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Fallout 3 - incompatible mods?


KamSolastor

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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=Fallout3

Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
Lings.esm=1
Unofficial Fallout 3 Patch.esm=1
LingsDLC.esm=1
CRAFT.esm=1
CALIBR.esm=1
xCALIBR.esm=1
[DC RANGER ARSENAL v3 MASTER].esm=1
Ammo Bench.esm=1
ArefuExpandedByAzar.esm=1
AWorldOfPainFO3.esm=1
TheInstitute.esm=1
Vault 101 Revisited.esm=1
Mothership Crew.esm=1
TSC Air Support.esm=1
Advanced Recon Tech.esm=1
Alton, IL.esm=1
EVE.esm=1
FO3 Wanderers Edition - Main File.esm=1
FWE - Combat Overhaul_Core.esm=1
Mart's Mutant Mod.esm=1
LingsFinerThings.esm=1
RHKBrisaAlmodovar.esm=1
EnclaveCommander-OA-Pitt-Steel.esm=1
CrossModData.esm=1
Animy_prostitution.esm=1
DCInteriors_ComboEdition.esm=1
SeducingWomen.esm=1
MyDog - Globals (keep this active).esm=1
MyDog.esm=1
Point Lookout Reborn by Jcro25.esm=1
BelthansQuoVagis.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=0
DarNifiedUIF3.esp=1
YearlingsGlasses.esp=1
CASM.esp=1
CRAFT - Clutter Conversions.esp=1
Overhead3PCamera.esp=1
ArefuExpandedByAzar-Radio.esp=1
UPP - Combined.esp=1
HeirApparent.esp=1
NotSoFast.esp=1
BlackWolf Backpack.esp=1
BlackWolf Backpack - Blank's Container Patch.esp=1
merc2+HiVE+Underground Hideout.esp=1
MiniHideout.esp=1
Classic Fallout Weapons BETA.esp=1
R18BodyPack.esp=1
Megaton House and Theme Overhaul.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
DLM_FWE Medic PA FWE+Zeta required.esp=1
FWE - Combat Overhaul_Equipment.esp=1
FWE weapons pack.esp=1
HZ_M92SE.esp=1
[DC RANGER ARSENAL v3] - DLC GEAR.esp=1
3EFdrg.esp=1
Advanced Recon Armor.esp=1
DIM TYPE3 Conversion + clothes.esp=1
Dragonskin Tactical Outfit.esp=1
DragonskinBonusPack.esp=1
Echo_UseBothGloves.esp=1
Lings Finer Things.esp=1
LingsPrettyThings.esp=1
LingsPrettyThings-BrokenSteel.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
MMM - FWE_Combat Overhaul Master Release.esp=1
RHKBrisaAlmodovar - Custom - Lings.esp=1
JessiCompanion.esp=1
SeducedDLC03.esp=1
Sydney Follower.esp=1
TSC Air Support.esp=1
Fellout-Full.esp=1
xCALIBRammo_FWE.esp=1
Fellout - DLCs.esp=1
FO3 Wanderers Edition - DLC Combined + Trasers + Followers (BS).esp=1
BlackWolf - Merged + SMG - No container patch.esp=1
RHKBrisaAlmadovar DLC + FWE.esp=1
Caliber Schematics + Ammo bench + tincan + PipboyPDA.esp=1
Advanced Recon Gear+Tech+Stealth.esp=1
MMM - DLC + FWE Patch.esp=1
Swim + Trade + bz + Dogt+sungl+Ghos+Mantis+Holster+Chem+Dan.esp=0
Swim + Trade + bz + Dogt+Sungl+Ghos+Mantis+Holster+Chem+Dan+HelmChinStelth.esp=1
Helmetless Camouflage Stealth Suits.esp=1
Colossus Combined.esp=1
FWE-COL-Enclave Compatibility Patch Merged.esp=1
UH-FWE Weapons and Workbench patch.esp=1
Advanced Recon Tech FWE.esp=1
MyDog - Anchorage.esp=1
Mothership Crew Clothing addon.esp=1
BQV2DLC.esp=1
AltonAddon.esp=1
DSG1 Sniper + Red eye + T.Y.R..esp=1
Sydney Follower Fixes + Update.esp=1
Zan_AutoPurge_SmartAgro.esp=1
merged patch 1.esp=1

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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.

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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/

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