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Possible problem with a Merged Patch?


Talynn19

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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.esm

StreetLights.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

CRAFT.esm

CALIBR.esm

Project Beauty.esm

Unofficial Fallout 3 Patch.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Xepha's Dynamic Weather.esm

DarNifiedUIF3.esp

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

CRAFT - Activation Perk.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Realistic Interior Lighting.esp

Realistic Interior Lighting - OA.esp

Realistic Interior Lighting - BS.esp

1PipboyPDA.esp

SS OTS Camera FOSE.esp

StreetLights - Wasteland.esp

CALIBR Ammo Schematics - CRAFT.esp

Tailor Maid.esp

Tailor Maid Black Retex.esp

Tailor Maid Anchorage.esp

Tailor Maid PITT.esp

Tailor Maid Brokensteel.esp

BlackWolf Backpack.esp

BlackWolf Backpack - Vendor Script Replenish.esp

BlackWolf Backpack - Blank's Container Patch.esp

BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp

CASM.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Optional Worn Weapons.esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - Project Beauty.esp

FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - FWE Optional Worn Weapons.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

EVE.esp

EVE Operation Anchorage.esp

EVE - FWE Master Release.esp

EVE - FWE Master Release (Follower Enhanced).esp

EVE Anchorage - FWE DLC Anchorage.esp

EVE - FWE with WeaponModKits.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - Increased Spawns.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Project Beauty.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - Project Beauty + FWE.esp

Xepha's Dynamic Weather - Main.esp

Xepha's Dynamic Weather - Sandstorm.esp

Xepha's Dynamic Weather - Anchorage.esp

Xepha's Dynamic Weather - The Pitt.esp

Xepha's Dynamic Weather - Broken Steel.esp

Xepha's Dynamic Weather - Point Lookout.esp

MERGED.esp

 

Total active plugins: 83

Total plugins: 83

 

However, here's the following mods my MERGED.esp lists as its masters....

 

MERGED.esp

Author:

Masters:

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Project Beauty.esm

Unofficial Fallout 3 Patch.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

EVE.esp

Mart'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?

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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?

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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.

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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.

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