IvanJ Posted January 21, 2010 Share Posted January 21, 2010 Please tell me if anything is wrong with this or if I should lose any of these mods as they're unstable. As soon as I killed first person in the vault with a pistol, the game crashed. Here's my load order: [X] Fallout3.esm [X] PointLookout.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] Zeta.esm [X] Unofficial Fallout 3 Patch.esm [X] CRAFT.esm [X] CALIBR.esm [X] FO3 Wanderers Edition - Main File.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] DarNifiedUIF3.esp [X] CRAFT - Activation Perk.esp [X] CALIBRxMerchant.esp [X] FO3 Wanderers Edition - Main File.esp [X] FO3 Wanderers Edition - DLC Anchorage.esp [X] FO3 Wanderers Edition - DLC Broken Steel.esp [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp [X] FO3 Wanderers Edition - DLC Point Lookout.esp [X] FO3 Wanderers Edition - DLC The Pitt.esp [X] FO3 Wanderers Edition - UFP Support.esp [X] DarNifiedUIF3_FWE.esp [X] WeaponModKits.esp [X] Classic Fallout Weapons BETA.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] Mart's Mutant Mod - CFW.esp [X] EVE.esp [X] EVE Operation Anchorage.esp [X] EVE Anchorage - FWE DLC Anchorage.esp [X] EVE - FWE Master Release.esp [X] EVE - FWE with WeaponModKits.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 Geckos.esp [X] Mart's Mutant Mod - No Wanamingos.esp [X] Mart's Mutant Mod - Hunting & Looting.esp [X] Mart's Mutant Mod - FWE Master Release.esp [X] Mart's Mutant Mod - FWE with EVE.esp [X] MergedPatchFinal.esp After spending many hours setting this up, I really want to play :( Link to comment Share on other sites More sharing options...
gsmanners Posted January 21, 2010 Share Posted January 21, 2010 It's probably not a good idea to enable mods right away. I would wait until after leaving vault 101 before enabling mods. Link to comment Share on other sites More sharing options...
IvanJ Posted January 21, 2010 Author Share Posted January 21, 2010 Huh? I thought best way is to enable mods and start brand new game? Besides, isn't vault 101 part of game and I'll be coming back there in the future anyway? Still, anything wrong with my load order? Link to comment Share on other sites More sharing options...
gsmanners Posted January 22, 2010 Share Posted January 22, 2010 I'm telling you (and no offense), but do *not* use that many mods in the main quest. Especially MMM. The others might be okay, but all those huge mods in any part of the main quest is just asking for trouble. You get a lot more targets than usual, and the scripting in the main quest is such that the game barely works as it is without all those mods (when it isn't crashing the way it sometimes does for some people). There are mechanisms in MMM that multiply your enemies such that I'm really surprised it works even in normal situations, let alone scripted encounters. In short, I don't think there's anything wrong with the load order, but using mods in vault 101 is not recommended. Link to comment Share on other sites More sharing options...
FadingCeiling Posted January 22, 2010 Share Posted January 22, 2010 I'm tempted to call gsmanners' tellings bullpoo. I've played the game with the vanilla start from start to end WITH mods enabled (Actually the same mods IvanJ's using except the DLC's and CFWB) just fine. Without the DLC's though. Ivan why are you using the Classic Fallout Weapons BETA mod? Those weapons are included in FWE.DarNifiedUIF3_FWE.esp <- what is that? I just use DUI without that .esp file and seems to be working fine. Link to comment Share on other sites More sharing options...
IvanJ Posted January 22, 2010 Author Share Posted January 22, 2010 FadingCeiling I actually redid the mods yesterday and lost the 2 you were talking about. After doing merged patch and that extra step that FOE3edit does, Fallout 3 plays WITHOUT A HITCH. Thanks for nothing, gsmanners. You're full of bs. Link to comment Share on other sites More sharing options...
FadingCeiling Posted January 22, 2010 Share Posted January 22, 2010 So removing the classic fallout weapons beta and darnifieduif3_fwe solved it? Great! Enjoy. \o/ Link to comment Share on other sites More sharing options...
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