Riddleofsteel Posted June 1, 2009 Share Posted June 1, 2009 I hate to keep doing this, but for some reason after applying nearly all I've learned about load orders I get some serious freezing and crashing (game stops responding) during character creation with the FWE-integrated Roleplayers plugin. I use patch 1.0.0.15, Unofficial 1.13 and Fake patch. If I should use a newer or different patch, let me know please. Here's my current load order. I tried using FOMS but it doesn't know what to do with most of my mods. Thanks for any further thoughts. [X] Fallout3.esm[X] FakePatch_v1.5.0.22c.ESM[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] CALIBR.esm[X] FOOK.esm[X] FWE_FO3_Wanderers_Edition.esm[X] Mart's Mutant Mod.esm[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] DarNifiedUIF3.esp[X] MaxLevelWorkaround-HP-BS.esp[X] WastelandMastery.esp[X] FOOK.esp[X] FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp[X] FOOK - Additional Power Armor Training.esp[X] FOOK - Free Play After MQ.esp[X] MyFOOK - Default Ammo Sorting.esp[X] MyFOOK - The Pitt Ammo Press.esp[X] MyFOOK - No Chem Weights.esp[X] FWE_00_QUEST.esp[X] FWE_01_COMBAT.esp[X] FWE_02_COMBAT_II.esp[X] FWE_03_CHARACTER.esp[X] FWE_04_CHARACTER_II.esp[X] FWE_05_ITEMLOOT_III.esp[X] FWE_05_ITEMLOOT_II.esp[X] FWE_05_ITEMLOOT.esp[X] FWE_06_SPAWNS.esp[X] FWE_07_IMMERSION.esp[X] FWE_08_FEATURES.esp[X] FWE_09_OPT_VATS_Fast_50.esp[X] FWE Compatibility - FOOK.esp[X] Faces_Of_Fallout.esp[X] DUIF3Extras.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - No Skeleton Decay.esp[X] Mart's Mutant Mod - Broken Steel.esp[X] Mart's Mutant Mod - FOOK + FWE.esp[X] Mart's+Mutant+Mod+-+Tougher+Enemies.esp[X] Sparkling Eyes.esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK + FWE.esp[X] WeaponModKits - FOOK.esp[X] WeaponModKits-Unique.esp[X] UWWUT.esp[X] UWWUT - UF3P Addon.esp[X] UWWUT - WMK Addon.esp[X] UWWUT - Broken Steel Addon.esp[X] T3T_WeaponTweaks.esp[X] T3T_WT_AnchorageCompanion.esp[X] T3T_WT_ThePittCompanion.esp[X] T3T_WT_BrokenSteelCompanion.esp[X] T3T_WT_AutoAimCompanion.esp[X] T3T_WMK1.esp[X] TUPAM+FOOK.esp[X] TUPAM+FOOK - Anchorage Addon.esp[X] TUPAM+FOOK - The Pitt Addon.esp[X] TUPAM+FOOK - Broken Steel Addon.esp[X] MMM- Mutants and monster perk addon for RC1.11.esp[X] FoesReworkedv.85-BrokenSteel.esp[X] BoS_DX.esp[X] Outcast DX.esp[X] WinterizedT51bDX.esp[X] Tribal_DX.esp[X] GatlingLaserDX.esp[X] Project Beauty.esp[X] Combat Enhanced-Tactics.esp[X] RRR+ANCH+PITT+BS 1.0.esp[X] REAL-ThirdViewMod.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] lessviewdistance.esp[X] OAlessviewdistance.esp[X] lessviewdistanceThePitt.esp[X] CASM.esp[X] 999 Weight Limit.esp[X] PlasmaRifleAwesomefied.esp[X] pipboylightblue.esp[X] dD-Less Blood Time, Larger Blood.esp[X] RCmarketNoFire.esp[X] FireLightFix.esp[X] fighternpcs.esp[X] VeryVeryHard.esp[X] merged.esp Link to comment Share on other sites More sharing options...
Drag0ntamer Posted June 1, 2009 Share Posted June 1, 2009 This is what I suggest you do to your load order... [X] Fallout3.esm[X] FakePatch_v1.5.0.22c.ESM[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] CALIBR.esm[X] FOOK.esm[X] FWE_FO3_Wanderers_Edition.esm[X] Mart's Mutant Mod.esm[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] MaxLevelWorkaround-HP-BS.esp[X] WastelandMastery.esp[X] REAL-ThirdViewMod.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] lessviewdistance.esp[X] OAlessviewdistance.esp[X] lessviewdistanceThePitt.esp[X] CASM.esp[X] 999 Weight Limit.esp[X] PlasmaRifleAwesomefied.esp[X] pipboylightblue.esp[X] dD-Less Blood Time, Larger Blood.esp[X] RCmarketNoFire.esp[X] FireLightFix.esp[X] fighternpcs.esp[X] VeryVeryHard.esp[X] BoS_DX.esp[X] Outcast DX.esp[X] WinterizedT51bDX.esp[X] Tribal_DX.esp[X] GatlingLaserDX.esp[X] Project Beauty.esp[X] Combat Enhanced-Tactics.esp[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] Sparkling Eyes.esp[X] FOOK.esp[X] FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp[X] FOOK - Additional Power Armor Training.esp[X] FOOK - Free Play After MQ.esp[X] MyFOOK - Default Ammo Sorting.esp[X] MyFOOK - The Pitt Ammo Press.esp[X] MyFOOK - No Chem Weights.esp[X] FWE_00_QUEST.esp[X] FWE_01_COMBAT.esp[X] FWE_02_COMBAT_II.esp[X] FWE_03_CHARACTER.esp[X] FWE_04_CHARACTER_II.esp[X] FWE_05_ITEMLOOT_III.esp[X] FWE_05_ITEMLOOT_II.esp[X] FWE_05_ITEMLOOT.esp[X] FWE_06_SPAWNS.esp[X] FWE_07_IMMERSION.esp[X] FWE_08_FEATURES.esp[X] FWE_09_OPT_VATS_Fast_50.esp[X] FWE Compatibility - FOOK.esp[X] Faces_Of_Fallout.esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK + FWE.esp[X] WeaponModKits - FOOK.esp[X] WeaponModKits-Unique.esp[X] UWWUT.esp[X] UWWUT - UF3P Addon.esp[X] UWWUT - WMK Addon.esp[X] UWWUT - Broken Steel Addon.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - No Skeleton Decay.esp[X] Mart's Mutant Mod - Broken Steel.esp[X] Mart's Mutant Mod - FOOK + FWE.esp[X] MMM- Mutants and monster perk addon for RC1.11.esp[X] Mart's+Mutant+Mod+-+Tougher+Enemies.esp <--- Is this the beta of my MMM - tougher Enemies mod? If so why haven't you been posting feedback lol!?[X] T3T_WeaponTweaks.esp<--- Using these after UWWUT overwrites UWWUT and using it after WMK overwrites WMK. Sadly at this time you need to choose if you want unique's with unique textures and WMK compatibility or the tweaks.[X] T3T_WT_AnchorageCompanion.esp[X] T3T_WT_ThePittCompanion.esp[X] T3T_WT_BrokenSteelCompanion.esp [X] T3T_WT_AutoAimCompanion.esp[X] T3T_WMK1.esp[X] TUPAM+FOOK.esp[X] TUPAM+FOOK - Anchorage Addon.esp[X] TUPAM+FOOK - The Pitt Addon.esp[X] TUPAM+FOOK - Broken Steel Addon.esp[X] FoesReworkedv.85-BrokenSteel.esp[X] RRR+ANCH+PITT+BS 1.0.esp <--- FOOK does this.[X] merged.esp Orange are mods that need moved and green are conflicts. Note, if any of the moved mods stop working try moving them after FOOK and FWE to see if that fixes it. If not load them last. Additional note, all TUPAM mods can also load DIRECTLY before MMM .esps. Link to comment Share on other sites More sharing options...
Riddleofsteel Posted June 2, 2009 Author Share Posted June 2, 2009 Hi, thanks for your excellent advice. As for why I didn't post feedback, I haven't been playing much so I haven't really seen it in action (I don't think, anyway) but the fights I have had so far have been more difficult. Thank you again, and for your hard work on your mods. Link to comment Share on other sites More sharing options...
Drag0ntamer Posted June 2, 2009 Share Posted June 2, 2009 Hi, thanks for your excellent advice. As for why I didn't post feedback, I haven't been playing much so I haven't really seen it in action (I don't think, anyway) but the fights I have had so far have been more difficult. Thank you again, and for your hard work on your mods. Yeah thanks. It's hard to fix issues/improve the mod when no one comments lol. NP, hope that helps. Link to comment Share on other sites More sharing options...
Riddleofsteel Posted June 2, 2009 Author Share Posted June 2, 2009 Oh, you mean nobody comments? Occasionally I get raiders that act like they're going to attack me but the just draw their weapon and stand there. It might not be your mod though. I'll test some more. Thanks again. Link to comment Share on other sites More sharing options...
Drag0ntamer Posted June 2, 2009 Share Posted June 2, 2009 Oh, you mean nobody comments? Occasionally I get raiders that act like they're going to attack me but the just draw their weapon and stand there. It might not be your mod though. I'll test some more. Thanks again. I haven't seen that, and my mod doesn't affect raiders at all, just robots, talon company, enclave, BoS, Outcast, Yui-Gao or however to say their name, mirelurks and super mutants. Link to comment Share on other sites More sharing options...
Riddleofsteel Posted June 2, 2009 Author Share Posted June 2, 2009 Ah ok, didn't think it did. I also would like to ask, I forgot to add some of my "must have" small mods and am not sure where to put them in the advised load order you gave me. By the way, it's working wonderfully so far. The mods are these: DBGR (removes raider torture victims)DBGR Pitt Edition (ditto)Taking out the trash (removes the nasty litter all over the place)No Blur When Hit (spares me from having to re-focus my eyes every time I get shot)No Tracers (bullets have no tracers) If you happen to know where these should be placed, please let me know. Once again I must thank you, your directions have been very valuable. Link to comment Share on other sites More sharing options...
Drag0ntamer Posted June 2, 2009 Share Posted June 2, 2009 Ah ok, didn't think it did. I also would like to ask, I forgot to add some of my "must have" small mods and am not sure where to put them in the advised load order you gave me. By the way, it's working wonderfully so far. The mods are these: DBGR (removes raider torture victims)DBGR Pitt Edition (ditto)Taking out the trash (removes the nasty litter all over the place)No Blur When Hit (spares me from having to re-focus my eyes every time I get shot)No Tracers (bullets have no tracers) If you happen to know where these should be placed, please let me know. Once again I must thank you, your directions have been very valuable. Just move those to be right after Sparkling Eyes.esp and they should be fine. Link to comment Share on other sites More sharing options...
Riddleofsteel Posted June 2, 2009 Author Share Posted June 2, 2009 Thanks! Is there any point in me adding the 'Bad-Ass Supermutants' mod? It makes them stop using dinky weapons and more stuff like super sledges and missile launchers. Link to comment Share on other sites More sharing options...
Alundaio Posted June 2, 2009 Share Posted June 2, 2009 It will conflict with MMM I think. Use FO3edit to see if there is conflictions with mods. I remember I had a similar mod that conflicted with MMM. But that could have just been poor modding on their part. Link to comment Share on other sites More sharing options...
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