Bazerk83 Posted November 24, 2009 Share Posted November 24, 2009 Hi guys, I've created a merge patch for stablity with all my mods but I'm having one single problem. At the end of the processing (which displays no errors) I created a merged patch and then give it a save name and then having done that I wait a few seconds before closing the program and I get the message "[00DB0A07] <Error: Could not be resolved>" Now I'm pretty sure my loadout is sound, I've checked the proccesses or errors when I launch Fo3 with all mods checked, there are none. I'm happy to leave this if it's non-affective to stability or mod functionality but I waswondering if anyone knew what this might be and how to correct it? My loadout Fallout3.esmAnchorage.esmThePitt.esmBroken Steel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [*censored*] World And Neighbourhood.esmFOOK2 - [DIK] DLC Improvement Kit.esmMart's Mutant Mod.esmDestruction.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espUnofficial Fallout 3 Patch - Broken Stee.esm2nd Home at Tenpennys [Engl].espUPP - Pack1.espUPP - Pack 2 .espUPP - Original Perks.espUPP - Quest Perks.espEVE Beta_0.9.4.espEVE Operation Anchorage.espdD-Larger Blood.espdD-Reduced Dismember Force.espdD-More Gore.espdD-More Gore Zeta.espdD-More Gore-The Pitt.espdD-More Gore PointLookout.espdD-More Gore-Broken Steel.espBlackWolf Backpack.espBlackWolf Backpack - Blank's Courier Container Patch.espBlackWolf Backpack - Anchorage Gauss Rifle Fix.espKillableKidsNormalHealthOptional.espOwned!.espnorepairneededv2.espbzArmour.espbzBodysuits.espEnhanced Weather - Rain and Snow in Fallout 3.espEnhanced Weather - Weather Sounds Interior.espOverhead3PCcamera.espUndergroundHideout.espFOOK2 - Main.espFOOK2 - [EVE] Energy Vksuals Enhanced.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - [DESTRUCTION] Main.espFOOK2 - [DESTRUCTION] Main -Statics.espFOOK2 - [DESTRUCTION] DIK.ESPFOOK2 - [DESTRUCTION] DIK - Statics.ESPFOOK2 - Mothership Zeta.espFOOK2 - [DESTRUCTION] Mothership Zeta.espFOOK2 - [DESTRUCTION] Mothership Zeta - Statics.espAnimy_prostitution.espMarts Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC ThePitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMarts Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - Zones RespawnMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.esp Link to comment Share on other sites More sharing options...
Bazerk83 Posted November 24, 2009 Author Share Posted November 24, 2009 Gues I'll just have to figure it out myself. Link to comment Share on other sites More sharing options...
Skotte Posted November 24, 2009 Share Posted November 24, 2009 Hi guys, I've created a merge patch for stablity with all my mods but I'm having one single problem. At the end of the processing (which displays no errors) I created a merged patch and then give it a save name and then having done that I wait a few seconds before closing the program and I get the message "[00DB0A07] <Error: Could not be resolved>" Now I'm pretty sure my loadout is sound, I've checked the proccesses or errors when I launch Fo3 with all mods checked, there are none. I'm happy to leave this if it's non-affective to stability or mod functionality but I waswondering if anyone knew what this might be and how to correct it? Very curious, what is the last mod listed before the error? Link to comment Share on other sites More sharing options...
Bazerk83 Posted November 24, 2009 Author Share Posted November 24, 2009 Hi guys, I've created a merge patch for stablity with all my mods but I'm having one single problem. At the end of the processing (which displays no errors) I created a merged patch and then give it a save name and then having done that I wait a few seconds before closing the program and I get the message "[00DB0A07] <Error: Could not be resolved>" Now I'm pretty sure my loadout is sound, I've checked the proccesses or errors when I launch Fo3 with all mods checked, there are none. I'm happy to leave this if it's non-affective to stability or mod functionality but I waswondering if anyone knew what this might be and how to correct it? Very curious, what is the last mod listed before the error? Well the last mod is MMM the last actual .esp in fomm is "Mart's Mutant Mod - No Ghoul Raise.esp" The weird thing is there are no errors during proccessing, it's only once I try to create a merged patch, as soon as I give it a save name, if I wait a couple of seconds before exiting it will come up with that error above. I added the saved merged patch to fomm at the bottom of loadout and then ran FO3MasterUpdate and it doesn't give me any errors. It's weird. Link to comment Share on other sites More sharing options...
Bazerk83 Posted November 24, 2009 Author Share Posted November 24, 2009 ok so through a slow and tedious process of elimination i've discovered that the errors were being caused by killablekids which i've corrected by using a different version of killablekids but the errors are ALSO being caused by mmm + fook2 foip files. It's driving me nuts, I'm so close to having a perfect load order. Could someone please help. I've downloaded the latest fook2 rc1, mmm3 rc5 and FOIP compatability files and positive I have my load order correct so far as i have no errors coming up when i run them in FO3edit, other than with foip files loaded... here's my loadout (minituarized) fo3.esm dlcs.esm unofficial patch.esm calibr.esm fook2.esm fook2 *censored*.esm fook2 dik.esm mmm.esm ---other esms--- unofficial patches.esps fook2.esp ----fook2 addons--- ---other esps---- mmm.esp mmm dlcs.esp mmm optionals.esp mmm - fook2.esp (foip)mmm - fook2 - dik.esp (foip) So I run fo3edit to check load order, it finishes with NO errors. I then create a merged patch, give it a save name, as before, and it does this fine... but I then wait a few seconds for any errors before closing and I get 3 of them. However, when I REMOVE the last two foip files (see above) and repeat these steps the errors vanish. I've tried putting these files into a different order, I've even moved mmm3 and fook2 orders into all kinds of conceivable load orders, nothing works, no matter what I do, if I load the foip files I always get these 3 errors after merging patch. Are these foip files not compatible with mmm rc5? or are they just built in to the mods already and therefore not needed? You might be wondering why I bother with them if there's no errors without these foip files, well because if foip files were made to make these 2 mods compatible then there's obviously a need for them, I don't want to leave them out and still have my game crashing or having bugs relating to these two awesome mods. please help someone, this is driving me nuts! Link to comment Share on other sites More sharing options...
csb Posted November 24, 2009 Share Posted November 24, 2009 Fire up FO3Edit. Run the conflict detection filter (get Miax's great FO3Edit Guide - Web-enized if you don't already have it). Here's the thing with using the automated Create Merge Patch function: it only gets you about 90% of the way there. In the left panel tree view, start stepping through from the top, expanding each .esm and then .esp to find any lingering issues. Since you seem to have narrowed it to FOIP, pay particular attention here - two things can cause some particularly nasty crash-prone issues: Script conflicts and objects that get marked Deleted that are then subsequently used by another mod. There are others, but those two are particularly nasty. You might also want to expand and look at the navmesh records ... though this isn't usually fatal (note the usually). And yes, that is what FOIP is supposed to be for. But that doesn't mean it will 100%, or that another mod comes along and undoes what FOIP is trying to fix. Link to comment Share on other sites More sharing options...
Bazerk83 Posted November 25, 2009 Author Share Posted November 25, 2009 Thanks csb. Another brilliant reply. You've been a huge help so far and I can tell I'm close to resolving these errors and subsequent game crashing. I'm going through the conflict resolution process right now. I'll let you know how I get on once I'm done and tested it. Thanks again :) Link to comment Share on other sites More sharing options...
Bazerk83 Posted November 26, 2009 Author Share Posted November 26, 2009 So the weirdest thing happened. After deciding to filter through my mods manually with FO3edit (after patch merging) My first step was to reinstall the FOIP files and activate them in FOMM again. THIS time when I ran them through FO3edit in preparation for a new patch merge, there were no errors! Same load order as before, nothing changed at all. The ONLY thing I can think of is that I didn't have any saved games the previous attempt, this time around I did and had set all FOOK2 defaults. I can only think that is what did it. Weird. There are still a couple of conflicts relating to Broken Steel and Unofficial Fallout Pach but they appear to be minor furniture animation issues. Besides which I'm not entirely 100% on how to correct these particular conflicts (override to new plugin and drag and drop doesn't resolve the issue) Still getting occasional freezing and crashes but I think this may be corrupted saved games so I'll try running with the save features off. Link to comment Share on other sites More sharing options...
csb Posted November 26, 2009 Share Posted November 26, 2009 Glad it helped :smile: . Also look at your yellow-colored overrides, particularly with scripts and Delete flags. Just because something over-rode successfully is not a guarantee that the game is stable. That's why the stepping through process is so important after creating the merge (especially when using the Create Merge Patch function). With a long mod list, it's amazing how many things that look okay, turn up to be not-so-good. I've found that the more I use FO3Edit, the more I get "tuned in" to problem areas of the subtle kind. Link to comment Share on other sites More sharing options...
x BattleHeart x Posted February 11, 2010 Share Posted February 11, 2010 I was also having the same problem....everything loads and when it reaches the end after MMM esps it has an error. I also have killable kids and none of the other ones u have...maybe its killable kids! Link to comment Share on other sites More sharing options...
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