Deleted1744345User Posted February 18, 2010 Share Posted February 18, 2010 I get an instant CTD when loading these mods: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] Stealthboy Recon Armor - CRAFT.esp[X] CRAFT - Activation Perk.esp[X] CALIBR.esm[X] CALIBRxMerchant.esp[X] Mart's Mutant Mod.esm[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Increased Increased Spawns.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Zones Respawn.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] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Main File.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 - FWE Master Release.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] Zombie Apocalypse.esp[X] Zombie Apocalypse - Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mez's Merged Patch - FWE-WMK-MMM.esp I don't know what I'm missing or if I have the load order wrong. :wallbash: I need help figuring out what I need to do to get these mods to work together. Any help would be appreciated. :thanks: Link to comment Share on other sites More sharing options...
Fonger Posted February 18, 2010 Share Posted February 18, 2010 [X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Increased Increased Spawns.espjust for something that can be spotted do these work well together?? usually one opts for only one. Link to comment Share on other sites More sharing options...
Deleted1744345User Posted February 18, 2010 Author Share Posted February 18, 2010 Miraculously, I managed to get it working with this load order: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] Stealthboy Recon Armor - CRAFT.esp[X] CRAFT - Activation Perk.esp[X] CALIBR.esm[X] CALIBRxMerchant.esp[X] Mart's Mutant Mod.esm[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Increased Increased Spawns.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Zones Respawn.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] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Optional Worn Weapons.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 - FWE Master Release.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] Zombie Apocalypse.esp[X] Zombie Apocalypse - Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mez's Merged Patch - FWE-WMK-MMM.esp I took out Zombie Apocalypse because it really didn't fit in with the other mods for me. BTW, I don't notice any problems with using Mart's Mutant Mod - Increased Spawns.esp and Mart's Mutant Mod - Increased Increased Spawns.esp. I suggest using this load order when using MMM, WMK, FWE, CRAFT, and CALIBR. Link to comment Share on other sites More sharing options...
FadingCeiling Posted February 19, 2010 Share Posted February 19, 2010 All .esm's are supposed to be loaded before any .esp's.FWE should be before MMM.Not 100% but I think it's best practice to put WMK before MMM as well.Also from FWE readme.Mart's Mutant Mod - FWE Master Release.esp################################# This patch contains MMM's Zone's Respawn and Increased Spawns. You can use any of the other optional plugins, but the tougher traders plugin will override portions of Caravans Upgraded that is included in FWE. Link to comment Share on other sites More sharing options...
Fonger Posted February 19, 2010 Share Posted February 19, 2010 I get an instant CTD when loading these mods: I don't know what I'm missing or if I have the load order wrong. :wallbash: I need help figuring out what I need to do to get these mods to work together. Any help would be appreciated. :thanks:Miraculously, I managed to get it working with this load order: I suggest using this load order when using MMM, WMK, FWE, CRAFT, and CALIBR.Ok, so use your second load order to solve your problems. Link to comment Share on other sites More sharing options...
staticnoise Posted February 19, 2010 Share Posted February 19, 2010 im pretty sure the DL page description or the read me for MMM increased and increasedincreased says dont use both....they r tha same thing one is for a few extra and the other is for alot extra so dont need both and always esm's go on top them esp....masters(esm) then plugins(esp) and not 100% sure but pretty sure all the MMM esP's go on bottom and there is like some kinda spacific load order for them too...i think i remember it being like "thet dont HAVE to g on bottom but they tend to not play well with others when anywhere else in the order" Link to comment Share on other sites More sharing options...
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