StarsongCD Posted April 24, 2009 Share Posted April 24, 2009 Well, ive exhausted every outlet, and am at my wits end... CTDs everytime I even get NEAR a group of raiders or enclave. No missing textures (that I know of, havent seen any flags telling me so, as in exclamation boxes, ect.) thank the gods....so Im thinking its maybe the load order? possibly the Pitt as well, though I never had problems while IN pittsburg, no game crashing ones anyway. This current wave of crashes started after I tried to upgrade FOOK to 1.6 (failed, miserably. luckilly I copied my DATA folder to another drive...restored to a more stable load.). After restoring, Tried first installing MMM RC1 and FOOK 1.6, thinking it was just conflicts between versions, again, FAIL. Restored AGAIN, tried installing JUST MMM RC 1...works, to a point...also having conflicts with the hair pack as well, not sure whats causing it....thinking MMM, so I got the hairpack fix, doesnt seem to do anything for me... Here is my current load order. [X] Unofficial Fallout 3 Patch.esp[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] HairPack.esm[X] Rivens_Eyescapes.esp[ ] Uglulyx Player Tattoos.esp[X] CALIBR.esm[X] FOOK.esm[X] Mart's Mutant Mod.esm[ ] 1-Day-Respawn.esp[X] GalaxyNewsRadio100[M].esp[ ] MoreMapMarkers.esp[X] bltc.esp[X] bltcstim.esp[X] bltcNCA.esp[X] Containers Respawn.esp[X] COMM.esm[X] MalosArmorsAndDresses_COMM.esp[X] JHouseholdBladesCOMM.esp[X] Myerz_Items.esp[X] Warhammer40kWeapons-Chainsword.esp[X] spacemarine.esp[X] ImpEnergyWeapons.esp[X] Skullmoshers Laser Pack.esp[X] Heavy Ordinance.esp[X] MEC Gauss Minigun (Megaton).esp[X] NoQuestItems.esp[X] Sack of Holding.esp[ ] NoKarmaCheckToBuyClover.esp[ ] Camon Black Dress.esp[ ] Camon Black Dress v2 Super Duper Mart.esp[X] DAV_barbersink.esp[X] IPip.esp[X] GhostRadio.esp[X] moremp3radio.esp[X] LightSaberMod.esp[ ] BethesdaDefend.esp[X] Scrapyard.esp[ ] Another Pip-Boy Light.esp[X] Magic Pip-Light (90 Brightness).esp[X] StripClub.esp[X] Announcer.esp[X] GrenadeLauncher_functional.esp[ ] WHSpaceMarineArmor.esp[X] KillableKidsOptional.esp[ ] 999 Weight Limit.esp[X] Weight.esp[X] MFO.esp[X] firelance-quest.esp[ ] The Eage Strikes the Nest.esp[ ] Cow Gun.esp[X] 40K Laser.esp[ ] FortFreeway.esp[X] MrSlackPants-Explosions.esp[X] SAS Gear.esp[X] Tsurugi2handed.esp[X] Plasma Sword.esp[X] Tesla Sword.esp[X] ArmGum_Mod.esp[X] ArmMinigun_v1.0.esp[X] Item Descriptions Img.esp[X] Wearable Latex Teddypack.esp[X] TheLARG.esp[X] TeslaRifle.esp[X] Megaman.esm[X] SeburoMn23.esp[X] The Pitt Crash Fix.esp[ ] Fallout3.Hardcoded.esp[X] Skrees_BF2142.esp[X] F3UmpaWeapon.esp[X] 40K Weapons.esp[X] FOOK.esp[X] FOOK - Anchorage.esp[X] FOOK - The Pitt.esp[ ] FOOK - Free Play After MQ.esp[X] FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp[ ] FOOK - Tougher Enemies.esp[ ] FOOK - Reduced Armor Boni.esp[ ] FOOK - Enclave Commander.esp[ ] FOOK - Owned!.esp[ ] FOOK - Test Container.esp[ ] FOOK - Balance Changes.esp[ ] FOOK - No Minigun Code.esp[ ] FOOK - Additional Power Armor Training.esp[ ] FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp[X] Vashrevolver.esp[X] DCInteriors_Georgtown.esp[X] FolloweresEnterNewCell.esp[X] bittercup_comp.esp[X] bzArmour.esp[X] hair_add_npc.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[ ] Mart's Mutant Mod - Increased Increased Spawns.esp[ ] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[ ] Mart's Mutant Mod - No Geckos.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - No Ghoul Raise.esp[ ] Mart's Mutant Mod - No Wanamingos.esp[ ] Mart's Mutant Mod - No Floaters.esp[X] HairPack-MMM-FOOK-v1_2b.esp[X] Mart's Mutant Mod - FOOK.esp My MMM is the RC1, DLed and installed last night, My fook is v1.53, though, as everytime I try to install 1.6, I either get CTD right off the bat, or I get it whenever a raider/enclave soldier/ talon merc shows up. Any ideas? Thanks in advance and sorry if this post is in the wrong place or breaks any rules, I throw myself at your mercies... Link to comment Share on other sites More sharing options...
Riddleofsteel Posted April 24, 2009 Share Posted April 24, 2009 Hi there, You can remove Fallout Hardcoded.esp because thats a part of Fo3edit. You should copy Fo3edit to a different folder to avoid confusion if possible. From a quick glance, the mod called MFO might be conflicting with FOOK and/or MMM. Also, though I'm not sure this makes a difference, you might want Fallout3.esm to be the absolute first thing that loads. Let us know how you fare. EDIT: Also, if you get the newest version of the Hairpack-MMM-FOOK file, which is 1_3 I believe, you won't need the plugin called hair_add_npc.esp Link to comment Share on other sites More sharing options...
StarsongCD Posted April 24, 2009 Author Share Posted April 24, 2009 lol, yeah, just noticed the hairpack fix update...DLed, installing in a bit...I had read somewhere (cant think at the moment...) that the unofficial patch should be first, but ill give it a shot. Thanks for clearing up hardcoded as well, as I wasnt sure if it HAD to be in the list, it isnt even activated after all....for the record, any of them that ARENT activated, should I maybe just REMOVE them? I save all the DLs, so ill still HAVE them, but with them being in the order, dormant, do they affect anything? Link to comment Share on other sites More sharing options...
StarsongCD Posted April 24, 2009 Author Share Posted April 24, 2009 also, MFO is just a weapon addon, Message from Opticon. Could be a culprit, though... Link to comment Share on other sites More sharing options...
Riddleofsteel Posted April 24, 2009 Share Posted April 24, 2009 Hmm, well, I would clear out the non-selected ones just in case. As long as you still have the downloaded file you should be covered. I guess I made a mistake about MFO, I searched for it and found an overhaul mod. Never mind then, if that's a different file. Link to comment Share on other sites More sharing options...
Draco856 Posted April 24, 2009 Share Posted April 24, 2009 ESM files should be above all ESPs, the Megaman ESM should be moved to the top as well as CALIBR, FOOK, COMM, and MMM so the top of the load order should look something like this: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] HairPack.esm[X] CALIBR.esm[X] FOOK.esm[X] Mart's Mutant Mod.esm[X] COMM.esm[X] Megaman.esm[X] Unofficial Fallout 3 Patch.esp{rest of the mods} ---- This may or may not solve any problems, but ESM files take priority over ESP's, so they'll always load before an ESP. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted April 24, 2009 Share Posted April 24, 2009 I had read somewhere (cant think at the moment...) that the unofficial patch should be first, but ill give it a shot You're probably thinking of the readme where it states you should load his mod before other mods so that it doesn't override anything it shouldn't. Link to comment Share on other sites More sharing options...
Draco856 Posted April 24, 2009 Share Posted April 24, 2009 Yeah, but as to the Unoffical patch, it relies on the Fallout 3 ESM so no matter what it has to go after it. If you use FOMM, you can check the masters needed for your mods, the masters have to go before the mods that rely on them. Example: FOOK.esp has to go AFTER FOOK.esm, but CALIBR.esm has to go before BOTH. Link to comment Share on other sites More sharing options...
Tiber Septim Posted April 24, 2009 Share Posted April 24, 2009 Maybe the Unofficial Patch is causing trouble. Link to comment Share on other sites More sharing options...
Draco856 Posted April 24, 2009 Share Posted April 24, 2009 I'm inclined to agree with Septim...the UFOP is problematic...sure it fixes things that shouldn't have needed fixing, but it causes problems too... Link to comment Share on other sites More sharing options...
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