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Pippokennedy

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Everything posted by Pippokennedy

  1. Kristakahashi's Hope Lies is sure one of that mods that deserves more attention https://www.nexusmods.com/newvegas/mods/57141
  2. True. For example my limit is 170 plugins, if i load the game with 171 there's no crash but huge problems with textures and meshes, something like this http://images.akamai.steamusercontent.com/ugc/105105299714669508/DDD425085444EEA71467E841F406D86CFCF3CA21/ and this https://www.blogcdn.com/www.joystiq.com/media/2009/03/fallout-3-dlc-the-pitt-errors.jpg
  3. It happened to me too, the game crashed in the same spot everytime. I tried everything: uninstalling all the active mods one by one, reinstalling it, moving the load order, unistalling the game....nothing worked. So i started to search in the forum and found out infinite complaints about ctds, glitches, bugs. Turned out that everyone complaining had MMM active, so i decided to get rid of it, even though it was one of my favourite mods on the nexus. It works.
  4. i don't know, except for EVE, Enhanced Camera and Project Reality i have the very same mods in your load order (and tons more) running on old laptop and the game crashed a dozen of times in a 1000 hours run. My two cents: when you installed one of the mod something went wrong. Try uninstalling one by one and see what mod cause the crash
  5. I think the Blackened patch must go after the Merged Patch. Have you tried NVAC? It totally works
  6. I use FOMM so i can't help you with NMM, but just open the data folder, there you can find all the active and unactive plugins and master files, locate the unused .esp and delete it. The old fashioned way always works
  7. NVAC installation is not a big deal, extract the .dll file, cut and copy in the "Plugins" folder in "Data". Here some tips on my experience: - Enhanced Weather and Fellout must be loaded at the very bottom, immediately above the merged patch. This is the bottom of my load order: Realistic Interior Lighting.espInteriorFogRemover.espInterior Fog Remover + RIL fix.espFellout-Full.espmegalight.espEnhanced Weather Merged.espMerged Patch.esp Enhanced Weather - Rain and Snow.esm must be the last .esm file in your load order. - how many merged patch you got? use one and only one. Everytime you move a mod in your load order and install or uninstall a mod, delete your merged patch and create a new one in FO3Edit. Use a merged patch OR a bashed patch, better not together. - FO3 Wanderers Edition - Optional Restore Tracers.esp=1 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1Use only one, they do the same thing - NotSoFast is PuceMoose's "A note easily missed" if i remember correctly. There were crashing problems using it as .esp file, commute it in a master file. Open FO3Edit, select none, tick NotSoFast and let it loaded. When correctly loaded open it, click on File Header, click at the right of Record Flag, edit, confirm that you're sure, tick the ESM box and close FO3Edit. Now the .esp is a master file like the other .esm, choose its new placement among the .esm. - The Unofficial patch must be loaded immediately after Zeta, AWOP immediately after DC Interiors (they do the same things, after all) and the Blackened Patch must be loaded at the very bottom of your load order, even after the merge patch. - if the game keep crashing try to uninstall Mart Mutant Mod and all the files and patches related.
  8. another one i got rid of long time ago, more problems than fun. The last load order seems ok to me, just create a merged patch (that is mandatory for WMK and strongly suggested generally) and have fun. Here: FO3Edit https://www.nexusmods.com/fallout3/mods/637/? Tutorial: https://www.youtube.com/watch?v=yq-fqpL5LqE
  9. it's up to you, it basically fixes a lot of in game bugs and oddities but for someone adds incompatibilities and conflicts. Personally i used the updated one https://www.nexusmods.com/fallout3/mods/19122/? with the FWE patch and a patch from The Wasteland Patch Collection by DeadMano between WMK, FWE and the updated unofficial patch with no problems at all. Yeah the beginning and the runaway from 101 is practically a tutorial, adding mods in that part of the game always ended bad for me and a lot of people strongly suggest to enable mods when you reach the wasteland
  10. Every bridge or patch between major mods (FWE- RH Ironsight-MMM-WMK) must be loaded after all the plugins of that mods, you load it two times right in the middle. The DLC plugins of the major mods must be loaded following the order of the DLCs (Anchorage-Pitt-Broken Steel-Point Lookout-Zeta). Darn UI must be the first esp file after all the esm and you have two plugins of the same mod (Rivet City Merchants), choose between the Point Lookout version or the other, can't be loaded together. Same for FWE Optional Tracers: choose between the automatic only or the other, they do the same things. I always suggest a useful template of load order in the FAQ page of FWE site, here take a look at the bottom of the page: https://sites.google.com/site/fo3wanderersedition/faq and always read the readme written by the modder, in which often you can find useful tips about the load order placement. p.s. in my experience Arefu Expanded, although was a very nice idea to revitalize that joke of a town, is a no no, it tends often to crash your game. p.s. 2 to prevent crash nuisances download NVAC ( https://www.nexusmods.com/newvegas/mods/53635/? ), Fake Fullscreen Mode Windowed ( https://www.nexusmods.com/fallout3/mods/16001/? ) and always make a merged patch with FO3Edit, you can find lots of tutorials on youtube. p.s. 3 i miss that you load all this mod at the beginning of the game, when you are in the Vault. Don't do it, go vanilla until you reach the outside, then start to load your mods. Using mods at the very beginning of the game always ends in crashes and headaches for me, that part of the game is very fragile
  11. your load order is a mess pal, plugins with lot of files as FWE and RH Ironsight must be follow the same load order of Dlc's. FO3 Wanderers Edition - Main File.esm other esm's FO3 Wanderers Edition - Alternate Travel.esp (if you want to use it) other esp's FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp same for Ironsight, WMK, Fellout (there is a merge of it on the nexus). Every patch or bridge must be loaded lower than their masters. Go here, at the end of the page there are some hints for the load order: https://sites.google.com/site/fo3wanderersedition/faq
  12. Yeah i feel you, MMM is a fantastic mod but on the other hand he carries a lot of trouble and glitches. I remember the first time i tried it, i was on the way to discover Rivet City with Jericho, at the raider christmas camp near the Arlington bridge i was assaulted by a dozen of raiders (and with FWE marauders, fallen brothers and medicine men, damn sons of bitches), it was an epic battle and many other followed. MMM and FWE together makes F3 a very challenging game. But i just gave up, i tried several times to got it work always unsuccesful, lot of crashes, lot of corrupted save games, lot of glitches, lot of swearing. My old laptop simply can't handle it. I think you got the point: mods that overpopulate the wasteland seems to cause issues to the game, the game engine simply can't handle them on the long run. Another example is Wasteland Travellers that adds a tons of npc roaming through the game, another ultra-glitchy mod in my experience. I found a solution with lighter plugins like Imperfection for monsters and NPCs Travel for merchants and random people, just to make DC a less desolate, deserted and boring place. They works pretty fine, give it a try. For the spawn issues try entering in a building nearby the spawn point, it seems that entering in a interior cell triggers the spawn, walking to the next exterior cell doesn't work, i know it's annoying but it's the only things that works for me.
  13. Same here, but i don't use MMM. Sometimes happens also with supermutants patrolling their camps in DC ruins and in the wastes, the camp on the road between Jefferson Memorial and Rivet city f.e. half of the time is empty but when i save and reload they are there bloodthirsty as ever. A reliable method i found to let them spawn automatically is to change cell: when i get in an interior cell and then come out and check the spawning point 100% they are there. Probably the game engine can handle at most a certain number of information for cell, when you load a mod that adds creatures and spawning points it simply fails to update informations and you have to trigger the spawning system reloading the game or changing the cell.
  14. Chaotic Sun by kj666 is a very underrated mod and i really can't figured out why, give it a try and enjoy: http://www.nexusmods.com/fallout3/mods/19268/? A F3 classic, Orions Gate: http://www.nexusmods.com/fallout3/mods/10779/? There is also Metropolis NY but not here on the nexus. Installed but not played yet, only took a look on F3edit and Geck and man, is a impressive huge work. Not exactly a Dlc-like but AWOP is a must have. Never tried Heritage Home because many people pointed out that some sections of the mod is pretty hardware expansive and i don't want to test my good old toaster more that actually do
  15. Try Imperfection http://www.nexusmods.com/fallout3/mods/18434/?
  16. yeah, most likely Marts Mutants Mod. Zombie, you have KillableChildren - MMM.esp in your load order but not the master (MMM). Ctd 100% guaranteed
  17. or you can use this http://www.nexusmods.com/fallout3/mods/3250/? that allows you to have a new radio in game with custom tracks. Follow the istructions and read in the comments page Repint hints for the install. I don't remember where but i read that messing with Gnr station in geck it's far from easy
  18. Use this to get rid of the limb crippling http://www.nexusmods.com/fallout3/mods/22075/? this to reduce heavily the weapon spread, it affects only the vanilla guns and bear in mind that is easier to hit but also to be hitted with it http://www.nexusmods.com/fallout3/mods/7464/? this for the weapon repair http://www.nexusmods.com/fallout3/mods/1619/? with these three you will save a lot of caps, stimpaks and ammos and a lot of time. Personally i'm into a harsher experience but i can understand that the crippling system is annoying and the spread and degradation of weapons in vanilla game is something very unrealistic
  19. If I understood Gopher's explanation of it, the concept behind merged patches were to help remove conflict losing. Why would the bridges for FWE/EVE/MMM/FO-R need to come after it, then? The basic rule is: what loads last overwrite the rest. The merged patch basically help you to make a coherent order in your plugin list in the way that what loaded last works together with the rest but, as an automated process, is not perfect. The Blackened patches need to come after your merged patch because it fixes something that merged patch misses to fix in order to allow your biggest mods works together. That said, when you create your merged patch you have to not include Blackened patch in it, just untick it before creating the merged patch. As M48A5 said don't lose your head for conflicts, everything you add to vanilla game is a conflict but sometimes a conflict between two mods can mess up the game. I give you an example: FWE it's the only mod that is mandatory in my load order, i wouldn't begin a new run without it. Having said that some time ago i downloaded this little fantastic mod by vegaswanderer http://www.nexusmods.com/fallout3/mods/22070/? he basically rewrites a tons of dialogue lines of the playable character and I loaded it after FWE. When i went to Paradise Falls to hire Clover it was impossible because the dialogue line to buy her from Eulogy didn't show up even with a very bad karma and a lot of caps. After struggling for hours i ran the conflict tool in FO3Edit and found in the Eulogy dialogue topic that the vegaswanderer mod overwrited the very single line of dialogue in which FWE modified the vanilla dialogue for hiring Clover. That was a bad conflict that interfered with the game and i never figured it out without running a conflict loser in FO3Edit, but it's just an example of dozens of other issues like that
  20. Follow M48A5 suggestion and try NV Anti Crash, it definitely works great. Other advices: try loading your save game twice, if there is a corrupted save game it probably will fix it. Load order: Enhanced weather after Fellout, Realistic Interior Lightning before Fellout, Blackened patch after your merged patch. Instead of using Boss run Fo3Edit and apply filter for conflict losers. It's the best way you have to understand and organize your own load order. Use this mergers: http://www.nexusmods.com/fallout3/mods/16787/? It's not a popular opinion but i always had a lot of issues and crashes with MMM, especially when i tried to play it with FWE. In my last run i tried FWE alone and i got rid of MMM, using in its place Imperfection. 220 hours, 187 active plugins, hours of gameplay without crashes, some stuttering here and there but hey, it's a 2011 HP I5 2.53gh, 4Gb Ram with integrated graphic card, it's a miracle if it's still turn on every day.
  21. you mean something like this? http://www.nexusmods.com/fallout3/mods/7201/?
  22. Everytime i reinstall FO3 this triad is mandatory: NVAC http://www.nexusmods.com/newvegas/mods/53635/? Fake Fullscreen http://www.nexusmods.com/fallout3/mods/16001/? Stutter Remover http://www.nexusmods.com/fallout3/mods/8886/?
  23. ... it worked for you ? Just toggleing ESM on/off ... then makes the new active esp able to overwrite the other esp in load order ? I'll have to try that test again. It appears to work, in the exterior cell there is the new door and the teleport for the inside cell works fine for the PC and the NPCs. For what i have read here and there the problem is essentially Geck that doesn't allow direct changes between .esp files but the game engine simply doesn't care, it reads the load order. Let me know if it works for you too when you try!
  24. You know, instead it totally works!! i flagged as master Monticello Park in FO3Edit, then in Geck i linked the brand new interior to the exterior cell and then, before trying it in game, i deflagged it. It works and the new cell is now accessible and now finally my .esp has Fallout.esm and Monticello Park.esp as masterfile. Thank you for the heads up, i feel a little dumb for not thinking about it before asking here but hey, you have to learn to crawl before you learn to walk
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