ShaggyC Posted December 4, 2015 Share Posted December 4, 2015 Thanks man, will do. Rebuilding from scratch anyways, but will go more carefully this time, had made a lot of file alterations etc in aid of finding the issue, have probably broken other things, as I work full time and can rarely put the 4 or 8 hours needed into a full set up in one go. Also, do texture replacer's external to the esp's and esm's count into the limit? I didn't know that. Link to comment Share on other sites More sharing options...
M48A5 Posted December 5, 2015 Share Posted December 5, 2015 Thanks man, will do. Rebuilding from scratch anyways, but will go more carefully this time, had made a lot of file alterations etc in aid of finding the issue, have probably broken other things, as I work full time and can rarely put the 4 or 8 hours needed into a full set up in one go. Also, do texture replacer's external to the esp's and esm's count into the limit? I didn't know that. It is mostly the type of files added. When you add texture and/or mesh replacers, they also add to the load on the entire system. Link to comment Share on other sites More sharing options...
Hubner Posted December 5, 2015 Author Share Posted December 5, 2015 (edited) I see right away that it looks like you are using an old version of Mart's. You may want to look into that. Definitely make sure your load order is correct. If you're using Wrye Bash (it sounds like you are), make sure to use auto-ghosting. That will make sure deactivated plugins don't count towards your plugin limit. Personally, my setup can use 145 active plugins. One more than that, and my game goes mental. But, the limit is different for everyone. You have to find yours through trial and error. Although, there is a hard limit of 255 active plugins. As far as determining what's causing your issue - the only useful advice I can give is that (using FO3Edit) you look carefully at every single entry in your bashed and merged patches to make sure that they are giving you the results you want. Chances are, something in one of your patches is not right. Unfortunately, this is not always obvious, even when looking at it. You have to understand how the entries work with other elements of a mod, and what happens when one entry overwrites another. I say "useful" advice, because, my only real advice to anyone wanting to play any heavily modded Bethsoft game is to do what I did; spend a huge amount of time learning how plugins, Wrye Bash and FO3Edit work, add one mod at a time, going through each and every entry in that mod's plugins (sometimes there are over a thousand entries per plugin), and create custom hand-made patches that incorporate the necessary entries from every mod you use to make absolutely sure that they all work with each other properly and that all the features function. It took me a year and a half to get every single mod in my game working perfectly with every other mod, so that every feature from each one of them functioned correctly. But, now I have absolute and perfect control over my modded installation. And, now when I add a new mod, I very quickly understand how it will affect my overall setup. Another advantage to hand-made patches is that load order becomes much less important, as you can manually decide which entry will ultimately override the others. You would be amazed at how much material folks are missing out on by not doing this and just using automatically generated bashed patches, merged patches and the generic patches made to get two mods to work with each other. Your game may ultimately work, but you're missing a huge amount of content from all those mods. Honestly, though, I'm pretty sure nobody wants to put that level of effort into playing a game. And, I think that's perfectly understandable. I do game development as a hobby, so diving into the inner workings of a game are more of an obsession for me, and should not be considered reasonable behavior just to get a broken game working. So, it's either that, or just stick to a few major mods that have good patches to make them work together. More mods = more work on your part to get them all working. I wish I could be of more help. Edited December 5, 2015 by Hubner Link to comment Share on other sites More sharing options...
ShaggyC Posted December 5, 2015 Share Posted December 5, 2015 I have been messing with beth games since I discovered morrowind a decade ago. Just haven't touched FO3 in a long time, having difficulty getting my head around the module system again, particularly in terms of conflicts. For some reason its been way more difficult to deal with than any other game they have built in terms of modding. And yeah, Merges are way better than bashes. :D The joys of hand building it too! Link to comment Share on other sites More sharing options...
Hubner Posted December 5, 2015 Author Share Posted December 5, 2015 (edited) Ah, I wasn't sure of your experience level. In that case, I definitely suggest looking closely at your patches. I suspect there is a bad entry somewhere. Possibly one of those "Could not be resolved" issues. I find that sometimes if you don't load all of your plugins when editing in FO3 Edit, those errors can pop up. Then, when you save the file, you end up saving the error. Edited December 5, 2015 by Hubner Link to comment Share on other sites More sharing options...
Recommended Posts