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Mod troubles


Pyrogoat

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Hello everyone, I'm new to the site and fairly new to modding.

 

I just started using some mods on FO3 and things were going very well.

Had just the clubhouse mod and reinforced stealth suit mod.

 

I have FOSE installed, I am using FO3edit to ensure a conflict free environment, I also used Archiveinvalidationinvalidated to fix texture issues. I have been running mods from FOMM.

I have OA, The Pitt and Broken steel and I am running the unofficial patch, which has been installed over the 1.5 patch.

 

I recently decided to add a few more mods, one of which added some new armor to Ronald's house in Girdershade. Here is where my problem starts...

 

I went to girdershade and the armor looked and worked perfectly, but after leaving Girdershade, when I went to major cities (Tenpenny tower, megaton), or my clubhouse, the game would crash either upon arriving or upon trying to enter.

 

I removed the mod and tried some tests on save files that had been created before acuiring any of the mod armors or making a trip to Girdershade, only to find that my game still crashed in the same ways.. BUT, only if I went to Girdershade first. Girdershade seems to be making my game crash.

 

I could really use some help on this one. Was Girdershade somehow damaged by a mod that I have since removed? Am I experiencing an error that isn't directly related to that mod and just happens to involve Girdershade?

 

Thanks for any assitance!

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Wait you are using unofficial patch with 1.5? I don't think it was made for that version. But I'm not sure. You do know that mods work perfectly now with 1.5 using FO3 edit's MasterUpdate feature. Have you used MasterUpdate? Just create a shortcut of FO3edit and name it MasterUpdate and pass it the -masterupdate. It labels all .esp headers that it's an .esm because 1.5 has a problem with certain things if it's called an .esp.
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Yes. I use the Fallout Official 1.5 patch with MasterUpdate. I use Fook + MMM + FWE and a bunch of other mods with absolutely no problem. I'm even using Vista. The only positive side to using the fake patch is the ability to Target Nades in VATS and the lack of the VATS lag. Everything in unofficial patch is what was fix in the official patches.

 

 

You can always revert back to an earlier patch. Only the .exe is changed in a patch update. So have no worries, mate.

 

*edit* But remember you must run use MasterUpdate function first to change the headers. Then all should be fine. Do it everytime you add a new mod.

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