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Help with probably mod load order


DestroyerofWords

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Hey guys, I've decided to start playing Fallout 3 again, after a year or two of being away from it. Problem is, I lost all of the mods I had for my previous playthroughs, so I had to go and install them all again so I can start a fresh new game. Well, after finally downloading the multitude of mods I want, and putting them all in the "data" folder, putting them in what I thought was the right order, Fallout just crashes on me every time I try to start it up. The screen goes black, then I get a notification that Fallout has stopped working. If it matters, I have the Steam version, but I'm fairly confident it's up date with whatever patches it needs.

 

The mods I was trying to install are FOOK 2 (not the beta one, I think I have 1.0), Mart's Mutant Mod, Fellout, Project Beauty, and then a few minor mods to increase the level cap, add more songs to GNR, etc, etc. I also have every DLC except for Mothership Zeta. I have FOMM, FOSE, and the archive invalidation thingy, and they're all working, as best as I know. Here's my load order in FOMM:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

CALIBR.esm

FOOK2 - Main.esm

FOOK2 - [*censored*] World and Neighborhood Kit.esm

FOOK2 - [DIK] DLC Improvement Kit.esm

Mart's Mutant Mod.esm

Project Beauty.esm

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

Fellout-pipboylight.esp

MaxLevelWorkAround-BS.esp

Mika - Project Beauty.esp

Mika_essential - Project Beauty.esp (I don't really know what these two "Mika" ones are about, but they were included in PB, so I figured better safe than sorry)

FOOK2 - Project Beauty.esp

FOOK - DIK - Project Beauty.esp

GalaxyNewsRadio100[M].esp

GalaxyNewsRadio80[M].esp

GalaxyNewsRadio60[M].esp

GalaxyNewsRadio40[M].esp

GalaxyNewsRadio20[M].esp

MaxLevelWorkAround-HP-BS.esp

WastelandMastery.esp

FOOK2 - Main.esp

FOOK2- [EVE] Energy Visuals Enhanced.esp

FOOk2 - [DIK] DLC Improvement Kit.esp

MyFOOK2 - No Rape Victims.esp (I don't even know what this does, I've never seen any references to it)

MyFOOk2 - Black & White Tranquility Lane.esp

Mart's Mutant Mod.esp

SkillCheck.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Double Perks.esp

radio_fix.esp

Mart's Mutant Mod - Project Beauty.esp

Mart's Mutant Mod - FOOK2.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - FOOK2 - DIK.esp

 

See anything wrong?

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Not sure if your PB/FOOK2 compatibility patches are for that version of PB and FOOK2 1.0 RC. You have multiple GNR plugins, if you have all 100 tracks just use the 100 plugin. You are running MMM 6.x and there are no compatibility patches for MMM 6.x/FOOK2 1.0 RC that I am aware of. You really should consider updating to FOOK2 1.1 Beta 2.
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Like a previous poster said, pick only one of the GNR files, the one that matches the number of songs you downloaded.

 

Fellout is built into Fook2

 

If you don't know who or what Mika is I'd remove them, they most likely rely on another mod that you may not have.

 

You say you have have FOMM but you also say "and putting them all in the "data" folder". If your not using FOMM to add and remove all your mods (even textures) your making life much harder on yourself than it can be. Installing them through FOMM means you can remove them through FOMM even faster than you added them. ;)

 

Wish I could help more.

Edited by csgators
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Okay whoa. If Fellout is built in to FOOK, should I remove the individual Fellout .esps and whatever? And I had no idea you could use FOMM like that. I thought the way it worked was that you unzipped whatever mod you downloaded into data, which would then let you activate or deactivate them through FOMM.

 

Much obliged for the responses, btw.

 

EDIT: This just in. I unchecked the Mika things, and left only one GNR expansion, and I was able to get as far as the picture on the main menu of the dude in power armor, but no actual menu came up. I'm gonna try unchecking the Fellout things, and hope that it really is built in to FOOK.

 

Unchecking Fellout didn't change anything. I get to the power-armored dude, and nothing happens. Music plays, but there's no menu, I can't bring up the Steam overlay, and when I ctrl-alt-del to get out of it, FO3 crashes. This is perplexing.

Edited by DestroyerofWords
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Are you launching the game through fose_loader.exe? You should launch the game through that rather than the icon installed on you desktop from FO3. If FOSE is present FOMM should have a "Launch FOSE" button on the top right that you can launch the game with as well.
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Oh hey, that worked. But now this means that I don't have PB or MMM, right? Should I just upgrade to the FOOK 1.1 beta, or just give up and play without those?

 

This is probably really annoying to you guys, but I really appreciate you taking the time to help.

 

Erm, I should probably also mention that, now that I've finally gotten around to just doing some trial and error, which I should have done at the beginning of this mess, I think I've identified the problem. If I have FOOK2 - Project Beauty.esp and FOOK - DIK - Project Beauty.esp checked, the game doesn't work. I can have everything else, all MMM .esps and Fellout and PB, all checked, and everything works fine but if either or both of those are activated, it doesn't work. How important are they?

Edited by DestroyerofWords
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It depends on what you want to do.

 

If you want to stick with FOOK2 1.0 RC, then use MMM 5.x with the MMM 5.x/FOOK2 1.0 RC FOIP patches and drop PB ( the PB plugins and compatibility archive patches are for FOOK2 1.1 Beta 2 and MMM 6.0). If you use PB without the compatiblity patches then depending on load order you will have either PB NPCs or FOOK2 NPCs but never PB/FOOK2 NPCs.

 

Personally I recommend going with FOOK2 1.1 Beta 2. It fixes quite a few of the problems that FOOK2 1.0 RC had and you will be able to use the current PB and MMM 6.x with proper compatibility patches. Yes Fellout is integrated in FOOK2 1.1 Beta 2, but if you want darker nights load the main Fellout plugin after the FOOK2 1.1 Beta 2 plugins (the Fellout DLC plugins are fully integrated and not needed).

 

FOOK2 v1.1 Beta 2 Installation & Load Order Guide

MMM RC6.1, FOOK2 1.1B2 Compatibility Patches

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