DavidAnarchy Posted August 27, 2015 Share Posted August 27, 2015 (edited) I have already tried to do the whole "bLoadFaceGenHeadEGTFiles=1" thing and it didn't work. I have my load order below. I'm trying to start a new play-through with these mods and this is the only problem with the entire setup I have had. If I could get some help I would really appreciate it. Note 1: I should say that I'm using Mod Organizer.Note 2: Sometimes the faces will fix themselves when I launch the game completely at random. Load Order: 0 0 Fallout3.esm 1 1 Anchorage.esm 2 2 ThePitt.esm 3 3 StreetLights.esm 4 4 BrokenSteel.esm 5 5 PointLookout.esm 6 6 Zeta.esm 7 7 Unofficial Fallout 3 Patch.esm 8 8 iHUD.esm 9 9 aHUD.esm10 a CALIBR.esm11 b Mart's Mutant Mod.esm12 c DCInteriors_ComboEdition.esm13 d Project Beauty.esm14 e EVE.esm15 f ArefuExpandedByAzar.esm16 10 FCOMaster.esm17 11 CRAFT.esm18 12 FO3 Wanderers Edition - Main File.esm19 13 RH_IRONSIGHTS.esm20 14 FO3 Wanderers Edition - Alternate Travel.esp21 15 CASM.esp22 16 DarNifiedUIF3.esp23 17 DynamicCrosshair.esp24 18 RH_IronSights_RemoveReticule.esp25 19 FO3 Wanderers Edition - Main File.esp26 1a FO3 Wanderers Edition - DLC Broken Steel.esp27 1b Blackened FWE + MMM + EVE + Project Beauty.esp28 1c Fellout-Full.esp Project Beauty - Fallout Character Overhaul.esp29 1d TiesThatBind.esp30 1e Megaton Walkway.esp31 1f FO3 Wanderers Edition - DLC Anchorage.esp32 20 RH_IronSights_Basic_AnchoragePlugin.esp33 21 UndergroundHideout.esp34 22 Dogmeat Leather Armor - CRAFT.esp35 23 WeaponModKits.esp36 24 CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp37 25 WeaponModKits - BrokenSteel.esp38 26 WeaponModKits - OperationAnchorage.esp39 27 Fellout-Anchorage.esp40 28 Fellout-BrokenSteel.esp41 29 Fellout-pipboylight.esp42 2a FO3 Wanderers Edition - DLC Mothership Zeta.esp43 2b Fellout-Zeta.esp44 2c pipboy2500_fo3_edisleado.esp45 2d CRBSOR.esp46 2e FO3_WRP.esp47 2f GNR Enhanced.esp48 30 BBBackpacks-v1-1.esp49 31 RH_IronSights_Basic_ZetaPlugin.esp50 32 RH_IronSights_Basic_VanillaPlugin.esp51 33 Fellout-PointLookout.esp52 34 FO3 Wanderers Edition - DLC Point Lookout.esp53 35 RH_IronSights_Basic_PointLookoutPlugin.esp54 36 RH_IronSights_PL_NewItems.esp55 37 ArefuExpandedByAzar-Radio.esp56 38 MercMashup.esp57 39 FO3 Wanderers Edition - DLC The Pitt.esp58 3a RH_IronSights_Pitt_NewRifleSights.esp59 3b WeaponModKits - ThePitt.esp60 3c WeaponModKits - PointLookout.esp61 3d RH_IronSights_Basic_PittPlugin.esp62 3e RH_IronSights_Basic_BrokenSteelPlugin.esp63 3f FO3 Wanderers Edition - Optional Restore Tracers.esp64 40 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp65 41 Mart's Mutant Mod - Natural Selection.esp66 42 Mart's Mutant Mod - Tougher Traders.esp67 43 Mart's Mutant Mod - Zones Respawn.esp68 44 Mart's Mutant Mod - Project Beauty.esp69 45 Project Beauty- Broken Steel.esp70 46 Project Beauty- Point Lookout.esp71 47 Merged Patch.esp Edited August 28, 2015 by DavidAnarchy Link to comment Share on other sites More sharing options...
Purr4me Posted August 27, 2015 Share Posted August 27, 2015 your load order is incorrect Link to comment Share on other sites More sharing options...
DavidAnarchy Posted August 27, 2015 Author Share Posted August 27, 2015 your load order is incorrectWould you please elaborate? Link to comment Share on other sites More sharing options...
Purr4me Posted August 27, 2015 Share Posted August 27, 2015 your load order is incorrectWould you please elaborate? Slot 27 indicates exactly why it is incorrect. FWE = any an all data it may effect needs to be above it. MMM = ** EVE = any thing effecting any weapons it may effect yata yata yata ** PB = MMM + any mod effecting NPC's and creatures **( ** ) represents "dito" Enough ? Link to comment Share on other sites More sharing options...
DavidAnarchy Posted August 28, 2015 Author Share Posted August 28, 2015 your load order is incorrectWould you please elaborate? Slot 27 indicates exactly why it is incorrect. FWE = any an all data it may effect needs to be above it. MMM = ** EVE = any thing effecting any weapons it may effect yata yata yata ** PB = MMM + any mod effecting NPC's and creatures **( ** ) represents "dito" Enough ? I've done some play testing with it and it all (with the exception of the faces) works just fine. So I don't think that's the problem. Link to comment Share on other sites More sharing options...
Purr4me Posted August 28, 2015 Share Posted August 28, 2015 Elaborate:FWE always goes under MMM, why? because some of it is already Embeded into FWE ergo FWE goes later in the load order. choice of mods to control Beatifications of creatures and NPC's "Project Beauty" must be in line with any patches made that are meant to control these assets. Patches go last in any load order ergo, your load order is way out of tune.the post shows xedit's read out as it loads, which indicates the merged patch is incorrect. any current saved games will be invalid. weapon modifications are effected by FWE and patches targeting them....any an all patches goes last.version of MO...is incorrect if really using it. last digits used in it's Identity (18) are what's used for fallout3 or earlier. lack of reading posted descriptions of mod pages are indicated here. Link to comment Share on other sites More sharing options...
Purr4me Posted August 28, 2015 Share Posted August 28, 2015 I've done some play testing with it and it all (with the exception of the faces) works just fine. So I don't think that's the problem.Good luck with your game then. Link to comment Share on other sites More sharing options...
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