Siegemorrowind Posted September 22, 2015 Share Posted September 22, 2015 (edited) Hey All,I know this is an issue, but wasn't able to find a previous thread to post to. I just installed Fallout 3 today with a few mods and some of the guns are coming up as red"!". This probably has to deal with my mod order, but I can't figure it out. Bellow is my load order. Any help would be very much appreciated!Thanks,Siege Fallout3.esmThePitt.esmAnchorage.esmPointLookout.esmBrokenSteel.esmZeta.esmTheInstitute.esmDCInteriors_ComboEdition.esmAlton, IL.esmRH_IRONSIGHTS.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmUndergroundHideout.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-Full.espFellout-pipboylight.espFellout-PointLookout.espFellout-Zeta.espExistence 2.0.espBetterGamePerformance.espAltonAddon.espMoreMapMarkers.espStealthboy Recon Armor - CRAFT.espRH_IronSights_Basic_AnchoragePlugin.espRH_IronSights_Basic_BrokenSteelPlugin.espRH_IronSights_Basic_PittPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_ZetaPlugin.espRH_IronSights_Pitt_NewRifleSights.espRH_IronSights_PL_NewItems.espRH_IronSights_RemoveReticule.espCALIBRxMerchant.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - Optional Restore Tracers.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espUltimate Companion Overhaul.espMerger.espTotal active plugins: 65Total plugins: 67Edit: Well I added the Merge Patch in but the weapons still dont load. My 10mm silenced loads, but the Colt 45 pistol (ff001362) doesnt load as an example. Edited September 22, 2015 by Siegemorrowind Link to comment Share on other sites More sharing options...
M48A5 Posted September 22, 2015 Share Posted September 22, 2015 Your load order should start:Fallout 3AnchorageThePittBrokenSteelPointLookoutZeta. The mod plugins should be in the same order. You do not need and cannot use both Optional Restore Tracers. Disable and uninstall one. You need to read and comprehend the instructions on the mod pages. Most of the mods you are using provide information as to where and in what order the mod is to be placed in the load order. You are also missing patches for RH_Ironsights. Are you using a mod sorting tool? Link to comment Share on other sites More sharing options...
Siegemorrowind Posted September 22, 2015 Author Share Posted September 22, 2015 (edited) Hey M48A5,Ah, I will fix that order and removed those specified mods. Hmm I'll try finding the RH mod I'm missing, might be an update that I missed. I have been trying to wrap my head around FOMM and FO3 Edit. I do not have a mod sorting tool besides those, and I doubt I am using them effienctly. Thanks for the quick reply and the help! Alright, I have gone back to each download page for the different mods and tried to incorporate the orders that they said. This is what I have now. This last change fixed some guns (like the colt and browning) but the lack Pipboy images (doesnt matter to me, but might hint at a further issue) and the cattle prod still is a big !.Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmTheInstitute.esmDCInteriors_ComboEdition.esmAlton, IL.esmRH_IRONSIGHTS.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmUndergroundHideout.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-Full.espFellout-pipboylight.espFellout-PointLookout.espFellout-Zeta.espExistence 2.0.espBetterGamePerformance.espAltonAddon.espMoreMapMarkers.espStealthboy Recon Armor - CRAFT.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_AnchoragePlugin.espRH_IronSights_Basic_PittPlugin.espRH_IronSights_Basic_BrokenSteelPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_ZetaPlugin.espRH_IronSights_Pitt_NewRifleSights.espRH_IronSights_PL_NewItems.espRH_IronSights_RemoveReticule.espRH_FWE_Bridge.espCALIBRxMerchant.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Optional Restore Tracers.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espUltimate Companion Overhaul.espMerger.espTotal active plugins: 65Total plugins: 68 Edited September 22, 2015 by Siegemorrowind Link to comment Share on other sites More sharing options...
M48A5 Posted September 22, 2015 Share Posted September 22, 2015 Fellout should be lower in your load order. The Fellout pipboy light should load before the other Fellout plugins. You might want to take a look at DC Moods as a replacement for Fellout. You do not need Mart's Mutant Mod - Zones Respawn, Tougher Traders and Natural Selection. They are incorporated into FWE. Compatibility patches (this: RH_FWE_Bridge.esp) must load after the last mod that is being patched. I believe there is a patch for WMK and RH_Ironsights. Try the FOIP page. Also, check Blackened for patches and Paradox Ignition for merged mods to shorten your load order. A very good mod sorter is BOSS: http://boss-developers.github.io/ Do not use LOOT for Fallout 3. Link to comment Share on other sites More sharing options...
Siegemorrowind Posted September 22, 2015 Author Share Posted September 22, 2015 Alright, I did the patches that I could find, switched Fellout for DC Moods, and tried using BOSS. That told me that I should do some Bashes, so I got Wrye Flash and Bashed everything. So I put the bash file in, redid my merger (however it said that it couldn't do the merger because of faulty order), and here is my order. Some things are better, but others are still missing. Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmTheInstitute.esmAlton, IL.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDCInteriors_ComboEdition.esmRH_IRONSIGHTS.esmBetterGamePerformance.espCRAFT - Activation Perk.espCALIBRxMerchant.espExistence 2.0.espAltonAddon.espDree Perks.espMoreMapMarkers.espUndergroundHideout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espRH_FWE_Bridge.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espStealthboy Recon Armor - CRAFT.espUltimate Companion Overhaul.espDC Moods.espThe Pitt Moods.espPointLookout Moods.espRH_WMK_Bridge.espBashed Patch, 0.espSiege Merger.espTotal active plugins: 44Total plugins: 74 Link to comment Share on other sites More sharing options...
M48A5 Posted September 22, 2015 Share Posted September 22, 2015 I do not see a patch for Mart's Mutant Mod and FO3 Wanderer's Edition. Did you download one and not install it? Also, you should not be using a bashed patch and a merged patch. One or the other only. 30 inactive plugins? The should be uninstalled. Anything that is in the Data folder gets loaded when the game is loaded. Link to comment Share on other sites More sharing options...
Siegemorrowind Posted September 22, 2015 Author Share Posted September 22, 2015 s#*!, I deleted something and now it wont load at all. I am going to try just redownloading everything and reinstalling. Any place in particular you would recommend installing the game? Default of Program files? This may take a while as I am doing this around work. Link to comment Share on other sites More sharing options...
M48A5 Posted September 22, 2015 Share Posted September 22, 2015 The game should be installed in any location that is not in Program Files. I have my game installed directly in the C: folder. I have seen recommendations that the game be installed in the "Games" folder. But anyplace other than the program files is fine. Link to comment Share on other sites More sharing options...
Siegemorrowind Posted September 24, 2015 Author Share Posted September 24, 2015 (edited) Ok, so I reinstalled everything (on C Drive) and below is my new list. As I was installing the mods through FOMM, SOme mods overwrote some files from other mods. I first Installed Calibr, then craft, then FWE, then MMM, then RH, and WMK, and then the patchs last. I had them overwrite each other as they installed. Here is my load order as made by BOSS. The only thing I think I may have messed up is the order I had them overwrite each other, but let me know if you see anything else wrong. Thanks!Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmTheInstitute.esmAlton, IL.esmRH_IRONSIGHTS.esmDCInteriors_ComboEdition.esmFO3 Wanderers Edition - Main File.esmFO3 Wanderers Edition - Alternate Travel.espMart's Mutant Mod.esmBetterGamePerformance.espAltonAddon.espExistence 2.0.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espCALIBRxMerchant.espDree Perks.espMoreMapMarkers.espUndergroundHideout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espBlackened FWE + MMM.espMart's Mutant Mod - DC Interiors.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espRH_WMK_Bridge.espUltimate Companion Overhaul.espDC Moods.espPointLookout Moods.espThe Pitt Moods.espBashed PatchTotal active plugins: 47Total plugins: 47 Edited September 24, 2015 by Siegemorrowind Link to comment Share on other sites More sharing options...
M48A5 Posted September 24, 2015 Share Posted September 24, 2015 FO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp - Only one of these will work. The last one loaded will overwrite the first that is loaded causing a conflict. Choose only one and disable/delete the other. Link to comment Share on other sites More sharing options...
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