ianpwilliams Posted September 20, 2015 Author Share Posted September 20, 2015 Now that I've recreated the merged patch without Blackened, and I have the merged patch before Blackened, when I load the save game it says that "some objects may not still be available" and asks me if I still want to load. Is that a standard message because I changed the mod load order? Link to comment Share on other sites More sharing options...
ianpwilliams Posted September 20, 2015 Author Share Posted September 20, 2015 This is what's in my Package Manager screen (attached). So in the Package Manager I would have to disable the whole mod, or in the main screen I could delete all the MMM esp's except for DC Interiors, but I can't only unactivate them. So shall I just delete them all? For what it's worth MMM does seem to be working, as there is a config menu etc  Link to comment Share on other sites More sharing options...
M48A5 Posted September 20, 2015 Share Posted September 20, 2015 (edited) You should uncheck the MMM .esp in FOMM and then remove them from Fallout 3/Data. Edited September 20, 2015 by M48A5 Link to comment Share on other sites More sharing options...
ianpwilliams Posted September 20, 2015 Author Share Posted September 20, 2015 So should I delete all the MMM esps, namely DLC Anchorage to Master Menu Module? Or should I just leave them be? Link to comment Share on other sites More sharing options...
M48A5 Posted September 20, 2015 Share Posted September 20, 2015 From the Paradox Ignition mod page, under installation: "Remove the esps/esms from your FO3 data folder that were installed from the original mod (not all merges includes optionals so read lower for what the merge replaces)" Link to comment Share on other sites More sharing options...
ianpwilliams Posted September 20, 2015 Author Share Posted September 20, 2015 OK thanks, I could have sworn that I did follow those instructions, but clearly I went wrong somewhere. It was probably due to getting confused when mixing MMM with FWE and having to use a combination patch, then Paradox Ignition coming into the equation etc. Anyway, I now just have MMM.esm (which I think is the merged version), MMM - DC.esp, and Blackened FWE + MMM.esp, so hopefully that covers everything. And no crashes yet, apart from when I tried to return to the main menu and the program crashed, but I can't see a reason to return to the main menu anyway really. Anyway, thanks very much for all of your help with this. I could never have gotten to this stage without help, because all the various guides and videos seem to have different ways of doing things. No doubt I will be back with more questions at some point because I will be amazed if the game runs smoothly from start to finish, particularly considering my lack of modding knowledge. But if I do have more questions then I'll start a new thread so that hopefully other people can help as well. And here's to hopefully playing a hell of a lot of modded Fallout 3, Fallout New Vegas, Skyrim, and more :smile: Link to comment Share on other sites More sharing options...
ianpwilliams Posted September 26, 2015 Author Share Posted September 26, 2015 (edited) I've finally started this modded F3. I've gotten to Megaton and the workbench is behaving strangely. When I click on it, it seems to freeze for a few seconds (unless I press a button again), and then the only options are to forge power armor or helmet, or a medkit and something else. Also, messages come up about workbench bonuses being lost and gained. I'm assuming this is one of the mods coming into play? If so, which one do you think it might be? Edited September 26, 2015 by ianpwilliams Link to comment Share on other sites More sharing options...
M48A5 Posted September 26, 2015 Share Posted September 26, 2015 I've finally started this modded F3. I've gotten to Megaton and the workbench is behaving strangely. When I click on it, it seems to freeze for a few seconds (unless I press a button again), and then the only options are to forge power armor or helmet, or a medkit and something else. Also, messages come up about workbench bonuses being lost and gained. I'm assuming this is one of the mods coming into play? If so, which one do you think it might be?FO3 Wanderer's Edition give a repair bonus when you are near enough to a work bench. Otherwise, you can only repair to 75%.  To use the workbench to craft items, you need the required perk/skill level and item schematic.  To repair clothing/armor or weapons, you do not have to click on the work bench. You make the repairs by choosing the item in the pipboy inventory and choose the repair option. Link to comment Share on other sites More sharing options...
ianpwilliams Posted September 26, 2015 Author Share Posted September 26, 2015 Oh OK. It seemed very different to the standard Fallout 3 workbench menu. Although I can barely remember the original. But I do remember building bottle cap mines and other useful items. Maybe a had a certain perk or skill like you say. Link to comment Share on other sites More sharing options...
ianpwilliams Posted September 27, 2015 Author Share Posted September 27, 2015 So is it correct that at the moment it just says "Fit Power Armor, Fit Power Armor Helm, Medical Kit and Tool Kit", none of which I can currently do? Because I was expecting the vanilla workbench as attached, but it seems to have been overhauled. Not that I mind. Link to comment Share on other sites More sharing options...
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