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Load order problem...


Yoshh

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Whenever I find some NPCs and try to aproach them they start fleeing. I have no idea why they do that :/ Maybe it's because my charisma is low? Also, ACE isnt working properly... I dont get the cripple penalties. And, I don't know for sure how compatible is EVE in this setup since I'm not using any compatibility patches for it

 

Here's my load order:

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] Project Beauty HD version.esm

[X] CRAFT.esm

[X] CALIBR.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] Enhanced Weather - Rain and Snow.esm

[X] DCInteriors_ComboEdition.esm

[ ] MergedPatchPreGroup.esp

[ ] # --------------- Group 0 --------------- #.esp

[X] CALIBRxMerchant.esp

[X] CRAFT - Activation Perk.esp

[X] DarNifiedUIF3.esp

[X] Enhanced Weather - Rain and Snow in Fallout.esp

[X] Enhanced Weather - Sneak Bonus during Storms.esp

[X] Enhanced Weather - Weather Sounds in Interiors.esp

[X] Fellout-Full.esp

[X] Fellout-Anchorage.esp

[X] Fellout-BrokenSteel.esp

[X] Fellout-PointLookout.esp

[ ] Fellout-pipboylight.esp

[X] LED pipboy light.esp

[ ] LED pipboy light extended.esp

[ ] LED pipboy light green extended.esp

[ ] LED pipboy light green.esp

[ ] LED pipboy light amber.esp

[ ] LED pipboy light amber extended.esp

[X] MTC Wasteland Travellers.esp

[ ] MTC Wasteland Travellers (Optional)- Crowded Cities.esp

[ ] MergedPatchGroup0.esp

[ ] # --------------- Group 1 --------------- #.esp

[X] FOOK2 - Main.esp

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

[X] FOOK2 - Mothership Zeta.esp

[X] Classic Fallout Weapons BETA.esp

[ ] # --------------- Group 2 --------------- #.esp

[X] dD-Less Blood Time.esp

[X] dD-Smaller Wounds.esp

[X] dD-More Gore.esp

[X] dD-More Gore-Zeta.esp

[X] dD-More Gore-The Pitt.esp

[X] dD-More Gore-BrokenSteel.esp

[X] dD-More Gore-PointLookout.esp

[X] dD-Reduced Dismember Force.esp

[X] I'll Touch What I Want.esp

[X] NoLockTopic.esp

[X] Explosive Explosives v1.3.esp

[X] FF_InteractiveBobbleHeads.esp

[X] FDA1x.esp

[X] BookPerks.esp

[X] BookPerkBarterMOD.esp

[X] CaravanUpgrades.esp

[X] DelayThePitt.esp

[X] DelayAnchorage.esp

[X] DelaySteel.esp

[X] delaypl.esp

[X] delayzeta.esp

[X] ShellRain.esp

[X] Advanced Combat Armor.esp

[X] Owned!.esp

[X] Better Caravans.esp

[X] FollowersHire_ByCharisma_NoKarma.esp

[X] Improved Turret Hacking.esp

[X] Alternate Start - Roleplayers.esp

[X] AS-R CALIBR Patch ONLY.esp

[X] Robotic Butlers.esp

[X] 3EFdrg.esp

[X] Red Eye Mask & Goggles.esp

[X] GaryHoloTape.esp

[X] AquaPura 3000.esp

[X] EVE.esp

[X] EVE Operation Anchorage.esp

[X] CALIBR Ammo Schematics - CRAFT.esp

[X] Dogmeat Leather Armor - CRAFT.esp

[X] TinCanCRAFTing.esp

[X] XFO_Playstyles.esp

[X] XFO_Stat_changes.esp

[X] XFO_misc_tweaks.esp

[X] XFO_Pacing_mild.esp

[X] XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp

[X] XFO_Perk_rebalance.esp

[X] XFO_Perk_paths.esp

[ ] XFO_Perk_Flaws.esp

[X] XFO_barter_fix_mild.esp

[X] XFO_Karma_changes.esp

[X] XFO_Radiation_changes.esp

[X] XFO_Degradation_fixes.esp

[X] XFO_food_water_changes.esp

[X] XFO_Sneak_Rebalance_harder.esp

[X] XFO_Immersion_nomsgs_empty.esp

[X] XFO_Immersion_nomsgs_sneak.esp

[ ] XFO_Weapskill_dmg_and_accuracy_mild_FOOK.esp

[ ] XFO_Weapskill_dmg_and_accuracy_med_FOOK.esp

[X] XFO_Weapskill_dmg_and_accuracy_high_FOOK.esp

[X] FPS Grenade Hotkey.esp

[X] FPS Grenade Hotkey - FOOK2.esp

[X] FPS Grenade Hotkey - FOOK2 DIK.esp

[X] FPS Grenade Hotkey - Zeta addon.esp

[X] RealPhysicsNoCarExplosions.esp

[ ] DK_BulletTime.esp

[X] BLTC.esp

[X] BLTC Hypo Fix.esp

[X] CBOv1.4.esp

[X] SniperZooming.esp

[X] Triage.esp

[X] ACE2-1b.esp

[ ] MergedPatchGroup2.esp

[ ] # --------------- Group 3 --------------- #.esp

[X] WeaponModKits.esp

[X] WeaponModKits - Zeta.esp

[X] WeaponModKits - OperationAnchorage.esp

[X] WeaponModKits - ThePitt.esp

[X] WeaponModKits - BrokenSteel.esp

[X] WeaponModKits - PointLookout.esp

[X] WeaponModKits - FOOK.esp

[X] Mart's Mutant Mod.esp

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

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

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

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

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

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

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

[ ] Mart's Mutant Mod - XFO.esp

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

[X] UPP - Experience Perks.esp

[X] UPP - Pack 1.esp

[X] UPP - Pack 2.esp

[X] UPP - Quest Perks.esp

[ ] # -------- Buildings - Locations -------- #.esp

[ ] megaton expansion mod 1.5 GEN B - outside.esp

[X] megaton expansion mod V1.5 GEN B.1.esp

[ ] # -------------- Misc Mods ------------- #.esp

[X] 1PipboyPDA.esp

[X] Echo_UseBothGloves.esp

[X] V.A.T.S. Depth of Field v1.0.esp

[X] Combat Enhanced-Tactics.esp

[X] CombatEnhanced-Package v02.esp

[X] =Medium+Far=DOF1.1.esp

[X] MergedPatch.esp

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  • 2 weeks later...

uh... Yah they just do that sometimes. An example, I go to GNR (which MMM has now respawned the area) BOS is shooting all over the place, I go inside the GNR outpost, then upstairs to see 3dog, whoa, he's fleeing like a scared puppy dog. Then you know the BOS downstairs inside the GNR building are also freaking out like there's a fight going on. Idk, after the fighting is done it should stop. Then even when a NPC is all Flee Flee for your lives, you should still be able to catch them an talk to them, so long as it wasn't you that shot them (causing the combat flag).

 

You find information like this inside the packages, npc's get packages, which tell them how to act. If you wanted to, you could change some of them. Then inside the Npc settings there is other stuff, like are they brave, or cowardly, which usually it's either set up so that the AI can decide or via a spreadsheet of data like if they are cowards.

 

That's one wild load order. I'd never run all that crap, just because I would be too lazy to fix all that poop. Merge Patch, yeah, but then there is still only about 300 stupid mistakes in that load order from wacky modders like myself. Since you figured out the merge patch, You should keep working with FO3edit, then fix the whole load order, so that it works all together. Oh wait, that would take two weeks of work. Heh, no wonder I wouldn't use all that. But fear not, most of that stuff is just crap anyway. You could try cutting out some of the B/S, then get down to the real "got to have" stuff. Then again if you had some kind of plan to slowly add mods in, one at a time, upon a already known good an tweeked/tested build/install of fallout 3, which you later fixed everything (along with editing out stupid choices made by modders) Then maybe Wacky stuff like this wouldn't happen. I'm pretty sure it happens even in vanilla fallout. If things go wacky I'll reboot, or reload the save game

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