and name it FO3MasterRestore.

  8. Hooray!

    Tired of being unable to play Fallout3, I finally installed a second harddrive and installed it onto it. Now I can once again play the game after months of missing it.

    I have Point Lookout and the vanilla game, but I want OA, MZ & The Pitt. I can get the GOTY version easily enough, and from what I gather, I can install just the parts I want?

     

    From what I remember, PL & BS upgrade the game to version 1.6. The others go to 1.5.

    If I am right, this means that I would have to install the OA, MZ & Pitt stuff BEFORE installing PL & BS, right?

     

    Or am I totally wrong, and it's 1.6 & 1.7?

     

    Anyway, main question--> Should I refrain from installing my PL & BS until after I have bought the GOTY, or will it matter? If I install OA, MZ & The Pitt after installing PL & BS, will it wreak havok?

     

    Thanks!

     

     

     

     

    I had originally purchased the DLC's separately also and didn't have any trouble installing them in any particular order. You will want to set your load order in FOMM in the same order in which they were released. Anchorage, The Pitt, Broken Steel, Point Lookout, and Zeta. Use patch 1.7.

  9. I recently loaded Jessi V4 Beta, and i am in love with the mod. The only thing I am having an issue understanding is how to change her clothing. I have another mod Ling's Finer Things, and i would like to change her outfits. Is there currently a way to make Jessi wear whatever is put into her inventory?

     

     

     

    You can change this through dialog options with her. Look for the 'lets get naked' or 'remove your default clothes' dialong lines. Then just put whatever you want her to wear into her backpack (inventory).

  10. Hey, first post and it's a cry for help, what a way to start things off... Anyway, down the matter at hand here.

     

    I've installed a bunch of mods, with no conflicts, no crashes, no buggy textures or missing meshes or anything that could be resolved via the normal reinstall or un-install of these improperly installed mods, my problem lies with my character, being the rebellious sort, seems to have strayed off to the left of the screen a tad so I can't really aim very well and mostly just rely on pot-luck and blind open fire at anything that comes running at me which in many instances hasn't been too much of a problem seeing as I am using a decent gun and tend to kill everything in a blind furious clicking.

     

    I just wanted to know if anyone had a solution to this little problem so my character will stop being such an arrogant lefty.

    Not sure if it's any of the mods I'm using, maybe it's "Fallout 3 Re-animated" or the Pip-Boy PDA thingy, but any information on this unusual off-setting would be greatly appreciated.

     

    Thanks in advance.

     

    Edit: Forget about the 'PDA' thing, this was happening before I installed that, heh.

     

     

    This happened to me once. Try sitting in a chair, this usually resets the player screen position. Worked for me.

  11. Hey Guys.

    I"m fairly new at adding mods to my games. Thought I'd start with one of my Fav's, Fallout 3. So far all the mods work great. Only one prob I'm having trouble with. I can't change the texture for my characters left hand. I have a dark skinned character but the left hand is still light. And when I put any costumes or armor that has gloves it doesn't show on the left hand. I tried changing the texture through GECK but it doesn't show there either. It seems to effect all my races as well. Help anyone?

     

    Sofi

     

     

     

    You can try using FO3 Edit and run the program in Master Update Mode. This will even out the textures for most

    npc's.

     

     

    Here are the links to the Nexus files.

     

     

    FO3 Edit

     

    http://www.fallout3nexus.com/downloads/file.php?id=637

     

     

     

    FO3 Edit Manual

     

    http://www.fallout3nexus.com/downloads/file.php?id=8629

  12. ok i fixed my load order to the best of my knowledge.... also note i do not have fook2 and i am not using any of destructions fook2 compatability esps im using destruction by itself

     

    anyway i redid load order and it STILL locks up

     

    [X] Fallout3.esm

    [X] BrokenSteel.esm

    [X] Anchorage.esm

    [X] ThePitt.esm

    [X] Zeta.esm

    [X] CrossModData.esm

    [X] Animy_prostitution.esm

    [X] PointLookout.esm

    [X] Unofficial Fallout 3 Patch.esm

    [X] HairPack.esm

    [X] Destruction.esm

    [X] StreetLights.esm

    [X] Enhanced Weather - Rain and Snow.esm

    [X] DCInteriors_Georgtown.esm

    [X] DCInteriors_LEnfntPl.esm

    [X] DCInteriors_Mason.esm

    [X] DCInteriors_Takoma.esm

    [X] DCInteriors_ComboEdition.esm

    [X] DCInteriors_SewardSq.esm

    [ ] Overhead3PCamera.esp

    [X] Sprint Mod.esp

    [X] Unofficial Fallout 3 Patch - Operation Anchorage.esp

    [X] Unofficial Fallout 3 Patch - The Pitt.esp

    [X] Unofficial Fallout 3 Patch - Broken Steel.esp

    [X] Unofficial Fallout 3 Patch - Point Lookout.esp

    [X] Unofficial Fallout 3 Patch - Mothership Zeta.esp

    [X] hair_add_npc.esp

    [X] Enhanced Weather - Rain and Snow in Fallout.esp

    [X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp

    [X] Enhanced Weather - Weather Sounds in Interiors.esp

    [X] Enhanced Weather - Sneak Bonus during Storms.esp

    [X] Fellout-Full.esp

    [X] Fellout-BrokenSteel.esp

    [X] Fellout-PointLookout.esp

    [X] Fellout-Zeta.esp

    [X] Fellout-pipboylight.esp

    [X] Destruction - Main.esp

    [X] Destruction - Main - Statics.esp

    [X] Destruction - DLC.esp

    [X] Destruction - DLC - Statics.esp

    [ ] FOOK2 - [DESTRUCTION] Main.esp

    [ ] FOOK2 - [DESTRUCTION] Main - Statics.esp

    [ ] FOOK2 - [DESTRUCTION] DIK.esp

    [ ] FOOK2 - [DESTRUCTION] DIK - Statics.esp

    [ ] FOOK2 - [DESTRUCTION] Mothership Zeta.esp

    [ ] FOOK2 - [DESTRUCTION] Mothership Zeta - Statics.esp

    [X] EVE.esp

    [X] EVE Operation Anchorage.esp

    [X] Classic Fallout Weapons BETA.esp

    [X] DCInteriors_DLC_Collectables.esp

    [X] Destruction - CP - Fellout.esp

    [X] MiniHideout.esp

    [X] APReanimated.esp

    [X] BetterSniperRifle.esp

    [X] OperationAnchorageBetterSinperRifles.esp

    [X] NVFAAAPANoTex.esp

     

     

     

    I don't think you are supposed to use the DC Combo edition if you are using the separate plug-ins for DC Interiors.

  13. I made a house mod and for some reason the orange door markers are sideways. Also for some reason i can't even move them anymore. I cant open the properties because it jut takes me the the linked door. I tried it out and it worked, but it made me look in weird directions which is annoying. Then i tried it out again and it crashed to the Desktop. The room i made works fine and the outside worked but the door Just crashes to the desktop. I think it is the door marker.

     

    Also, how do you move them on the Z axis or Spin on the X or Y axis.

     

     

    Make sure the door you are using does not have a script attached. When you select the door marker in the render window, right click to rotate with your cursor over the marker. Alternately, you can hold down either the 'z' or the 'x' or the 'y' , right click and drag to change position.

     

    It is also a good idea to have snap to grid and snap to angle selected when positioning markers.

     

    To move a selected reference vertically, hold down 'z' and left click- drag up or down.

  14. Can someone point me to the right direction on how to add items automatically to your inventory using GECK? I tried to look it up but couldn't find it. Thanks.

     

     

    You need to create a simple quest and add a script. Make sure the quest is start game enabled and make sure your script is marked as a quest script.

     

    Scn DaftshadowItemSCRIPT
    
    begin gamemode
        
         player.additem your item == 1
    
    end
    

     

    I think this should work.

  15. Alright as the title suggests I have so much questions about the GECK it may take hours to answer them all, so please, if you cant answer them all just answer a few. Im very new to the GECK, and Im making a personal vault for me ^^. So please include pictures if u can, especially in complicated steps (linking isnt complicated ^^)

    1.Protectrons

    1a.) Seperate Control:

    I have one terminal, I want it to say stuff like: Protectron 1 Protectron 2 Protectron 3 all that stuff, I can do that, but how do I make say protectron 2 commands only apply to protectron 2?

    1b.) Doing Something:

    I have one protectron. He can get out of his pod and turn on/off from terminal, I havnt built the other Protectrons yet. How do I make him do something useful? Right now he stands there like an idiot, and only responds if I take out ma rifle and give him a good shot through his leg.

    I want him to do the following: Patrol, Follow me, Patrol the entrance to the vault (previous patrol will patrol in the vault)

    1c.) Recall:

    How do I make him go back to his pod, and shut it behind him?

    2. Training Room

    I want buttons along the wall, Electrical switch 1 (the green/red activators) that each spawn different monsters, and seal the door out of the training room with level key required until u unlock it with the terminal beside it to prevent the training monsters from rampaging across the vault.

    3. Security: I want tons of security gaurds preferably armed with combat shotguns. These should attack enemies on sight, and shouldnt attack you if you accidently fire at them. They should also be able to be commanded like the robots, except replace go to pod with go to room. See below for info.

    4. Barracks: I want a barracks assigned to each gaurd, where they sleep and stuff.

    5. Self Destruct. I want a self destruct switch, that can be cancelled, so preferably on a terminal. This shouldnt destroy the base from existing, it should just fire off several explosions throughout the base, that dont emit radiation. There should be an electric switch 2 beside it, that needs to be turned off to engage SD so as not to accidently fire it up.

    Thats it for now. I want to LEARN to do these things so dont make them for me, tell me how to do it. (Except scripting as I fail with that ^^)

    Admins plz dont lock as i will edit it as I go along and need more things to help me. Thanks ^^

     

     

     

     

     

     

    To make npc's and creatures do what you want them to you need to give them AI packages.

    Here is a link to the GECK page and some great tutorials to get you started.

     

    http://geck.bethsoft.com/index.php/Main_Page

  16. Okay, I give up! I admit defeat after spending many days (if not weeks) trying to perfect this mod set and I am fairly certain that I now have at least two conflicting mods that I can't seem to figure out.

     

    Basically, FO3 is crashing randomly--anywhere from 5-minutes to 3-hours (the maximum time I've gone without having this issue) before crashing to desktop. The crash ONLY happens when I enter a new area--such as entering Paradise Falls, Tenpenny Tower, or random small "huts" like power stations or sewer holes. The next room/zone will load mostly, display on screen, and then partially show the auto-save message in the upper left corner; I say partially as it doesn't fully gradient into the scene before the crash. 8 times out of 10, I can restart FO3 and load the auto save right up and walk on in to the rest of the zone. The other times, the auto save becomes corrupted and as soon as I try to load it, an insta-crash happens.

     

    Now, after another crash, I've noticed certain mods have stopped responding or have began to malfunction in some way--sometimes randomly. For instance, I use Xephia's Darker Nights mod but my nights are no longer actually dark; instead, nights are back to the old "blueish dusk" tint that I find ridiculous. Another example is that I use MMM RC5 (latest revision as far as I can tell) but "no corpse flies" and "increased increased spawns" doesn't work. Worse, "Feral Ghoul Rampage" doesn't work either as far as I can tell. I recently went to just outside of the train station near Tenpenny where Roy Phillips hangs out. I recall in the past that MMM with these last two addons made for an "empty every gun you got" kind of fight to the death; I loved it! But now, I go there and find about a dozen zombies and two Ramblers...huh? Nighttime also used to be something I ran from; Night Ghouls would hunt me down in packs of 30+. Now? I kill off about a dozen in a night and it seems they all disappear.

     

    Now, I do use FOOK2, and FWE. As far as I can tell, I've set them up correctly so as to work together (using the appropriate addons and FOIP mods), so I do not fully know if this is intended in the latest version(s). However, none of my DLCs seem to be turning on! When I very first started the game, I got quick flashes of the common radio signal/note spam that plagues the corner of the screen as the DLCs are activated. But that was the only time I ever saw them! I know for a fact that I could pick up Point Lookout and Operation Anchorage both from the Vault 101 rock peak. Did one of these mods auto-add the DLC realism mods that decrease the activation range?

     

    Anyway, I came here for assistance. I realize that I've mod'd this game to hell (at least from my perspective), but I really enjoy the fit/flavor of these mods. I am pasting my full load order below. I do use FOMM (latest version as far as I can tell), archive invalidated is enabled, and I do have the high texture pack from NMC installed (which wouldn't show up in the load order, obviously) as well as a few other texture mods which I believe NMC replaced anyway (such as high-detail roads and rocks).

     

    As far as I am aware, this is the best optimized load order for this mod set I can come up with. If by any chance at all someone can suggest a superior load order, or--which would obviously be very welcome--alternative mods that could possibly reduce the number of mods I'm currently using...please tell me! :(

     

    As a quick closing note: I use FNNCQ fully knowing that Sesom doesn't currently support interoperability between it and FOOK2. According to him, as long as FOOK2 and all of its components are loaded well before FNNCQ, there should be no conflicts. Finally, a fair number of mods have been manually turned off by using the check-box inside of FOMM (reflected below). I have been keeping them in the list just in case I may need or want them in the future. As far as I can tell, many of my original crashes were solved by taking these particular mods offline. If this is incorrect, or if I've done something stupid, please don't hesitate to say so. Thank you deeply for any help you may provide. :)

     

    Mod Load Order:

    [X] Fallout3.esm

    [X] Anchorage.esm

    [X] ThePitt.esm

    [X] BrokenSteel.esm

    [X] PointLookout.esm

    [X] Zeta.esm

    [X] Unofficial Fallout 3 Patch.esm

    [X] Unofficial Fallout 3 Patch - Operation Anchorage.esp

    [X] Unofficial Fallout 3 Patch - The Pitt.esp

    [X] Unofficial Fallout 3 Patch - Broken Steel.esp

    [X] Unofficial Fallout 3 Patch - Point Lookout.esp

    [X] Unofficial Fallout 3 Patch - Mothership Zeta.esp

    [X] ACE2-1b.esp

    [ ] lessviewdistanceThePitt.esp

    [ ] OAlessviewdistance.esp

    [X] Abbreviated Effects.esm

    [X] 3EFdrg.esp

    [X] CRAFT.esm

    [X] CRAFT - Activation Perk.esp

    [X] CALIBR.ESM

    [X] StreetLights.esm

    [X] FOOK2 - Main.ESM

    [X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm

    [X] FOOK2 - [DIK] DLC Improvement Kit.ESM

    [X] FOOK2 - Main.esp

    [X] FOOK2 - [EVE] Energy Visuals Enhanced.esp

    [X] FOOK2 - [DIK] DLC Improvement Kit.esp

    [X] FOOK2 - Mothership Zeta.esp

    [X] PB FOOK2 - Main.esp

    [X] PB FOOK2 [DIK].esp

    [X] Mart's Mutant Mod.esm

    [X] Mart's Mutant Mod.esp

    [X] Mart's Mutant Mod - DLC Anchorage.esp

    [X] Mart's Mutant Mod - DLC The Pitt.esp

    [X] Mart's Mutant Mod - DLC Broken Steel.esp

    [X] Mart's Mutant Mod - DLC Point Lookout.esp

    [X] Mart's Mutant Mod - DLC Zeta.esp

    [X] Mart's Mutant Mod - No Corpse Flies.esp

    [X] Mart's Mutant Mod - Feral Ghoul Rampage.esp

    [X] Mart's Mutant Mod - Hunting & Looting.esp

    [X] Mart's Mutant Mod - Increased Increased Spawns.esp

    [X] Mart's Mutant Mod - Natural Selection.esp

    [X] Mart's Mutant Mod - Tougher Traders.esp

    [X] Mart's Mutant Mod - FOOK2.esp

    [X] Mart's Mutant Mod - FOOK2 - DIK.esp

    [ ] Project Beauty.esp

    [X] Project Beauty HD version.esm

    [X] Project Beauty- Broken Steel.esp

    [X] Project Beauty- Point Lookout.esp

    [X] Project Beauty- Point Lookout MMM.esp

    [X] Reilly.esp

    [X] Dukov.esp

    [X] PB mika.esm

    [X] Raider preset beta.esp

    [X] Mart's Mutant Mod - Project Beauty.esp

    [X] Mart's Mutant Mod - Project Beauty (HD Addition).esp

    [X] FO3 Wanderers Edition - Main File.esm

    [X] FO3 Wanderers Edition - Main File.esp

    [X] FO3 Wanderers Edition - DLC Anchorage.esp

    [X] FO3 Wanderers Edition - DLC The Pitt.esp

    [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

    [X] FO3 Wanderers Edition - DLC Broken Steel.esp

    [X] FO3 Wanderers Edition - DLC Point Lookout.esp

    [X] FO3 Wanderers Edition - Project Beauty.esp

    [X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp

    [ ] FO3 Wanderers Edition - Followers Enhanced.esp

    [ ] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

    [ ] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp

    [ ] FO3 Wanderers Edition - Optional Restore Tracers.esp

    [X] FO3 Wanderers Edition - More Gore.esp

    [X] FO3 Wanderers Edition - More Gore Zeta.esp

    [X] FO3 Wanderers Edition - More Gore The Pitt.esp

    [X] FO3 Wanderers Edition - More Gore PointLookout.esp

    [X] EVE.esp

    [X] EVE - FWE Master Release.esp

    [X] EVE Operation Anchorage.esp

    [X] EVE Anchorage - FWE DLC Anchorage.esp

    [X] Mart's Mutant Mod - FWE with EVE.esp

    [X] Mart's Mutant Mod - Project Beauty + FWE.esp

    [X] Mart's Mutant Mod - FWE Master Release.esp

    [X] PB MMM.esp

    [X] PB MMM HD.esp

    [X] Enhanced Weather - Rain and Snow.esm

    [X] Enhanced Weather - Rain and Snow in Fallout.esp

    [ ] Enhanced Weather - Radioactive Rain and Snow Plugin.esp

    [X] Enhanced Weather - Weather Sounds in Interiors.esp

    [X] Enhanced Weather - Sneak Bonus during Storms.esp

    [X] Feng Shui.esp

    [X] Feng Shui - Keymap Template.esp

    [X] UPP - Pack 1.esp

    [X] UPP - Pack 2.esp

    [X] UPP - Original Perks.esp

    [X] UPP - Experience Perks.esp

    [X] UPP - Beverage Perks.esp

    [X] UPP - Quest Perks.esp

    [ ] Alternate Start - Roleplayers.esp

    [X] dD-Larger Blood.esp

    [ ] MyFOOK2 - Black & White Tranquility Lane.esp

    [ ] MyFOOK2 - No Rape Victims.esp

    [X] DCInteriors_ComboEdition.esm

    [X] dD-More Gore-BrokenSteel.esp

    [ ] Mighty Mouse Alternative 4.esp

    [X] KillableKidsOptional.esp

    [X] PowerArmorTraining.esp

    [X] PowerArmorTraining_MedicArmor.esp

    [X] PowerArmorTraining_Linden.esp

    [X] Owned!.esp

    [X] FleshBurningPlasma.esp

    [X] StreetLights - Wasteland.esp

    [X] megalight.esp

    [X] Xepha's Darker Nights.esp

    [ ] lessviewdistance.esp

    [ ] BoS_FOOKedition_Armor.esp

    [ ] Outcast DX.esp

    [X] DoubleDeathClawGauntlets.esp

    [X] Fellout-Full.esp

    [X] Fellout-BrokenSteel.esp

    [X] Fellout-PointLookout.esp

    [X] Fellout-Zeta.esp

    [X] Fellout-pipboylight.esp

    [X] FNNCQ.esm

    [X] FNNCQ_DavidsLab.esm

    [X] Contract Killer Two Ears.esp

    [X] Rivet City Realignment.esp

    [X] WastelandMastery.esp

    [X] Clear Cell Buffers every Cell.esp

    [X] Cannibal Harvest_HF.esp

    [X] Choose your own hairstyle (load this last on FOMM).esp

     

     

    Total active plugins: 113

    Total plugins: 128

     

     

     

    Your load order is pretty messed up. Start by moving all of your master files (ESM) to the top of the load order.

    The DLC's should load in the order in which they were released. The Pitt, Anchorage, Broken Steel, Point Lookout, Zeta. I would also try to cut back on the amount of mods you are using. Start with just a few and build your load order over the course of a few weeks, not all in one day.

     

    Usually when I start a new game, I will run just the Fallout3 ESM until I leave the vault. Then before I add any user created mods, I play for a few hours first to make sure my game is stable without any mods, then start adding one at a time, checking as I go, fast-travel, try to make my game crash. It takes a while this way but it is worth the effort. I personally use just over 100 in my load order and my game crashes maybe once a week. Something I can live with at this point. Hope this helps.

     

    Joe

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