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Blank/Invisible Startup Screen


junglenarwhal

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I've been trying to solve this for a day or so now and just cannot track down the offending conflict. Every time I start up FO3 (with FOSE, of course) my cursor never shows up and when it finally gets to the main menu screen it is completely blank. (As if it is frozen, almost.)

 

I have recently taken a FO3 hiatus for FO:NV but am coming back for another FO3 playthrough. I did install a bunch of mods that I had working before (MMM, FWE, ect., albeit updated versions) and likely have a conflict somewhere. I also did add the Darnified UI (was using MTUI before, methinks) but even when I take it off and put the default .ini back (or use MTUI) this problem still persists.

 

If anyone has run into this before I wouldn't mind a pointer or two. If not, don't kill yourselves looking for a solution: I'll probably stumble onto it accidentally like all other mod conflict solutions.

 

Have a nice day.

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I got exactly the same problem: when FOSE loads, i get the falllout 3 background without mouse pointer and alle the menu elements are missing...

So i have to kill the process to exit the game.

 

Load order is here:

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
EVE.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FO3 Wanderers Edition - Alternate Travel.esp
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.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 - Master Menu Module.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
DUIF3Extras.esp

Total active plugins: 55
Total plugins: 55

 

 

And when I add my "Merged Patch.esp" It crashes directly, without even loading the menu...

 

 

I already checked if everything was ok and tried to follow many tutorial on the internet (even vidéo ones) and read all the f***ing manuals ;)

 

Could someone help?

 

Thanx in advance.

Edited by zeBadAcid
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You didn't read quite all of the directions, zeBadAcid. If you had you would have seen in the FOIP's readme that the MMM plugins called Zones Respawn, Tougher Traders and Natural Selection were all integrated into the MMM-FEW compatibility file from the FOIP and are supposed to be deactivated. So here is what you need to do:

 

1. Get and install the latest versions of FOMM (the one for both FO3 and FNV) and FO3edit.

 

2. Load up FOMM and deactivate those three plugins I mentioned. Next click in the Tools drop down menu in FOMM and make sure "Archive Invalidation" is checked. Then click the Help drop down and click on "Check for update". Last, click the Load Order drop down and select "BOSS Auto Sort". It will give you some warning about backing up your load order, but since your current load order is not really worth preserving, just ignore that this time and go ahead with it. Close FOMM.

 

3. Load up FO3edit. It will popup a window with a full list of all your active mods - just click "OK" without changing anything. Now do nothing and wait while it loads in all those mods - this could take a minute. You will know it is done when the status bar at the bottom says something like "Background loader: finished". Now look at the left hand panel, which should be a list of your mods, and right click in an empty space below the bottom entry. A popup menu should appear; select "Created merged patch". It will prompt you for a name, so pick something generic like "My merged patch" or whatever. Now it should build you a merged patch of that name and put it at the bottom of your load order. Quit FO3edit.

 

4. Load FOMM again. Make sure that your merged patch is indeed at the very, VERY bottom of your load order and that it is activated. If so, launch FOSE and try it out.

 

5. If it works, then yer golden - send me an IOU for your firstborn child. If not, then load up FOMM one more time, click Load Order, and select "Export". This will create a flat text file with your load order in it - copy and paste its contents here.

 

And yes, zeBadAcid, I do figure you already knew quite a bit of this stuff and didn't need so detailed of a walkthrough. But the OP might not be so conversant, so I kept it simple more for his benefit than yours. I didn't wanna over-geek him right outta the gate and hijack his thread. :nuke:

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OK I didn't see this little detail about these three options.

 

So I started up again following exactly all you instructions: but still the same problem. I got the please wait screen then it crashes

 

Mods List here:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
EVE.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FO3 Wanderers Edition - Alternate Travel.esp
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
DUIF3Extras.esp
Merged Patch.esp

Total active plugins: 53
Total plugins: 56

 

Is there a specific order I activate them via Package manager?

I did it in the following order:

1 - NMC texture pack

2 - DarnUI

3 - MMM

4 - Project Beauty

5 - WMK

6 - EVE

7 - EVE Anchorage

8 - FWE

9 - FWE 6.03 hotfix

10 - DarnUI support for FWE

11 - FOIP EVE/FWE

12 - FOIP MMM/FWE

13 - FOIP P.Beauty/FWE

14 - FOIP WMK/FWE

 

And I precise that my fallout3.exe il already patched for more than 3gb RAM.

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Pfiouuuuu

 

After hard work I managed to make it work....

 

In fact there were missing fonts in the data folder, and the cause was because I used the dui_f3a10 version instead of the dui_f3a11 (seems to be the last one).

 

I made the mistake because someone hard-liked the mod instead of giving the source site in this topic: http://www.thenexusforums.com/index.php?/topic/305809-what-mods-should-i-begin-with/

 

Thanx anyway!!

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In fact there were missing fonts in the data folder, and the cause was because I used the dui_f3a10 version instead of the dui_f3a11 (seems to be the last one).

 

It's always the little things, ain't it? Good catch though, cuz that is something that would never have turned up in a forum exchange. Good on ya. :thumbsup:

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  • 3 weeks later...

I have the same problem but i am using the dui_f3a11 version. As well i have gone through the documentation for the darnified UI and my fonts are set just as they are supposed to be.

 

[Fonts]

sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt

sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt

sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt

sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt

sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt

sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt

sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt

sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt

 

Any help would be appreciated.

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Which "same" problem? We had the OP with inability to get a cursor or menu on the load screen. And we had zeBadAcid who had that problem which then morphed into an immediate CTD at launch. Which are you having? Actually, to make this simpler why don't you start your own thread, describe the problem in detail and post your load order? We have been hijacking the OP's thread long enough.
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