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Modified mods causing big problems


cataphrat1

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I modified a whole bunch of mods leveled lists, and weapons so they won't conflict with each other, but now whenever I launch the game, I have no control what so ever!

 

The screen goes from the typical splash screens, and are unskippable, and never actually reaches the main menu. It hit the screen with the BOS armor person, but no text. No cursor control, no nothing.

 

I may have edited one of the expansions by accident, but the problem persists after I disable them.

 

The only way to get rid of it that I know of is to disable all mods. Is there a better way? Which portion may I have accidentally edited?

 

and How do i fix this?

 

Thank you.

 

Additional details: FO3 Edit has no problem loading all the mods.

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Do the standard procedure of disabling a single mod at a time until it loads, then checking the mod that was causing the problem. If you can't see where the problem is, revert to the original version from the download and either edit it again (being sure to keep backups before each edit) or just leave it vanilla.
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Do the standard procedure of disabling a single mod at a time until it loads, then checking the mod that was causing the problem. If you can't see where the problem is, revert to the original version from the download and either edit it again (being sure to keep backups before each edit) or just leave it vanilla.

 

 

That would be a problem, seeing how I made most of them a master file of each other... or maybe thats the problem...

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... ah. Are they esp plugins? If they are and you haven't manually set the master flag in them using FO3edit or TESsnip, you'll have problems because an esp can't be a master to another esp (except by setting the master flag manually). And by each other... you don't mean one mastered to another AND that one mastered in reverse as well? I think that's very likely to cause serious screwups if that is what you mean :o

Best bet is probably to revert to the originals then. What mods are you actually using by the way?

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... ah. Are they esp plugins? If they are and you haven't manually set the master flag in them using FO3edit or TESsnip, you'll have problems because an esp can't be a master to another esp (except by setting the master flag manually). And by each other... you don't mean one mastered to another AND that one mastered in reverse as well? I think that's very likely to cause serious screwups if that is what you mean :o

Best bet is probably to revert to the originals then. What mods are you actually using by the way?

 

Its a whole mixture of different mods for weapons, armors, and repair lists.

 

They are definetly causing conflicts, leaving red marks everywhere in FO3edit.

 

What I did was I copied bits and pieces of the files so the red becomes green. On many occasions, it asked me that this will make the "X" file be a master of "Y" file, do you wish to continue?

 

And I always said yes, since it seemed to be the only solution to the problem.

 

Oh well... Thanks!

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Hmm, well the reason it asks you if you want to make another file master is because you're overriding that particular plugin with your copied entries. If the entries in the 'master' are just overrides of Fallout3.esm (like edits to default weapons or whatever), then you can safely remove the master entries for those plugins (do this through the header entry, just right click the master and click remove). But if the mods are using custom content it's a bit trickier. Allow it to set the master when it asks you, then go to the header and right click the empty space next to Record Flags, click edit and it'll give a list of flags. Check 'ESM' and ok it, this will set the plugin to be a master file without actually having to change the file extension, which means your edits 'should' now be kept, and hopefully the game won't choke because it's looking for master files that don't exist.

I make no guarantee that this will work however since I don't know exactly what edits you've made :)

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Hmm, well the reason it asks you if you want to make another file master is because you're overriding that particular plugin with your copied entries. If the entries in the 'master' are just overrides of Fallout3.esm (like edits to default weapons or whatever), then you can safely remove the master entries for those plugins (do this through the header entry, just right click the master and click remove). But if the mods are using custom content it's a bit trickier. Allow it to set the master when it asks you, then go to the header and right click the empty space next to Record Flags, click edit and it'll give a list of flags. Check 'ESM' and ok it, this will set the plugin to be a master file without actually having to change the file extension, which means your edits 'should' now be kept, and hopefully the game won't choke because it's looking for master files that don't exist.

I make no guarantee that this will work however since I don't know exactly what edits you've made :)

 

 

Thank you very much :rolleyes:

 

I'll try in a while, right now, I just want to get my daily fallout fix :biggrin:

 

I have another question though, Certain times, after installing a few mods, my minimal radiation level resets to the current radiation level, thus preventing me from lowering the radiation.

Do you have any idea what this is caused by? and how to fix it? :thanks:

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im haveing problems with one of my modded mods i cant seem to get the gun to load correctly i have the animations such as textures an such but i cant seem to get the sound or even the bullets to load o_O im fireing extremely silent blanks :( . all did was edit the values such as spread and damage, cant get it to load with the command player.additem. i even went as far as editing the regular mod to see if that helps but no dice cant get my gun to load with the command even that way. any help would be sweet. <----------- nooblet modder :whistling:

 

 

Ok i fixed that problem. now for the harder one i want to deconstruct so to speak a mod but i want to keep 1 part of it such as armor and the stats to go with it. how can i rip the items i want from a mod and remake it into a main file so it wont rely on the master file it came from anymore ?? thx in advance

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