DevonWithAnI Posted June 24, 2016 Share Posted June 24, 2016 I've installed a load of mods to get back into Fallout 3, like FWE and other popular mods. (Load Order will be posted at bottom.) I started a playthrough last night, and everything was working smoothly. Only one crash, mods were working just fine and I was an hour or two into the game. Then I found this mod that I really wanted to play from the beginning (Ties That Bind) so I started my game over and added a couple of more mods (The mods that I added for the second playthrough will also be at the bottom.) I realized that after getting out of the vault, an ememy would turn completely blue (Clothes, Weapons, Face, Everything) for about 2 or so seconds. I'm 90% sure that it's an issue regarding FWE, since the only other people have disabled the mod to get it working (I really would like to play FWE, however.) Any suggestions? LOAD ORDERFallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmDCInteriors_ComboEdition.esmProject Beauty.esmEVE.esmAdvanced Recon Tech.esmAWorldOfPainFO3.esmRH_IRONSIGHTS.esmDarNifiedUIF3.espBetterGamePerformance.espUPP - Quest Perks.espUPP - Pack 1.espUPP - Pack 2.espRealistic Interior Lighting - OA.espFellout-Full.espWeaponModKits.espCASM.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-pipboylight.espdD - Enhanced Blood Main.espAdvanced Recon Tech.espcolossus T51c.espColossus Outcast.espAction_Boy_hacking.espEasier_hacking_5_8.espLucky_hacking_5.espNPC Height Randomizer Less Variance.espRH_IronSights_RemoveReticule.espRH_WMK_Bridge.espWeaponModKits - FWE Master Release.espRealistic Interior Lighting.espRealistic Interior Lighting - PL.espMoreMapMarkers.espWMKAA12Shotgun.espcolossus BOS.espUniqueWeaponsRetextured.espRH_FWE_Bridge.espFWEPatchesMerged.espProject Beauty- Broken Steel.espMoreQuestsAllInOne.esp1nivDogmeatOverhaul.espTiesThatBind.espRealistic Interior Lighting - BS.espWeaponModKits - BrokenSteel.espMoreQuestsPt2.espRH_IronSights_Basic_AnchoragePlugin.espWeaponModKits - OperationAnchorage.espFellout-Zeta.espWeaponModKits - ThePitt.espAdvanced Recon Gear.espMiniguns Replacer.espBBBackpacks-v1-1.espRH_IronSights_Basic_ZetaPlugin.espFellout-PointLookout.espWeaponModKits - Zeta.espWeaponModKits - PointLookout.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_PittPlugin.espUniqueWeaponsRetexturedPITT.espRH_IronSights_Pitt_NewRifleSights.espRH_IronSights_Basic_BrokenSteelPlugin.espRH_EVE_Bridge.espRH_IronSights_PL_NewItems.espProject Beauty- Point Lookout.espmidlifeAnchorage.espmidlifecrisis.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Alternate Travel.esp Links To Others With This Issue (They're from a few years ago, sorry): http://www.gamefaqs.com/boards/918428-fallout-3/64097446 http://www.gamesas.com/fwe-fo3-wanderers-edition-t57480-50.html https://forums.nexusmods.com/index.php?/topic/97246-marts-mutant-mod-rc-61/page-280 http://www.gamesas.com/does-anyone-elses-enemies-sometimes-turn-blue-using-fwe-t275297.html Thanks for any help you guys can provide! :smile: Link to comment Share on other sites More sharing options...
M48A5 Posted June 24, 2016 Share Posted June 24, 2016 It is obvious that you did not read the complete mod description pages. Otherwise your load order would not be such a mess. FWE Alternate Travel is an .esm with an .esp extension and needs to load after the last .esm As stated on the FWE page, the plugins need to be in the same order as the vanilla game. All compatibilty patches must load after the last mod that is being patched. Thousands of people have used FWE successfully and any problems are usually user generated. Link to comment Share on other sites More sharing options...
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