ZpIIlz Posted July 18, 2016 Author Share Posted July 18, 2016 Current load order [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] aHUD.esm[X] iHUD.esm[X] CINEMATECH.esm[X] CRAFT.esm[X] CALIBR.esm[X] xCALIBR.esm[X] Project Beauty.esm[X] 20th Century Weapons.esm[X] Mothership Crew.esm[X] Alton, IL.esm[X] EVE.esm[X] EWE Energy Weapons Enhanced.esm[X] Apocalypse Armory.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] StreetLights.esm[X] TalonExtraArmor.esm[X] LingsFinerThings.esm[X] Companion Core.esm[X] RobCo Certified v2.esm[X] Enhanced Weather - Rain and Snow.esm[X] RRCompanionVault.esm[X] RRGuards.esm[X] RR5MoreMales.esm[X] RR5MoreFemales.esm[X] CrossModData.esm[X] Animy_prostitution.esm[X] DCInteriors_ComboEdition.esm[X] SeducingWomen.esm[X] Shojo Race.esm[X] RH_IRONSIGHTS.esm[X] MyDog - Globals (keep this active).esm[X] MyDog.esm[X] Sydney Follower.esp[X] ImaginatorFO3.esp[X] Ez0n3_Fallout3_MyMansion.esm[X] FO3 Wanderers Edition - Alternate Travel.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 - Followers Enhanced (BrokenSteel).esp[X] BetterGamePerformance.esp[X] DarNifiedUIF3.esp[X] YearlingsGlasses.esp[X] CRAFT - Activation Perk.esp[X] Overhead3PCamera.esp[X] Auto Aim Fix v1.1.esp[X] GNR Enhanced.esp[X] Dree Perks.esp[X] Chems and Meds Re-Textures Pack.esp[X] RRWastelandPosters.esp[X] RR Vanilla Companion Integration.esp[X] RR Companion Vault 20thCW Supply.esp[X] MoreMapMarkers.esp[X] 99+2.esp[X] Rivet City Realignment.esp[X] UndergroundHideout.esp[X] Apocalypse Armory.esp[X] Apocalypse Armory - CRAFTing.esp[X] Apocalypse Armory - CALIBR.esp[X] Apocalypse Armory - xCALIBR.esp[X] Apocalypse Armory - DLC Enhancements.esp[X] Apocalypse Armory - Optional Historical Names.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] Apocalypse Armory + WMK.esp[X] EWE Supermutant Energy Weapons.esp[X] WMKAA12Shotgun.esp[X] GhostArmor HGEC - Conversion.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] Yoko'sOutfits.esp[X] Lings Finer Things.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] Companion Core DLC Addon.esp[X] RobCo Certified v2 Version Updater.esp[X] RobCo Certified v2 Zeta Addon.esp[X] MTCBigTownRobotFix.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] SeducedDLC03.esp[X] SeducingWomen_patch_156.esp[X] EWE Load Order Fix.esp[X] EWE DLC Addon.esp[X] dD - Enhanced Blood Main.esp[X] FO3 Wanderers Edition - More Gore.esp[X] Fellout-pipboylight.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Enhanced Weather - REBOOT.esp[X] Fellout-Full.esp[X] Realistic Interior Lighting.esp[X] F3ProjectRealityMkI.esp[X] 20th Century v5 ALIVE (Vendor).esp[X] 20th Century v5 ALIVE (Containers).esp[X] 20th Century v5 ALIVE (NPC_Settler).esp[X] 20th Century v5 ALIVE (Vault 101).esp[X] 20th Century v5 ALIVE (RivetCity).esp[X] 20th Century v5 ALIVE (Raider).esp[X] 20th Century v5 ALIVE (Slaver).esp[X] 20th Century v5 ALIVE (Chinese Ghoul).esp[X] 20th Century v5 ALIVE (SuperMutant).esp[X] 20th Century v5 ALIVE (Talon_Regulator).esp[X] 20th Century v5 ALIVE (Brotherhood_Outcast).esp[X] 20th Century v5 ALIVE (TEST Container).esp[X] RobCo Certified v2 Omnipatch.esp[X] xCALIBR_20CW_v5.12.esp[X] Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp[X] Compatibility Plugin00 TalonCo & Marts.esp[X] Blackened FWE + MMM + EVE + Project Beauty.esp[X] PureWater-NoRad-.esp[X] RR Companions 250 Follow Distance.esp[X] GhostArmor HGEC - Conversion FN92 VATSCAM.esp[X] AltonAddon.esp[X] APAddon.esp[X] Animated Prostitution Mesmatron Recruitment v3 (With Slaves Stick Around Support).esp[X] DYNAVISION - Dynamic Lens Effect.esp[X] Directors Chair - Fallout 3.esp[X] Flora Overhaul.esp[X] Max Level 99.esp[X] teslaPA -retextured.esp[X] HZSmoothLight - FO3.esp[X] mantles_for_everyone.esp[X] BaileysCrossingMetro.esp[X] RubblePilesFix.esp[X] 20th century for FWE.esp[X] Blackened RH + FWE + EVE.esp[X] Sydney Follower - Load Order Fix.esp[X] RH_WMK_Bridge.esp It's sloppy, but It can't be that far off from being "correct" I honestly was confident that it would yield no errors, but here I am. Link to comment Share on other sites More sharing options...
ZpIIlz Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) FO3Edit Error log for all .esm and .esps. http://pastebin.com/ziRXj44L Honestly I'm back at square one here. I have a load order that to my knowledge is fine but actually ISN'T because it's giving me "could not be resolved" errors for the follwing mods: Mothership Crew.esmFO3 Wanderers Edition - Main File.esmCompanion Core.esmRobCo Certified v2.esmEnhanced Weather - Rain and Snow.esmRRCompanionVault.esmRRGuards.esmRR5MoreMales.esmAnimy_prostitution.esmSeducingWomen.esmRH_IRONSIGHTS.esmFO3 Wanderers Edition - Alternate Travel.espDree Perks.esp99+2.espGhostArmor HGEC - Conversion.espCALIBR Ammo Schematics - CRAFT.espRobCo Certified v2 Zeta Addon.espSeducedDLC03.espF3ProjectRealityMkI.espRobCo Certified v2 Omnipatch.espBlackened FWE + MMM + EVE + Project Beauty.espDYNAVISION - Dynamic Lens Effect.esp20th century for FWE.esp I suppose I could try...triple checking....or quadruple-check? what is it now? ugh I could deactivate and uninstall all of the above mods as well as any related dependent mods. Then reinstall and reactivate the above mods individually following their install instructions and descriptions completely. Making extra sure I did everything correctly. Then idk...pray? This is so FRUSTRATING. The error logs don't tell you WHY they just tell you WHAT and that's all. So when I get huge amounts of errors I have no idea wtf is going on. Are the items erroring conflicting with those from another mod? Does this game even DO that? Or are they errors that are meaningless and would be there even if the mod was working? I have nothing to go off of. So I guessI'm stuck in a potentially infinite loop of uninstalling and reinstalling mods until someone has a better idea. Edited July 19, 2016 by ZpIIlz Link to comment Share on other sites More sharing options...
M48A5 Posted July 19, 2016 Share Posted July 19, 2016 146 files in the load order is about 20 too many. The game engine cannot handle that much. With RRCompanions Vault, you really need to make the game large address aware. As stated before, MMM-Tougher Traders, Zones Respawn and Natural Selection are part of FWE and should be disabled and uninstalled. As stated in the Paradox Ignition installation instructions, Mart's Mutant Mod.esp should be disabled and removed from the data file. StreetLights should load between ThePitt and BrokenSteel. FWE-Alternate Travel has a file header of .esm but a file extension of .esp and should load as the last .esm-first .esp file. I'm not sure, but I believe that the Yoko Outfit is included in Ling's. Link to comment Share on other sites More sharing options...
ZpIIlz Posted July 19, 2016 Author Share Posted July 19, 2016 (edited) Haha...man...I spend so long staring at my load order thinking nothing is wrong with it. Then you come along and point out a few things and I feel hella bad because they are things that I know and should have caught. Now that they've been pointed out they stick out like a sore thumb and I can't help but kick myself. Thank you. Anyway... 146 files in the load order is about 20 too many. The game engine cannot handle that much. Deleted all the small mods that re-textured individual items or added things that would relatively not be missed. There were quite a few. Also got rid of Alton, IL and the Hair Styles mod. With RRCompanions Vault, you really need to make the game large address aware. It is. I did it again just to be sure. I use the 4GB patch suggested on step 3 of "Setting up Fallout 3 for Mods" on this page:https://steamcommunity.com/sharedfiles/filedetails/?id=149946772 This is download for the patch...not sure where to find a proper description of it.www.ntcore.com/files/4gb_patch.zip I'm using this instead of the 3GB large address aware patch on the Nexus. As stated before, MMM-Tougher Traders, Zones Respawn and Natural Selection are part of FWE and should be disabled and uninstalled. Removed. As stated in the Paradox Ignition installation instructions, Mart's Mutant Mod.esp should be disabled and removed from the data file. I did go into the data folder and delete the files Paradox Ignition would be replacing. I must have accidentally passed over MMM. Removed. StreetLights should load between ThePitt and BrokenSteel. I always move it out of there. I assumed it was some kind of fluke in BOSS's load order. Whatever, I moved it back. FWE-Alternate Travel has a file header of .esm but a file extension of .esp and should load as the last .esm-first .esp file. I know this. It's there. I'm not sure, but I believe that the Yoko Outfit is included in Ling's. I've never used Ling's before so I wouldn't know. It doesn't mention anything about Yoko's gear in the description and installing doesn't result in any over ride prompts but idk. Edited July 19, 2016 by ZpIIlz Link to comment Share on other sites More sharing options...
ZpIIlz Posted July 19, 2016 Author Share Posted July 19, 2016 (edited) Even with the above adjustments, attempting to create a merged patch still fails: [09054E49] < Error: Could not be resolved >[07036D73] < Error: Could not be resolved >[070533A8] < Error: Could not be resolved >[090533A8] < Error: Could not be resolved >[07054E49] < Error: Could not be resolved > Yeah..I don't know what else to do. I've tried letting BOSS sort everything then move FWE Alt Travel where it needs to go: nothing. I reactivate mods in their instructed order: error messages. I just can't win. :( Edited July 19, 2016 by ZpIIlz Link to comment Share on other sites More sharing options...
Deleted1205226User Posted July 19, 2016 Share Posted July 19, 2016 I'm following your attempt for a nice load order from the beginning and while I'm not qualified enough to help (I will only add confusion) I'd like to express my support: don't give up, it is not possible that with such a positive attitude you don't end with something satisfying. 146 files in the load order is about 20 too many. The game engine cannot handle that much. To my knowledge, it is very true for New Vegas, Fo3 is much more stable regarding mods with people being able to have up to 255 mods without problem. I think there's still hope for you! :smile: Link to comment Share on other sites More sharing options...
Purr4me Posted July 19, 2016 Share Posted July 19, 2016 [09054E49] < Error: Could not be resolved >[07036D73] < Error: Could not be resolved >[070533A8] < Error: Could not be resolved >[090533A8] < Error: Could not be resolved >[07054E49] < Error: Could not be resolved >Each Item I highlighted is held in one plugin. In xedit, highlight that number one error at a time and Ctl + C and paste into the xedit ID box ; hit Enter and ID the plugin source, Note: the plugin name.start from the bottom error first and work your way up. Identify the plugin is a single source or is many ? Don't remove any thing. Just ID the plugin names. IF the data causing the error readouts are Just one file..post it's name. 5 ways this can occur from a merged attempt read.It's already in that plugin as was a T-sniped product, which is easy to fix assets for it are being overwritten by data that is bad / incorrect pointers in mesh files. Out of order of install creates "missing assets " VIA overwrites." Offset data was removed that is required VIA cleaned when it was done on purpose to be there and is now gone. The data was a ported mod from another game. Should not be in the game.that is a basic set of reason xedit can't resolve this issue. the point here is to identify why the issue is there, then determine a fix to Undue the errors. Once you ID the plugin, set xedit so to scan for cleaning but Don't, in This mode of operation in xedit, we look for the targets names and see what other plugins are in direct conflict along those lines, we write down the names of the offenders. these names are a list you make so to only load just those and uncheck others, and load just those and run a merged patch process to verify the error occurs "with just those files involved. IF the problem continues, we fix just these files by identifying the issue with them.IF the problem is now Gone ? These files we merge as one...most of the time, the header of one of the mix will have the masters names in the headers out of order ,requires a "sort masters" xedit review and a reset with the GECK to those we edit to put back the Offset data Cleaned out. Now you pray your skills triumph over error controls found. IF you can not resolve the single plugins errors? recreate it; that one plugin by use of create new in ex-edit's format and verify the errors are gone, expand the data in said plugin, select all data within it, right click what's selected, copy to "new plugin" name..you make in xedit as you do the process. save, load that plugin directly into the GECK and let it strip out (esp) dependencies and it fixes the Offset's order created by xedit's format bring it back into the correct path and range the game can handle. you will have to study what i wrote here, these are learned skills you need to learn. Recognize. Link to comment Share on other sites More sharing options...
ZpIIlz Posted July 19, 2016 Author Share Posted July 19, 2016 I'm following your attempt for a nice load order from the beginning and while I'm not qualified enough to help (I will only add confusion) I'd like to express my support: don't give up, it is not possible that with such a positive attitude you don't end with something satisfying. To my knowledge, it is very true for New Vegas, Fo3 is much more stable regarding mods with people being able to have up to 255 mods without problem. I think there's still hope for you! :smile: This post means a lot to me. I was REALLY hoping cataloging this entire endeavor beginning to end (successful or not) would help anyone else who might come across it. Link to comment Share on other sites More sharing options...
ZpIIlz Posted July 19, 2016 Author Share Posted July 19, 2016 (edited) Each Item I highlighted is held in one plugin.That makes things easier. In xedit, highlight that number one error at a time and Ctl + C and paste into the xedit ID box ; hit Enter and ID the plugin source, Note: the plugin name. All the error IDs brought back nothing. I copy+pasted them one at a time into the 'Editor ID' box at the top and hit Enter. The program goes (not responding) for a few seconds then comes back and gives me a windows confirmation sound but nothing changes in the software. Nothing is highlighted or anything, what am I looking for exactly? Edited July 19, 2016 by ZpIIlz Link to comment Share on other sites More sharing options...
Purr4me Posted July 19, 2016 Share Posted July 19, 2016 (edited) (07054E49) is somewhere there, because that's an ID found by the program. So, let's verify some things here. what link directly have you obtained the xedit program from? post it's link. I have a feeling your not using the updated version. IF so, there is another software program we can use to ID these numbers with. However, the diagnostic procedure is different and you would require knowledge of how to use that too. I will keep things slow and steady so you comprehend it...first your source for the xedit program _____________. )--------------------------EDIT:-------------------------if this is what your getting? make sure your merged patch is included too. Edited February 13, 2020 by Purr4me Link to comment Share on other sites More sharing options...
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