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Pitt, Mill FWE, FOOK, WMK, and MMM...


azron

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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downloading the Pitt crash fix also does nothing whatsoever to help, and I get the feeling it's sorely out of date.

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...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

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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.esm

Fallout3.esm

FakePatch_v1.5.0.22c.ESM

ThePitt.esm

BrokenSteel.esm

CALIBR.esm

FOOK.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Sharing and Caring Companions.esm

sc_wasteland_pimp.esm

sc_lovers_resource.esm

Weight.esp

Unofficial Fallout 3 Patch.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

VATSFixOff.esp

FOOK - The Pitt.esp

FOOK - Anchorage.esp

FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp

FOOK - Test Container.esp

Announcer.esp

KillableKids.esp

ShellRain.esp

Auto Aim Fix v1.0.esp

REAL-ThirdViewMod.esp

no blur on hit.esp

e11blasterstarwarsrsugar.esp

FollowersHire.esp

eugene3barrel.esp

SeducingWomen.esp

BeautyStick.esp

BeautyStickDrop.esp

Wasteland Gigolo.esp

Sasha Ashe.esp

Mart's Mutant Mod - Tougher Traders.esp

FOOK - Anchorage hotfix.esp

FOOK.esp

DarNifiedUIF3.esp

DUIF3Extras.esp

RobCo Certified.esp

101_The_Collector.esp

GNRExtended.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Anchorage.esp

Mart's Mutant Mod - FWE Master Release.esp

FWE Compatibility - FOOK.esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WMKAA12Shotgun.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Broken Steel.esp

Mart's Mutant Mod - Increased Spawns.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - No Ghoul Raise.esp

Mart's Mutant Mod - No Corpse Flies.esp

Mart's Mutant Mod - No Skeleton Decay.esp

Mart's Mutant Mod - FOOK.esp

The Pitt Crash Fix.esp

 

Total active plugins: 61

Total plugins: 125

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  • 2 months later...

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.esp

FOOK - The Pitt.esp

FOOK - Anchorage.esp

FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp

FOOK - Test Container.esp

SND- Announcer.esp

NPC- KillableKids.esp

ENV- ShellRain.esp

UI- Auto Aim Fix v1.0.esp

UI- REAL-ThirdViewMod.esp

UI- no blur on hit.esp

WEP- e11blasterstarwarsrsugar.esp (wtf? weapon?)

NPC- FollowersHire.esp

WEP- eugene3barrel.esp

NPC- SeducingWomen.esp

WEP?- BeautyStick.esp

WEP?-BeautyStickDrop.esp

QST- Wasteland Gigolo.esp

NPC- Sasha Ashe.esp

Mart's Mutant Mod - Tougher Traders.esp

FOOK - Anchorage hotfix.esp

FOOK.esp

UI- DarNifiedUIF3.esp

UI- DUIF3Extras.esp

RobCo Certified.esp

QST?- 101_The_Collector.esp

SND- GNRExtended.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Anchorage.esp

Mart's Mutant Mod - FWE Master Release.esp

FWE Compatibility - FOOK.esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WEP- WMKAA12Shotgun.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Broken Steel.esp

Mart's Mutant Mod - Increased Spawns.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - No Ghoul Raise.esp

Mart's Mutant Mod - No Corpse Flies.esp

Mart's Mutant Mod - No Skeleton Decay.esp

Mart's Mutant Mod - FOOK.esp

The 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 DLCs

Unofficial patches: (esm and esp)

CRAFT.esm

CALIBR.esm

WMK

Ammo Bench

FOOK2

MMMF3

FWE

Enhanced 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 - Roleplayers

Fellout (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.

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