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crashing on startup


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As the title states, gets to the first slide of the main menu ("please stand by"...crashes), current mods in loading order:

 

FO3.esm

Anchorage.esm

the pitt.esm

broken steel.esm

point lookout.esm

zeta.esm

CRAFT.esm

CALIBR.esm

FO3 Wanderers edition- main.esm

MMM.esm

companion core.esm

companion share & recruit.esm

Enhanced weather - rain and snow.esm

Xepha's dynamic weather.esm

DarNified UIF3.esp

FO3 Wanderers edition - main.esp

FO3 Wanderers edition DLC (anchorage, the pitt, broken steel, point lookout, zeta. In that order).esp

FO3 Wanderers edition Optional VATS halftime.esp

WeaponModKits.esp

WMK - FWE master release.esp

WMK - (anchorage, the pitt, broken steel, point lookout, zeta. In that order).esp

Companion Core DLC addon.esp

MMM.esp

MMM (anchorage, the pitt, broken steel, point lookout, zeta. In that order).esp

MMM Zones respawn.esp

MMM Tougher Traders.esp

MMM Natural selection.esp

MMM Master Menu Module.esp

MMM FWE master release.esp

MMM FWE master release + DLCs.esp

Enhanced weather - sounds in interiors.esp

Xephas Dynamic Weather main.esp

Xephas DW (anchorage, the pitt, broken steel, point lookout. in that order).esp

Xephas DW Rain.esp

Xephas DW sandstorm.esp

Xephas DW Dynamic sneak bonus.esp

Xephas DW Green tint remover.esp

Xephas DW weather machine (+rain).esp

"merged patch.esp" (created through FO3Edit)

 

Far as i can tell everything's sorted and patched correctly, ran BOSS with no change other than a few more seconds of run-time, been useing FOMM to sort mods and launching game itself through FOSE. Computer itself is not old (got about a month ago or so) running Windows 7 and i got the game itself through steam (game of the year edition) any thoughts or ideas on how to sort this out would be much appreciated.

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Have you been typing that load order by hand? Looks like it. Please be aware that FoMM has a handy little tool that allows you to export your load order to plain text.

 

How? In FoMM, click "load order" then click "Copy to Clipboard" and you can just paste the load order into your post. :thumbsup:

 

 

Anyway, if FO3 crashes on startup, it usually means that one of your active mods relies on a master (a .esm file) which is either disabled or is not present at all. How to check which one it is?

 

In FoMM: Click on "Load Order" and then select "Load order report". It will then open a text file with all your installed mods. Have a look in the text file to see what mod causes the crashing by seeing if one has an error message next to it.

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(nods) should of posted that to begin with (my bad) was short on time before work and such. Here's a more defined rundown of my conflict as it stands:

 

Mod load order report

! Warning: current load order template contains 19 duplicate entries

 

Fallout3.esm

Masterlist Information: $Revision$, $Date$, $LastChangedBy$

 

Anchorage.esm

 

ThePitt.esm

 

BrokenSteel.esm

 

PointLookout.esm

 

Zeta.esm

 

CRAFT.esm

 

CALIBR.esm

 

FO3 Wanderers Edition - Main File.esm

 

Mart's Mutant Mod.esm

 

Companion Core.esm

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Companion Share & Recruit.esm

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Enhanced Weather - Rain and Snow.esm

 

Xepha's Dynamic Weather.esm

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

DarNifiedUIF3.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

* The current load order of this mod does not match the current template

 

FO3 Wanderers Edition - DLC Point Lookout.esp

* The current load order of this mod does not match the current template

 

FO3 Wanderers Edition - DLC Mothership Zeta.esp

* The current load order of this mod does not match the current template

 

FO3 Wanderers Edition - Alternate Travel.esp (Inactive)

 

FO3 Wanderers Edition - Optional Restore Tracers.esp (Inactive)

 

FO3 Wanderers Edition - Optional VATS Halftime.esp

 

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp (Inactive)

 

WeaponModKits.esp

 

WeaponModKits - FWE Master Release.esp

 

WeaponModKits - OperationAnchorage.esp

 

WeaponModKits - ThePitt.esp

 

WeaponModKits - BrokenSteel.esp

 

WeaponModKits - PointLookout.esp

 

WeaponModKits - Zeta.esp

 

Companion Core DLC Addon.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

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 - Zones Respawn.esp

 

Mart's Mutant Mod - Tougher Traders.esp

* The current load order of this mod does not match the current template

 

Mart's Mutant Mod - Natural Selection.esp

* The current load order of this mod does not match the current template

 

Mart's Mutant Mod - Master Menu Module.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Mart's Mutant Mod - FWE Master Release.esp

 

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

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Mart's Mutant Mod - FWE Master Release + Project Beauty.esp (Inactive)

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Enhanced Weather - Rain and Snow in Fallout.esp (Inactive)

 

Enhanced Weather - Radioactive Rain and Snow Plugin.esp (Inactive)

 

Enhanced Weather - Weather Sounds in Interiors.esp

 

Enhanced Weather - Sneak Bonus during Storms.esp (Inactive)

 

Xepha's Dynamic Weather - Main.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Anchorage.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - The Pitt.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Broken Steel.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Point Lookout.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Rain.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Sandstorm.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Green Tint Remover.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Weather Machine (+Rain).esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

Xepha's Dynamic Weather - Weather Machine.esp (Inactive)

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

merged patch 2.esp

* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

 

The order that the current template suggests is as follows:

fallout3.esm

anchorage.esm

thepitt.esm

brokensteel.esm

pointlookout.esm

zeta.esm

craft.esm

calibr.esm

fo3 wanderers edition - main file.esm

mart's mutant mod.esm

companion core.esm

companion share & recruit.esm

enhanced weather - rain and snow.esm

xepha's dynamic weather.esm

darnifieduif3.esp

fo3 wanderers edition - main file.esp

fo3 wanderers edition - dlc anchorage.esp

fo3 wanderers edition - dlc broken steel.esp

fo3 wanderers edition - dlc mothership zeta.esp

fo3 wanderers edition - dlc point lookout.esp

fo3 wanderers edition - dlc the pitt.esp

fo3 wanderers edition - alternate travel.esp

fo3 wanderers edition - optional restore tracers.esp

fo3 wanderers edition - optional vats halftime.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

companion core dlc addon.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 - tougher traders.esp

mart's mutant mod - zones respawn.esp

mart's mutant mod - fwe master release.esp

mart's mutant mod - fwe master release + dlcs.esp

mart's mutant mod - fwe master release + project beauty.esp

enhanced weather - rain and snow in fallout.esp

enhanced weather - radioactive rain and snow plugin.esp

enhanced weather - weather sounds in interiors.esp

enhanced weather - sneak bonus during storms.esp

xepha's dynamic weather - main.esp

xepha's dynamic weather - anchorage.esp

xepha's dynamic weather - the pitt.esp

xepha's dynamic weather - broken steel.esp

xepha's dynamic weather - point lookout.esp

xepha's dynamic weather - rain.esp

xepha's dynamic weather - sandstorm.esp

xepha's dynamic weather - dynamic sneak bonus.esp

xepha's dynamic weather - green tint remover.esp

xepha's dynamic weather - weather machine (+rain).esp

xepha's dynamic weather - weather machine.esp

merged patch 2.esp

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Hi,

don't use FOMM for sorting your load order, use this one. Much more reliable and its Masterlist gets updated quite often.

Actually he/she already has BOSS and has already used it to sort the load order. Re-read the first post and you'll see. :teehee:

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Ah, yes, i've already installed the patches from FOIP, more specificly:

 

FOIP - Marts Mutant Mod and FWE and

FOIP - Weapon Mod Kits and FWE 6-03.

 

could something with archive invalidation invalidated have something to do with the crashing? during my instillation of mods when i got around to the

DarNifiedUIF3 in the instructions it asked me to go into the INI and change the TEXT section accordingly as well as (bum ba da DA) change bInvalidateOlderFiles to 1.

It was later on that MMM's instructions referred to "ArchiveInvalidation Invalidated!" be installed and activated (check, done, moving on), could these have caused the crashes?

 

Or the above mentioned "19 duplicate entries"?

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could something with archive invalidation invalidated have something to do with the crashing? during my instillation of mods when i got around to the

DarNifiedUIF3 in the instructions it asked me to go into the INI and change the TEXT section accordingly as well as (bum ba da DA) change bInvalidateOlderFiles to 1.

It was later on that MMM's instructions referred to "ArchiveInvalidation Invalidated!" be installed and activated (check, done, moving on), could these have caused the crashes?

 

Or the above mentioned "19 duplicate entries"?

Even if there would be a problem with archive invalidation, I'd say it's highly doubtful it makes the game crash on startup. btw: If you have archive-invalidation enabled in FoMM, you don't even have to mess around with the standalone version of it anymore.

 

19 duplicate entries? Eh, well I just checked my own and it says there's 266 duplicate entries o_O (I have a crapload of mods though) No idea what the heck that stuff means, but considering my game runs fine, it probably has nothing to do with FO3 crashing on startup.

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Ha! Found it, big moment of deja-vu here, the problem was with the installation of the "DarNified UI" (not sure i even want it now)

otherwise all other mods are loaded and the game runs fine. Thanks for the assistance, having another perspective on the matter

always helps.

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