nicdude Posted February 16, 2011 Share Posted February 16, 2011 (edited) Please tell me if anything in my load order is wrong, the merge.esp is loaded with every enable mod and I run a FO3MasterUpdate after enabling the merge.esp. [X] Fallout3.esm[X] ANCHORAGE.ESM[X] THEPITT.ESM[X] BROKENSTEEL.ESM[X] POINTLOOKOUT.ESM[X] ZETA.ESM[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] EVE.esm[X] Companion Core.esm[X] RobCo Certified v2.esm[X] Wasteland Whisperer v2.esm[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[ ] FO3 Wanderers Edition - Alternate Travel.esp[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[ ] FO3 Wanderers Edition - Followers Enhanced.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[ ] FO3 Wanderers Edition - Optional VATS Halftime.esp[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp[ ] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[X] Alt Start Weapons - FWE.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[ ] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE - FWE with WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Project Beauty + FWE.esp[ ] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - Master Menu Module.esp[ ] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] PersonalTerminal.esp[X] Wasteland Whisperer v2 Broken Steel Addon.esp[X] UndergroundHideout.esp[X] Companion Core DLC Addon.esp[ ] RobCo Certified v2 Version Updater.esp[X] RobCo Certified v2 Zeta Addon.esp[X] GG_WaterTowerHideout_v1_22.esp[X] Merge.esp Thank you for any time you spent helping me :D Edited February 16, 2011 by nicdude Link to comment Share on other sites More sharing options...
Fonger Posted February 16, 2011 Share Posted February 16, 2011 the merge.esp is loaded with every enable mod and I run a FO3MasterUpdate after enabling the merge.esp.somehow the order of this task seems backwards Link to comment Share on other sites More sharing options...
nicdude Posted February 16, 2011 Author Share Posted February 16, 2011 Aren't you supposed to run MasterUpdate after you enable the merged esp? That sentence of mine was terribly worded, Here's what I do and hopefully it is correct: Enable my mods in FOMM, Run FO3Edit and with all mods and FOIP esp files enabled for active mods, Create a merged patch, Enable that Merge.esp file in FOMM, Then run FO3MasterUpdate. , Play FO3. Link to comment Share on other sites More sharing options...
rickerhk Posted February 16, 2011 Share Posted February 16, 2011 [X] EVE.esm The version of eve that you are using is too new, and not compatible with the FWE-EVE Foip. Link to comment Share on other sites More sharing options...
nicdude Posted February 16, 2011 Author Share Posted February 16, 2011 Kudos! Anything else look wrong? Link to comment Share on other sites More sharing options...
Fonger Posted February 16, 2011 Share Posted February 16, 2011 Aren't you supposed to run MasterUpdate after you enable the merged esp? That sentence of mine was terribly worded, Here's what I do and hopefully it is correct: Enable my mods in FOMM, Run FO3Edit and with all mods and FOIP esp files enabled for active mods, Create a merged patch, Enable that Merge.esp file in FOMM, Then run FO3MasterUpdate. , Play FO3.Kudos! Anything else look wrong?consider what master update does does it make sense to you to run masterupdate after making a merged patch instead of before Link to comment Share on other sites More sharing options...
nicdude Posted February 16, 2011 Author Share Posted February 16, 2011 So this guide is wrong? I'll try it, thank you and kudos :) Link to comment Share on other sites More sharing options...
bben46 Posted February 16, 2011 Share Posted February 16, 2011 CTD after 30 minutes could also be a heat problem. Check the temps of your CPU & Video card for overheating. Checking after it crashes won't help as the temp will drop quickly when the load is off. Link to comment Share on other sites More sharing options...
nicdude Posted February 16, 2011 Author Share Posted February 16, 2011 (edited) Not sure if it was the Eve fix or running masterupdate before making a merged patch, but my game is ctd free, thanks guys! EDIT: Wasn't a heating issue, I gave a time just to explain how unstable the game was. Thanks for the help though :) Edited February 16, 2011 by nicdude Link to comment Share on other sites More sharing options...
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