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Load order


sowah

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First of all i would like to apologise for asking such a silly question, but at my age it's not easy to learn all about the computers, and learning curve works against me.

I have read all the readme's, guides, etc. that i could find, but it's still totally overhelming me.

 

But straight to the point - I have Fallout 3 + all 5 DLC's. Now i want to mod it with FOOK2(v 1.3), FWE (3.2), WMK(1.1.6), MMM(RC4.1) and some CRAFT plugins.

So, what should correct load order be? And how can i chceck it using FO3Edit (i don't really get it how to use it)? Which compability patches should i use? And at which place in load order do i place them? Do i have to "merge" (or something like that) after setting the right order?

Here is my load order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Zeta.esm
PointLookout.esm
CALIBR.esm
CRAFT.esm
FOOK2 - Main.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
FOOK2 - [WA.NK] World And Neighbourhood Kit.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Ammo Bench.esm
FOOK2 - Main.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - *censored* Map Markers.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
CRAFT - Workbench and Crafting Expansion combined.esp
Stealthboy Recon Armor - CRAFT.esp
Ammo Bench - Old Ammo-Benches.esp
CRAFT - WCE FOOK+FWE Patch.esp
CRAFT - WCE Warmonger Addon.esp
jmschematics - CRAFT.esp
CRAFT - Activation Perk.esp
ThrowDagger for CRAFT.esp
CALIBR Ammo Schematics - CRAFT.esp
ParaDart.esp
TinCanCRAFTing.esp
CALIBRxMerchant.esp
Ammo Bench - CALIBR.esp
Ammo Bench - CRAFT Plugin.esp
FOOK Weapons - CRAFT.esp
Ammo Bench - Car Mechanic.esp
Ammo Bench - Alien Power Cell.esp
Ammo Bench - Artisan.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp

Total active plugins: 55
Total plugins: 65

 

Thanks in advance, as i'm losing all hope to get it working.

 

PS Sorry for any mistakes in my post, i'm not native english speaker.

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First thing that comes to mind is fook 2.

If i am not mistaken compatibility patches have not been completed for fook 2 to use with other large overhauly mods.

I would not expect them to be released until sometime after fook 2 is finished with beta testing. But i really dont know details cause i tend to be patient about this kind of thing instead of watching pots boil.

 

fo3edit is great tho. make the merged patch after you load all your mods on by right clicking on any one of them and select create merged patch. activate it at the end of your load order and enjoy.

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do you have the EVE mod? I don't see it

you just have a compatibility from FOOK2 for it, but no actual mod

also, you have a couple FOOK compatibility esps, which are not compatible with FOOK2

also WA.NK and DIK caused probs for me, I suspect there should be some stand-alone files like with EVE, but I couldn't find them yet

 

good luck

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