paroxysm Posted September 4, 2009 Share Posted September 4, 2009 As mentioned in the topic title, I am having problems with the various overhaul mods.As of now, I have FOOK2, FWE, MMM, WMK, CALIBR, and FOIP.I can't get any of them to work at all except FOOK2 and CALIBR. My load order:~Fallout3.esm~Anchorage.esm~ThePitt.esm~BrokenSteel.esm~PointLookout.esm~CALIBR.esm~FOOK2 - Main.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esm~FOOK2 - Main.esp~FOOK2 - *censored* Map Markers.esp~FOOK2 - [DIK] DLC Improvement Kit.esm~FOOK2 - [DIK] DLC Improvement Kit.esp~FOOK2 - [*censored*] World and Neighborhood Kit.esmFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - FOOK Support.espWeaponModKits.espWeaponModKits - FOOK + FWE.espWeaponModKits - FWE Master Release.espWeaponModKits - CFW.espClassic Fallout Weapons BETA.espWeaponModKits - FWE.espWeaponModKits - FOOK.espMart's Mutant Mod.espMart's Mutant Mod - FOOK.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.esp~norepairneededv2.esp~Water_Tower_Hideout_byOrophin.esp~CheatersShack.esp~AlternateStart.esp~the_pathfinder.esp~FalloutFood.esp~PersonalTerminal.esp~100% Force Lock Chance.esp All items with a tilde next to them are checked in FOMM. This is the only config that the game will run on for me. I would much appreciate it if someone could give me a hand here. I used FOIP to do all of these mods and followed their readme to the letter, but still no dice. Cheersparoxysm EDIT:Mods, if this is in the wrong section, please move it. Link to comment Share on other sites More sharing options...
mechine Posted September 12, 2009 Share Posted September 12, 2009 Fook 2 is new, so FOIP or other mods have not caught up to it yet. I was kind of let down a bit from fook 2. You know, I mean it would be so totally awesome if we played with fallout.esm an fook2 as the only mods. But that's not the case. FOOK is a overhawl, an touches on just about everything in it (which also means it conflicts with about everything out there) But reading into it, I can see what FOOK was trying to do. Which is a really big step up from FOOK 1.6 (awe FOOK is all Grown up now) But you have to keep in mind we just figured out how to fix FOOK 1.6 so that it would work with everything else So it will be a while before we figure out how to get FOOK2 working even better than it does with all the other mods we use. I know I'd like to just play a vanilla game with FOOK 2 added, just to see all the cool stuff they did. Anyway the stuff below is from another post, an kind of leads to the OverRide/Mergepatch fixes. Basicly you have 3-4 fixes for stuff 1.Merging two or more mods into one mod via the FO3 java plug in utility (only really useful if you have 250 mods, an want less) 2. Merge patch via FO3edit 3. Normal FO3edit (top to bottom manual fixes for multiple entries) 4. OverRides to fix what you couldn't fix from the normal methods, an also the stuff that Merge Patch misses on purpose because it requires user decisions. But OverRides can do cool stuff with intergration imersion or whatever, and OverRides kind of allow you to do anything/fix anything Okay here's the stuff from another post... I would say 1. start with getting a known good version of fallout3, which you might say I already have one, yeah but how known good is it as a version? *What you do is make a clean install. *If you ask me a clean install of the whole system, but that's up to you, an depends on how well your other programs are working. *For example, I had problems with internet explorer an also the windows updates. *So for me it was a win win, I would make a clean install of windows, not making any mistakes like before While also not taking all of the windows updates, just the ones for the Service Pack, an the security ones for that service pack. *The clean install of the system, dumpped all the other stuff, because at the time I was only really planning on running fallout 3. *Any gamer will preach about how smooth a clean install is, but like I said it's up to you. *As far as a clean Fallout 3, eh, just put it on it's own hard drive, or outside of program files in it's own folder. *I force a defrag of the hard-drive even when it doesn't need it. Like just having fallout 3 on a hard drive It's not going to say "yes you should defrag this" so I force one anyway, and also after I add the mods in. 2. With the fresh clean system an fresh clean fallout installed, if you were looking to clean up your system that is. What you do is play fallout 3 patched to 1.7, run around in game really crazy an try to make the system crash You don't have any mods installed, so it's a base line, of how well the game is going to run Which installing mods then trying to get it to run well just makes it harder, while also you have no basis to compare *think of it like a control group *there are things that happen with fallout 3, like the cache goes corupt an you need to reboot Save games go corupt without even a reason, which our randomness can cause too Bad texture filtering, Stuttering, Micro-stuttering (those are two different problems) Unlimited draw distance (trying to draw everything even past the borders) Mouse lag, keyboard lag, Havok sending something into the air at the speed of light, and more... * the trick is, you get your clean un-modded fallout 3 working, which durring the testing, you'll have to fix a few things, like getting a OGG codec for one (klite basic), and also right now is the point where you follow the tweek guide so that you get super quality while also making stuttering minimal. Also picking settings knowing that later on you'll add system taxing mods like MMM This last time I picked ultra then moved the sliders down to 1/4 the way up I can't even tell the difference, but MMM runs better now with increased increased spawns. *You'll probably wana turn off fallout's AA an AF, then force whatever AA an AF you want via Your grapics card control panel's AA mode "override any application setting" If I run over 4X AA an AF via Fallouts setting, It's poor quality, where anything above 4X causes a major performance drop, where forcing AA an AF via the grapics card I can pick Max AA an AF without any performance drop, it doesn't like it sometimes when you first switch so just exit an relaunch fallout which fixes it. *okay so you played the crap out of vanilla fallout 3 an fixed anything you noticed, also reducing mouse lag an stutter via tweekguide uber settings, now install the DLC's an do the same test again. 3. now you're at the point of installing mods (which would require knowlege about how to install them) *clean installs of mods is required, lots of practice an lots of screwing up, lots of reading, is the only way. *the auto installers are getting better, but ask me if I trust them, I still don't, but they are better than the old ones. If there is a way I can not auto install a mod, and install it the manual way, then I prefer that. *start by installing mods that are the most complex to get to work, like FACE (combining more than one Race/eyes/hair) Get those complex ones working first before installing anything else. *you could also start by only installing the mods that add a few armors or a few weapons, then make a new mod which has all of those, an all the data in it, there's about 80 you want, while the max number of mods is around 250, by just having the mods you want to combine into one mod as the only stuff installed, it would make it a lot more easy to merge it *while there is no real testing post mods installed, you do now have the control group of playing without mods to compare the end result after installing mods, and also you have a known good clean save outside vault 101 or in the megaton bathroom (tiny empty cell) *the Control group will help you figure out if the problem you are having is because of the mods, or if it could be just a fallout 3 thing, or if it's a corupt save game, a corupt system cache (the fix is a reboot) 4. While we don't use master update like we used to, it's been replaced with stuff that is better anyway. *Merge Patch with FO3edit (this is a different process than merging two mods into one) It's a semi automated fix for conflicts in containers, creatures, and other major issues Basicly it takes a picture of the major conflicts, then adds another entry into the multiple conflicting entry for the item, which after you create the merge patch, you fix the issues in the merge patch multiple entry list. Eyah, like I said, it's semi automated, Full automated would break more stuff than it fixes. 5. Now is a good time to start thinking about the OverRide process another FO3edit thing, but it also tells how to make a merge patch (the major CTD causing conflicts semi automated fix) Links below http://thenexusforums.com/index.php?showtopic=149252 http://thenexusforums.com/index.php?showtopic=149264 *While Merge patch is great, it doesn't fix everything, and probably shouldn't for safety, which leaves the rest to be fixed via going into FO3edit with the whole load order loaded, then starting at the top an working your way down the multiple entry conflict list, fixing the remaining 75% of conflicts. *however, there are some conflicts that you can not fix from normal methods which is where the OverRides come in. *but OverRides do other really cool things besides giving you the ability to fix anything, for example Whiskey that when you drink it, get's you drunk (blury screen), quenches Primary needs thirst, Makes you stumblle an not be able to walk Adds a empty bottle for the metal salvage mod, has a overdose chance thanks to BLTC, has distruction data from FOOK Or even more stuff *Maybe even adding custom player made types of ingestables like whiskey, to have the same effects, even though they are in a seperate mod from BLTC, or Primary needs, inebriation, metal salvage, fook. The last entry all the way to the right is what fallout uses so pretty much you take the best parts inside the multiple entry list, an add them to the last entry via a OverRide *MMM creatures which also have the Ghoulification script built into them (so if you turn Ghoul, Ghouls can be your followers) *adding custom player made food, to the primary needs mod, (so that all foods make you not hungry) *One mod might have a script, while a later one has a better model, OverRides would combine them into a entry Which just going down the list you end up with the "final say" over what does what an how. Link to comment Share on other sites More sharing options...
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