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I just want to make MMM and Fook2 work :(


SnappySnafu

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I have F3 for XP, fully patched, no dlc, and I have it modded with Marts Mutant Mod and Fook2 (that's all I really want.) Every time I go into the real world (beyond vaults or megaton ect) it crashes. I do have the MMM-Fook2 interoperability mod, and I'm using Fook2 version 1.0. I also use FOSE to start the game, and I do use 'ArchiveInvalidation Invalidated.' Here is my load order on FOMM:

 

Fallout3.esm

CALIBR.esm

Marts Mutant Mod.esm

Fook2 - Main.esm

Fook2 - [*censored*] World and Neighborhood Kit.esm

Fook2 - Main.esp

Fook2 - [EVE] Energy Visuals Enhanced.esp

Marts Mutant Mod - FOOK2.esp

Marts Mutant Mod.esp

Marts Mutant Mod - Zones Respawn.esp

Marts Mutant Mod - Tougher Traders.esp

Marts Mutant Mod - Natural Selection.esp

Marts Mutant Mod - Master Menu Module.esp

mergpat1.esp

 

'mergpat1.esp' is my merged patch file i make (and update every time i change load order) using FO3Edit. Sometimes the game has a read/write error at 0x..(big number). Other times it goes black and reports a vague 'Fallout 3 has screwed up. Send this to Windows so we can not help you at all ' message. I really want to play and I've tried to make sure everything is correct, but I'm really stuck at this point. Anybody have any idea?

 

I just wanna shoot some Deathclaws...

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You are using FOOK2 1.0 RC with MMM 6.x and there are no compatibility patches for those two. The compatibility patch that you are using is for MMM 5.x (and should have been loaded after all of the other MMM plugins if you were using 5.x that is).
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Alright, thanks for your responses. Since MMM 6.x seems to add some really cool stuff I'd like to keep, would it maybe be worth it to keep MMM 6.x and just get rid of Fook2? Is there anything that I could replace Fook2 with that wouldn't clash with MMM? All the weapons seemed like it would go really well with the Mutant Mod.
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