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Marts Mutant Mod Help!!!


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As I said the game crashes on start up and I could really use some help.

 

Even with the esm and all the esps turned off I can't get the game to start. I'm not new to mods and I've installed so many the exact same way as this but there is something I must have done wrong. When I dropped the meshes, textures, and files into my data folder I did notice 2 files that were overridden "2.hareloadF.kf" and "2mareloadI.kf"

 

Could these have caused this? Does anyone even know what they belong to?

 

I pulling my hair out over this so any help you could offer before I go completely bald would be greaaaaat… thanks.

 

 

 

Here's my load order… and before you say it I know project beauty has a MMM esp and I've tried activating it but no dice. I'll leave it off for now.

 

 

Fallout3.esm

Mart's Mutant Mod.esm

Anchorage.esm

ThePitt.esm

CALIBR.esm

StreetLights.esm

BrokenSteel.esm

PointLookout.esm

Project Beauty.esm

Enhanced Weather - Rain and Snow.esm

Xepha's Dynamic Weather.esm

SShop.esm

20th Century Weapons.esm

DCInteriors_ComboEdition.esm

DCInteriors_Wasteland_Edition.esm

BackToAnchorage.esm

Advanced Recon Tech.esm

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

bltc.esp

BLTC Immersion Patch.esp

Alternate Start - Roleplayers.esp

20th Century v5 ALIVE (Vendor).esp

20th Century v5 ALIVE (Containers).esp

20th Century v5 ALIVE (NPC_Settler).esp

20th Century v5 ALIVE (Vault 101).esp

20th Century v5 ALIVE (RivetCity).esp

20th Century v5 ALIVE (Raider).esp

20th Century v5 ALIVE (Slaver).esp

20th Century v5 ALIVE (Chinese Ghoul).esp

20th Century v5 ALIVE (Talon_Regulator).esp

20th Century v5 ALIVE (Brotherhood_Outcast).esp

20th Century v5 ALIVE (TEST Container).esp

WW2Uniforms.esp

Sprint Mod.esp

Dragonskin Tactical Outfit.esp

DragonskinBonusPack.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-pipboylight.esp

Fellout-PointLookout.esp

megalight.esp

GalaxyNewsRadio60[M].esp

FieldJackets.esp

sunglassescollection.esp

CombatDuster.esp

JackoMilitaryEquipment1.esp

Dree Perks.esp

Dree Perks Point Lookout.esp

Dree Perks Broken Steel.esp

Dree Perks Pitts.esp

Dree Perks Anchorage.esp

SShopItems.esp

SteinerCombatGear.esp

Pip-Boy Remover.esp

3EFdrgplate.esp

Portable Camp.esp

mazas_campfire.esp

Placable Lights Basic Edition v2.0.esp

Advanced Recon Armor.esp

Advanced Recon Gear.esp

Advanced Recon Tech.esp

WeaponModKits.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

FalloutFood.esp

Water_Tower_Hideout_byOrophin.esp

WasteWearGloves.esp

Existence2.0.esp

UndergroundHideout.esp

Glow Sticks.esp

HZ_FN57.esp

PortableCampStuff.esp

BLTC Hypo Fix.esp

EssentialFollowers+Caravans.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Xepha's Dynamic Weather - Main.esp

Xepha's Dynamic Weather - Anchorage.esp

Xepha's Dynamic Weather - The Pitt.esp

Xepha's Dynamic Weather - Broken Steel.esp

Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp

Xepha's Dynamic Weather - Green Tint Remover.esp

Xepha's Dynamic Weather - Sandstorm.esp

Xepha's Dynamic Weather - Rain.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Natural Selection.esp

 

Total active plugins: 95

Total plugins: 133

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There are definitely load order problems. Here are the things that jump out at me right off:

 

1. Fallout3.esm should be immediately followed by all of the official DLCs.

 

2. CALIBR should be loading in next, before any other mod-installed esms.

 

3. The esps for Fellout and weather mods (like Xepha) should be loading in at or near the bottom of the load order, and definitely NOT before MMM or WMK.

 

The list goes on. To put it bluntly: you desperately need a load sorter. I recommend you get and use BOSS, since it will not only sort for you but will also alert you to known incompatibilities and the like. If you are averse to that for some reason, then at least use the auto sort function in FOMM, though updating its masterlist tends to make it crash.

 

You also need a merged patch - badly. A bashed patch made with Wrye Flash (aka GaryBash) would be best. Since you are an experienced mod user this may even be old hat for you, since it is essentially the same program as WryeBash for Oblivion. If you have some unreasonable aversion to Wrye, though, you could optionally make a more generic merged patch with FO3edit instead, though a bashed patch would prolly be more effective. Lemme know if you need extra details in dealing with either WryeFlash or FO3edit.

Edited by proconsu1
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Thanks for the reply but my problems here seem to be rooted much deeper and I'm afraid it's a little beyond my skill to lock down. I've decided to wipe everything off my computer and start fresh. I think I'll start with the bigger mods like Fook while taking the time to be more mindful of load order and put more emphases on BOSS and Flash.

 

Thank you for the advice proconsu1 and if you're still willing I am curious about Wrye Flash. I used Bash back in the Oblivion days but somewhere around Python I got confused and it seems to be the case here as well.

 

As I understand it, and correct me if I'm wrong, BOSS and Flash will work together right? When I run BOSS, Wrye Flash will automatically apply the bash suggestions?

 

I guess my real confusion is why Wrye Flash needs:

 

 

*Python 2.6.5

*wxPython 2.8.10.1

*comtypes

*psyco 1.6 for Python 2.6

*PyWin32 for Python 2.6

or

*Wrye Python 02

 

 

Which one do I choose?

 

Allot of questions I know… I'm still a noob at heart :confused:

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As for Python, just get the all in one package linked on the Nexus file page where you get WryeBash. It's the file called Wrye Python 03A. That is a set of programmer tools to support the scripting language with which WryeBash and WryeFlash were written. It is Windows stuff, not Fallout stuff. It's analogous to utilities which require a certain version or .NET or a particular C++ compiler. They are very small runtimes, and they just sit there and do nothing unless and until a program written in that language (like Wrye) calls for them.

 

Now, back to bashed patches. Yes, WryeFlash is made to work with BOSS, and vice versa. If you run BOSS every time you make changes to your active mods, it will sort the load order. Then when you run Wrye it will pick up the bash tags from BOSS's masterlist and apply them to the mods you currently have active. This may cause it to interrupt you the moment you tell it to rebuild your patch in order to advise you that certain of your mod components are "mergeable". Just go with the suggestions it gives you, since they are being derived from those bash tags and from the contents of the mods themselves. But remember, there is one thing it will advise and ask you to "OK", but which requires you to do something more afterwards. That one thing is, again, when it says certain mods are mergeable. It plays out like this:

 

1. When you click on the option to "Rebuild patch", then Wrye stops, pops up a list of esp files, and says that these files are mergeable, and that it therefore advises they be deactivated and their contents merged into the patch. It warns that it makes no real difference either way, but asks if you want it proceed with deactivating those esps.

 

2. If you say OK (and you should), then you might think you were done. But remember it advised they be deactivated AND their contents merged into the patch, but it only offered to do the first part for you.

 

3. On the next screen after you click OK you will see a list of options, and one of the first ones listed will be "Merge Patches". This is where you will deal with the second part of that process it started for you, by clicking the box next to that option and then clicking the individual mods that it told you about in the previous message.

 

4. Then when you complete the process by clicking OK once more, it will build your patch with those bits merged into it, which reduces the number of esps that need to be loaded by the game. It will also put a plus sign in the checkboxes of those files which were merged, to remind you that even though they are not activated, their contents are being loaded from the merged patch.

 

That was prolly more detail than you wanted or needed, but I got on a roll. Whaddya gonna do? Anyway, I strongly advise that you bookmark this page. Give it a good long look before you get started with WryeFlash, and then refer to it as needed when you are going through the actual bash patching process. And yes, I know it is the manual for WryeBash for Oblivion, but they are essentially the same program, except that Flash does not support editing of FO3 save files like Bash does with Oblivion saves.

Edited by proconsu1
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Wow.

 

Amazing nugget of help there buddy… thank you!

 

With the help that you’ve given me, I think my second Fallout go-around is going to be much smoother than the last one. I’ve also noticed the help you’ve been giving other users… you’re a cool dude.

 

I do believe Kudos are in order. Thanks again.

 

:thumbsup:

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Wow.

 

Amazing nugget of help there buddy… thank you!

 

With the help that you’ve given me, I think my second Fallout go-around is going to be much smoother than the last one. I’ve also noticed the help you’ve been giving other users… you’re a cool dude.

 

I do believe Kudos are in order. Thanks again.

 

:thumbsup:

Anytime, and thanks for the kudos. :woot:

 

Lemme know how that goes and if you need any more help.

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