Talynn19 Posted August 26, 2010 Share Posted August 26, 2010 When I was beginning to have more crash issues after having some new mods added, I went to check my load order, and, to everything I've checked, looked fine, thats when I checked my Merged patch.... To make matters simple, and less explination, I'll post my load order: Fallout3.esmStreetLights.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCRAFT.esmCALIBR.esmProject Beauty.esmUnofficial Fallout 3 Patch.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmXepha's Dynamic Weather.esmDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espCRAFT - Activation Perk.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.esp1PipboyPDA.espSS OTS Camera FOSE.espStreetLights - Wasteland.espCALIBR Ammo Schematics - CRAFT.espTailor Maid.espTailor Maid Black Retex.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espBlackWolf Backpack - Blank's Container Patch.espBlackWolf Backpack - Anchorage Gauss Rifle Fix.espCASM.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 - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.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 - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Project Beauty + FWE.espXepha's Dynamic Weather - Main.espXepha's Dynamic Weather - Sandstorm.espXepha's Dynamic Weather - Anchorage.espXepha's Dynamic Weather - The Pitt.espXepha's Dynamic Weather - Broken Steel.espXepha's Dynamic Weather - Point Lookout.espMERGED.esp Total active plugins: 83Total plugins: 83 However, here's the following mods my MERGED.esp lists as its masters.... MERGED.esp Author: Masters: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmProject Beauty.esmUnofficial Fallout 3 Patch.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espEVE.espMart's Mutant Mod - DLC Broken Steel.esp Shouldn't a MERGED patch list EVERYTHING as its master? Or is there some new formula being used? Link to comment Share on other sites More sharing options...
ultskeletor Posted August 26, 2010 Share Posted August 26, 2010 When I was beginning to have more crash issues after having some new mods added, I went to check my load order, and, to everything I've checked, looked fine, thats when I checked my Merged patch.... Shouldn't a MERGED patch list EVERYTHING as its master? Or is there some new formula being used? Merged patches only take on the minimum masters necessary. Merged patching only processes certain kinds of records (form lists, for instance,) compiling changes to same record from different mods into one record that is hopefully usable by all of the applicable mods. For example, my merged patch only has about 16 or so masters, and I have just over 100 files active in my load order. Have you been remembering to replace your merged patch with a new one when you change your mod loadout? Link to comment Share on other sites More sharing options...
Talynn19 Posted August 26, 2010 Author Share Posted August 26, 2010 Everytime. However, I think I've realized I've found a problem with my mods loadout order. Apparently some people have actually been having -more- problems after installing the Unofficial Fallout 3 Patch than not, particularly around the Downtown DC area, as well as Rivet City. This happens to be the area I frequently crash on, so it is likely just that. Link to comment Share on other sites More sharing options...
ultskeletor Posted August 26, 2010 Share Posted August 26, 2010 Everytime. However, I think I've realized I've found a problem with my mods loadout order. Apparently some people have actually been having -more- problems after installing the Unofficial Fallout 3 Patch than not, particularly around the Downtown DC area, as well as Rivet City. This happens to be the area I frequently crash on, so it is likely just that. I don't personally use the Unofficial Patches, because I've never felt the need. Looking over your load order, at least the mods with which I am familiar, I can say it doesn't look bad. Fallout Street Lights got a new version earlier this month; Street Lights - Wasteland is no longer needed. The various optional plugins for Mart's Mutant Mod are not needed, because FWE has options to configure that stuff in-game from the FWE Control Panel. If you are using a beta of the next MMM version that's about to come out, you may still need the optional plugin ESPs; I'm not sure. I think you still need the DLC ones either way, though. Realistic Interior Lighting should be considered a weather mod and be placed late in your load order appropriately so that as few other mods override the interior lighting settings as possible. It should in front of the Dynamic Weather ESPs in your order. However, Realistic Interior Lighting will override the ownership settings in a few cells, most notably the Citadel and Fort Independence ones. Other than that, I get crashes from CASM and Dynamic Weather (separately or together.) My Dynamic Weather crashes may be performance-related, as my computer is pretty old. Only when using CASM do I actually get crashes when saving, so I don't have much need for it. Both of these cases are not typical of most people, though. Link to comment Share on other sites More sharing options...
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