bloodr0se Posted September 15, 2011 Share Posted September 15, 2011 I have been trying to use a few mods with the GOTY edition of FO3 to make it a bit more playable for myself because I suffer from entomophobia but really like the dialogue and story driven nature of this game. I have installed the game and then activated the mods in FOMM but they don't seem to be taking effect. I have checked the order in FOMS 2 but it doesn't report any conflicts although it also says that it doesn't recognise any of these mods. Export from FOMM is: Mod load order report! Warning: current load order template contains 308 duplicate entries Fallout3.esm Masterlist Information: $Revision$, $Date$, $LastChangedBy$ Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm ZombieHuntinSupplies.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. RoachToZombie.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. FixAntsToGhouls.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. MoleratsToGhouls.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. AlbinoRadscorpsToGhouls.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. CentaursToGhouls.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. DLCMirelurksToGhouls.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. MutantsToGhouls.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. BehemothsToGhouls.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. BloatfliesToGhouls.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. AntsToGhouls.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. MirelurksToGhouls.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. RadscorpToGhoul.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. OS is Windows 7 x64, FOMM is running as local Admin. The game runs without a hiccup after I edited the ini file to use only 2 cores but it's like it completely ignores the mods. I have started a new game and am trying to escape from Vault 101 but the radroaches are still there. I just installed the game and addons as normal and then FOMM and then checked the mods that I wanted and launched it. I have also experimented with shifting the order around a little and I had the unofficial patch installed which was set on the order list directly after Zeta.esm but I have since uninstalled that for troubleshooting purposes (the same thing happened when that was installed). I have tried launching the game both via FOMM and the auto launcher and am also using the FOMM xlive workaround. If anyone could help with this then that would be really appreciated, I would really love to be able to enjoy this great game one day. :) Link to comment Share on other sites More sharing options...
bloodr0se Posted September 16, 2011 Author Share Posted September 16, 2011 To update, I just performed a clean reinstall to a new folder on c:\ because the previous installation was in Program Files x86 and I've read that this can cause problems. I followed the instructions in http://www.thenexusforums.com/index.php?/topic/120735-how-to-install-mods-for-fallout-3/page__st__90 to the letter and it's still doing exactly the same thing. If I let FOMM manage the order list then it changes it to this: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmFixAntsToGhouls.espMoleratsToGhouls.espAlbinoRadscorpsToGhouls.espCentaursToGhouls.espDLCMirelurksToGhouls.espRoachToZombie.espMutantsToGhouls.espBehemothsToGhouls.espBloatfliesToGhouls.espAntsToGhouls.espZombieHuntinSupplies.espMirelurksToGhouls.espRadscorpToGhoul.esp Total active plugins: 19Total plugins: 19 I performed another automated sort in FOMS and it did this: <?xml version="1.0"?><FomsBackup xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Mods> <Fallout3Mod> <Id>Fallout3.esm</Id> <Title>Fallout 3</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>Anchorage.esm</Id> <Title>Operation Anchorage</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>FixAntsToGhouls.esp</Id> <Title>FixAntsToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>MoleratsToGhouls.esp</Id> <Title>MoleratsToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>AlbinoRadscorpsToGhouls.esp</Id> <Title>AlbinoRadscorpsToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>CentaursToGhouls.esp</Id> <Title>CentaursToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>DLCMirelurksToGhouls.esp</Id> <Title>DLCMirelurksToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>RoachToZombie.esp</Id> <Title>RoachToZombie</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>ThePitt.esm</Id> <Title>ThePitt</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>BrokenSteel.esm</Id> <Title>BrokenSteel</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>PointLookout.esm</Id> <Title>PointLookout</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>MutantsToGhouls.esp</Id> <Title>MutantsToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>BehemothsToGhouls.esp</Id> <Title>BehemothsToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>BloatfliesToGhouls.esp</Id> <Title>BloatfliesToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>AntsToGhouls.esp</Id> <Title>AntsToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>ZombieHuntinSupplies.esp</Id> <Title>ZombieHuntinSupplies</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>Zeta.esm</Id> <Title>Zeta</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>MirelurksToGhouls.esp</Id> <Title>MirelurksToGhouls</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> <Fallout3Mod> <Id>RadscorpToGhoul.esp</Id> <Title>RadscorpToGhoul</Title> <Obsolete>false</Obsolete> <Outdated>false</Outdated> <Patch>false</Patch> <Required>false</Required> <RequiresFose>false</RequiresFose> <RequiredFoseVersion /> </Fallout3Mod> </Mods> <Created>2011-09-15T21:48:34.9783551-04:00</Created></FomsBackup> Both do exactly the same thing and the radroaches in vault 101 appear as radroaches and not ghouls. The only difference is that when the FOMS list is used the game crashes upon exit. Link to comment Share on other sites More sharing options...
GrindedStone Posted September 16, 2011 Share Posted September 16, 2011 Win7 they basicly run it in compatablity mode for XP SP3.You should start there an get the basic game working.Test the game for a while to see if you have any problems.Then install DLC's or mods an test it again, one at a time would be best. Link to comment Share on other sites More sharing options...
bloodr0se Posted September 16, 2011 Author Share Posted September 16, 2011 Win7 they basicly run it in compatablity mode for XP SP3.You should start there an get the basic game working.Test the game for a while to see if you have any problems.Then install DLC's or mods an test it again, one at a time would be best. Thanks for the reply, the base game does seem to work though it's just the creature modifications that don't. I'll try adding them one at a time though, starting with the roach mod and see how it goes. Link to comment Share on other sites More sharing options...
freddy_farnsworth Posted September 18, 2011 Share Posted September 18, 2011 Hello! I believe the radroaches in V101 are special, "unique" scripted critters. After the vault is done and you are outside, the game has really started. You should be OK at that point, the mods will kick in. freddy Link to comment Share on other sites More sharing options...
bloodr0se Posted September 18, 2011 Author Share Posted September 18, 2011 Thanks Freddy, I had a feeling that could maybe be the case, I noticed in FO3edit when I opened the roachtozombie.esp plugin though that there are references to 'Butchroach' or something similar in there and a guy on the Bethesda forum told me that the roaches attacking Butch's mother changed to Ghouls when he tried activating the mod but maybe it could be because that's kind of a side quest I suppose. I will give it a shot later anyway and see how it goes, thanks again for your help. Do you think I need to load the mods in any particular order to get them to work properly by the way? Or is it just the general rule with mods that if the game runs without crashing/glitching etc then the mods are working fine? Link to comment Share on other sites More sharing options...
freddy_farnsworth Posted September 25, 2011 Share Posted September 25, 2011 Hello! I see a FOSE required in the fomm list, have you got FOSE installed ? Might as weel put it in, so many mods need it, and it is better sooner than later, so you do not have problems later. freddy Link to comment Share on other sites More sharing options...
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