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Begging for Load order assistance after two weeks of trying to stop the CTD's


Str1gas

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So I have literally read hundreds upon hundreds of posts, guides, lists, load orders, install orders, mod configurations, merged mods, and compatibility changes and in all honestly I have failed over and over again so much that I am just about at the end of my rope. I have been avoiding posting here for this, partially out of my own stubbornness, and mostly because I know that you guys get so many people constantly asking for loadout help and so often it seems like the people simply don't want to bother learning for themselves, and inevitably they haven't even ran a single load order assist program when they post. I guess I just didn't want to be one of "those guys" lol.

 

I have gotten through various parts of the game depending on the install but currently I can play through the entire vault beginning, and then load outside the door, set up all the various settings for FWE once I get access to the menu etc, but once I start walking out into the capital wasteland it crashes either right away or within a few minutes/fights. This is obviously an improvement over when I first started and couldn't see the start menu, or got a CTD minutes in. But now it is just to the point that I have to admit that I can't figure out what is wrong, and I could really REALLY use some help if anyone gets a chance. At this point I'd be willing to trade a body part, or perhaps my neighbors first born if someone can lend some insight into where I am going wrong.

 

 

 

 

I have installed / fully uninstalled / & tried both cleaned and dirty versions of my FO3 mods and re-downloaded the game to verify integrity, all just more times than I can honestly remember. All in order to try various install orders, (currently mods follow the S.T.E.P install order, but I have also tried every other install & load order that I could find) I originally had about double the mods as compared to what I am currently trying to run, but I have also been trying to weed down the list and I just keep getting rid of stuff to try and narrow down the issue, and my desire for fixing more mods has obviously been waning lol. But I have also ended up adding other mods simply because someone else had posted that they had gotten theirs working and they had several mods I didn't and so I figured I'd install them and see if it helped lol.

 

I am running the Blackened patches right now, I didn't included them as part of the merged file (This time anyway, tried that too), and have attempted loading both before and after the merged patch, and stuff like including the EVE Bridge even though the STEP guide says it isn't needed anymore for any version apparently, but I'm just trying anything at the point now. Also I have ran my mods through Boss/Loot, tried masterupdate, tried using a bashed file rather than a merged using wrye instead, and edited the bash tags to follow suit, but when I had the same issue I restored the previous versions. Right now I am running it through FOMM, using Fose, version is the steam goty edition, which is installed outside of any UAC protected folders.

 

Trying to think of anything else that I should list but I have tried so many different things that have been mentioned throughout the forums all the way back to about release lol. Whatever other info I should have posted please just let me know and I'll provide the info. Thanks in advance for any help, and for taking the time to attempt and help drag me back towards sanity because I know I must be missing something stupid and simple but I just can't see it.

 

 

The latest load order:

 

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Inventory Access.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] xCALIBR.esm
[X] Project Beauty.esm
[X] TheInstitute.esm
[X] Vault 101 Revisited.esm
[X] CubeExperimental (EN).esm
[X] Alton, IL.esm
[X] EVE.esm
[X] RH_IRONSIGHTS.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] DCInteriors_ComboEdition.esm
[X] Abbreviated Effects.esm
[X] Project Beauty- Point Lookout.esp
[X] Project Beauty- Broken Steel.esp
[X] DarNifiedUIF3.esp
[X] CASM.esp
[X] GNR Enhanced.esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] UPP - Experience Perks.esp
[X] UPP - Quest Perks.esp
[X] UPP - Beverage Perks.esp
[X] Dree Perks.esp
[X] HeirApparent.esp
[X] IntoTheDeepWoods.esp
[X] NotSoFast.esp
[X] PLweightadjust.esp
[X] PLFewerItems.esp
[X] BlackWolf Backpack.esp
[X] BlackWolf Backpack - Vanilla Big Guns Fix.esp
[X] BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp
[X] BlackWolf Backpack - Zeta Drone Cannon Fix.esp
[X] BlackWolf Backpack - Blank's Container Patch.esp
[X] Expanded Megaton House V3.esp
[X] Expanded Megaton House V3-No Stove.esp
[X] Megaton Walkway.esp
[X] megalight.esp
[X] Rivet City Merchants.esp
[X] Rivet City Merchants With Point Lookout.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional VATS Realtime.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] RH_FWE_Bridge.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] Item Descriptions Img.esp
[X] FasterMorePowerfulMines.esp
[X] Fellout-pipboylight.esp
[X] Fellout-Full.esp
[X] Realistic Interior Lighting.esp
[X] Realistic Interior Lighting - BS.esp
[X] Realistic Interior Lighting - OA.esp
[X] Realistic Interior Lighting - PL.esp
[X] xCALIBRammo_FWE.esp
[X] CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp
[X] Item_Descriptions_Img.esp
[X] Project Beauty- Vault 101 Revisited.esp
[X] AltonAddon.esp
[X] MyMegaton-AmmoPress-Calibr-Plus-Unlocked_v1_21_18605.esp
[X] RH_WMK_Bridge.esp
[X] Blackened FWE + MMM + EVE + Project Beauty.esp
[X] Blackened RH + FWE + EVE.esp
[X] My Latest Merged Patch.esp
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I need you to run Fo3edit, and create a merged patch.

then zip up that patch and send it to me as it ends up as.

Then send me your current saved game file right at the exit of vault 101.

 

post your PC specs please.

 

have you done the INI tweaks yet?

even if the game is steam version..please still install the xlive tweaked tool in Fomms software packages. if you don't have the correct version of fomm? then you may not have the right software running.

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I believe FWE-Alternate Travel is an .esm with an .esp extension and should be loaded after the last .esm in your load order. Check this by highlighting the .esp in your mod manager.

 

Do you really believe you need two FWE-Optional Restore Tracers? Or two RH_Ironsight - FWE patches?

 

I don't use Rivet City Merchants or Megaton House Expanded, but I don't think you need both plugins. You should read the mod description page again for both mods.

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First off thank you both for responding already... admittedly, I am super excited to have you two being the ones who are helping me, seeing as how I've been reading hundreds of your replies to people's load order posts for the past few weeks while I have been trying to get this working, and it's nice to have some experts taking a look for me, makes me feel like I might finally have a working game soon! /fannboy off

 

Okay, Purr4me do you just want me to make a merged patch of everything I am running, including my current merge patch, and the blackened patches that I am not including in my merge file, (not including them because those were the directions I read on the blackened forum, but if that's wrong please let me know) which would basically just be sending you a copy of my merged patch I suppose. Sorry, just want to make sure that I send you the right thing and don't waste your time. I guess I'll just send you both versions so next time you get a minute and you see this thread you'll be able to take a look. But if there was another way I was supposed to do it, just say the word.

 

As for the xlive tweak, I was originally running an xlive disabled mod, but it was one of the things I cut back while trying to weed out the issue. So now I am using the one in FOMM under Tools/Install Tweaker/ Use Fake Xlive.dll and have tried it with D3DX code optimization and have tried SSE4, SSE3, and off, but haven't seen any improvement, any suggestions on what to set that to for the best stability? Right now I am using the FOMM fork, since the original fomm wouldn't allow me to click on the settings menu without crashing. I am running version 0.14.11.13 . Would it be more stable if I found a way to get the original running? I've been contemplating just switching Mod Organizer instead to see if that works any better.

 

M48A5- I just checked the FWE-Alternate Travel mod and it does say that its file header marks it as an esm. So I will try and move that right now and see if I have any luck. Good catch man, thanks for the heads up, hopefully it will have a positive effect!

 

As for the two tracer mods in all honesty I didn't even notice it before you mentioned it, because when I installed FWE it asked which version I wanted to do and I chose one, no clue why it would have gone and installed both. Guessing so you can change it later through the menu if you want? But even though it installed it itself, should I go ahead and remove one? I'll try it along with the movement of alternative travel.

 

As for the two RH_Ironsight - FWE patches, I installed the bridges from the original ironsights page simply because that it what the Paradox nexus page told me to do, and in all honesty after reading your post I am feeling kinda stupid. I didn't even realize that if you are running the blackened patch then you don't need the bridges. /sigh Is it better to run the bridges or the blackened patch for compatibility? I can try running either or if no one knows and see if it changes anything and report back.

 

I am really glad that I posted here because I have been working on this for so long now that I am missing issues that you guys spotted right off the bat because of your experience. Seriously thank you two. I really hope that we can get this running smoothly. Thanks in advance for the future feedback!

 

 

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With Optional Restore Tracers and Optional Restore Tracers (Automatics Only), you are trying to do two different things at the same time. Choose which one you want to use and disable and remove the other one.

 

For the patches, Blackened is the newer patch and will work better with the plugins that need patching.

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My instruction are for all loaded data, it tells me what is being edited and what is conflicted by the processes. a throw away which means Blackended is included, nothing excluded.

 

this must be done on what is current...not after or before any changes....the idea is like a doctors advice before an examination.

 

FOR CTI scans, us girls are told to drink a ton of water....to inflate our insides so the scan reveals things they need to see on the results.

For the game, I need to see what is caught in the cross hairs of the games engine and the programs used...so that means I need full exposure of all the data +the saved game as it is loaded up.

 

the version of fomm your using has a problem, that is quite reverent as seen here. use for version ending in 19. it has a better script break down so only whats chosen gets installed.+ it has two more files needed for xlive controls.

 

what I need to see is what your using, not what might be used....some times a user asks questions when they have no idea what is involved, I can make inserts of code on the fly based on the saved game only if the load order is correct and the files have not been tampered with....AKA cleaned...but raw as is installed.

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Okay, first off, thank you for the awesome explanation, I completely understand now because you explain it perfectly for me. Not only do I have a ton of medical experience but also I have several computer science degrees, and have worked in networking and tech support for so long that hearing the "some times a user asks questions when they have no idea what is involved" totally 100% rings true because most of the tech support calls throughout the years started with them asking about something completely unrelated to the problem I eventually fixed lol. So it makes sense to me that you actually want to see what is going on rather than third person type deal, because admittedly my degrees are all focused on networking and the only thing that is really related to both is the need for patience, other than that, all of this is Greek to me. So I am convinced that for all I know I could have done something so blatantly wrong that I deserve to have a broken game, and not even know it, I just don't have the knowledge, so I'm lucky you do!

 

I included my save from right outside the vault, problem is I already deactivated the files that M48A5 suggested, but I don't have a save for outside the vault post changes. Although I know they were changes to compatibility rather than content, I don't know if the save would help you any. I will go and run through the vault again in the morning and make a new save, I just can't bring myself to do it right now seeing as I am exhausted + run 200 through the vault doesn't sound exciting enough to keep me awake at the moment =P So tomorrow I'll put a new link up with the other version unless I hear differently.

 

Thanks again for both the help, and the explanations, you have both been amazing about explaining things in a simple way so that I can understand the thought and logic behind the changes, without making me feel "simple" and that is freaking priceless, because I know for a fact that it is far from easy to do all the time heh.

 

http://www.filedropper.com/mergedforthemeowmeow

 

http://www.filedropper.com/save65-strigasthecapitalwasteland040450

 

Edit: Forgot the actual links, cuz I'm awesome like that, and edit because I wanted to add a thank you for the link to the better fomm version, just installed it!

Edited by Str1gas
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Ok, current load order as what I just downloaded from here caught in that saved game file is in the spoiler bellow.

 

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm

  • [X] StreetLights.esm questreion: How many mods alter lights here you have installed?

[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Inventory Access.esm <--what is this ?
[X] CRAFT.esm
[X] CALIBR.esm
[X] xCALIBR.esm
[X] Project Beauty.esm
[X] TheInstitute.esm
[X] Vault 101 Revisited.esm
[X] CubeExperimental (EN).esm
[X] Alton, IL.esm
[X] EVE.esm
[X] RH_IRONSIGHTS.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm

  • [X] DCInteriors_ComboEdition.esm You have mods killing this mods effects.

[X] Abbreviated Effects.esm
[X] Project Beauty- Point Lookout.esp
[X] Project Beauty- Broken Steel.esp

  • [X] DarNifiedUIF3.esp <--wrong spot, this needs to be the first '*.esp after the last *esm file in the load order.

[X] CASM.esp
[X] GNR Enhanced.esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] UPP - Experience Perks.esp
[X] UPP - Quest Perks.esp
[X] UPP - Beverage Perks.esp
[X] Dree Perks.esp
[X] HeirApparent.esp
[X] IntoTheDeepWoods.esp

  • [X] NotSoFast.esp <--- these conflicts with FWE
  • [X] PLweightadjust.esp
  • [X] PLFewerItems.esp

[X] BlackWolf Backpack.esp
[X] BlackWolf Backpack - Vanilla Big Guns Fix.esp
[X] BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp
[X] BlackWolf Backpack - Zeta Drone Cannon Fix.esp
[X] BlackWolf Backpack - Blank's Container Patch.esp

  • [X] Expanded Megaton House V3.esp <--- these need to be just one mod.
  • [X] Expanded Megaton House V3-No Stove.esp

[X] Megaton Walkway.esp
[X] megalight.esp
[X] Rivet City Merchants.esp
[X] Rivet City Merchants With Point Lookout.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

  • [X] FO3 Wanderers Edition - Optional Restore Tracers.esp

[X] FO3 Wanderers Edition - Optional VATS Realtime.esp

  • [X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp Choose only 1, Not both.
  • [X] RH_FWE_Bridge.esp <--- wrong spot LOL, I mean hey Look down

[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp

  • [X] Item Descriptions Img.esp <--- what is this? Look down :teehee:
  • [X] RH_EVE_Bridge.esp

[X] FasterMorePowerfulMines.esp
[X] Fellout-pipboylight.esp
[X] Fellout-Full.esp
[X] Realistic Interior Lighting.esp
[X] Realistic Interior Lighting - BS.esp
[X] Realistic Interior Lighting - OA.esp
[X] Realistic Interior Lighting - PL.esp
[X] xCALIBRammo_FWE.esp
[X] CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp

  • [X] Item_Descriptions_Img.esp loaded twice Look up :whistling:

[X] Project Beauty- Vault 101 Revisited.esp
[X] AltonAddon.esp
[X] MyMegaton-AmmoPress-Calibr-Plus-Unlocked_v1_21_18605.esp
[X] RH_WMK_Bridge.esp
[X] Blackened FWE + MMM + EVE + Project Beauty.esp
[X] Blackened RH + FWE + EVE.esp

[X] My New Merged Patch.esp

 

BR-back to edit the post.....

all yellow share assets either in plugin form or assets form ,every other mods use the same assets.

a merged patch can handle only Plugins, it cant possibly handle assets used.

 

install order once solved "Is used as an install order of all assets for reinstall s o assets are used correctly.

currently , UI data from FWE is in conflict with FWE's or is Obliterated.

 

(Alton) comes with weapon tweaks and armor so anything above it gets overwritten , that includes any patches used for weapons.

 

For objects in any mods that add the same data to the same spot may not be noticed at first hand but are indeed duplicated and are rendered that same way, increased assets duplicate strengths and brightness or darkness's of the screens objects shown.

If you want fallout 3 to be Overhauled , then FWE is install very last. Other wise a ton of assets it needs are overwritten. and can break the game before it even starts up...IT has built in UI controls and uses a fose version not the same as updated mods do. SO, there will be conflicts in scripts too.

Edited by Purr4me
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