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Game Crashing on 1st Screen FWE, MMM, WMK, etc.


7vincent7black7

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I put some Mod names in the title to allow people to see what they might be getting into.

 

Game crashes upon first screen using FOSE:

 

I recently, this morning, have finished installing FWE, MMM, Weapon Mod Kits, DarnUI, and many others related as per a mod load order on youtube.

 

Here's my Load Order:

 

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Alton, IL.esm
[X] TheInstitute.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] HairPack.esm
[X] StreetLights.esm

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[ ] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Zones Respawn.esp

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[X] KDS Optional Tree Addon.esp
[X] F3ProjectRealityMkI.esp
[X] Fellout-Full.esp
[X] Fellout-pipboylight.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-Anchorage.esp
[X] Fellout-Zeta.esp
[X] Fellout-PointLookout.esp
[X] PureWater-VeryCleanLittleRad-.esp
[X] BA_WastelandRestoration.esp
[X] BA_WastelandRestoration_DLCs.esp
[X] BoSPatrols.esp
[X] StreetLights - Wasteland.esp
[X] hair_add_npc.esp
[X] AltonAddon.esp
[X] 1PipboyPDA.esp
[X] PersonalTerminal.esp
[X] mutantradio.esp
[X] RadioTenpenny.esp
[X] Existence2.0.esp
[X] Loki_HistoricSpeeches_v1.esp
[X] GNR Enhanced.esp
[X] Enclave Radio Enhanced.esp
[X] CONELRAD 640-1240.esp
[X] X-1_Tales_of_Wonder!.esp
[X] 000 Merged Patch.esp

I've provided 2 dotted lines:

 

The First one separates ESMs and ESPs so you can read it easier

 

The Second one separates the new ESPs from the ones I had installed prior to this morning's mod installations.

 

I have everything that i had prior, all my radio mods and such placed after, but I can move them up before the FWE stuff and everything, so all that is not conflicted BUT, I tried that, and no change.

 

I've checked internet, and it seems FWE is the most likely culprit, especially since it didn't crash until I installed all the mods above KDS Optional Tree Addon.esp and all the requisite ESMs above the ESPs.

Edited by 7vincent7black7
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A crash on first load is usually the result of a missing master. Check each of your .esp to ensure you have the correct master files.

 

Streetlights.esm should load between ThePitt.esm and BrokenSteel.esm. Streetlights-Wasteland.esp is not needed and is included in Streetlights.esm. Do you have the proper version of DarnUI? It is the one that has the link on the FWE page.

 

Mart's Mutant Mod - FWE Master Release + DLCs.esp is not needed and is included in Mart's Mutant Mod - Master Menu Module.esp. It also covers the DLCs so you do not need Mart's Mutant Mod - DLC Anchorage.esp, etc.

When you made your merged patch did you check and correct the conflicts that are shown in FO3Edit?

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First of all, thanks for all the help and advice. :)

 

I checked that thing. Its kinda lit up over conflicts and critical conflicts like a downed nuclear reactor in a SAW movie.

 

Anyways, I got rid of Fellout to help mitigate some possible conflicts.That was one of the mods I was using specific for specific texture looks with other mods like it, like BA Wasteland Restoration.

 

Here's the new Load Order

 

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] Alton, IL.esm
[X] TheInstitute.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] HairPack.esm

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] BoSPatrols.esp
[X] hair_add_npc.esp
[X] AltonAddon.esp
[X] 1PipboyPDA.esp
[X] PersonalTerminal.esp
[X] mutantradio.esp
[X] RadioTenpenny.esp
[X] Existence2.0.esp
[X] Loki_HistoricSpeeches_v1.esp
[X] GNR Enhanced.esp
[X] Enclave Radio Enhanced.esp
[X] CONELRAD 640-1240.esp
[X] X-1_Tales_of_Wonder!.esp

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
[X] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] F3ProjectRealityMkI.esp
[X] BA_WastelandRestoration.esp
[X] BA_WastelandRestoration_DLCs.esp
[X] 000 Merged Patch.esp

I went and moved all the prior mods above, so that the new ones wouldn't be interrupted by any possible unintended side-effects.

 

What's bothering me is how the FWE alternate travel.esp keeps itself at the top of the ESP list. I have tried multiple times to move that under the other FWE ESPs to see if that would help, but it is always at the top when FOMM opens again.

 

The conflict detector information is something where, I understand what it looks like to have good and bad conflicts in there now. Overrides/Conflicts and all that. I can tell that red and pink are kinda bad, unless they are supposed to lose in the confliction load order, and that Orange is the winner, and green is an override without a competing override.

 

However, it seems everything including vanilla ESMs are all red, and so I am not good enough to read into all that info and see what problems are actual problems, and what aren't.

Edited by 7vincent7black7
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I can almost guarantee that Fellout is not causing your problem. It is one of the most benign mods available. FWE-Alternate Travel has the file extension .esp but its header marks it as an .esm so it is where it belongs. I hope you used FOMM or a manual install for FWE and that you installed the hotfix after installing parts 1 and 2. FWE has been causing problems for people that are new to modding. Also, have you had the game running without mods? Did you install your mods one at a time and check in the game to see that the are working properly? Are you launching the game through the FOSE loader?

 

The vanilla .esm will be red, since the mods are making changes to the master files. This is not a problem as long as the changes are what you want. However, you cannot have too many mods changing the same thing, this is a problem.

 

The training manual also has instructions on how to clean mods. I have seen where some people advise you to clean the DLCs. However, this is something I have never done. I always thought that the developers are more experienced and know what they are doing. This may be a mistake on my part, but I do not agree with cleaning the DLCs.

Edited by M48A5
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Sorry it's been so long since my response. Had to do some homework, and then played some prototype 2. :)

 

I hope you used FOMM or a manual install for FWE and that you installed the hotfix after installing parts 1 and 2.

 

I pointed FOMM at the part 1 Archive of FWE, and created a FOMOD package. Activated and installed that. Then did the same for hte part 2 archive, then manually installed the Hotfix.

 

Also, have you had the game running without mods?

 

Yeah, I started it once and created a character, then decided I wanted mods to make it have nature like I had about a year or so ago. Turns out I was using BA Wasteland Restoration back then too.

 

Did you install your mods one at a time and check in the game to see that the are working properly?

 

I did for the mods prior to the new ones I installed this morning, but this time around, there seemed to be so many mods needed for mods needed for FWE, and others that just went well along with it, I opened up all the mods I needed into tabs, downloaded, and installed/configured them all at once.

 

Are you launching the game through the FOSE loader?

 

Yeah, and it's working right. I've been using that Pipboy Peadius mod that turns your pipboy into a PDA thing for a few days prior, and it's working alright. I've had no issues with FOSE so far.

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I'm about out of advice at this point. I don't use most of the mods you have and I can only give generic anyway. You should probably have BOSS arrange your load order and then make a new merged patch afterward. The only other thing that I can think of would be an equipment problem, as in not enough RAM. Have you used the Large Address Aware Enabler? http://www.nexusmods.com/fallout3/mods/6510/

Edited by M48A5
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Mart's Mutant Mod - FWE Master Release + DLCs.esp is not needed and is included in Mart's Mutant Mod - Master Menu Module.esp. It also covers the DLCs so you do not need Mart's Mutant Mod - DLC Anchorage.esp, etc.

 

I don't use FOIP, but that doesn't seems to be entirely accurate. No matter what, one will still need some sort of patch for MMM & FWE.

 

I always thought that the developers are more experienced and know what they are doing.

 

Lol, no they don't :wink:

 

I agree about not cleaning the DLC's though.

 

 

@Vincentblack:

 

I'd personally kick out HairPack and it's Hair_add_npc plugin and use Antony Lings Coiffure by Earache instead. Don't worry, it has every single hairstyle Hairpack has (and more).

 

DUIF3Extras.esp

 

This plugin is pointless if you're using the latest version of Darn's UI mod.

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