KamSolastor Posted December 23, 2013 Share Posted December 23, 2013 Well, I'm pretty sure I've completely borked my game with my load order, despite everything I've done to try and smooth things over. I've made a merged patch, looked at direct conflicts in Fo3edit and manually smoothed things over as best as I can, and where I had to choose one or the other, I chose the mod that would most likely need precedence - such as overriding an item with the default values Fallout3.esm has with different values, as it would be overridden anyways by the other mod. Still, I've been getting a resounding amount of problems - About an hour in, trying to load new areas other than where I am currently at, results in a crash or freeze (never-ending load screens too). I believe this is a sign of a corrupt save, yet I do not use autosaves at all, use CASM, and dont see how in only a little amount of time a save can completely be screwed up like that - especially since the intro scene, up until I get outside of Vault 101 runs completely fine with no issues whatsoever. I've started a new game a few times, with various results - usually just a difference of where I am when my game decides to not load new areas anymore. On my latest new game attempt, trying to go further than about 300 meters away from the exit (so, about 3/4 of the way to megaton, or just into Springville) causes a freeze or crash. I've tried going through my load order disabling mods and trying again to see if disabling one or another would cause the problem to go away, and trace it down to a specific mod, but it had no effect - still crashes about the same distance away from the door. I have no idea what to do at this point - maybe it's multiple incompatible mods or something? If someone would like to look at my load order and see if there's anything that's definitely a 'Do not use <X> with <Y> OR ELSE', that'd be great. I really don't know what else to do except toss Fallout 3 down in despair. Note about load order - I do have a few smaller mods merged together in various plugins - it never made much sense to have separate patches for each DLC when you can have them all combined, or a mod that adds a single item on it's own just adding to the plugin list size, so anything with <x+y> or <blah - Combined> is a merged file. I did check them over for errors between themselves before I merged them, though.Load order: GameMode=Fallout3Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Lings.esm=1Unofficial Fallout 3 Patch.esm=1LingsDLC.esm=1CRAFT.esm=1CALIBR.esm=1xCALIBR.esm=1[DC RANGER ARSENAL v3 MASTER].esm=1Ammo Bench.esm=1ArefuExpandedByAzar.esm=1AWorldOfPainFO3.esm=1TheInstitute.esm=1Vault 101 Revisited.esm=1Mothership Crew.esm=1TSC Air Support.esm=1Advanced Recon Tech.esm=1Alton, IL.esm=1EVE.esm=1FO3 Wanderers Edition - Main File.esm=1FWE - Combat Overhaul_Core.esm=1Mart's Mutant Mod.esm=1LingsFinerThings.esm=1RHKBrisaAlmodovar.esm=1EnclaveCommander-OA-Pitt-Steel.esm=1CrossModData.esm=1Animy_prostitution.esm=1DCInteriors_ComboEdition.esm=1SeducingWomen.esm=1MyDog - Globals (keep this active).esm=1MyDog.esm=1Point Lookout Reborn by Jcro25.esm=1BelthansQuoVagis.esm=1FO3 Wanderers Edition - Alternate Travel.esp=0DarNifiedUIF3.esp=1YearlingsGlasses.esp=1CASM.esp=1CRAFT - Clutter Conversions.esp=1Overhead3PCamera.esp=1ArefuExpandedByAzar-Radio.esp=1UPP - Combined.esp=1HeirApparent.esp=1NotSoFast.esp=1BlackWolf Backpack.esp=1BlackWolf Backpack - Blank's Container Patch.esp=1merc2+HiVE+Underground Hideout.esp=1MiniHideout.esp=1Classic Fallout Weapons BETA.esp=1R18BodyPack.esp=1Megaton House and Theme Overhaul.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1DLM_FWE Medic PA FWE+Zeta required.esp=1FWE - Combat Overhaul_Equipment.esp=1FWE weapons pack.esp=1HZ_M92SE.esp=1[DC RANGER ARSENAL v3] - DLC GEAR.esp=13EFdrg.esp=1Advanced Recon Armor.esp=1DIM TYPE3 Conversion + clothes.esp=1Dragonskin Tactical Outfit.esp=1DragonskinBonusPack.esp=1Echo_UseBothGloves.esp=1Lings Finer Things.esp=1LingsPrettyThings.esp=1LingsPrettyThings-BrokenSteel.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - Master Menu Module.esp=1MMM - FWE_Combat Overhaul Master Release.esp=1RHKBrisaAlmodovar - Custom - Lings.esp=1JessiCompanion.esp=1SeducedDLC03.esp=1Sydney Follower.esp=1TSC Air Support.esp=1Fellout-Full.esp=1xCALIBRammo_FWE.esp=1Fellout - DLCs.esp=1FO3 Wanderers Edition - DLC Combined + Trasers + Followers (BS).esp=1BlackWolf - Merged + SMG - No container patch.esp=1RHKBrisaAlmadovar DLC + FWE.esp=1Caliber Schematics + Ammo bench + tincan + PipboyPDA.esp=1Advanced Recon Gear+Tech+Stealth.esp=1MMM - DLC + FWE Patch.esp=1Swim + Trade + bz + Dogt+sungl+Ghos+Mantis+Holster+Chem+Dan.esp=0Swim + Trade + bz + Dogt+Sungl+Ghos+Mantis+Holster+Chem+Dan+HelmChinStelth.esp=1Helmetless Camouflage Stealth Suits.esp=1Colossus Combined.esp=1FWE-COL-Enclave Compatibility Patch Merged.esp=1UH-FWE Weapons and Workbench patch.esp=1Advanced Recon Tech FWE.esp=1MyDog - Anchorage.esp=1Mothership Crew Clothing addon.esp=1BQV2DLC.esp=1AltonAddon.esp=1DSG1 Sniper + Red eye + T.Y.R..esp=1Sydney Follower Fixes + Update.esp=1Zan_AutoPurge_SmartAgro.esp=1merged patch 1.esp=1 Link to comment Share on other sites More sharing options...
KamSolastor Posted December 23, 2013 Author Share Posted December 23, 2013 The biggest things I've seen that might be an issue are some navmeshes that are trying to override each-other for a few mods, but beyond that, the biggest conflicts I've seen in Fo3edit between mods are one mod wanting to add a perk to a creature, then, say, Marts Mutant Mod doesn't want that perk, or one mod wanting the dialogue topic 'greetings' to have a priority of '65.000' and another sets it as '55.000' - things that would seem, at least to myself, to not be a huge, game-crashing reason. Link to comment Share on other sites More sharing options...
M48A5 Posted December 23, 2013 Share Posted December 23, 2013 Does the game run without any mods? Have you sorted your mods with BOSS. Have you played the game to the point when you leave the vault and made a save? Have you disabled all your mods, started from the save just outside the vault, then added each mod, one at a time, to find the mod causing the crash? Did you follow the advice as shown in this post? http://forums.nexusmods.com/index.php?/topic/652876-fallout-3-modding-and-you/ Or this one? http://forums.bethsoft.com/topic/1465357-installing-fallout-3-with-windows-78-and-xp/ Link to comment Share on other sites More sharing options...
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