xImPuLsePL Posted February 23, 2011 Share Posted February 23, 2011 Hello all. I'm trying to load up Fallout, and either one of two things happens. Either the game starts to load or crashes. If it starts to load, there is no mouse and eventually gets to the menu, but there are no menu icons at all. I loaded everything through FOMM, did a masterupdate, created a merged patch, and follow proper load order. My issue arises when I bring FWE into the load order. If not installed, all the other mods work fine, but when I include FWE with it's FOIP files, this is when the trouble starts. I have my load order here. Any possible help for this issue of mine would be greatly appreciated. Thanks! Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmProject Beauty.esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - FWE Master Release + Project Beauty.espFellout-pipboylight.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espDUIF3Extras.espMerged Patch.esp Total active plugins: 60Total plugins: 62 Link to comment Share on other sites More sharing options...
nisen Posted February 26, 2011 Share Posted February 26, 2011 (edited) you could try repatching it without masterupdate, apparently not all mods play well as esms. And check the FOIP patch is meant for the same version no's of FWE+MMM+Project beauty. If your using FOSE and tweaked the configuration settings, try restoring the defaults, ive had a few issues tweaking that and not getting to the main menu Edited February 26, 2011 by nisen Link to comment Share on other sites More sharing options...
proconsu1 Posted February 26, 2011 Share Posted February 26, 2011 (edited) Nisen hit the most important things to check first, i.e. no masterupdate (just a merge patch) and make sure you are on latest revs of all the FOIP-related mods and files. I would only add that you might want to install and run BOSS. It will not only check your load order (which as you say is fine, I know) but it will bring up a listing of all your mods with notations as to other potential problems. Sometimes it will reveal that one little thing that nobody remembered to check, like that version of mod XYZ is incompatible with this version of mod ABC. If all else fails, I would uninstall all the main mods there (FWE, MMM, EVE, WMK, PB, Fellout and DarnUI), and then test that the game will now load correctly and that you can create a new toon and play all the way until you are out of the vault! (you should do this for maximum surety, i.e. to make sure your DLCs and their scripts will all activate correctly with the mods gone once you leave the vault - although it would be even better to just reinstall and repatch from scratch if you can spare the time). Next, check your versions on all your mods, making sure you have the proper ones and their hotfixes and such. Then clear out FOMM's folder of FOMOD files and make all new FOMOD files, making a separate FOMOD file for each individual mod archive file, putting numbers in the filenames of each part of multifile mods (like EVE and FWE) to help you remember the order in which you will need to activate them later. (e.g. for FWE the FOMOD you create for the main file part 1 would end in '1', part 2 would end in '2', the 6.03 hotfix would end in '3' - this will REALLY help with keeping EVE from going sideways on you, since it has patches for its patches and its install order is even more crucial than load order). Then once every single mod has had a FOMOD (or series of FOMODS) created for it, activate the FOMODS in the appropriate order all in one pass. Next hit it up with the FOIP. Then run BOSS to set the load order right and double check BOSS's listing for any gotchas you might have missed. And last of all make your merged patch in FO3edit, activate it in FOMM and give it a run. It is amazing how many experienced mod users wing it instead of following a logical progression like this, and then they end up having to spend hours and hours troubleshooting, often to no avail because a critical file was overwritten by an incompatible version or didn't even get installed and the whole mess needs to be reinstalled from scratch. I know I did it myself back when I was trying to run 8 zillion mods simultaneously in Morrowind. Edited February 26, 2011 by proconsu1 Link to comment Share on other sites More sharing options...
Recommended Posts