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COMM mod not working


Lopaka

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Hey guys,

 

I have a question specifically about Jaysus' COMM mod. My load order is at the end of the post in case you can use it to help solve my problem. I do have other mods installed than what are listed, but are not activated either because I didn't like them or they caused the game to crash on startup (some notably related to other mods that DO work, strangely). I kind of assume it's because my lack of finesse when loading the mods in en masse, the good majority of them coming from fileplanet's mod pack v.3.

 

Anyways, I can live without the other mods that aren't working though they seem cool. I would, however, like to get Jaysus' COMM mod and its relative attached mods to work, due to the extensive extra content they bring that seem cool. The problem is that unlike other problematic mods for me that crash the game on startup and must be deactivated, the COMM mod only crashes when I actually take the boat located outside of Rivet city to the mod's new area. It crashes right when it's done loading the area. Can I fix this? As for extra info, I have tried starting a new game and rearranging the load order a bit because I've read how particular the game can be.

 

On a side note, some of the mods listed don't seem to work, but don't crash the game so I haven't deactivated them. Some I simply don't know what they do, being that they came in the mod pack and didn't have a readme =p Thanks for any help!

 

CALIBR.esm

FOOK.esm

Fallout3.esm

COMM.esm

JAxesNMachetesV10COMM.esp

JJapaneseMeleeBladesCOMM.esp

JKukrisCOMM.esp

DriveableMotorCycle.esp

JOrderOfDONreconTraderCOMMV10.esp

JG77UniversalRifleSystemCOMM.esp

JKageBushi.esp

JHouseholdBladesCOMM.esp

3EFskewer.esp

SpeedMod.esp

HairPack.esm

Slower Degradation (-95%).esp

LightSaberMod.esp

JHB Immortal Trade Caravans.esp

drc_FatManUltra.esp

A6WastelandBosses1.esp

Vault 89 (player home) V1-25.esp

Tsurugi2handed.esp

Location 1 (Megaton-V101).esp

UniqueWeapons.esp

YearlingsGlasses.esp

EnclaveCommander.esp

Magic Pip-Light (90 Brightness).esp

ValhallaRifle.esp

MercDuster.esp

Disguises.esp

eye_hair_en2.esp

Cr4ppen0gs Race Unlocker.esp

The Eage Strikes the Nest.esp

Enable All Hair and HeadParts.esp

DIM CUSTOM PRESETS V1.3WEB.esp

UPP - Pack 1.esp

UPP - Original Perks.esp

UPP - Beverage Perks.esp

UPP - Quest Perks.esp

eye_hair_en.esp

WReality Haven-v0.95b.esp

WastelandMastery.esp

hair_add_npc.esp

Path_of_the_Gunslinger.esp

NAPA-Sneak.esp

Geo_Alien_Hybrid_V1.2.esp

BABEreconarmor.esp

Dead Space.esp

SPARTANVIprettygirls.esp

AsharasLightningItems.esp

G36.esp

CC.esp

AmmoMerchantShalala.esp

WHSpaceMarineArmor.esp

Weapon Master.esp

Darkness.esp

HoverChair 0.2.1.esp

TheTerminator.esp

SOL.esp

Blue Tide2.esp

NukeArmor_eng.esp

kamikaze_armor01.esp

Persona_and_Secret.esp

Project-Valhalla.esp

FOOK.esp

 

Total active plugins: 66

Total plugins: 97

 

Sorry For the long post, I'm wordy.

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Don't use modpacks, it's stupid. You get outdated versions of everything that obviously have bugs that the current versions doesn't, and nobody is going to know/remember said bugs to help you solve them.

 

Re-download.

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Thanks guys!

 

For the most part, the mod pack items are deactivated and/or working. The COMM mod and its extra parts, however, I downloaded myself from the Nexus. Any help with those?

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Oh, also, I forgot to mention that I tried moving Fallout3.esm to the top of the load order. No dice. I've also reinstalled the mod to no avail, and I DO have FOSE installed but I'm not sure if FOMM loads it, considering the readme file for FOSE says to use its .exe instead of the standard fallout3.exe, and I don't know if FOMM does that on its own. It does prevent me from logging on to LIVE, however, so I assumed FOSE is working correctly.
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