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Load Order Check


Und3rw0r1d

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According to FOMM my load order contains 13 duplicate entries, but I can't find out which :(

So here's my load order:

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] Unofficial Fallout 3 Patch.esm

[X] CALIBR.esm

[X] Destruction.esm

[X] FOOK2 - Main.esm

[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm

[X] FOOK2 - [DIK] DLC Improvement Kit.esm

[X] Mart's Mutant Mod.esm

[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp

[X] Unofficial Fallout 3 Patch - The Pitt.esp

[X] Unofficial Fallout 3 Patch - Broken Steel.esp

[X] Unofficial Fallout 3 Patch - Point Lookout.esp

[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp

[X] CASM.esp

[X] DarNifiedUIF3.esp

[X] Auto Aim Fix v1.1.esp

[X] GalaxyNewsRadio20[M].esp

[X] Megaton House and Theme Overhaul.esp

[X] DCInteriors_Georgtown.esp

[X] Fellout-Full.esp

[X] Fellout-Anchorage.esp

[X] Fellout-BrokenSteel.esp

[X] Fellout-PointLookout.esp

[ ] FOOK2 - Main.esp

[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp

[ ] FOOK2 - [DIK] DLC Improvement Kit.esp

[ ] FOOK2 - Mothership Zeta.esp

[X] FOOK2 - [DESTRUCTION] Main.esp

[X] FOOK2 - [DESTRUCTION] Main - Statics.esp

[X] FOOK2 - [DESTRUCTION] DIK.esp

[X] FOOK2 - [DESTRUCTION] DIK - Statics.esp

[X] FOOK2 - [DESTRUCTION] Mothership Zeta.esp

[X] FOOK2 - [DESTRUCTION] Mothership Zeta - Statics.esp

[X] Tailor Maid.esp

[X] Tailor Maid Black Retex.esp

[X] Tailor Maid Anchorage.esp

[X] Tailor Maid PITT.esp

[X] Tailor Maid Brokensteel.esp

[X] Tailor Maid ZETA.esp

[X] WeaponModKits.esp

[X] WeaponModKits - OperationAnchorage.esp

[X] WeaponModKits - ThePitt.esp

[X] WeaponModKits - BrokenSteel.esp

[X] WeaponModKits - PointLookout.esp

[X] WeaponModKits - Zeta.esp

[X] WeaponModKits - FOOK.esp

[X] UPP - Pack 1.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

[X] Mart's Mutant Mod - No Corpse Flies.esp

[X] Mart's Mutant Mod - No DLC Increased Spawns.esp

[X] Mart's Mutant Mod - No Floaters.esp

[X] Mart's Mutant Mod - No Geckos.esp

[X] Mart's Mutant Mod - No Wanamingos.esp

[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp

[X] Mart's Mutant Mod - Hunting & Looting.esp

[X] Mart's Mutant Mod - Increased Spawns.esp

[X] Mart's Mutant Mod - Natural Selection.esp

[X] Mart's Mutant Mod - Tougher Traders.esp

[X] MTC Wasteland Travellers.esp

[X] Mart's Mutant Mod - FOOK2.esp

[X] Mart's Mutant Mod - FOOK2 - DIK.esp

[X] Slower Levelling - slow - LITE.esp

[X] 1PipboyPDA.esp

[X] FatherandNun.esp

[ ] MyFOOK2 - Black & White Tranquility Lane.esp

[X] MyFOOK2 - No Rape Victims.esp

[X] Sprint Mod.esp

[X] WMK Merged Patch.esp

 

Total active plugins: 74

Total plugins: 78

 

If anyone could help me that would be great :)

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Well,

 

For one thing

 

Fook is huge, it's always been huge

 

UFP is also huge

 

By huge I mean those .esp touch on more than half the stuff in the game

 

Even MMM is sort of huge, just on the amount of stuff it touches with the NPC's

 

Everything else in the list is ant sized.

 

I don't really know about the distruction stuff, but it's probably significant

 

 

 

You mentioned duplicate entries...

 

I use FOMM for two things.

 

1. unpacking .bsa files

 

2. launching fallout 3 via fose

 

3. oh yeah, an that invalidator thing

 

Okay 3 things bishes

 

 

The term duplicate entries I believe is referring to duplicate form id's

 

Which could be anything

 

but for it to be a true duplicate both would have to be in the same mod

 

Which I don't even think is possible

 

However,

 

it could mean there are 13 entries which are somewhat the same

 

either identical to master, or conflict winners or losers

 

But looking at the list I figure there would be a whole lot more than just 13

 

So I say whatever you did that is telling you there are 13 duplicate entries

 

pfft, ignore it, or don't do that...

 

 

 

 

If you ask me, trying to keep up with an follow all the rules for load order

 

while also using a load order of mods which is probably different than everybody else

 

because we all come up with our own version of what fallout should look like.

 

It's impossible, there just isn't a way that you can know all the "rules" about load orders

 

besides having to keep current on the information

 

What with updates to mods comming out each day

 

 

 

I don't even listen to what people say about load orders anymore.

 

I've totally forgot about all the rules, and I meant to.

 

 

 

If you use FO3edit enough, eventually you can load any mod, in any order, with any other mod.

 

Ctrl A select all of the mod list on the left in FO3edit, then right click an create a merge patch

 

which takes care of about 25% of the work, usually it's NPC an container stuff

 

Then you either start with Fallout.esm or a huge mod like FOOK.esm

 

most of the conflicts will be displayed in one of those large files

 

So you spend a day going thru that, which is probably 50% of the work

 

With the remaining 25% being the small mods

 

 

It's hard to go thru all the Cell entries so I just flip thru them real fast

 

The worldspace entries are also quite large so I flip thru that too

 

 

I rarely ever remove anything from a mod. One entry might have references to other stuff

So deleting stuff is kind of dangerous, however you can change it almost as much as you like

 

I favor making it match with the others over deleting it

 

I deleted some stuff one time an it caused a mass of conflicts to come up across the board

 

 

It's not a bad idea to start a back up of all your .esm an .esp files before you start changing stuff

mostly because the only real way to learn is to get in there an mess up a bunch of times

 

 

 

There are short cuts...

 

 

For one you can drag an drop entries, or well most stuff, in FO3edit

 

The entry all the way to the right is the final entry which is the one fallout uses

 

So to speak you could have 12 entries left to right, the first 11 could be totally messed up

but if the final one to the right is correct, then it's good, an will work, you can save a bunch of

time by just staying focused on the final entry...

 

You can also copy an paste

 

you can also click on something in a entry, then wait a second or two, give it another click

which will bring up the FO3edit scroll tool, which will be displayed by a sort of upside down triangle

the furthest to the right in that part you clicked, clicking on the triangle opens up all possible things

you could put into the entry line

 

An example

 

Calibr ammo, hey it all starts with the word calibr in it's form id name

 

I'm trying to fix the calibr merchant so he carries something besides a .38 special

 

I make about 30 new entries under the items in his merchant container

 

Then I find the first caliber ammo entry, and copy it, then paste it in all the 30 entries I made

 

now I just have to go back an click, wait a second , then click again, an use the scroll wheel to pick

 

what I want there, because FO3edit starts that shortcut thing whereever it is at in the list for all possible entries

 

 

 

Certian things won't carry over into another mod

 

Which it warns you when you drag an drop it

 

Such an such has to be added to this .esp as a master in order to continue

 

Which you pick no

 

because you can't fix it that way

 

you don't want to add anything as a master to one of the actual mods you downloaded

 

You can either create a override, which I mean a new .esp which uses all mods needed as masters

 

in order to produce a entry which will allow the cross mod use of items and scripts ect.

 

The header for a mod is where the masters it uses are listed, which you can add or remove manually if needed.

 

 

It's the same thing as the merge patch, in fact you can also use the merge patch you created to to a bit of the

 

overriding, because the merge patch uses just about all the mods in the list as a master

 

But It would be more safe just to create a new .esp to do it

 

 

 

When I do it, usually I run into something that can't be fixed by the normal means

 

go to the top of that entry in the conflicting entry list, you know the one that has 12 entries

 

going left to right, at the top is the name of the mod which contains that particular entry you are trying to fix

 

if you right click the name you can pick copy as override into, at which point you pick a file later on in the load order

 

or better yet a new file, and name it save it, reload it an fix it

 

it gets complex though, so I tend to make about 6 -12 override files which all deal with different issues

 

I might have OverrideFookScript.esp which I know all the fook script overrides I use are in that

 

or OverrideFood.esp I know all the mods that have food are masters for that one

 

OverrideWeapons and so on, it's split up so that one it's more safe, from having to add 10,000 .esp as masters to a .esp

 

Then also it's split up so that it's more easy to work with

 

 

OverRideDLC.esp

OverRideWater.esp

MergePatch.esp

OverrideDialog.esp

OverrideImpact.esp

Sally Fix 2.1.esp

 

 

 

I'm using a small load order kind of like yours, and I only needed 4 overrides to fix the stuff in it

 

A big load order, like 150 or 200ish, you'll be looking at 6-12 overrides also about two weeks working on it.

 

 

You can also just go down thru the fallout.esm an fix stuff, which will take care of most of the conflicts

 

There will still be that remaining 25% that's spread out inside each mod though.

 

 

There's a topic I wrote a while back about creating overrides, which is called Override I think

hidden in modification troubleshooting somewhere, but it goes on an on about how to create overrides

in order to make things work which were never meant to work together

 

 

You could also read the 200 pages of the FO3edit tutorial, I didn't I just learned as I went

learned by screwing up 28 times in a row or worse.

 

 

 

 

Nothing really throws up a red flag in your load order.

 

 

[X] MyFOOK2 - No Rape Victims.esp in the wrong spot it's optional to fook2, it's also Ghay

 

[X] Slower Levelling - slow - LITE.esp Ghay...

 

[X] WeaponModKits.esp used to be the worst conflicting mod ever, I haven't seen it lately. Ghay...

 

[X] Unofficial Fallout 3 Patch.esm Not sure how well it's going to work with FOOK2

 

[X] DarNifiedUIF3.esp You don't have to use this in order to use fook2, I don't use it

 

[X] DCInteriors_Georgtown.esp There are a bunch of these DCInteriors you might want more

 

You got fellout, but no enhanced weather, which both work great with fook 2

Don't use the radioactive rain plug in though

 

 

[X] Auto Aim Fix v1.1.esp is probably great, so long as it doesn't totally disable auto aim

which would make some weapons an also some 3rd person views with weapons not work

Also you don't have vats at long distances or VATS MCE, which are both pretty great...

 

[X] UPP - Pack 1.esp You should go ahead an get the rest of it...

 

 

 

MMM, most of those optional .esp can be put into the main .esp an lower the amount of mods you have

like increased increased spawns, just changes a global inside the main MMM.esp, if you view it in FO3edit

an make all the optional stuff match what's in MMM.esp then you can just use the MMM.esp

I've been thinking about dropping natural selection, it's just using up to much system resources

causing havok an slow frame rates. MMM had a nice update recently too, I haven't tried it yet.

 

 

 

 

 

Something else, FOOK2 has distruction data, which is like data that tells how much damage something

can take before it explodes or whatever, mostly it conflicts with everything else, it's also hard to override

an paste that data into the final entry, so what I've been doing is just deleteing that part of the entry which

contains the distructive data.

 

Mind you in your case, the Destruction mod is probably either causing a conflict or overwriting

being overwriten ect on every item that is inside that mod.

 

UFP half the stuff is being overwritten by FOOK2 an MMM

 

 

Open the whole list with FO3edit an look around at how things are being used

 

 

I know when I make a load order I look at everything an change things, because sometimes

when we make a mod we make idiot choices, or even mess stuff up an not mean to.

I get a custom version, by putting in the work looking at it an fixing things with FO3edit

And yeah it's hard an I hate doing it.

 

 

 

All the people that have been doing this for a while a probably going to tell you that it's best to keep it simple.

 

Simple just works better, an doesn't take as much work. But you know if you have gotten a lot of game time

 

it's not really a bad thing to spend a month working inside FO3edit working on a new load order for uber coolness.

 

On the other hand, if you haven't gotten a lot of game time recently you may want to just make a simple load order

 

that you can play the crap out of.

 

 

 

I made a simple load order an played up to level 30 then died, decided to start over, which is a great time to add in mods.

 

So I decided to add in FOOK2 since the have been working the bugs out. It took a whole day to install fook an work out all the

 

problems it had with the current load order I had. There is still two missing meshes an big red ! which is from FOOK2

 

But it was a lot more easy to work FOOK2 into a already known good load order, than it was to create a new load order from

 

scratch which had fook2 in the list. So maybe the best way is to slowly build up a load order to 200 or so.

 

 

 

The groovatron isn't all fun, it also has tools in it. For one you can place a map marker that it will let you fast travel to

anywhere you want, which helps when wandering around the wasteland. Also it helps because there is a white room an black room

allowing you to fast travel out of a area when you wouldn't be able to, or fast travel with more weight than you can carry.

The thing I've found which is most useful is using the white or black room to go to an purge the cell buffer via the command PCB

 

Once you get a load order that you can play for 3 hours at a time without crashing, you're still going to crash because of corupt data

in either the cell buffer or your system cashe. Groovatron does help me get into longer games.

 

Then also it has tools that allow you to pick up an move npc's which they can get stuck an need that sometimes or just if they are

doing something stupid

 

You only need these two for the new groovatron to work.

 

F3UmpaAnimation.esp

The Groovatron.esp

 

 

Sally Fix 2.1.esp is a hotfix for a Zeta NPC wandering around the wastes when she should be on the zeta ship found it at the FOOK site

it wasn't uploaded to nexus

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CSB I think did it, but anyway someone took the freaking huge 200 page guide to FO3edit

 

 

and webinsized it

 

 

something like that

 

 

 

 

I thanked them for doing it, but it pretty much takes that 200 page guide

 

an makes it so that internet explorer or firefox can view it, you know like a interactive book or something.

 

 

You download it on nexus, then drop the files an open the index an it's like a website on your own computer.

 

You know, webinsized, hahah idk I think they made up that word.

 

 

 

That would be the way to go though.

 

 

 

I just messed with FO3edit until I had made so many mistakes I actually starting learning something.

 

 

 

I'm working thru the webensized version of the guide now, just to see if I can learn something.

 

 

 

 

You should at least do the merge patch via FO3edit, or maybe even a master update, seeing what the guide said about it.

 

 

 

 

shinny orbs of doom!

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