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Posts posted by hking0036
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So I managed to pin it down, it was definitely one of the EVE/FWE FOIP patches. My question now is, If I go without it will it be more crashy?
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No main menu is usually an orphaned record. A record in a plugin whose formid does not exist in its master anymore or has been repurposed and is of a different formtype now. You are probably looking for an outdated compatibility patch.
If I had to guess, probably one of the EVE patches for FWE. Start disabling patches until you find it.
Alright, i'll try that, thanks.
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So, I tried installing FO3 Mods. Everything seemed great but then when I opened FO3 it scrolled through the stuff to where the main menu was, but it was blank. after opening task manager it immediately crashes on the spot. I figured with all these compatibility patches (SO. MANY. ;_; ) It has to be a load order problem. So, without further ado:
[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] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] aHUD.esm[X] iHUD.esm[X] RH_IRONSIGHTS.esm[X] xCALIBR.esm[X] EVE.esm[X] Inventory Access.esm[X] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Alternate Travel.esp[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.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] PIMP.esp[X] DYNAVISION - Dynamic Lens Effect.esp[X] DynamicCrosshair.esp[X] Powered Power Armor.esp[X] PPA - Operation Anchorage.esp[X] PPA - The Pitt.esp[X] PPA - Broken Steel.esp[X] PPA - Mothership Zeta.esp[X] Selective Fire.esp[X] CASM.esp[X] RH_IronSights_Basic_VanillaPlugin.esp[X] RH_IronSights_Basic_AnchoragePlugin.esp[X] RH_IronSights_Basic_PittPlugin.esp[X] RH_IronSights_Pitt_NewRifleSights.esp[X] RH_IronSights_Basic_BrokenSteelPlugin.esp[X] RH_IronSights_Basic_PointLookoutPlugin.esp[X] RH_IronSights_Basic_ZetaPlugin.esp[X] RH_IronSights_RemoveReticule.esp[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 Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[X] PPA - FWE.esp[X] RH_FWE_Bridge.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] RH_WMK_Bridge.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] RH_EVE_Bridge.esp[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 - Project Beauty.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] RH_IronSights_PL_NewItems.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Fellout-pipboylight.esp[X] F3ProjectRealityMkI.esp[X] pipboy2500_fo3_edisleado.esp[X] MaxLevelWorkaround-HP-BS.esp[X] MaxLevelWorkaround-BS.esp[X] UPP - Original Perks.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Experience Perks.esp[X] UPP - Beverage Perks.esp[X] UPP - Quest Perks.esp[X] AlienTheme.esp[X] Broken Steel Full Auto Colonel Autumn Laser Pistol.esp[X] xCALIBRammo_FWE.espWhat did I do wrong? -
The only problem I see is you have some esm's loaded after a couple esp's. I do believe an esm has to load before an esp or the game will crash on startup. Just move PN - Rebalanced.esp and PN - Cyberware.esp after MLP.esm and startup the game. Hope this helps.
Even if an ESP is placed before an ESM, the ESM is loaded first, and also PN's esp's are marked as ESM intentionally. As for your load order, [X] Project Nevada - WMX.esp loads before WMX loads, which can cause problems. Also, you have advanced recon tech, and I believe lower you have a compatibility patch (not sure if dependent on tech, or night vision :X) for that.
EDIT: NVM, I expected WMX to be labeled wmx, not the full name. XD Sorry about that one, then.
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So I've been kinda off of NV for a bit, but I came back and got everything set up again. I was having issues with Darnified UI where the messages (pop ups), pip boy, and info screens used the default font. It was annoying, so I tried to pin it down. I obviously started with GUI mods, and found that it was MMUE v9c. I installed PN first, then MCM and Quick Trade, which all work fine together, but after I install MMUE it all breaks down and the fonts get large and unaliased. If I install uhud over MMUE, I get the previous problem. I have all the necessary compatibility patches for MMUE and PN. What should I do? I can't stand to play new vegas without either of those anymore. :X
~Thanks in advance~
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I strongly believe in your business model, and I appreciate your dedication to the users instead of a cash-grab. I wouldn't be able to play all of my favorite bug-riddled bethesda games without you guys. thanks a lot, Hking0036
(also, I don't use ad blockers :p)
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Worked, Thanks!
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My monitor is at a resolution of 1280x1024, and using the pip-boy 2500 mod the buttons (Stats, Items, Data) are off of the screen so I cannot access the menu for configuration of the size of the pip-boy. How should I go about fixing this? is there a console command to assist?
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Okay, what you need to do is make sure the tweaks have been made to my documents\my games\fallout3 and then while the fallout.ini is open click select all then right click and copy then go to <fallout3 install directory> and open all the FalloutDefault.ini select all and paste then save and boot up the game that should make the fonts stick
I've Edited both of the ini's, and the font size remains the same.
they both look like this:
[Fonts] ;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt ;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt ;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt ;sFontFile_4=Textures\Fonts\DarN_FranKleinBold_Otl_12.fnt sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt ;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt ;sFontFile_6=Textures\Fonts\DarN_PetitaMedium_Outline_18.fnt ;sFontFile_6=Textures\Fonts\DarN_Forgotten_Futurist_Otl_18.fnt sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt ;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt ;sFontFile_7=Textures\Fonts\DarN_Klill_Outline_20.fnt sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
EDIT: Got it worked out, had to enable the other tweak.
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You missed the part editing the INI(s) font section.
I edited the inis with the instructions from DarN, and is still the same size.
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I installed the DarN's ui following all instructions (done it before in NV and Oblivion.) However, when I run the game, the HUD is massive. any suggestions?
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Bump, But also I've a better description. I'm on the thieves guild quest Darkness Returns. After I escape from killing mercer, when I leave the cave and quick-travel somewhere, that is when this issue begins.
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This just happened to me recently, I go into the game, (I was at the Winking Skeever) and I cannot talk to the barkeep. (Trying to get the Wabbajack.) I can talk to the Solitude Guards, but no "Unique" NPCs. I assmed at first that it was one of my mods, although I didnt know why (My mods are Climates of Tamriel, W.A.T.E.R., Flora Overhaul, Buildable House, JaySuS Swords) so I disabled them, then reloaded the game, but it continued to happen (I Am not running the beta 1.7 patch)
Crashing on start (load order enclosed)
in Mod Troubleshooting
Posted · Edited by hking0036
Alright, so FO3 mods have proven far more fickle than I imagined, so I'm gonna need some help with this load order, while I also try to go through and fix some stuff. thanks.