PoYoMaRiOdayum Posted April 20, 2015 Share Posted April 20, 2015 (edited) I've installed several mods, and I think that they are kind of essential, so I don't want to delete them (but if someone says that some mod must be deleted, well, there's no other choice). When I exit the Vault 101, Fallout 3 just CTD, here's a list of my mods according to their load order:Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1FACE3.esm=1HairPack.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1Companion Core.esm=1DCInteriors_ComboEdition.esm=1WastelandGuards01.esm=1Enhanced Weather - Rain and Snow.esm=1Wasteland Whisperer v2.esm=1merc_2.esp=1DarNifiedUIF3.esp=1CRAFT - Activation Perk.esp=1Stealthboy Recon Armor - CRAFT.esp=1UPP - Beverage Perks.esp=1UPP - Experience Perks.esp=1UPP - Original Perks.esp=1UPP - Pack 1.esp=1UPP - Pack 2.esp=1UPP - Quest Perks.esp=1Sprint Mod.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=1WeaponModKits.esp=1WeaponModKits - FWE Master Release.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - Zeta.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Companion Core DLC Addon.esp=1MTC Wasteland Travellers.esp=1MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp=0MTC Wasteland Travellers (Optional)- Crowded Cities.esp=1CALIBRxMerchant.esp=1merc_2_pitt.esp=1merc_2_bs.esp=1merc_2_pl.esp=1FemaleEnclaveSoldiers.esp=1FemaleEnclaveSoldiers - Broken Steel.esp=1hair_add_npc.esp=1FACE3 - NPCS.esp=1DIM TYPE3clothesRETAIL.esp=1Enhanced Weather - Rain and Snow in Fallout.esp=1Enhanced Weather - Radioactive Rain and Snow Plugin.esp=1Enhanced Weather - Sneak Bonus during Storms.esp=1Enhanced Weather - Weather Sounds in Interiors.esp=1Realistic Interior Lighting.esp=1Realistic Interior Lighting - OA.esp=1Realistic Interior Lighting - BS.esp=1Realistic Interior Lighting - PL.esp=1Wasteland Whisperer v2 Broken Steel Addon.esp=1Fellout-Full.esp=1Fellout-Anchorage.esp=1Fellout-BrokenSteel.esp=1Fellout-PointLookout.esp=1Fellout-Zeta.esp=1Fellout-pipboylight.esp=1Bashed Patch, 0.esp=1Will deliver info about the Bash Patch if necessary. I don't know much about the matter, so the information may be vague.PS: Some Radroaches are invisible. I would like to request a fix for that too. Edited April 20, 2015 by PoYoMaRiOdayum Link to comment Share on other sites More sharing options...
Billy1969 Posted April 21, 2015 Share Posted April 21, 2015 (edited) MTC Wasteland Travellers + Mart's Mutant Mod together are a bad idea, they generate way too many spawns, especially around springvale and megaton which makes the game CTD, also if you're not already you should use the 4GB patch for fallout3, look for it here on the nexus edit : I just noticed you are using wasteland guards also, even more spawns added to MMM and wasteland travellers, so even more likely to CTD. personally I just use MMM and that's because it's such a great mod, but the few times I occasionally still CTD, yep it's MMM having too much spawns fighting in one zone blasting each other with EVE plasma and laser effects, so I have a love/hate relationship with MMM lol. In your bashed patch when you create it, in the tweak settings, make sure you choose number of active actors at 40 (MMM default) and max number of actors in combat somewhere between 10 and 30, you'll have to test several values until you find the one that is the most stable for your setup Edited April 21, 2015 by Billy1969 Link to comment Share on other sites More sharing options...
PoYoMaRiOdayum Posted April 21, 2015 Author Share Posted April 21, 2015 MTC Wasteland Travellers + Mart's Mutant Mod together are a bad idea, they generate way too many spawns, especially around springvale and megaton which makes the game CTD, also if you're not already you should use the 4GB patch for fallout3, look for it here on the nexus edit : I just noticed you are using wasteland guards also, even more spawns added to MMM and wasteland travellers, so even more likely to CTD. personally I just use MMM and that's because it's such a great mod, but the few times I occasionally still CTD, yep it's MMM having too much spawns fighting in one zone blasting each other with EVE plasma and laser effects, so I have a love/hate relationship with MMM lol. In your bashed patch when you create it, in the tweak settings, make sure you choose number of active actors at 40 (MMM default) and max number of actors in combat somewhere between 10 and 30, you'll have to test several values until you find the one that is the most stable for your setupThx dawg. Oh, and I use Large Aware Adress Enabler already. Link to comment Share on other sites More sharing options...
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