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Question about ESPs that say they must be last to load


Sleepytime

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So far i have an auto aim fix that's readme says it needs to be last to load, i wanna use Mart's Mutant Mod and it says it needs to be last on the list, i have Fo3Edit MergedPatch that says it needs to be last and Fellout that says it needs to be last to load oh and now Project Beauty has a must be last to load esp...wtf how many "lasts" can there be?

 

I am getting random CTDs, mostly when i enter into combat outdoors and i would really like to get it solved. Oh and yes i am using the newest K-lite to correct any Codex issues (even though this is a brand new load of Win7 with zero new codecs added) as well as the INF fix for quadcore CPUs and i have Fo3 set to be large address aware (3gb).

 

Here is my current load after reinstalling Fo3 fresh last night:

 

Fallout3.esm

Anchorage.esm

Project Beauty HD version.esm

HairPack.esm

H&K PSG-1 Sniper Rifles.esp

HK416 SOPMOD.esp

MP3A SMG_v1.0.esp

3EFhelmlessstealthsuit.esp

BlackWolf Backpack.esp

Disable Ash and Goo Piles.esp

NoKnockedOverComments.esp

Longer Days & Shorter Nights.esp

TakingOutTheTrash.esp

QuickerMessages.esp

ModBetterPowerArmor75VATS.esp

NoKarmaCheckToBuyClover.esp

CloverCharonShotgun.esp

NPC Height Randomizer Less Variance.esp

RecieveTenpennySuite.esp

Fellout-pipboylight.esp

DogmeatPuppy.esp

eyes_hairpack_en.esp

GreenWorld.esp

Assault Armor.esp

Slower Degradation (-80%).esp

Choose your own hairstyle (load this last on FOMM).esp

Auto Aim Fix v1.1.esp

Fellout-Full.esp

MergePatch.esp

 

Total active plugins: 29

Total plugins: 29

 

I get zero errors with Fo3Edit or with its MasterUpdate and my computer hardware is light years beyond the specs the game calls for. Any ideas or should i just live with the random crashes?

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A few minor things, but probably not the culprit:

 

Move HairPack.esm before Project Beauty's. Move the Fellout Pipboy light .esp after Fellout's .esp.

 

If you used FO3Edit to create the patch using the Create Merge Patch function, that usually gets you about 90% of the way there. The surest way is to now step through your load order, starting at the top, and expand each record group and its entries. Especially look out for cases where scripts get overridden (shows yellow in FO3Edit), but in actuality the mod-required script is overridden by a non-altered script. This can crash the game, since when the script is called by a mod's functionality, it won't find the script-specific things it needs. So you end up with a mod that doesn't work right, and quite possibly, a situation that can crash the game itself.

 

ps: As far are how many "lasts" can there be? In the load order, it just needs to be the last to override some game aspect(s) that none of the ones loading after it affect.

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Thank you for the response csb, i juggled my order around a little and just played for a while with no crashes. Mostly i am just trying to get my system stable enough to run Marts Increased Spawns since that is what i want most and is also what tends to crash me most often when i enter combat with like 10 NPCs or more.

 

Crashes or not i sure do love this game. :)

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Thank you for the response csb, i juggled my order around a little and just played for a while with no crashes. Mostly i am just trying to get my system stable enough to run Marts Increased Spawns since that is what i want most and is also what tends to crash me most often when i enter combat with like 10 NPCs or more.

 

Crashes or not i sure do love this game. :)

The only way to know what mod must be the last is understanding what they change. When a mod states it must be the last, actually it means it must not have another mod that change the same thing than it loaded after.

 

If two mods changes different things and must be after what they change; that order do not matter.

 

If they do change things one of the other... so you must understand what you rather to prevail (and the danger the lacking from the other can bring up).

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An absolute must-have utility for this is ElminsterAU's FO3Edit (that and FOMM are essential IMO). You'll want Miax's great FO3Edit Guide - Web-enized to learn how to detect and resolve mod conflicts with FO3Edit. Between FOMM's load ordering and FO3Edit's conflict detection, you'll pretty quickly figure out your optimal load order. Creating a merge patch with FO3Edit fixes the remaining conflicts that load order alone won't fix.
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