Hubner Posted July 1, 2014 Share Posted July 1, 2014 (edited) *edit* SOLVED! See bottom. (For those who don't read the whole post, it's not a world orphan or missing master.) Hi Guys. So I'd recently decided to uninstall/reinstall F3 and all mods so I can have a nice fresh install. Everything has gone perfectly until the last few mods (which I'll explain below) were added. Now, when the bashed patch is activated, and only when it's activated, the mouse cursor and menu won't show up upon starting the game. But uncheck the bashed patch and they come back. Very, very odd. I've seen this problem before, but I've never heard of it happening with a bashed patch before. I would really appreciate some fresh perspectives on this problem. Load Order Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1aHUD.esm=1CINEMATECH.esm=1CRAFT.esm=1CALIBR.esm=1xCALIBR.esm=1Project Beauty.esm=1Ammo Bench.esm=1Imperfection.esm=1EVE.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1Detect Traps.esm=1StreetLights.esm=1WastelandGuards01.esm=1PlasmaRifleAwesomefied.esp=1RK-Skelette-3.0.esp=1MTC Wasteland Travellers.esp=1FO3 Wanderers Edition - Alternate Travel.esp=1Attentater's Wasteland Economy.esp=1ImaginatorFO3.esp=1FireLightFix.esp=1DarNifiedUIF3.esp=1Project Beauty- Broken Steel.esp=0Project Beauty- Point Lookout.esp=0DynamicCrosshair.esp=1Vehicles of the Wasteland.esp=1MinefieldTwoThousand.esp=1TinCanCRAFTing.esp=1CRAFT - Clutter Conversions.esp=1UPP - Combined.esp=1Detect Traps - Perk.esp=0Detect Traps - DLC.esp=0VDSP-01.esp=1goat_perks.esp=1firelance-quest.esp=1MarkB50K_Wasteland_Patrols.esp=1Ammo Bench - Alien Power Cell.esp=1Ammo Bench - CRAFT Plugin.esp=1Ammo Bench - CALIBR.esp=1Ammo Bench - Car Mechanic.esp=1Ammo Bench - Scattered Schematics.esp=1Rude Awakening.esp=1Rude Awakening - MMM.esp=0PortableMattress.esp=1Chems and Meds Re-Textures Pack.esp=0MoreMapMarkers.esp=1Scenic_Loading_Background.esp=0StreetLightsaddendum.esp=1Wider street Lights.esp=1MTC Wasteland Travellers (Optional)- Crowded Cities.esp=1NPC Height Randomizer.esp=1FO3 NPCs Travel.esp=1Megaton Tweaks 1.28.esp=1Megaton Tweaks Patch for Attentater's Wasteland Economy.esp=1megalight.esp=1Rivet City Merchants With Point Lookout.esp=1PracticeMakesPerfect.esp=1NCHiddenSKillChecks.esp=1phada_natural_regen.esp=1FalloutFood.esp=1FalloutFoods - FWE Master Release.esp=0FalloutFood - Dialogue Mode.esp=1RRGoreGrafittiRemoved.esp=1Magazines.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1Alt Start Weapons - FWE.esp=1Refurbishes [ALL].esp=1WeaponModKits.esp=1WeaponModKits - FWE Master Release.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - Zeta.esp=1PlasmaRifleAwesomefiedWMK.esp=1CRAFTable_WMKs_lead_pipe.esp=1AutoGates.esp=1CALIBR Ammo Schematics - CRAFT.esp=1CantaburyCommonsGuards.esp=1Improved Turret Reprogramming - ALL.esp=0FOSEPerception Distance.esp=1Gunfire Sound Range Increased.esp=0Imperfection - Broken Steel.esp=1Imperfection - Trolls.esp=1Imperfection - PL Giants.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=0Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - Zones Respawn.esp=0Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Master Menu Module.esp=0Mart's Mutant Mod - Project Beauty.esp=0Lil_Critters.esp=1ACE2-0.esp=1DWCRedux.esp=1K9Breeds.esp=1K9BreedsPatchMMM.esp=0DAV_dogs.esp=1DAV_dogs_mmm.esp=1Creatures of Point Lookout.esp=1RebalancedFire-BrokenSteel.esp=1dD - Enhanced Blood Main.esp=1dD-Smaller Spatters Realistic.esp=0dD-Smaller Wounds.esp=0Realistic Interior Lighting.esp=1F3ProjectRealityMkI.esp=1xCALIBRammo_FWE.esp=0Deputy Steel Patrol.esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1RRFemalesRemoved.esp=0Stealth Kills Enabled.esp=1Harsher Radiation.esp=0rmSaveManager.esp=1RagdollOverhaulFo3.esp=1DLC Enemies Freedom.esp=1DYNAVISION - Dynamic Lens Effect.esp=1Directors Chair - Fallout 3.esp=1John - Gameplay Patcher.esp=0John - Item Patcher.esp=0John - NPC and Creature Patcher.esp=0John - Environment Patcher.esp=1streetlights patch.esp=1streetlights patch 2.esp=1Bashed Patch, 0.esp=1 Here's a list of some of the things I've checked:Mods initially sorted using BOSS and Wrye Flash 30.3.Cursor and menu work fine with all mods selected individually and together.Cursor and menu work fine when bashed patch is disabled, disappear when it's enabled.Deleted bashed patch and generated new one. No cursor and menu when patch enabled, cursor and menu come back when patch disabled.Made sure DarnUI's fonts are listed in Fallout.ini and FalloutPrefs.ini.Made sure DarnUI properly installed font files.Deleted Fallout.ini and FalloutPrefs.ini and generated new ones. Cursor and menu still missing.I have gone through every individual mod file in FO3Edit; no missing (or even mis-sorted) masters, no world orphans, no crazy or unexpected entries overwriting other entries. Even in the bashed patch.No errors or warnings of any kind in FO3Edit. But here's where it gets interesting. The last mods I added were Gopher's and MGE's Adjustable HUD, Imiaginator, Cinematech, Dynavision, Directors Chair and Unified HUD Project.Prior to installing these (individually and all together) there were no problems. Only after installing did the bashed patch begin to cause this problem.The reason this is interesting is that NONE of these mods are used by the bashed patch as a master! So why would they have any effect on the bashed patch? Yet, uninstalling these mods immediately removes the problem. (After rebuilding the bashed patch, of course.) But I'm just not willing to believe that these mods are the problem. I've always used Gopher's mods and they've always worked. Also, I rebuilt the same bashed patch with just these mods installed and everything works fine. (Actually, Imaginator IS listed as a master for the bashed patch. Not sure why, though. I think it's just for contents checking. I'm fairly certain that the patch does not import anything from it as it has no tags.) It's as if these mods are somehow interacting with another mod and together they cause the bashed patch to be a problem. I guess I'll have to try activating the mods individually with Gopher's mods already activated to try and narrow down the combination. If anyone can shed some light on this situation, or can suggest something I've missed or haven't tried, I would really appreciate hearing from you. Thanks. SOLVED!I tracked the problem to the file FO3 Wanderers Edition - Main File.esm. This is the main esm file from Fallout Wanderers Edition 6.03a hotfix patch. It turns out that in both the hotfixed and original files there is an entry in the Form ID VendorChests that could not be resolved (meaning whatever it refers to cannot be found). The main esp file fixes this error, BUT, if you use Wrye Flash and have Form ID Lists checked with the Automatic option selected when you rebuild your bashed patch, Wrye carries the error over into the bashed patch. This in turn wreaks havoc with Gopher's aHUD and Cinematech mods (although I still have no idea why it would do that). It could also easily be responsible for any number of other mod issues. I'm going to write to Gopher and the FWE crew and let them know about this. But, since the Form ID fixer in Wrye Flash is so integral to making a working bashed patch and until FWE releases a new hotfix, I suggest:Opening FO3 Wanderers Edition - Main File.esm in FO3editBrowse to Form IDsLocate VendorChests in the list (editor ID 000B4FD if you want to jump straight to it)Find the entry at the bottom of the list that says [03003D42] < Error: Could not be resolved >Right click it, select remove, and close FO3edit to save the file.Rebuild your bashed patchThis won't hurt anything (since the entry was already broken), and it may even solve one of those problems you could never find an answer for. Given how obscure and infuriating this problem was, and how hard it was to track down, I sincerely hope this information will help someone else as well. Edited July 2, 2014 by Hubner Link to comment Share on other sites More sharing options...
OperativeM Posted September 3, 2014 Share Posted September 3, 2014 That done did it! I had the same problem with a different set of mods, and can confirm that FO3 Wanderers Edition - Main File.esm is indeed the culprit.A brilliant solution to a bizzarre problem. You, sir, deserve a cookie! Link to comment Share on other sites More sharing options...
Hubner Posted September 4, 2014 Author Share Posted September 4, 2014 Yay, a cookie for me! Thanks, OperativeM. :happy: It actually made my day that someone else found this post useful. It makes documenting things worth the effort it takes. Link to comment Share on other sites More sharing options...
1qa Posted October 8, 2014 Share Posted October 8, 2014 OMG OMG OMG OMG OMG !!!!TY TY TY TY TY TY TY TY !!!!!! :nuke: :nuke: :nuke: :nuke: :nuke: :nuke: :nuke: :nuke: !!! I spent hours futzing around trying to deal with the same problem. Your solution worked, life is good, and I am happy again. I tore up my suicide note even. I would have NEVER found it on my own, ever ever, and my next step was to reinstall Windows (j/k). So again, and repeatedly, thank you VERY extremely emphatically, with capslockaplenty. (This was my first post on Nexus, btw. I felt compelled.) Plus, yay! Muchos Thankos,-Paddy Garcia (ex-Vault 101) Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted October 8, 2014 Share Posted October 8, 2014 Usuaully it is caused by incompatible or invalid menu item mods, FWE can cause it since it installs multiple menu things like the grenade hotkey, bullet time, etc. For future reference this was a bastard to figure out but I tracked it to one of Gopher's mods and was thinking to myself that he wouldn't allow one of his mods to not work.. so it had to be something else, incompatibilities :) Try figuring out what you need and what you don't, then install them from least important to most important so the more important ones can override them if they need to in some places, then try. Link to comment Share on other sites More sharing options...
Hubner Posted October 10, 2014 Author Share Posted October 10, 2014 You are very, very welcome 1qa. The fact that one less person is prevented from playing F3 is a good thing. :cool: Link to comment Share on other sites More sharing options...
ShaggyC Posted December 3, 2015 Share Posted December 3, 2015 Just to let you know. been fighting with this for 3 weeks or more, using a merge patch, a bash patch, loading and unloading mods of all kinds. This is my holy grail man. Thanks! Link to comment Share on other sites More sharing options...
Hubner Posted December 3, 2015 Author Share Posted December 3, 2015 Glad I could help, Shaggy. I only hope that anyone else who might have this problem finds their way here. Link to comment Share on other sites More sharing options...
ShaggyC Posted December 4, 2015 Share Posted December 4, 2015 The fix above should have covered this problem, but its still sticking at the main menu and refusing to load. Am I missing something? Whether running a bash or merge it breaks. Is there a game breaking mod I'm using or something? I don't have enough time on my hands to go through this successfully, do you think I should just rebuild from scratch with the larger base mods FWE ironsights etc. and see if that works?Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCompanion Core.esmAlton, IL.esmUndiscoveredCapital.esmMothership Crew.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmVault 101 Revisited.esmArefuExpandedByAzar.esmApocalypse Armory.esmMart's Mutant Mod.esmStreetLights.esmTheInstitute.esmImperfection.esmRobCo Certified v2.esmDCInteriors_ComboEdition.esmProject Beauty.esmFCOMaster.esmTalonExtraArmor.esmRH_IRONSIGHTS.esmEVE.esmPoint Lookout Reborn.esmMoiraCompanion.esmxCALIBR.esmFallout Character Overhaul - NPC Edits GOTY.espArefuExpandedByAzar-FixMisc.espRobCo Certified v2 Version Updater.espCompanion Core DLC Addon.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities.espImperfection - PL Giants.espPLFewerItems.espBoSDX.espArefuExpandedByAzar-Radio.espArefuExpandedByAzar-FixOptRemOld.espArefuExpandedByAzar-FixOptAddNew.espArefuExpandedByAzar-FixEyes.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - ThePitt.espWeaponModKits - OperationAnchorage.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espUUF3P - FWE Patch.espApocalypse Armory.espApocalypse Armory - DLC Enhancements.espApocalypse Armory - Optional Historical Names.espAltonAddon.espRealistic Interior Lighting.espFO3 Wanderers Edition - More Gore.espPlayer Animations - Food & Drink (FWE).espFO3 Wanderers Edition - Optional VATS Halftime.espWWM-EVE-patch.espOutcast DX.espWinterizedT51bDX.espTribal_DX.espGaussCompleteBeta.espMegaton Walkway.espNotSoFast.espPLweightadjust.espMart's Mutant Mod - DC Interiors.espHeirApparent.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espCompatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.espCompatibility Plugin00 TalonCo & Marts.espIntoTheDeepWoods.espLeatherBackpack - eng.espChems and Meds Re-Textures Pack.espFellout-Full.espImperfection - Broken Steel.espRegulators.espRobCo Certified v2 Omnipatch.espFlora Overhaul.espGNR Enhanced.espDree Perks.espApocalypse Armory + WMK.espApocalypse Armory - CRAFTing.espApocalypse Armory - CALIBR.espApocalypse Armory - xCALIBR.espConelrad 640-1240.espExistence 2.0.espBoulevard of Broken Dreams.esp1nivDogmeatOverhaul.espDarNifiedUIF3.espxCALIBRammo_FWE.espBlackened RH + FWE + EVE.espApocalypse Armory + EVE.espBlackened FWE + MMM + EVE + Project Beauty.espGunfire Sound Range Increased - Core + DLC + EVE + FWE.esp(TWPC) PLR-UUF3P-ISS Patch.esp(TWPC) PLR-MMM Patch.esp(TWPC) MMM-EBTMGFWE-UUF3P-FWE Patch.esp(TWPC) CMRP-FWE Patch.esp(TWPC) BBD-FWE Patch.esp(TWPC) WD-UUF3P-FWE Patch.esp(TWPC) WMK-UUF3P-FWE Patch.espMergible.espTotal active plugins: 115Total plugins: 119 Link to comment Share on other sites More sharing options...
M48A5 Posted December 4, 2015 Share Posted December 4, 2015 What you should do is go back to the various mod pages and read the load order for the various mods that have multiple plugins (FWE for example) and make the corrections. I believe that BlackRampage states that his compatibility patches should not be part of a merged or bashed patch. StreetLights is in the wrong location. You need to remove 4 inactive files from your load order. If the files are in the Data folder, they will be loaded in the game. With 115 active files in the load order, if you have any texture replacers that do not have an .esm/esp, you are probably over the limit for mod files. Link to comment Share on other sites More sharing options...
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