BriDog Posted November 24, 2009 Share Posted November 24, 2009 Hi everybody, I'm new to using mods with Fallout 3. I haven't had any major problems, but certain mods don't seem to be loading. The glowing nuka-quantum and detailed 'pre-war book' textures aren't loading, nor is the WMK AA12 shotgun working. I'm only a few hours into a new game so I don't know if there's anything else not loading. Here's my load order list, if anybody has some suggestions I'd appreciate the help. Fallout3.esmAnchorage.esmBrokenSteel.esmPointLookout.esmZeta.esmThePitt.esmUnofficial Fallout 3 Patch.esmCALIBR.esmsc_lovers_resource.esmsc_wasteland_pimp.esmFOOK2 - Main.esmFOOK2 - [*censored*] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espMaxLevelWorkaround-HP-BS.espFellout-Full.espFellout-SOTD.espFellout-Anchorage.espFellout-BrokenSteel.espradio_fix.espCALIBRxMerchant.espEVE.espEVE Operation Anchorage.espsc_saving_nova.espsc_wp_arefu.espsc_wp_captives.espsc_wp_luring_lucy.espsc_acquiring_mei.espsc_blackmailing_silver.espsc_toying_with_angela.espsc_wp_red.espWeaponModKits.espWMKAA12Shotgun.espUPP - Experience Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Quest Perks.espUPP - Original Perks.espUPP - Beverage Perks.espFOOK2 - Main.espFOOK2 - Mothership Zeta.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - [EVE] Energy Visuals Enhanced.espMyFOOK2 - Black & White Tranquility Lane.espMyFOOK2 - No Rape Victims.espDUIF3Extras.espDarNifiedUIF3.espWeaponModKits - FOOK.espMagic Pip-Light (90 Brightness).esp100% Force Lock Chance.espMyModList.esp Total active plugins: 55Total plugins: 55 Link to comment Share on other sites More sharing options...
NailPeeler Posted November 24, 2009 Share Posted November 24, 2009 About the textures... Did you activated the archive invalidation invalidated? About the shotgun maybe you have some instructions in the proper readme or the description of the mod. Link to comment Share on other sites More sharing options...
BriDog Posted November 24, 2009 Author Share Posted November 24, 2009 Yes the archive invalidation has been invalidated, and the only instructions for the shotgun are to load it after weaponmodkits.esp. Link to comment Share on other sites More sharing options...
NailPeeler Posted November 24, 2009 Share Posted November 24, 2009 Hum... That´s weird. Idk those mods but the texture replacer mods doesn´t use any esp so there shouldn´t be any problem with the load order. Maybe if you tell us what you did installing the mods we could find a missing step in the process or something. Link to comment Share on other sites More sharing options...
BriDog Posted November 24, 2009 Author Share Posted November 24, 2009 I just dumped all the files from all the mods I'm using into the data folder, then used the mod manager to sort them the best I could using the limited knowledge I have about modding this game's engine and the notes that came with each mod. Then I used FO3Edit to check for load errors and made a merged patch from it all. Link to comment Share on other sites More sharing options...
NailPeeler Posted November 24, 2009 Share Posted November 24, 2009 Only two posibilities come to my mind: - That you didn´t unpacked the .bsa files first. - That the name of the folders are not the same as the mods (for example, I had once a "texture" folder and a "textures" folder so some mods didn´t worked properly and had to rename "texture" to "textures" so everything is placed in the right place and the files which need to be overwritten can actually be). Link to comment Share on other sites More sharing options...
BriDog Posted November 24, 2009 Author Share Posted November 24, 2009 No, no issues with misnamed folders. But, unpacking the .bsa files? I didn't know that was necessary. What do I do? Just open the .bsa's with fomm and extract them all to the data folder? Link to comment Share on other sites More sharing options...
NailPeeler Posted November 24, 2009 Share Posted November 24, 2009 No, no issues with misnamed folders. But, unpacking the .bsa files? I didn't know that was necessary. What do I do? Just open the .bsa's with fomm and extract them all to the data folder? Ok we found the problem. Some .bsa files must be unpacked. You will need at least Fallout - meshes.bsa, Fallout - textures.bsa and Fallout - sound.bsa for the mods to work. You unpack first those files and then you put the mod content on your data folder. Link to comment Share on other sites More sharing options...
BriDog Posted November 24, 2009 Author Share Posted November 24, 2009 Well, I did that. Removed the mod files, extracted the 3 .bsa's you suggested, put the mods back and ran the game. The only difference I saw was my save game taking longer to load. Link to comment Share on other sites More sharing options...
csb Posted November 25, 2009 Share Posted November 25, 2009 Yep, there's absolutely no reason to unpack the default game archive files ... doing so will definitely slow down your load times (not to mention bloating your Data directory). If archive invalidation is truly enabled, Fallout3 will find the resources in the BSAs and in the Data directory sub-folders. BSA archives by modders are generally done right. If the missing resources can be traced to a specific mod, it might justify unpacking it to see if it solves a mod-specific issue. In many cases, it's because a mod author forgot to pack a resource in their BSA. Make sure to check the Comment pages for those mods to see if the author is aware of the issue and, if not, reporting it so the mod author can correct it. You can check if archive invalidation is enabled in Timeslip's Fallout Mod Manager ... click the "Toggle invalidation" button. Or you can do it manually in your Fallout3.ini file by setting by changing bInvalidateOlderFiles=0 to read bInvalidateOlderFiles=1. Fallout3.ini is in your My Games/Fallout3 folder. In addition to playing with load orders in FOMM, you'll want ElminsterAU's FO3Edit to find and resolve mod conflicts -- load order alone does not get rid of conflicts. You'll want Miax's great FO3Edit Guide - Web-enized to help you learn to use this must-have utility to its best. Link to comment Share on other sites More sharing options...
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