valrenas Posted December 5, 2014 Author Share Posted December 5, 2014 I tried following the load order suggestion on the FWE page, and this is what I have, but it didn't really seem to fix anything: Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1CRAFT.esm=1CALIBR.esm=1Advanced Recon Tech.esm=1Unofficial Fallout 3 Patch.esm=1IMCN.esm=1iHUD.esm=1Point Lookout Reborn by Jcro25.esm=1DCInteriors_ComboEdition.esm=1ArefuExpandedByAzar.esm=1FNNsys.esm=1Megaton Reborn.esp=1Detect Traps.esm=1RH_IRONSIGHTS.esm=1FO3 Wanderers Edition - Main File.esm=1Advanced Recon Gear.esp=1Advanced Recon Range Finder.esp=1Clear Cell Buffers (no message).esp=1BetterGamePerformance.esp=1Detect Traps - DLC.esp=1Advanced Recon Tech.esp=1Dree Perks.esp=1Detect Traps - Perk.esp=1FNNsys - FWE.esp=1Fellout-BrokenSteel.esp=1GNR Enhanced.esp=1Advanced Recon Tech - Detect Traps.esp=1Fellout-Anchorage.esp=1IMCN - FNNsys.esp=1pinionsuite.esp=1Megaton House and Theme Overhaul.esp=1Fellout-Full.esp=1Fellout Brighter Nights.esp=1Fellout-PointLookout.esp=1Regulators.esp=1BusworldV1.05d.esp=1Advanced Recon Tech FWE.esp=1Fellout-pipboylight.esp=1UPP - Experience Perks.esp=1UUF3P - FWE Patch.esp=1Imp's More Complex Needs.esp=1JIP Companions Command & Control.esp=1Fellout-Zeta.esp=1FWE weapons pack.esp=1UPP - Beverage Perks.esp=1Megaton Reborn1.esp=1UndergroundHideout.esp=1UPP - Quest Perks.esp=1UPP - Pack 2.esp=1Detect Traps - The Traponator 4000.esp=1Advanced Recon Armor.esp=1PIMP.esp=1RecieveTenpennySuite.esp=1ArefuExpandedByAzar-Radio.esp=1UPP - Original Perks.esp=1UPP - Pack 1.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Alternate Travel.esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=1FO3 Wanderers Edition - Optional VATS Halftime.esp=1IMCN - FWE Compatibility and Ingestibles.esp=1WeaponModKits.esp=1WeaponModKits - FWE Master Release.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - Zeta.esp=1WMKAA12Shotgun.esp=1TiesThatBind.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1JIP CC&C - Amanda (Ties That Bind).esp=1 Link to comment Share on other sites More sharing options...
BirdbrainZ Posted December 6, 2014 Share Posted December 6, 2014 (edited) Hmm, you have a couple of core mods that I used to have - namely FWE, WMK, Gopher's Advanced Recon mods combo, etc. If you'd like a loadorder reference, you can take a look at mine from a week ago which is pretty stable and works fine. You may want to consider using Paradox Ignition presents The Mergers and Blackened to reduce the number of loaded esp files whilst retaining the functionaility of the mods they "streamline". Lastly, you'll want to use FO3edit to created a "merged patch" file and place it at the very bottom of your loadorder to stabilize any mod conflicts. If you do not know what FO3edit is or how to use it, there are a couple of videos on youtube that guides you though it (Gopher's Fallout 3 tutorial videos covered it if I'm not mistaken). Don't let the screenshots of FO3edit scare you, it really is easy to create a merged patch using it. Just launch FO3edit, it will auto select the esm and esp files that you have already selected in your loadorder and in that specific sequence, wait for it to finish loading these files with a "Background Loader: finished" in the message window, right-click over any of these esm or esp files, scroll down to "others" and select "Create Merged Patch" and give it a name (perhaps with a date to distinguish it from future merged patches you may create. Once the merged patch file is created, you can exit FO3edit and launch your preferred Mod Manager (NMM, FOMM, etc) and check the box for the merged patch you've just created and place it at the very bottom of your loadorder. Oh, and repeat the steps for creating a merged patch whenever you install new mods or remove old ones, and only use the new version of a merged patch (not both). That it. :smile: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] aHUD.esm[X] iHUD.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] Advanced Recon Tech.esm[X] EVE.esm[X] Mart's Mutant Mod.esm[X] RH_IRONSIGHTS.esm[X] Detect Traps.esm[X] FCOMaster.esm[X] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Alternate Travel.esp[X] CASM.esp[X] DarNifiedUIF3.esp[X] YetAnotherPurgeCellBuffersPlugin.esp[X] UPP - Experience Perks.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] RH_FWE_Bridge.esp[X] Advanced Recon Gear.esp[X] Advanced Recon Tech.esp[X] Advanced Recon Tech - Detect Traps.esp[X] Advanced Recon Range Finder.esp[X] Advanced Recon Tech FWE.esp[X] Detect Traps - Perk.esp[X] Detect Traps - DLC.esp[X] IDreamOfElectricSheep.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] RH_WMK_Bridge.esp[X] RH_EVE_Bridge.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] dD - Enhanced Blood Main.esp[X] Blackened FWE + MMM + EVE + Project Beauty.esp - (there are various Blackend installer for the more popular mod combos)[X] Echo_UseBothGloves.esp[X] AutomaticPerksQuest1.esp - (This is a self-made esp mod with a little personal tweak from following one of Gopher's video tutorials)[X] Dragonskin Tactical Outfit.esp[X] DragonskinBonusPack.esp[X] Better Vault Suits.esp[X] 3EFdrg.esp[X] Red Eye Mask & Goggles.esp[X] JM Stealth Suit.esp[X] SFO.esp[X] RipperReplacer.esp[X] FO3 RWL GOTY.esp - (optional lightning/weather mods)[X] F3ProjectRealityMkI.esp - (optional lightning/weather mods)[X] Merged Patch I hope this helps. Edited December 6, 2014 by BirdbrainZ Link to comment Share on other sites More sharing options...
valrenas Posted December 7, 2014 Author Share Posted December 7, 2014 Well, I sorted it based on yours (Birdbrainz) and it worked up until I opened the vault exit door, and then I opened up NMM to copy the load order and it was all jumbled again :sad: I never did a merged patch, but it was pretty stable up until it crashed at the door, so if I manage to figure out the patching on FO3Edit maybe it will stay that way :tongue: Thanks a lot to both of you! Link to comment Share on other sites More sharing options...
BirdbrainZ Posted December 7, 2014 Share Posted December 7, 2014 Well, I sorted it based on yours (Birdbrainz) and it worked up until I opened the vault exit door, and then I opened up NMM to copy the load order and it was all jumbled again :sad: I never did a merged patch, but it was pretty stable up until it crashed at the door, so if I manage to figure out the patching on FO3Edit maybe it will stay that way :tongue: Thanks a lot to both of you!I'm glad my loadorder reference helped. Crash upon exiting Vault 101? Hmm, that sounds like an old problem, and fortunately there is a fix if you have not implemented it. I would suggest that you try the recommendation in this guide and see if that helps. The guide also contains other useful tips for beginners to tweak their game for stability when modding.4) This step solves most random and post-intro movie new game crashes!Especially crashes when hearing the baby cry.Shortcut: Optional step 6 now does this for you automatically. Edit with notepad:My Documents\my games\Fallout3\FALLOUT.INIor C:\users\yourname\Documents\My Games\Fallout3\FALLOUT.iniThis may appear as "FALLOUT" in windows explorer.IMPORTANT: DO NOT EDIT Fallout_default.ini !!! You're in the wrong directory!!!find (control F) bUseThreadedAI=0CHANGE to bUseThreadedAI=1Immediately after this line, ADD this new line:iNumHWThreads=2Click here to see example. Do let us know if you face any other issues, and we'll try to help as best we can. I remember going through the same obstacles and fustrations you did when modding my game for the first time, but it was all worth it to play FO3. :) IMHO, FO3edit is fairly easy to use, although it may initially look daunting. I remember using it solely for creating merged patches, but after a couple of uses, I found other functionalities in it and began making minor fixes to the mod data. Such as enabling first person aiming animation for the FNFAL assault rifle for ironsights. It was initially set to not use ironsights in WMK, but after turning that off , I can now aim with that rifle even after attaching weapon mods like laser sights+extended magazine to it. :) Link to comment Share on other sites More sharing options...
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