lokitos Posted September 9, 2010 Share Posted September 9, 2010 (edited) I think my load order is fine as I've read a million posts on the subject (Thank You BAN, you seem to have a handle on load order seeing all the posts you've answered on it) Load Order* fallout3.esmanchorage.esmthepitt.esmbrokensteel.esmpointlookout.esmzeta.esmcraft.esmcalibr.esmxcalibr.esmproject beauty.esmfook2 - main.esmfook2 - [dik] dlc improvement kit.esmmart's mutant mod.esmxcalibruniverse.esmlingsfinerthings.esmdcinteriors_comboedition.esmclear cell buffers every cell.espproject beauty- broken steel.espproject beauty- point lookout.espdarnifieduif3.esplingsfinerthings.espcasm.espcraft - activation perk.espcyber-enhancements.espdcinteriors_dlc_collectables.espkhweaponscanner.espno blur on hit.espauto aim fix v1.1.espskillcheck.espstealthboy recon armor - craft.espwastelandmastery.espfook2 - main.espfook - dik - project beauty.espfook2 - project beauty.espfook2 - [dik] dlc improvement kit.espfook2 main [hotfix].espfook2 dik [hotfix].espxcalibruniverse.espxcalibruniverse_ammolists.espxcalibruniverse_repairlists.espxcalibr_override.espmart's mutant mod.espmart's mutant mod - project beauty.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 - master menu module.espmart's mutant mod - natural selection.espmart's mutant mod - tougher traders.espmart's mutant mod - zones respawn.espmmm rc6, fook2 1.1b2.espmmm rc6, fook2 1.1b2 - dik.espmmm rc6, fook2 1.1b2 - natural selection.espmerged.esp But when I create a FO3Edit Merge file I end up with this at the end of the merge [03000C7E] <Error: Could not be resolved>[03011052] <Error: Could not be resolved>[03011052] <Error: Could not be resolved> Any ideas? Is it going to be a problem I need to fix before I start a new game? It does finish the merge and create the file , but searching the FormID doesnt net anything with either of the numbers Edited September 9, 2010 by lokitos Link to comment Share on other sites More sharing options...
rickerhk Posted September 9, 2010 Share Posted September 9, 2010 I would check every record of your merged patch to make sure there are no 'could not be resolved' errors, and then manually fix them. Having the error here can cause a crash. Judging from your load order, the '03' at the beginning would indicate something from brokensteel is trying to be referenced by one of your mods, but the reference is invalid. I've seen the same thing for Anchorage. Not sure what, but you could isolate it by unchecking a bunch of mods and re-running the merge to see. Link to comment Share on other sites More sharing options...
lokitos Posted September 9, 2010 Author Share Posted September 9, 2010 TY for the response , it was one of Project Beauty patches , so I just nix the whole PB mod and the errors cleared up. Wish I could figure out a way to get PB to run with all the other mods I have going, but it seems that can be a pain, so I will live without PB. Link to comment Share on other sites More sharing options...
rickerhk Posted September 10, 2010 Share Posted September 10, 2010 TY for the response , it was one of Project Beauty patches , so I just nix the whole PB mod and the errors cleared up. Wish I could figure out a way to get PB to run with all the other mods I have going, but it seems that can be a pain, so I will live without PB. I use an older version of PB (not HD), flagged and renamed as an esm, and loaded high. Then I run FO3Edit and let it load all my mods up. I then look at the NPCs I care about and if they are being over-ridden by a lower mod, I just drag the facegen data over from the PB mod - hair, and race too if that changed. Link to comment Share on other sites More sharing options...
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