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Hello all,

 

I just reinstalled the Fallout3 overhaul from this link:
http://www.gamersnexus.net/gg/1508-fallout-3-graphics-content-mod-overhaul

 

Everything runs smoothly except for one thing (up to now). Whenever I want to use the train to the Pitt, or the beacon for Mothership Zeta, or the boat for Point Lookout, etc... the game runs the animation (if there is one, example: fade to white for the pitt) then the animation disappears and nothing happens, I am still where i was but i can no longer move. It is as if the script or whatever ressource the game uses for such an action doesn't run at all. I was able to use the train back from the Pitt to DC using an older save (just after the quest was finished) but no luck going back.

 

If i try traveling without FOSE, it tells me FOSE is required to travel to the ares (because of mods like MMM - DLC the Pitt)

Any ideas?
Thanks in advance

here's my list of MODS in load order:

GameMode=Fallout3

Fallout3.esm=1
Unofficial Fallout 3 Patch.esm=1
Project Beauty.esm=1
CALIBR.esm=1
FOOK2 - Main.esm=1
FOOK2 - [WANK] World And Neighbourhood Kit.esm=1
FOOK2 - [DIK] DLC Improvement Kit.esm=1
ThePitt.esm=1
Anchorage.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
CRAFT.esm=1
FO3 Wanderers Edition - Main File.esm=1
DCInteriors_ComboEdition.esm=1
Mart's Mutant Mod.esm=1
merc_2.esp=1
TheInstitute.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=1
FNNCQ.esm=1
WastelandGuards01.esm=1
CubeExperimental (EN).esm=1
EWE Energy Weapons Enhanced.esm=1
EVE.esm=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
Mart's Mutant Mod - Project Beauty.esp=1
FOOK2 - Main.esp=1
FOOK2 - Mothership Zeta.esp=1
FOOK2 - [EVE] Energy Visuals Enhanced.esp=1
FOOK2 - [DIK] DLC Improvement Kit.esp=1
MyFOOK2 - Black & White Tranquility Lane.esp=0
MyFOOK2 - No Rape Victims.esp=0
CALIBRxMerchant.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Fellout-Full.esp=1
Fellout-BrokenSteel.esp=1
Fellout-Anchorage.esp=1
FO3_WRP.esp=1
UPP - Pack 2.esp=1
FO3 Wanderers Edition - Main File.esp=1
Fellout-pipboylight.esp=1
CRAFT - Activation Perk.esp=1
UPP - Experience Perks.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - Zones Respawn.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
UPP - Quest Perks.esp=1
UPP - Beverage Perks.esp=1
WeaponModKits - FWE Master Release.esp=1
WMKAA12Shotgun.esp=1
01AtM - Firefly Ranch.esp=1
EIP.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
Fellout-Zeta.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=1
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1
PLweightadjust.esp=1
merc_2_pl.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Fellout-PointLookout.esp=1
IntoTheDeepWoods.esp=1
Stealthboy Recon Armor - CRAFT.esp=1
WeaponModKits - BrokenSteel.esp=1
UPP - Original Perks.esp=1
UPP - Pack 1.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
merc_2_pitt.esp=1
merc_2_bs.esp=1
WeaponModKits - Zeta.esp=1
WeaponModKits - PointLookout.esp=1
PLFewerItems.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp=1
MTC Wasteland Travellers (Optional)- Crowded Cities.esp=1
MTC Wasteland Travellers.esp=1
WeaponModKits.esp=1
NotSoFast.esp=1
EWE DLC Addon.esp=1
EWE Supermutant Energy Weapons.esp=1
EWE Load Order Fix.esp=1
EWE Stormfront Studios Load Order Fix.esp=0

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reinstall all your mods with the fomm fork version of FOMM.

That load order is a mess and never will work.

Not even gonna try and fix what can't be fixed here.

 

Do Not install "two" Entirely fallout 3 game overhaul's together. FWE and FOOK are not compatible with each other.

If you want bot mods, "fwe and fook, " then use fast Freddie's Utility mod instead, it is THE only mod available that was successful integrated into one mod. Th' mod is the only exception to this rule.

 

as for load order templates...there are several ways to use things, but examples are given on the descriiorn pages Of FWE and a few other places.

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@Purr4me

Thank you for the respond
The load order is a mess, I give it to you. Strangely, the install guide for this massive pack recommended this weird order for it to work, and the game launched without crashing so ... meh

I will try a fresh Fallout 3 install and use FOMM instead of NMM. I will also give up on Fook. I'll let you know if this fixes the issue.

 

Thanks again

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Ok, keep this in mind, since you are using nmm, it will overwrite existing,data from previous mods it instals, so does fomm; but, Fomm is more of a vintage and well proven Entity loaded with other tools and assets available for instant use all integrated and set up for this game.

 

there are things not available normally through normal channels like the load order things it needs, I can provide that when the time comes.

basically you need to select the install order of the mods according to known correct load order of them, in this manner, your over writes as they get installed will be considered with the data loading up in the plugins.

 

Then, any patching requirements will make software sense and work as intended. you get the correct assets for the correct spots in the load order as the game loads them.

 

Take note: use the templates given as examples on FWE's description pages....should you choose that mods preferences. Should you choose Fook's then use their setup guides or descriptions / readme out lines and directed.

 

In either case, you do need to read just a little bit to get things in order and have some references for your own mind as how things should be working , always keep in mind, the author of the mods are always correct because they made them...and they uploaded them.

 

these mods are made for them selves, not other mods ,Other mods that point to these as assets ....use this in accordance of the Original set up by that Original authors of the master mods. It's not hard to get this right.

 

if you have a list? list them by plugin name AKA:

  1. FWE, has these plugins......
  2. Fook has these plugins....

and so on. The template of current supported plugins is available on loot as it is, older mods that have been dropped from it's lists, I can provide you with, I have kept back ups.

 

By these lists show the load order as it is meant to be, but the data in them gets messed up some how such as this post of your here, any mod manager worth any thing would not render such a mess.

 

Because of these facts, it means something other than the manager is at fault, it only can abide by what ever data it reads and adjust according to it's internal logic....the template's I have checked are correct, hat's not where the bug is.

 

you have to be careful of hidden scripts in bsa archives being seen by programs that can read them ,and of course act on them when they should not be.

 

This is fallout3, it is not skyrim, Skyrims does use internal scripting from inside Embedded bsa archives and it is meant to render codes for a java program foreign to windows, but strictly for skyrim's format, (papyrus).

 

we don't need that power here, not it's outcome "here" because it is not in fallout 3's database. It is in the coding that arranges the data as it is sorted however and games, all games have leaks, data leaks, bugs. beta's all have bug's .Loot is for a ll games, so there is your source, where the possible bugs get introduced.

 

anything can happen in code. But a game loading and running an esp file above an esm file, even IF it is checked as an esm will trash the game, and the resulting codes it renders.

 

I give credit where credit is due. Fook is a fantastic assembly. .but it is strictly Fook, it was always meant to be Fook.

 

I see and have posted and have read many others run into problems because they think all mods are alike, when in fact they are not, the methods and the point the scripts are written, point to different outcomes....AKA it is a mod...a modified set of codes to change the game in a different way.....way...way different.

 

I want you to know I look at fallout3 WasteLanders Edition as the west coat methods.

I want you to know I look at Fook Unities FOOK 2 as the east coast methods.

 

IT depends where you live to understand how far apart these two worlds are.

as long as you install any mods that do not change any assets Fook touches, your good to go.

 

It's like cutting a fine Diamond...you choose the wrong blade and you shatter the rocks.

i played Fook 2 for 4 moths solid and put together it's mates, all mods that were fully compatible with it and burnt them to dvd's

I even have a special har dive that contains only Fook related assets, including all mods ever made specifically designed for fook.

 

they don't work well at all with FWE.

 

So don't give up on a good mod just because you Broke the rocks trying to cut them just right.

 

Just make up your mind which methods of modded fallout 3 you want to go?

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