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FO3 not responding after mod-input


Shusui

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FO3 was working fine, then it stopped working after I placed in a great deal of mods into FO3. Now, it is able to reach the screen with the helmet, but no options pop up. Alt-Tab and click on FO3's screen, and it says it's not responding.

 

Is my loadout fine? Running FO3 1.7, latest FOSE and ran a check through FO3Edit.

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

StreetLights.esm

BrokenSteel.esm

PointLookout.esm

Unofficial Fallout 3 Patch.esm

Zeta.esm

Destruction.esm

CRAFT.esm

CALIBR.esm

20th Century Weapons.esm

ArefuExpandedByAzar.esm

Mothership Crew.esm

EVE.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Companion Core.esm

Wasteland Whisperer v2.esm

DCInteriors_ComboEdition.esm

Zumbs' Overhauled Real Time Security.esm

FO3 Wanderers Edition - Alternate Travel.esp

merc_2.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

DarNifiedUIF3.esp

StreetLights - Wasteland.esp

CASM.esp

CRAFT - Activation Perk.esp

CALIBRxMerchant.esp

GalaxyNewsRadio100[M].esp

ArefuExpandedByAzar-Radio.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Experience Perks.esp

UPP - Quest Perks.esp

UPP - Beverage Perks.esp

Ex Libris - PreWar Book Titles.esp

Destruction - Main - Statics.esp

BusworldV1.05d.esp

DCInteriors_DLC_Collectables.esp

RockopolisRebuilt.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

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

AsharasLightningItems.esp

AsharasFormalClothing.esp

DIM TYPE3 conversions.esp

Stealthboy Recon Armor - CRAFT.esp

ZORTS - Custom HP - FWE.esp

ZORTS - Disable FWE activate.esp

ZORTS - Enable minigames.esp

Companion Core DLC Addon.esp

Wasteland Whisperer v2 Broken Steel Addon.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 - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - FWE Master Release + DLCs.esp

Attentater's Wasteland Economy.esp

RaiderMercenaryExpanded.esp

Fellout-pipboylight.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Realistic Interior Lighting.esp

Realistic Interior Lighting - BS.esp

Realistic Interior Lighting - OA.esp

Realistic Interior Lighting - PL.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 (SuperMutant).esp

20th Century v5 ALIVE (Talon_Regulator).esp

20th Century v5 ALIVE (Brotherhood_Outcast).esp

20th Century v5 ALIVE (TEST Container).esp

SlavePoses.esp

WH40KFactionBlackTemplar.esp

WH40KFactionBloodRavens.esp

WH40KFactionRandomized.esp

WH40KFactionUltramarines.esp

merc_2_bs.esp

merc_2_pl.esp

merc_2_pitt.esp

PLA MOD 1.56.esp

Draz conversions.esp

 

Total active plugins: 120

Total plugins: 134

Edited by Shusui
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You have numerous problems: bad load order, incompatible mod components running at the same time, messed up load order, desperate need for merged patch...and did I mention that your load order is jacked up? I am gonna give you the short version of how to fix this mess, but I warn you now it will seem like the long version. It isn't. Trust me on that.

 

First, you need to get and install the necessary tools for the job. For your situation that means you need FOMM (Fallout Mod Manager), BOSS (Better Oblivion Sorting Software) for FO3, and FO3edit, which apparently you already have. Now the problems:

 

1. Doubled up mod components - FWE tells you to choose Restore Tracers.esp or Restore Tracers (automatics only).esp: note the "or" there, because both of these do the same thing just with a different set of target weapons. Pick one, kill the other. The FOIP mod for MMM-FWE tells you to deactivate a whole list of optional MMM components that were integrated into the compatibility files, and Natural Selection.esp is on that list - kill it.

 

2. Load order - Right after taking care of deactivating those extraneous esps, hit this thing with BOSS next. BOSS will sort the load order for you and will generate a listing of your mods with notations about known issues and incompatibilities. Pay close attention to that list, because you may well find that one or more of those mods has got to go, or at least be reconfiged, due to inherent incompatibility with one or more other mods. I'd actually be quite surprised otherwise, particularly considering how many different mods you have there which make changes to the factions.

 

3. Archive Invalidation - make sure this is turned on in FOMM. You will find it under the Tools drop down menu.

 

4. Merged patch - best results will come from a bashed patch using WryeFlash, but I warn you that it will look very intimidating at first if you have never used Wrye before. An excellent user manual is located online here. Just let me know if you need further help using Wrye; I'll be happy to help. If you think that is a little out of your league, or if you just like second best, use FO3edit to make a merged patch instead.

 

A note of caution, all of those things above need to happen regardless of whether they fix this particular issue. One other thing that may be causing that particular issue is the FOIP mod for FWE-EVE. Some people, myself included, have found this can cause that very symptom (no cursor or menu on load screen) when using FWE 6.03 and EVE 097 without Broken Steel. For myself I have not had this problem with that FOIP mod when Broken Steel was installed, only when it wasn't. And since there are numerous mod-related things which can cause that exact symptom, don't take this as a statement that this FOIP thing is definitely affecting you. But if you want to test it, and assuming you installed via a method that lends itself to uninstallation, then uninstall that FOIP and try to load the game. If it suddenly loads properly, then you have that problem. Let me know then and I will give you the steps I used to make those mods work together without FOIP.

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Using BOSS, FOMM, FO3edit, got rid of the doubled up mod components, has archive invalidation set and working, and a merge patch from FO3edit.

 

Running quad-core x64 Vista, too. Used the ThreadAI=2, and stuff in the Fallout3.ini as well. Unchecked the mods in FOMM before topic creation, and the window lasted typically 3 seconds (with the please stand by screen showing) before automatically closing. Rechecked the mods, did the steps followed in the post, and it shows the same symptoms. I guess it's getting there.

 

New loadout (typically from BOSS):

 

Fallout3.esm

Anchorage.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

StreetLights.esm

ThePitt.esm

Destruction.esm

CRAFT.esm

CALIBR.esm

20th Century Weapons.esm

ArefuExpandedByAzar.esm

Mothership Crew.esm

EVE.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Companion Core.esm

Wasteland Whisperer v2.esm

DCInteriors_ComboEdition.esm

Zumbs' Overhauled Real Time Security.esm

FO3 Wanderers Edition - Alternate Travel.esp

merc_2.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

DarNifiedUIF3.esp

StreetLights - Wasteland.esp

CASM.esp

CRAFT - Activation Perk.esp

CALIBRxMerchant.esp

GalaxyNewsRadio100[M].esp

ArefuExpandedByAzar-Radio.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Experience Perks.esp

UPP - Quest Perks.esp

UPP - Beverage Perks.esp

Ex Libris - PreWar Book Titles.esp

Destruction - Main - Statics.esp

BusworldV1.05d.esp

DCInteriors_DLC_Collectables.esp

RockopolisRebuilt.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 (automatics only).esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

AsharasLightningItems.esp

AsharasFormalClothing.esp

DIM TYPE3 conversions.esp

Stealthboy Recon Armor - CRAFT.esp

ZORTS - Custom HP - FWE.esp

ZORTS - Disable FWE activate.esp

ZORTS - Enable minigames.esp

Companion Core DLC Addon.esp

Wasteland Whisperer v2 Broken Steel Addon.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 - FWE Master Release.esp

Mart's Mutant Mod - FWE Master Release + DLCs.esp

Attentater's Wasteland Economy.esp

RaiderMercenaryExpanded.esp

Fellout-pipboylight.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Realistic Interior Lighting.esp

Realistic Interior Lighting - BS.esp

Realistic Interior Lighting - OA.esp

Realistic Interior Lighting - PL.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 (SuperMutant).esp

20th Century v5 ALIVE (Talon_Regulator).esp

20th Century v5 ALIVE (Brotherhood_Outcast).esp

20th Century v5 ALIVE (TEST Container).esp

SlavePoses.esp

WH40KFactionBlackTemplar.esp

WH40KFactionBloodRavens.esp

WH40KFactionRandomized.esp

WH40KFactionUltramarines.esp

merc_2_bs.esp

merc_2_pl.esp

merc_2_pitt.esp

PLA MOD 1.56.esp

Merge Patch.esp

 

Total active plugins: 118

Total plugins: 134

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That load order still looks wrong. For example, BOSS should have put ThePitt.esm right between Anchorage.esm and BrokenSteel.esm, and it should have put all of the official DLC plugins before any mod-installed esms. Did you make sure that no other program has locked the file dates to prevent resorting? I know that WryeFlash has this option, and I think FO3edit has some option to this effect as well. I would double check that first, and also make sure that no other mod-related program is running when you run BOSS, thereby preventing edits by means of keeping those files open in another process.

 

Once that is done, it is time to start using FOMM to deactivate entire mods one at a time until the problem goes away. And when you do this you must also deactivate the merge patch (and leave it inactive) throughout this testing process. Here is the order in which I would personally try deactivating them:

 

1. Unofficial Fallout 3 patch

 

2. The two esps of the FOIP for FWE-EVE, i.e. EVE - FWE Master Release.esp and EVE - FWE Master Release (Follower Enhanced).esp

 

3. Everything BELOW Fellout-Zeta.esp AND merc_2.esp (all at once)

 

4. Everything EXCEPT the FOIP-related mods (FWE, MMM, EVE, WMK and FOIP itself) and DarnUI

 

5. Everything you didn't disable in option 4, reenabling the things you did disable at that time. IOW do a flip-flop.

 

6. Every mod file...period. Leave nothing active but Fallout3.esm and the esm files for the official DLCs.

 

And if none of those things affect the problem, then the last three options are to check the .ini, run Process Monitor or slash and burn.

 

a. Check the .ini by copying it into another folder (like the desktop) and then deleting the copy in your documents\my games\fallout 3\ folder. When the game finds this file missing it should make a new copy using the file default_fallout.ini from the main installation folder where the Fallout3.exe is located. If that still fails....

 

b. Download, install and run Process Monitor. This will keep track of all the activities which the game does during its loadup. At the point where you are sure the game is going no further, hit the power off button to forcibly shut it down. Then reboot and check the logs which Procmon created for that run. What you are trying to see is what the game was trying to do when it stalled. If this seems to be too technical for your tastes, then skip to the next option which is to...

 

c. uninstall Fallout 3, run a registry cleaner to wipe out the registry keys it left behind, then reinstall it to a different location, preferably a folder right off the root of your "C:" drive. And this time install and test your mods one at a time using FOMM for each and every one of them, so that they can be uninstalled in an orderly manner if they act up again.

 

Lemme know if you need help with any particular step above...and good luck!

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