Jump to content

Fallout 3 Mod Load Order/Freeze help


poisonbite01

Recommended Posts

Okay, I'm running a windows vista 64, with reasonably decent hardware (never had trouble with Skyrim on Ultra or BL2 on Max resolution). Anyway, I was running Fallout 3 fine, slowly incorporating mods using FOMM, it ran fine. I started a new game once I had everything in that I wanted, started playing it and, again, fine. Then I get to the part around the middle of trying to escape from the vault, and I get freezes.

Music still plays, but the game won't respond. Have to ctrl+alt+delete and task manager it, close it, then start it again. It runs for a bit, but then it crashes again. Not at the same point or anything, it just randomly crashes.

 

Then I get out to the part right after leaving the office but not leaving the vault, and now it runs about two seconds before it freezes. My first question is about mod order.

 

[x]Fallout3.esm
[x]Anchorage.esm
[x]EVE.esm
[x]ThePitt.esm
[x]BrokenSteel.esm
[x]PointLookout.esm
[x]Zeta.esm
[x]Unofficial Fallout 3 Patch.esm
[x]CALIBR.esm
[x]FOOK2 - Main.esm
[x]FOOK2 - [*censored*] World And Neighbourhood Kit.esm
[x]FOOK2 - [DIK] DLC Improvement Kit.esm
[x]EWE Energy Weapons Enhanced.esm
[x]Abbreviated Effects.esm
[x]CubeExperimental (EN).esm
[x]AlienResurrection Part 1.esm
[x]Project Genesis.esm
[x]UNDCity.esp
[x]TheInstitute.esm
[x]Vault 101 Revisited.esm
[x]WMMP_Master.esp
[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]LeatherBackpack - eng.esp
[x]FOOK2 - Main.esp
[x]FOOK2 - [DIK] DLC Improvement Kit.esp
[x]FOOK2 - [EVE] Energy Visuals Enhanced.esp
[x]FOOK2 - Mothership Zeta.esp
[x]MyFOOK2 - Black & White Tranquility Lane.esp
[x]MyFOOK2 - No Rape Victims.esp
[x]Fellout-Full.esp
[x]Fellout-Anchorage.esp
[x]Fellout-BrokenSteel.esp
[x]Fellout-pipboylight.esp
[x]Fellout-PointLookout.esp
[x]Fellout-Zeta.esp
[x]Sprint Mod.esp
[x]RagdollOverhaulFo3.esp
[x]More2Megaton.esp
[x]The Mantis Imperative - Combat.esp
[x]The Mantis Imperative - FlatVATS.esp
[x]The Mantis Imperative - Jello.esp
[x]The Mantis Imperative - Mantis.esp
[x]The Mantis Imperative - Medical.esp
[x]The Mantis Imperative - Nasty Zeta No Scaling.esp
[x]The Mantis Imperative - Nasty Zeta.esp
[x]The Mantis Imperative - SkillBooks.esp
[x]The Mantis Imperative - XP.esp
[x]EWE Load Order Fix.esp
[x]EWE Supermutant Energy Weapons.esp
[x]EWE DLC Addon.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 - Master Menu Module.esp
[x]Mart's Mutant Mod - Natural Selection.esp
[x]Mart's Mutant Mod - Tougher Traders.esp
[x]Mart's Mutant Mod - Zones Respawn.esp
[x]Mart's Mutant Mod - FOOK2 - DIK.esp
[x]Mart's Mutant Mod - FOOK2.esp
[x]Classic Fallout Weapons BETA.esp
[x]WMMP_AMA [Mutants].esp
[x]WMMP_AMA [swamp Folk].esp
[x]WMMP_Install.esp
Total active plugins 71
Total plugins 73
Does this look good?
Edited by poisonbite01
Link to comment
Share on other sites

The first thing I see is EVE.esm mixed with the official DLCs. It needs to load after them. You also have some .esp mixed with the .esm, unless they are actually a master with the extension .esp.

 

If you ran the game without a problem before you added mods, you probably have an idea what is wrong. Since the mods really don't do anything until you exit the vault, just disable them. Then just before you open the tunnel door, make a save and enable your mods. Also, delete the two you don't have active.

 

You are using the updated unofficial fallout3 patch aren't you?

Link to comment
Share on other sites

That FOIP patch for MMM and FOOK2 is not for that version of MMM and possibly not even that version of FOOK2.

 

You should really be using FOOK2 1.2 Open Beta instead of FOOK2 1.0 RC. If you do change...EVE is integrated in FOOK2 1.2 Open Beta, drop EWE, drop Abbreviated Effects, use the Updated Unofficial Fallout 3 Patch, Fellout is integrated, More2Megaton will likely conflict with FOOK2 in a bad way, use MMMFOOK2 instead of FOIP, drop Classic Fallout Weapons, and WMMP weapons may not be distributed since FOOK2 changes so many leveled lists. Most importantly, start a new game.

Link to comment
Share on other sites

okay, I've uninstalled, downloaded the right stuff, etc. I removed all my mods from Fallout 3 and ran it. Worked fine. Had trouble with the fomod of Fook2-1.2 OB (system.outofmemory crash), and just added it in manually. Ran it, no problems. Loaded MMM-6.2...crash immediately after starting a new game. Can someone post a step-by-step guide so I can maybe see where I went wrong?

Link to comment
Share on other sites

If you have Loot or boss installed, run it an post the list it makes, I want to see the CRC data for each mod especially this one (MMM-6.2.)

 

if the data got corrupted during download, this for sure will make it crash. I ran in to that twice. Some how the downloads complete but are missing internal data. Missing data will cause the game to crash.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...