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Following Gopher's old modding fallout 3 guides, but now FWE is not working.


xRozier

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So I'm trying to give Fallout another go, and I decided to mod it up. I followed gophers old mod guides to the T, until I needed the FOIP unoficcial eve patch. I couldn't seem to find that one around, so I instead installed Blackened patches, and one foip for WMK and FWE. But now it seems that FWE isn't working, and I'm assuming WMK is not either. Any suggestions? Been fiddling around with some things but just cause crashes.

Heres my load order, after using BOSS.

GameMode=Fallout3

Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
aHUD.esm=1
iHUD.esm=1
CINEMATECH.esm=1
CRAFT.esm=1
CALIBR.esm=1
Project Beauty.esm=1
EVE.esm=1
FO3 Wanderers Edition - Main File.esm=1
Mart's Mutant Mod.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=0
ImaginatorFO3.esp=1
DarNifiedUIF3.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
WeaponModKits.esp=1
WeaponModKits - FWE Master Release.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
WeaponModKits - BrokenSteel.esp=1
WeaponModKits - PointLookout.esp=1
WeaponModKits - Zeta.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
Mart's Mutant Mod - Project Beauty.esp=1
F3ProjectRealityMkI.esp=1
Blackened FWE + MMM + EVE + Project Beauty.esp=1
DYNAVISION - Dynamic Lens Effect.esp=1
Directors Chair - Fallout 3.esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=0
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=0

Edited by xRozier
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"Heres my load order, after using LOOT." - There's your problem. LOOT does not sort Fallout 3 mods correctly.

 

Your plugins should be grouped together and in the order of the vanilla game. For an example, visit the FWE mod page and look at the load order there.

 

If you must use a tool to handle your load order, use BOSS http://boss-developers.github.io/

 

Is there a reason you have no compatibility patches in your load order?

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Ok, so now I started the game with blackened FWE-EVE-MMM-Project beatuy, and FOIP for WMK and FWE. The sprinting wouldnt work and the primary needs didnt show up. Also, the alternate start crashes my game.

 

Here is the new load order.

 

GameMode=Fallout3

Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
aHUD.esm=1
iHUD.esm=1
CINEMATECH.esm=1
CRAFT.esm=1
CALIBR.esm=1
Project Beauty.esm=1
EVE.esm=1
FO3 Wanderers Edition - Main File.esm=1
Mart's Mutant Mod.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=0
ImaginatorFO3.esp=1
DarNifiedUIF3.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
WeaponModKits.esp=1
WeaponModKits - FWE Master Release.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
WeaponModKits - BrokenSteel.esp=1
WeaponModKits - PointLookout.esp=1
WeaponModKits - Zeta.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
Mart's Mutant Mod - Project Beauty.esp=1
F3ProjectRealityMkI.esp=1
Blackened FWE + MMM + EVE + Project Beauty.esp=1
DYNAVISION - Dynamic Lens Effect.esp=1
Directors Chair - Fallout 3.esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=0
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=0

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Did you add your mods one at a time and start the game? Or add them all at once and hope for the best?

 

Blackened only works with the Paradox Ignition version of MMM: http://www.nexusmods.com/fallout3/mods/16787/? You don't need MMM-Project Beauty when using Blackened.

 

You could try the alternate start with just FWE active. If it works, you can then make a save and add the rest of your mods. I don't use it, so I really can't help there.

 

I don't think the rest of the FWE additions start until after you exit the vault.

Edited by M48A5
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Since I followed his Mod Videos, everytime I added a mod, I checked that they worked. I think im going to uninstall WMK, and see if this is the problem

 

Then what was the mod you added when the trouble started? That would be the one to try to correct.

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Everything broke when I installed WMK and EVE, uninstalled those. Still broken, FWE is not working. In addition, I made merger patches and did the load order as said on foips page, took out blackened.

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Did you read some of the other newest topics in this section? There's one there that's very similar to yours. I suggest giving it a read.

 

Also, the alternate start crashes my game.

 

Crash or not, the alternate kicking in is an obvious sign FWE actually does load.

 

Exactly up to what point did you play when you tested whether or not FWE was working? Most of the advanced functions such as the mentioned primary needs don't start until after you've left the vault. (when playing the vanilla start)

 

Also, Gopher's Fallout 3 video tutorials are ancient and outdated. Try Dansgaming's vid tutorials instead.

 

took out blackened.

 

Meh.

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