darkranger85 Posted December 7, 2010 Share Posted December 7, 2010 I have downloaded several mods and most of them work fine. But there are a few that I can't get to work for the life of me. 10mm Pistol replacers, I have tried 3 and it the game works fine but the pistol remains the same. No Gore Mods, same as above. Game works gore is still there. Ammo weight. Same as above again, game works but the ammo is still weightless. I also have a slower leveling mod, not sure if it's working or not cause I haven't played enough to really tell. Any ideas? Link to comment Share on other sites More sharing options...
bethjunkie Posted December 7, 2010 Share Posted December 7, 2010 1. 10mm Pistol replacer- Is it just a texture replacer or are you trying to replace them with a different gun? Either your mod isn't installed correctly or you need to toggle Archive Invalidation in FOMM. 2. No Gore mods- Place them at the bottom of your load order so other mods don't overwrite them and the gore will be gone. I like Gore No More by Arwen the best. 3. Ammo weight- Again, probably load order. If you post yours here, it will be much easier for someone to help you. Link to comment Share on other sites More sharing options...
darkranger85 Posted December 7, 2010 Author Share Posted December 7, 2010 My load order is as follows. Fallout3.esmCALIBR.esmMart's Mutant Mod.esmFOOK2 - Main.esmZL-MP5 Pack.esp13eyes27hairsucanplay.espBobbleheadDelivery3.0.espWeightAmmo.esp5xlvling.espEnhancedChildren.esmMMM - Natural Selection.espMMM - Zones Respawn.espMMM - Master Menu Mod.espMMM - Feral Goul Rampage.espMMM - Hunting & Looting.espMMM - Increased Spawns,espMMM - Dynamic Player Scaling.espMK23.est (10mm replacer)GT_No_Dismembermen.espMMM.espFOOK2- Main.esp I moved the gore mod to the bottom and it seems to be working now. But the 10mm replacer is still not working and the ammo isn't working. I'm pretty sure I installed them right, I'm no pro but they weren't the hardest to install. Link to comment Share on other sites More sharing options...
Fonger Posted December 7, 2010 Share Posted December 7, 2010 your version of MMM is a mixed collection of outdated esp's and current onesand severely out of order Link to comment Share on other sites More sharing options...
darkranger85 Posted December 7, 2010 Author Share Posted December 7, 2010 I got all those MMM files from the same download. All packaged together. Link to comment Share on other sites More sharing options...
Samustus Posted December 7, 2010 Share Posted December 7, 2010 (edited) Arrange your order to look like this: Fallout3.esmCALIBR.ESMFOOK2 - Main.ESM <-- This needs to come after CALIBRMart's Mutant Mod.esmEnhancedChildren.esm <-- Esm files should come high in the listFOOK2 - Main.espFOOK2 Main [Hotfix].esp <-- Where's this file?Mart's Mutant Mod.espMMM - Natural Selection.espMMM - Zones Respawn.espMMM - Master Menu Mod.espMMM - Feral Goul Rampage.espMMM - Hunting & Looting.espMMM - Increased Spawns,espMMM - Dynamic Player Scaling.espMart's Mutant Mod - FOOK2.esp Where is your FOIP (MMM-FOOK2) compatibility patch?ZL-MP5 Pack.esp13eyes27hairsucanplay.espBobbleheadDelivery3.0.espWeightAmmo.esp5xlvling.espMK23.est (10mm replacer) <-- Not sure, but this might be conflicting. FOOK2 already changed the 10mm Pistol.GT_No_Dismembermen.espMergedPatch.esp <-- Ideally you should have a merged patch, especially with huge mods like FOOK2. ===============You should download and use the FOOK2 main Hotfix. http://www.fooknv.com/downloads/ You need the FOOK2 v1.1 Beta 2 Cumulative Hotfix Plugins (9-06). Inside the zip, you don't need the other D I K file. =============== Now, I am guessing that because you don't have the FOIP (MMM-FOOK2) compatibility patch the MMM controls and probably much more isn't working. Direct link http://www.fallout3nexus.com/downloads/download.php?id=68820OR http://www.fallout3nexus.com/downloads/file.php?id=4968 and download the "FOIP - Marts Mutant Mod and FOOK2 1-1" in UPDATES. (Make sure it's the right one). =============== If problems persist, I would suggest going through your mods and ensuring that the contents of the meshes and textures folders have been copied across to your 'Fallout3/Data' folder. If you need a hand with creating a merged patch. Let me know. Good luck. P.S. Are you using ArchiveInvalidated? P.P.S. Increased Spawns AND Feral Ghoul Rampage.. Hoo Boy! You're a masochist :) Edited December 7, 2010 by Samustus Link to comment Share on other sites More sharing options...
darkranger85 Posted December 7, 2010 Author Share Posted December 7, 2010 hehehe, yes, I know. I love the survival feeling and nothing does that quite like hearing soft footsteps in the night and turning around to 15 or so glowing gouls. :-) Now, as far as a mergedpatch, I've never heard of it. Last time I played fallout I pretty much moved the load order around till it worked. But I never had a problem with the 10mm replacer last time. Is their a way to override FOOK2 changes to the 100mm? Cause that gun is just plain the ugliest thing I've ever seen lol. Also, as far as the rest, since I have had MMM in and have been playing should I go through it and do what the MMM page says for updating? The whole turn em off wait 4 days and save it and then turn em on in the proper order and do it again? Link to comment Share on other sites More sharing options...
Samustus Posted December 7, 2010 Share Posted December 7, 2010 (edited) Now, as far as a mergedpatch, I've never heard of it. Ok, let's start with the merged patch. Creating a patch is quick and easy and helps stabilize your game when you have multiple mods working together. Download and install FO3Edit_2_5_1. http://www.fallout3nexus.com/downloads/file.php?id=637 NOTE: Make sure to take special note of the last instruction line for the future. =============Merged Patch Instructions============== - Download FO3Edit v2.5.0 or above to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a tool like Fallout Mod Manager (FOMM)). This is how to do it:- Run FO3Edit, and a list of all the plugins in your Fallout 3\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the Fallout 3 Launcher or in FOMM will have ticks next to them. This is what you want, so just click 'OK'.- Once FO3Edit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. NOTE: If there is an Error loading you won't be able to right-click, so check the directory where you saved the FO3Edit program for a '.log' file. Read it. It might tell you that your load order is wrong. Correct the errors.- Enter a sensible name for the patch into the window that pops up (any name you like), and click on 'OK'.- Once FO3Edit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FO3Edit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the Fallout 3 Launcher or FOMM.- If you ever uninstall plugins - or install new ones - deactivate and delete the Merged Patch, and then follow these instructions again to create a new one. ========================================= Also, as far as the rest, since I have had MMM in and have been playing should I go through it and do what the MMM page says for updating? The whole turn em off wait 4 days and save it and then turn em on in the proper order and do it again? Sounds like a good idea to follow the MMM instructions. Better now than problems later. If you are already far into your game and don't want to start again, then do it. If you will start again, just add those 2 extra plugins and start a new game. Last time I played fallout I pretty much moved the load order around till it worked. But I never had a problem with the 10mm replacer last time. Is their a way to override FOOK2 changes to the 100mm? Cause that gun is just plain the ugliest thing I've ever seen lol. There is a way to make the mod work, but it will mean that you have to tweak the replacer mod. It's actually pretty simple, but telling you how to do it is not. To be honest, all that for one gun isn't worth it :tongue: Besides, the pistol is one of my least used guns after level 4, hehe. EDIT: Just looked at the mod. It also tries to change the name of the ammo from 10mm to .45. This would definitely conflict with FOOK2. FOOK2 uses the CALIBR mod, which adds a lot of additional ammo types. Best not to use this mod, sorry. Let me know how it all worked out. Edited December 7, 2010 by Samustus Link to comment Share on other sites More sharing options...
darkranger85 Posted December 7, 2010 Author Share Posted December 7, 2010 (edited) Thank you very much! I'll let you know how it goes. You seem pretty knowledgeable, are you a modder? EDIT: I'm trying to make the mergedpatch but it's not showing up in FOMM. It shows up in FO3EDIT at the end but not FOMM. EDIT: I have the build order exactly as you listed and now it crashes on startup. Before the game was starting and playing. Edited December 7, 2010 by darkranger85 Link to comment Share on other sites More sharing options...
Samustus Posted December 7, 2010 Share Posted December 7, 2010 (edited) EDIT: I have the build order exactly as you listed and now it crashes on startup. So typical. It only takes one little thing. The list I gave you followed the FOOK2 installation rulebook, so the load order should be correct. So, before moving your list around again, delete the merged patch and try starting the game. Could be the merged patch not working properly, especially if FOMM doesn't recognize it. If that doesn't work, try disabling one *.esp at a time (except for MMM and FOOK2) in FOMM and start the game after one is disabled. Doing will allow us to find the culprit mod. If that doesn't work then try moving the non-MMM/FOOK2 *.esp's around anywhere after the *.esm's. See if that helps. Let me know how it goes. Edited December 7, 2010 by Samustus Link to comment Share on other sites More sharing options...
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