sputax Posted August 7, 2010 Share Posted August 7, 2010 When i open a locker i always get the same thing. Blamco cheese and purified water. This has never happened before so im guessing its a mod but i have no idea how to work out which or solve the problem. Can anyone help? This is my load order: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmUnofficial Fallout 3 Patch.esmFO3 Wanderers Edition - Main File.esmProject Beauty HD version.esmMart's Mutant Mod.esmCrossModData.esmAnimy_prostitution.esmSeducingWomen.esmNecronomiconExMortis 5.6.esmThe Librarian.esmWaysted_Resource_Pack.esmAPReanimated.espSeducedDLC03.espCRAFT - Activation Perk.espDarNifiedUIF3.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espMegaton House and Theme Overhaul.espExistence2.0.espCarter_Fallout_Shelter.espTunnelOutpost.espsunglassescollection.espYearlingsGlasses.espShadySands.espMMM_RtSS_Mod.espMole Rat Maze.espMeet the Devs.ESPA Trail of Crumbs.espAReasonedArgument.espIntoTheDeepWoods.espNotSoFast.espAQFH_C_103.esp01AtM - Firefly Ranch.espSW Fix.espWerewolf Quest.esptelescope_quest_fdt.espTreasure Hunt!.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Bobblehead Edition.espTreasure Maps_Underground.espMS11fix.espDevoured in Darkness.espJury Street.espCC.espTheFoundation.espTheFoundation_SinCity.espFD_Sincity_arena.espNamed Wasteland.espRat Trap v1.01.espSOL.espMegatonContracts.espTerminalQuest.espSuddenDepthCharge.espSanctum.espHeirApparent.espDeathclaw Mod.espUnderworld Underground.espSubmarine Wreck.espLadyDeadlock_BeerAddsCap.espFellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espFellout-pipboylight.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espRobCo Certified.espWasteland Whisperer.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release (Follower Enhanced).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 - FWE with EVE.espMart's Mutant Mod - Project Beauty (HD Addition).espMart's Mutant Mod - Project Beauty + FWE.espSeducingWomen_-_override.espGalaxyNewsRadio100[M].espKBATRadio.espRadioBlues.espCONELRAD 640-1240.espRobotRadio.espSniperZooming.espCASM.espChoose your own hairstyle (load this last on FOMM).espMy Merged Patch.esp Total active plugins: 115Total plugins: 116 Link to comment Share on other sites More sharing options...
fap6000 Posted August 8, 2010 Share Posted August 8, 2010 Well you're lucky that mess even works at all. The perfect build of fallout 3 modded would have mods which all add custom new content. What we normally have though is 100 mods that all change the same thing while adding a certian amount of new stuff. Which you end up with a mix an match hodge podge of edits to the vanilla game, with the mods overwriting each other top to bottom. It's pretty much always a mess unless you build it otherwise. Let's deal with the issue though. First thing you would need to figure out what locker this is. You could load up GECK with fallout3.esm loaded, find the locker you saw the issue in, load that in the render window. Click the locker then you can find out the name of it. Close GECK. Then load the whole load order up with FO3edit, go to the fallout3.esm at the top open it up, then open containers, find the locker, click it, then view how many mods are changing it. Loot basicly comes from either the actual manual placement of items inside containers, or it's generated with a loot list. So you might see items in the container, or you might just see a refrence to a list, which means you need to go look at the list and see how many mods are changing that list. It works something like you add 50 items to a list, then either it's based of charicter level or spawn chance, which decides what gets put in the container in-game. Something like that. Merge Patch mostly deals with the merging of this type of list data, it picks up on other things, and it could be argued that BashGary patch does a better job, but bah if you ask me they are both the same thing. I've been using Merge Patch for so long I'm too lazy to learn another way. Anyhow, the basic idea of both would take every container or list, an merge them so that everything gets put in there, then in cases where it would cause a direct conflict, it's ignored, leaving it up to the user to deal with those manually. It's really easy to create one, but you can go back an look at all the entries an make sure that anything you would want is in there too. I reckon ask someone about merge patch or read the "in so many words" guide, or you could just download bash gary (or was it gary bash) an that should tell you how to do the same thing. Link to comment Share on other sites More sharing options...
sputax Posted August 9, 2010 Author Share Posted August 9, 2010 Thank you for replying. I thought i'd put in every mod that looked cool and then probably never mess with it again. I learned (just) how to create a merged patch and did so but that didnt solve the problem. Looks like i'll now have to learn about geck. One last questions, what would you lose from the list? Link to comment Share on other sites More sharing options...
Fonger Posted August 9, 2010 Share Posted August 9, 2010 if you look very closely you'll notice that not every locker has the blamo and water in it known mods that don't cause this craftcalibrfweproject beautyfellout probable mods causingMMMRobcoAQFH based on similar mods and same "symptom" Link to comment Share on other sites More sharing options...
fap6000 Posted August 10, 2010 Share Posted August 10, 2010 I don't agree. Container loot and loot lists is very easy to work with once you get your process down. Once you found the locker with identical loot, in 5 seconds you could switch that to the longest random leveled loot list you found. Also if you used a Override to fix it, you could use any loot list from any of the mods you already have. If you didn't want to come up with your own brand new one. But it's probably a conflict between lists, further, one that merge patch didn't pick up on, as it's only a semi-automated process. If merging it causes a direct conflict, it gets ignored, thus leaving it to the end user to go back an fix those holes in the list. Usually this is because of the load order. There's a mod inbetween the parts of the list which doesn't have the item. Merge patch is nothing more than a huge override. So you have whatever load order you came up with, then your merge patch loading after all off it (using all the mods as masters) which gives it the ablity to use anything, however the mod in the middle which does not have this ability produces a hole, an thus merge patch ignores that part of the list because it would cause a conflict. Most of this can be fixed from viewing the merge patch after it's created looking for holes, and then filling them in. We can't tell you which mods you need to use or drop. That's your department. First you'll have to learn how to fix the mods. Once you figure out that part, the order doesn't mater anymore, short of providing an more easy way to fix something. From there the key factor is which mods you should use or not, would be how difficult they are to fix. If the mod is too hard to fix I just drop it. Some mods are so messy an so hard to fix, that it can take 40 hours just to fix that one mod. That being said you can build a list of over 100 fully working mods in the same 40 hours. You could read "in so many words" guide which might help you to come up with your plan or methods. http://fallout3nexus.com/downloads/file.php?id=13100 Link to comment Share on other sites More sharing options...
sputax Posted August 15, 2010 Author Share Posted August 15, 2010 Thank you for the help. I kinda took a break after what felt like 40 hours playing around with FO3. I tried your link but it didnt work :-( Do you have any others on good plans or methods? Link to comment Share on other sites More sharing options...
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