cYberc0re Posted June 29, 2010 Share Posted June 29, 2010 I'm having game freezes with only a few mods installed -FWE-FOOK2 v1.1-MMM The mods are all updated, and I have FOIP downloaded and installed as well. Load OrderFallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.ESMCRAFT.esmMart's Mutant Mod.esmFO3 Wanderers Edition - Main File.esmFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMFOOK2 - [*censored*] World And Neighbourhood Kit.esmCRAFT - Activation Perk.espFOOK2 - [EVE] Energy Visuals Enhanced.espFOOK2 - Mothership Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 DIK [Hotfix].espFOOK2 Main [Hotfix].esp Total active plugins: 35Total plugins: 68 I would also like to use other mods such as DCInteriors, GTS, and RTS. But currently, I'm having trouble with these mods. Link to comment Share on other sites More sharing options...
fap6000 Posted June 29, 2010 Share Posted June 29, 2010 FWE an FOOK2 are a joke... They both change combat in rather interesting ways, I'll give them that. Pfft what good is it if the package it comes in is a messy nightmare... While I never tested FWE, pretty much when it was built it was a bunch of smaller mods that got merged. Rather than take the whole package, I can get what little bits an pieces I want (you know in easy to manage single mods) Which those are probably the things really drawing folks to FWE. FWE or XFO, I swear I looked at them 10 times each but never saw anything that would even get me to try it, and heck I wanted to try it. FOOK2, yah Idk, I tested it, in two seperate load order builds. Takes two days to fix it. That right there is the reason I'm not using it now. 16 hours of spreadsheet work just to get FOOK2 to work with other mods, an that's not using it with FWE. There's things I liked about it, but the texture maps are so large for anything (even a tiny ammo box) That you have performance problems just from simple things, on a already taxed system from mods like MMM or just vanilla fallout 3. Meaning more work still shrinking those textures to provide max detail an max performance. So it's not just about getting FOOK2 to not conflict, but also to get the build to even be in the same ballpark performance wise, as the vanilla game. Then also you know FOOK2 forgot about it's roots and got all fancy. FOOK 1.6 was dead on accurate, easy to work with, easy to install. FOOK2 isn't even near easy to install, it's actually more easy to learn how to make a mod do anything than it is to install FOOK2. Which is a huge step away from the roots of FOOK. Why, Idk, maybe it's what they wanted to do with the project, make it the wildest most awesome mod ever. 1.6 was touching on everything, then FOOK2 touched on it plus more complex issues, hence why it's all fancy now. This late in the game, who says we even need a overhawl. I mean what brought that "overhawl" stuff on was that back in the day you were somewhat limited to the amount of mods you could run. Since the 1.5 patch you don't have to worry about it anymore, they've added support for using more mods plus more .BSA's, among other things. At any rate "overhawl" global class mods will always cause problems when used with other mods, because they touch on everything, an such need to be built into a already known good load order, one at a time. installing then fixing, merge patch/bash gary, master update, an then tested. This is the the only way it will ever work together. (you know as in avoid coruption an conflicts, and oh yah crashing...) You could try the "In So Many Words" Guide, it might help you get what you have working, an help you learn more. http://fallout3nexus...le.php?id=13100You could look into learning about shrinking textures from "chaos performance" which is in the articles http://fallout3nexus...icle.php?id=208But look into Articles lots of advances stuff there http://fallout3nexus.com/articles/ Will I try FWE, I doubt it, I probably won't even install FOOK2 again, but I don't have to. RTS an GTS good luck with that, never tried it, but folks have problems with it. Which is probably why I never tried it. I guess if I ever finished the game yah, but until then, no thanks... I have enough work already. I have about 30 to 40 hours in fixing this load order to work together but I already know what I'm doing. I'm using a 4-8 MMM spawn range, and without crashing. The long game 4-8 hours, you have to put in some hard work fixing things, in order to achive that. Which should be your goal, rather than wanting to use FWE, FOOK2, MMM, GTS, RTS, an DC interiors all together. Just start small an build it up if you really want it. Fallout3.esmThePitt.esmAnchorage.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmxCALIBR.esm20th Century Weapons.esmARSENAL MOD.esmMart's Mutant Mod.esmEnclaveCommander-OA-Pitt-Steel.esmDCInteriors_ComboEdition.esmStreetLights.esmEnhanced Weather - Rain and Snow.esmRI_Core.esmProject Beauty.esmSharing and Caring Companions.esmLings.esmLingsFinerThings.esmLingsDLC.esmEnhancedChildren.esmShojo Race.esmRRCompanionVault.esmNos' Cosmetic Resource.esmHerculine's RR Scouts.esmUF3P DLC Merged.espEVE.espEVE Operation Anchorage.espF3UmpaAnimation.espThe Groovatron.espThe Groovatron_DLC_Anch_Addon.espThe Groovatron_DLC_Pitt_Addon.espThe Groovatron_DLC_PL_Addon.espUPP - Original Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Beverage Perks.espUPP - Quest Perks.espUPP - Experience Perks.espGalaxyNewsRadio100[M].espCALIBRxMerchant.espsc_slaves_stick_around_original_mezz_chance.espDK_BulletTime.espVATS - MCE.espVatsLongerDistance.espPrecision_AutoAim_6000.espKaBOOM.espLessBouncyGrenades.espShellRain.espVendorCapsIncreased50X.espUnlimited Death Reload Time.espModern weapons.espHZ_Glock.espFullAutoPistolsV1.0med.espFullAutoPistolsV20test.espAzarGypsyOutfits.espAzarGypsyOutfits_Malika.espTailor Maid.espTailor Maid Black Retex.espTailor Maid PITT.espTailor Maid Anchorage.espTailor Maid Brokensteel.espTailor Maid ZETA.espTalonExtraArmor-RE-Dub.espBooks02.espMothershipOmega.espBanks of the Wasteland.espMegaton Tweaks 1.28 (no podium).espWater_Tower_Hideout_byOrophin.espGG_WaterTowerHideout_v1_22_Alt.espStreetLights - Wasteland.espKaza's NorthwestSeneca.espWIP_BigTown.espCanterburyCommonsInteriors.espCEI - CaesarrulezExcessiveInteriorsEN.espRepublic of Dave Expansion Merged.espYevicsUrbanTownhome.espDCInteriors_ComboEdition GD Plug in.espDCInteriors_DLC_Collectables.espNot alone in the Wasteland anymore.espCrowdedCities_v2.espFalloutFood.espShadsCoffaMatic.espBottle That Water.espUsableCigarettes.espInebriation-FOSE.espRI_Base3.espRI_PNeeds2S.espRI_FOSE.espRI_DoctorCost.espRI_CrippledEffects.espRI_Alcohol.espRI_LootTableRI.espRI_LootTablePN.espRI_PNAnchorage.espDarNifiedUIF3.espRI_PrimaryNeeds_DUI_Plugin.espRivens_Eyescapes.espPlayerOnlyJGRetexture.espFellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espFellout-pipboylight.esp20th Century V5 ALIVE Merged.espS.T.A.L.K.E.R. MOD.espARSENAL MOD.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espRI_PNMMM.espMMZombieCemetery-Merged.espProject Beauty_Plug in Bietch!.espProject Beauty- Point Lookout.espProject Beauty- Broken Steel.espSCC - Talk to Anyone.espT_R_A_S_C_H.espSCC 187GURLZ.espLingsFinerThings.espRRWastelandPosters.espRR Companion Vault 20thCW Supply.espNos' Vault 1 Remodel.espRRUmpaDance.espAll RR Companions Merged an Plugged.espHerculine's RR Scouts DLC in a GD plug in.espHerculine's Shojo Companions in a GD plug in.espPolarbear's Companions in a GD plug in.espTOADS PEOPLE_Merged.espdD-Larger Blood.espdD-Reduced Ragdoll Force.espFullAutoPistolsReapingBuster.espHideouts731.espOverride-Drugs.espOverride-Dialog.espOverride-Scripts.espOverride-DLC.espOverride-EVE.espOverRide_NPC.espMergePatch.esp Link to comment Share on other sites More sharing options...
ancientRED Posted June 29, 2010 Share Posted June 29, 2010 Holy crap that was a huge post just to give a sentence or two of meaningful information. I'm not even going to bother trying to dissasemble your argument against FWE and FOOK for the sake of civility. Anyways, FWE and FOOK2 are not compatible with each other. Disable one or the other and see if that improves your stability any. Link to comment Share on other sites More sharing options...
fap6000 Posted June 29, 2010 Share Posted June 29, 2010 Puff... Puff... What argument? Most mods conflict with other mods when used together. Because most of the time we are modding the same things. If you ask me, if there is an argument then it's neolanders like you telling neolanders like him that the way to fix it is the easy way, "drop one of the mods" Because, I can tell you without asking him that he doesn't want to hear that. Him, They, It... Idk whatever. hahahah LOL It doesn't want to drop a mod, That's a good one.... IT PUTS THE LOTION ON! zomg... I didn't give the easy answer because that's not what they want to hear. They want to use FOOK2, FWE, MMM, GTS, RTS, an Chuckz DC interiors. There's only one way to do that, create a version of these mods with FO3edit in such a way as all the mods work together, and with Fallout.esm +DLC. Which even if someone disabled one, from your answer, they would still need to do. Just using a vanilla +DLC you need to do that. I guess you can roll the dice on crashing/corupting if you want. I've done that, and it never worked correctly. Take TalorMade for example, it's made in such a way as to be completely modular. Meaning each seperate part can be used by itself or moved around. A "overhawl" is the opposite, everything in one package that hopefully overwrites everything else. UF3P says in it's read me "never designed to work with other mods" I think maybe we have it mixed up on what it actually is. Folks think it's a way to add a bunch of stuff to your game. When it's a mod package to totally change fallout 3 without having to install a bunch of other stuff or read very much into it. However, who does that? right, nobody... More more more, 3 overhawls has to have 3 times as much as just one overhawl, but what you end up with is 3 times more stuff that now doesn't work. Heck take Chuckz DC interiors, Started out being totally modular, now it's in a combo, but the seperate parts are still there. You don't get that in the overhawls, yah you get optionals, but I think what they should have done was build it in seperate units, then combine that, so that both were available. You don't see many modders that actually take time to build that into the project. Most of the time it's a idiot behind a big fancy computer, an heck they don't even consider if the mod conflicts with 99% of the other mods out there. They just want to build something. Link to comment Share on other sites More sharing options...
northfield Posted June 30, 2010 Share Posted June 30, 2010 As mentioned, FWE and FOOK are incompatible. Choose one of them... I recommend FWE as it include many/most gameplay improvements and added content made, even most of those fap6000 are using independently ;pFOOK add weapons and appareal to the game, but it is a lot easier to get such mods working independently opposed to gameplay changing mods! Included in FWE are UPP, RI, Triage, Follower tweaks, Explosive entries, Classic fallout weapons etc. and other major mods like WMK, MMM and EVE are compatible through FOIP. My load order; works like a charm: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] xCALIBR.esm[X] Project Beauty.esm[X] StreetLights.esm[X] FNNCQ.esm[X] ArefuExpandedByAzar.esm[X] FNNCQ_DavidsLab.esm[X] Companion Core.esm[X] RobCo Certified v2.esm[X] sc_lovers_resource.esm[X] sc_wasteland_pimp.esm[X] DCInteriors_ComboEdition.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] CRAFT - Activation Perk.esp[X] GrenadeLauncher_functional.esp[X] 10mmTacSMGschematics only.esp[X] HZ_M249.esp[X] 25mmAAgun02.esp[X] rockville.esp[X] Companion Core DLC Addon.esp[X] RobCo Certified v2 Zeta Addon.esp[X] KillableKids.esp[X] OasisSafeWater.esp[X] suitcase_nuke.esp[X] FIN-NWSeneca.esp[X] Mark and recall.esp[X] BetterAnchorageT-51b.esp[X] PreWar Book Titles and Perks.esp[X] FruitTrees.esp[X] sunglassescollection.esp[X] Slof's Alsatian Dogmeat.esp[X] FNNCQ_Mesmetron.esp[X] GalaxyNewsRadio20[M].esp[X] 01AtM - Firefly Ranch.esp[X] The Groovatron.esp[X] RZW_PortableBearTraps.esp[X] More Moriarty's customers.esp[X] A-08 Fusion Cannon 2.0.esp[X] BM06AppleTreeQuest.esp[X] BM12PungaGardenPurchasable.esp[X] WASPS.esp[X] NotSoFast.esp[X] PLFewerItems.esp[X] PLweightadjust.esp[X] QuantumPipeV2.esp[X] Portable Turrets.esp[X] BeefedUpCitadel.esp[X] Mannequin.esp[X] MercenaryExpanded.esp[X] TombRaider.esp[X] DCInteriors_DLC_Collectables.esp[X] Owned!.esp[X] RZW_Gramophone.esp[X] Tailor Maid.esp[X] Tailor Maid Anchorage.esp[X] Tailor Maid PITT.esp[X] Tailor Maid Brokensteel.esp[X] MicroBikini.esp[X] Sexy_Nurse_TYPE3.esp[X] thongpack.esp[X] MicroBikini_recolour.esp[X] CSwimsuit_and_Harness_recolor.esp[X] FrenchMaid.esp[X] StripClub.esp[X] DriveableMotorCycle.esp[X] ArefuExpandedByAzar-Radio.esp[X] LucyWestCompanion.esp[X] Feng Shui.esp[X] Fellout-Full.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Fellout-pipboylight.esp[X] MTC Wasteland Travellers.esp[X] MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp[X] sc_toying_with_angela.esp[X] sc_wp_arefu.esp[X] sc_wp_luring_lucy.esp[X] sc_saving_nova.esp[X] sc_wp_red.esp[X] sc_wp_captives.esp[X] sc_blackmailing_silver.esp[X] sc_acquiring_mei.esp[X] Megaton Outskirts.esp[X] Attentater's Wasteland Economy.esp[X] xCALIBRmunitions.esp[X] xCALIBRmunitions_FOSEnhancements.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Worn Weapons.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] MercenaryExpanded[M&W].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 - Project Beauty.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - Project Beauty + FWE.esp[X] FWE(v.5.04)+WMK_weapons_xCALIBRified.esp[X] xCALIBR_override_FWE5.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] CC.esp[X] EulogyV2_PITTMainRELEASE.esp[X] JHBCloverPlus.esp[X] NoKarmaCheckToBuyClover.esp[X] MASTER.esp The "MASTER" is a merged patch - you should really make one, chances are that with +50 mods it won't work without:https://docs.google.com/View?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hgd=1#Q_How_do_I_create_a_Merged_Pat Cheers Link to comment Share on other sites More sharing options...
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