azron Posted June 22, 2009 Share Posted June 22, 2009 after following the load order in various places, I got MMM, FOOK, WMK and my newest and most unstable addition, FME. despite working with the load orders suggested crashes are now very frequent, but usually when I start the game back up I can pick up where I left off and continue past where it crashed, then I entered the Pitt... crashes became FAR more frequent, especially around the Mill, after listening to ashur's speech I now find it impossible to get into the Mill without it crashing, and that's if I'm lucky... if I'm not so lucky it might stay on the loading screen indefinetly until I restart my entire computer or, make a very careful alt/tab to the task manager which blinks in and out allowing me only a split second to see it when it comes up. I once tried using FIOP to fix the WMK compatability issue and such, but FIOP should be called "Fallout 3 Inoperability Project" since anything FIOP related regardless of load order caused the game to crash BEFORE the main menu could even show up.... downloading the Pitt crash fix also does nothing whatsoever to help, and I get the feeling it's sorely out of date. Link to comment Share on other sites More sharing options...
gsmanners Posted June 22, 2009 Share Posted June 22, 2009 If you can't see the Task Manager, you need to keep in mind the keyboard combinations: Ctrl-Alt-DelFAlt-EY I always use the keyboard even if I can see it, just so I remember it. Link to comment Share on other sites More sharing options...
Wandik Posted June 23, 2009 Share Posted June 23, 2009 ...and if you have another pc (maybe a notebook) in same network, there's much better way :) by using taskkill command like this: "taskkill /S [your fallout pc name, without brackets] /U [user with admin rights on that pc] /P [this user password] /IM Fallout3.exe" example: imagine we have fallout crashed on pc named "homepc", it has built in administrator account "administrator" with password "12345". the command will then look like this: "taskkill /S homepc /U homepc\administrator /P 12345 /IM Fallout3.exe" it works like a charm on my XP pc :) i'll bet vista has same command Link to comment Share on other sites More sharing options...
azron Posted June 27, 2009 Author Share Posted June 27, 2009 no, that won't really work, or help even if it did. I still wouldn't be able to get into the Mill, which is what i'm trying to do, okay, here's my load order. removing too many of these mods would require me to start an entirely new game by the way. Anchorage.esmFallout3.esmFakePatch_v1.5.0.22c.ESMThePitt.esmBrokenSteel.esmCALIBR.esmFOOK.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmSharing and Caring Companions.esmsc_wasteland_pimp.esmsc_lovers_resource.esmWeight.espUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Operation Anchorage.espVATSFixOff.espFOOK - The Pitt.espFOOK - Anchorage.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Test Container.espAnnouncer.espKillableKids.espShellRain.espAuto Aim Fix v1.0.espREAL-ThirdViewMod.espno blur on hit.espe11blasterstarwarsrsugar.espFollowersHire.espeugene3barrel.espSeducingWomen.espBeautyStick.espBeautyStickDrop.espWasteland Gigolo.espSasha Ashe.espMart's Mutant Mod - Tougher Traders.espFOOK - Anchorage hotfix.espFOOK.espDarNifiedUIF3.espDUIF3Extras.espRobCo Certified.esp101_The_Collector.espGNRExtended.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espMart's Mutant Mod - FWE Master Release.espFWE Compatibility - FOOK.espWeaponModKits.espWeaponModKits - FWE Master Release.espWMKAA12Shotgun.espMart's Mutant Mod.espMart's Mutant Mod - Broken Steel.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Skeleton Decay.espMart's Mutant Mod - FOOK.espThe Pitt Crash Fix.esp Total active plugins: 61Total plugins: 125 Link to comment Share on other sites More sharing options...
JLDupreeIII Posted September 15, 2009 Share Posted September 15, 2009 Not sure why more people don't do this but I like to rename my mods just so I can keep my head on straight when I re-order them. I do not rename any .esm files, since they are masters and have files dependent on them I would think changing those might cause a CTD, I also do not rename large compilation type mods(FOOK, MMM, FWE, etc.) because they tend to have enough plugins to warrant thier own category. But the .esp files I rename according to what category they are in, for example: This section of your load order would be renamed into: UI- VATSFixOff.espFOOK - The Pitt.espFOOK - Anchorage.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Test Container.espSND- Announcer.espNPC- KillableKids.espENV- ShellRain.espUI- Auto Aim Fix v1.0.espUI- REAL-ThirdViewMod.espUI- no blur on hit.espWEP- e11blasterstarwarsrsugar.esp (wtf? weapon?)NPC- FollowersHire.espWEP- eugene3barrel.espNPC- SeducingWomen.espWEP?- BeautyStick.espWEP?-BeautyStickDrop.espQST- Wasteland Gigolo.espNPC- Sasha Ashe.espMart's Mutant Mod - Tougher Traders.espFOOK - Anchorage hotfix.espFOOK.espUI- DarNifiedUIF3.espUI- DUIF3Extras.espRobCo Certified.espQST?- 101_The_Collector.espSND- GNRExtended.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espMart's Mutant Mod - FWE Master Release.espFWE Compatibility - FOOK.espWeaponModKits.espWeaponModKits - FWE Master Release.espWEP- WMKAA12Shotgun.espMart's Mutant Mod.espMart's Mutant Mod - Broken Steel.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Skeleton Decay.espMart's Mutant Mod - FOOK.espThe Pitt Crash Fix.esp Then I can easily group similar mods together, this makes it easier for me to diagnose issues, and get my load order correct. My current load order is as follows: ~esm~Fallout3.esm-All DLCsUnofficial patches: (esm and esp)CRAFT.esmCALIBR.esmWMKAmmo BenchFOOK2MMMF3FWEEnhanced weather ~esp~Robco Certified (the add-ons storage module and engineer cause CTD for me...)FOOK2 (FULL)FWE (FULL + DLC)MMMF3 (FULL +DLC)QST- Alternate start - RoleplayersFellout (FULL, note: ENV type mod ;))ENV- (Environment type mods: weather, new locations, changes in clutter, etc)WEP- (weapon type mods: CALIBR, CRAFT, grenade launcher, etc.)ITM- (Item mods: night-vision goggles, prewar books)UPP (ultimate per pack... UI type mod ;)UI- (User interface mods: Item descriptions, more map markers)TEX- (texture based mods: More gore, burnification)NPC- (named wasteland, clothed sarah lyons, BoS diversification)FOIP- (NOT used by me!!! ALWAYS causes CTD regardless of load order!) So thats how mine is and so far everything seems to work just fine... I have not yet noticed any of the FOOK weapons, but Fredrycks weapons make up for that, My CRAFT menu seems to be broken but I have a feeling it is incompatible with the FO3 revival UI mod... that is the bomb, so forget CRAFT then, I just need it for FWE and FOOK anyways. Link to comment Share on other sites More sharing options...
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