BonniePandora Posted March 24, 2014 Share Posted March 24, 2014 Apologies if this is a fairly common thread to see on here, but I'm having some issues with some mods being incompatible or acting pissy about where in the load order they get put. The current load order is: [X] Fallout3.esm[X] Anchorage.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] ThePitt.esm[X] Zeta.esm[X] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Alternate Travel.esp[X] CRAFT.esm[X] CALIBR.esm[X] Mart's Mutant Mod.esm[X] EVE.esm[X] RH_IRONSIGHTS.esm[X] DCInteriors_ComboEdition.esm[X] StreetLights.esm[X] Fellout-Full.esp[X] RagdollOverhaulFo3.esp[X] GNR Enhanced.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 - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] WeaponModKits.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - FWE Master Release.esp[X] Mart's Mutant Mod.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] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] RH_IronSights_Basic_AnchoragePlugin.esp[X] RH_IronSights_Basic_PittPlugin.esp[X] RH_IronSights_Pitt_NewRifleSights.esp[X] RH_IronSights_PL_NewItems.esp[X] RH_IronSights_RemoveReticule.esp[X] RH_IronSights_Basic_ZetaPlugin.esp[X] RH_IronSights_Basic_BrokenSteelPlugin.esp[X] RH_IronSights_Basic_PointLookoutPlugin.esp[X] RH_IronSights_Basic_VanillaPlugin.esp[X] RH_FWE_Bridge.esp[X] RH_EVE_Bridge.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE - FWE Master Release.esp[X] EVE - FWE with WeaponModKits.esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp The game crashes on startup most the time but I did manage to get to the menu before crashing with the iron sights, weapon kits and Marts mutant mod disabled. Any help with this would be appreciated and again, sorry if this is a fairly common occurance. Link to comment Share on other sites More sharing options...
Purr4me Posted March 24, 2014 Share Posted March 24, 2014 [X] FO3 Wanderers Edition - Alternate Travel.esp <---Wrong place to be. [X] StreetLights.esm<--- Goes above Broken steel.esm Find the template used by boss as it is current on your system, and copy its contents into a spoiler here for me to inspect, that load order should not be what it is if Boss was used. kitty Link to comment Share on other sites More sharing options...
M48A5 Posted March 24, 2014 Share Posted March 24, 2014 What Kitty said and you do not have Project Beauty, so you to not need compatibility patches. This will cause crashes, since you do not have the master file Project Beauty. Use only one Restore Tracers. Arrange your compatibility patches so they are in the same order as the Fallout 3 masters. Use BOSS to sort your load order: http://boss-developers.github.io/ I do not use Marts Mutant Mod, but I have seen here on the Nexus that you do not need all the compatibility patches you have since some are incorporated in Mart's Mutant Mod - Master Menu Module.esp. Link to comment Share on other sites More sharing options...
Purr4me Posted March 24, 2014 Share Posted March 24, 2014 https://github.com/boss-developers/fallout3on that link is a copy of the correct list for this game, if your list is not updated or is some how messed up? I can understand why the data is not telling you things are wrong. Link to comment Share on other sites More sharing options...
BonniePandora Posted March 25, 2014 Author Share Posted March 25, 2014 Hi, cheers for the responses, the load order boss uses is as follows: [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] EVE.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DCInteriors_ComboEdition.esm[X] RH_IRONSIGHTS.esm[X] FO3 Wanderers Edition - Alternate Travel.esp[X] RH_IronSights_Basic_VanillaPlugin.esp[X] RH_IronSights_Basic_AnchoragePlugin.esp[X] RH_IronSights_Basic_PittPlugin.esp[X] RH_IronSights_Basic_BrokenSteelPlugin.esp[X] RH_IronSights_Basic_PointLookoutPlugin.esp[X] RH_IronSights_Basic_ZetaPlugin.esp[X] RH_IronSights_Pitt_NewRifleSights.esp[X] RH_IronSights_RemoveReticule.esp[X] RH_IronSights_PL_NewItems.esp[X] GNR Enhanced.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] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[X] RH_FWE_Bridge.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] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] RH_EVE_Bridge.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 - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[ ] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] Fellout-Full.esp[X] RagdollOverhaulFo3.esp Link to comment Share on other sites More sharing options...
Purr4me Posted March 25, 2014 Share Posted March 25, 2014 Does your game actually run with this? ([X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp) ?(Project Beauty.esp) is not seen in that load order.If that patch has nothing pointing to PB? then it will run, other wise it won't allow the game to load...if it does, count your self lucky.Don't use patches for data you don't have.kitty Link to comment Share on other sites More sharing options...
BonniePandora Posted March 25, 2014 Author Share Posted March 25, 2014 I have that disabled along with the other two MMM esp's that are included in FWO, still crashes on startup however Link to comment Share on other sites More sharing options...
M48A5 Posted March 25, 2014 Share Posted March 25, 2014 The usual cause of a crash on startup are a missing master file required by one of the plugins or inadequate equipment. Has the game every started and ran without mods? If so, you should be following the advice given here: http://forums.nexusmods.com/index.php?/topic/652876-fallout-3-modding-and-you/If you have never had the game running without mods, you will need to start at the beginning by disabling all of your mods and get a stable game started before adding mods. Link to comment Share on other sites More sharing options...
Purr4me Posted March 25, 2014 Share Posted March 25, 2014 I am almost betting he/she has a corrupted plugin. The game crashes on startup most the time but I did manage to get to the menu before crashing with the iron sights, weapon kits and Marts mutant mod disabled. Any help with this would be appreciated and again, sorry if this is a fairly common occurance.that is almost half of the mods there. Seems I ran into that yesterday with FWE ,my back up works, but the downloaded package does not, oh, it installs alright, but data is corrupted according to the geck.My backups load fine. run the game with just fallout3.esm first, get into the game world. if you crash out then? well, you have other problems not related to this.kitty Link to comment Share on other sites More sharing options...
BonniePandora Posted March 25, 2014 Author Share Posted March 25, 2014 I've got it working now after un-installing Fallout redesigned (that's why I had the project beauty compatibility mods) and all the FOIP mods I had installed. I can load my save and run around the world but entering new areas via a door causes it to crash either immediately or shortly after. Link to comment Share on other sites More sharing options...
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