EntityKnownOnlyasFred Posted November 20, 2011 Share Posted November 20, 2011 Once again, because of ending problems (goes straight to the pre-Broken Steel end-game credits or just plain CTD) which CREBSOR did not seem to fix. I did a clean re-install of the game, mods and FOMM (just to be safe). Upon re-install, I noticed that there are the red <!> where NPC's are holding mod-based weaponry (for instance, one appears surrounding Stockholm at Megaton). Yes, ArchiveInvalidation Invalidated is installed, and the <!> still appear. I deactivated ArchiveInvalidation Invalidated off and toggled the Archive Invalidation function in FOMM, same result. On a lark, I tried both activated together, the <!> are still there. The package manager in FOMM also lists the author of AA as "DEFAULT" though it should be Thogun. Is it possible I have a corrupted something installed? Before this latest batch of problems, I had Martigan's Mutant Mod recently installed, along with the FOIP compatibility patch for it and FWE. The iguana related crashing I am aware of, so I had them toggled off. Is there another known bug(s) affecting gameplay with MMM? The *current* load order is as follows;For note: FWE is patched to 6.03, AA is version 1.93, CALIBR is vesion 1.4 and MMM (not currently installed) is RC6.1 [X] Fallout3.esm[x] Anchorage.esm[x] The Pitt.esm[x] Point Lookout.esm[x] Zeta.esm[x] CRAFT.esm[x] CALIBR.esm[x] FO3 Wanderers Edition - Main File.esm[x] FO3 Wanderers Edition - Alternate Travel.esp[x] Apocalypse Armory.esm[x] FO3 Wanderers Edition - Followers Enhanced (Broken Steel).esp[x] FO3 Wanderers Edition - Optional VATS Halftime.esp[x] FO3 Wanderers Edition - Optional VATS Realtime.esp[x] FO3 Wanderers Edition - DLC Anchorage.esp[x] FO3 Wanderers Edition - DLC Broken Steel.esp[x] FO3 Wanderers Edition - DLC Mothership Zeta.esp[x] FO3 Wanderers Edition - DLC Point Lookout.esp[x] FO3 Wanderers Edition - DLC The Pitt.esp[x] FO3 Wanderers Edition - Main File.esp[x] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[x] FO3 Wanderers Edition - Optional Restore Tracers.esp[x] Apocalypse Armory - DLC Enhancements.esp[x] Apocalypse Armory - CALIBR.esp[x] Apocalypse Armory.esp[x] CALIBRxMerchant.esp[x] CRBSOR.esp At the moment, I just need the <!> resolved as this is the first thing I come across that breaks game play, then I can move on to the other problems. Any and all help is greatly appreciated. Link to comment Share on other sites More sharing options...
ElderMalaclypse Posted November 20, 2011 Share Posted November 20, 2011 (edited) When you have a red diamond with a white ! in game that means you have missing meshes or textures.Since you say it appears where the weapons are, it probably means that the meshes and/or textures from Apocalypse Armory did not get installed correctly.Try either re-installing that mod or manually placing the Meshes and/or Textures folder in the Data folder. Edited November 20, 2011 by ElderMalaclypse Link to comment Share on other sites More sharing options...
Jeoshua Posted November 20, 2011 Share Posted November 20, 2011 (edited) Your load order is approximately reversed from what it should me. Fallout Wanderer's Edition - Main File.esp should come before it's DLC patches and options. Same with Apocalypse armory. As a rule, you should load ESMs first, main or unsubtitled files next, and the options/compat files after that. And missing meshes <!> tell me that you didn't install the models into their correct directories. Open up your data folder (and don't dare tell me you don't know where it is) and look for another data folder underneath it. Or a mesh folder in your fallout 3 root directory. Or something like that. Not to mention, you don't have Broken Steel but you're using CRBSOR? And compat patches for it too? That can't be good for you, prepare to crash. Edited November 20, 2011 by Jeoshua Link to comment Share on other sites More sharing options...
EntityKnownOnlyasFred Posted November 20, 2011 Author Share Posted November 20, 2011 @ElderMalaclypse: Manually replacing things seems to have done the trick, though I avoid that route since I'm not always sure of what I'm doing. i appreciate the advice. I noticed though that the WinRAR copies of AA I have are lacking the textures/meshes of certain weapons (the MG-42/3 or the Norinco LMG for instance), is this the result of a bad file compression format or were my examples just corrupted in someway? I had to resort to the 7z format offered by the authors of AA. @Jeoshua: The load order is incorrect, but I'm not worried about that for the issue of textures/meshes, since what I have is the important thing, here. Link to comment Share on other sites More sharing options...
ElderMalaclypse Posted November 20, 2011 Share Posted November 20, 2011 It could have been a problem with the program you used to unpack the file. I have heard of problems either unpacking a winRAR archive with another program like 7z, or trying to unpack an archived file with winRAR when it wasn't compressed with winRAR. Personally I use 7 Zip and have only had a problem with one set of files because of the way they were compressed over multiple archives. So my advice is to use 7-zip rather than winRAR but that is just my opinion of course. Also, when you do decide to take care of your load order, use BOSS first, http://fallout3nexus.com/downloads/file.php?id=10193, and then if you still have any questions post here and people like Jeoshua, who is very knowledgeable about that among other things, will be able to help you out. I use BOSS and adjust my mods manually and don’t actually know all that much about other mods place in the load order. Link to comment Share on other sites More sharing options...
EntityKnownOnlyasFred Posted November 20, 2011 Author Share Posted November 20, 2011 I appreciate any and all help and advice, and when I'm out of my depth (admittedly, that isn't very deep) I come here for help first. @ElderMalaclypse: FOMM has a BOSS function under "Load Order." Is this the same BOSS you suggested above attached to FOMM 0.13.21, or is the above link the preferred route here? Link to comment Share on other sites More sharing options...
ElderMalaclypse Posted November 20, 2011 Share Posted November 20, 2011 I appreciate any and all help and advice, and when I'm out of my depth (admittedly, that isn't very deep) I come here for help first. @ElderMalaclypse: FOMM has a BOSS function under "Load Order." Is this the same BOSS you suggested above attached to FOMM 0.13.21, or is the above link the preferred route here? It may be that all you need to do now is select that BOSS feature in FOMM now.I haven’t played the game in awhile, been modding and such so have not upgraded my FOMM in a long time. The version I use, 0.12.6, doesn't have that choice under 'load order'. I use BOSS as a separate program, which is the link I gave. The version you have works with both FO3 and FONV and seems they may have integrated BOSS somewhat also.Definitely give it a try. You’ll know if it works cuz it’ll open your web browser and give you a list of all your currently loaded mods in the correct order with some notes and suggestions on each. Link to comment Share on other sites More sharing options...
BlackRampage Posted November 21, 2011 Share Posted November 21, 2011 FOMM has a BOSS function under "Load Order." Is this the same BOSS you suggested above attached to FOMM 0.13.21, or is the above link the preferred route here?Makes no difference. Both are 1 and the same program. Archive invalidation was also integrated into the FoMM program, yet the standalone version can still be used too. Some even have to use the standalone version because the integrated one doesn't works for them for some reason. Link to comment Share on other sites More sharing options...
EntityKnownOnlyasFred Posted November 27, 2011 Author Share Posted November 27, 2011 Took me a bit, but I reached the part in the Main Quest where you meet Dr Li for the first time. Once I've finished conversation, she occasionally starts walking off, other times she waits for James to show up, then walk away, preventing the necessary dialogue with James to start the next part of the Main Quest (mercifully, she hung around before starting to walk off this time). If she has the courtesy to wait for James before walking out of the ship, I can knock her out with a console command and drag her towards James so they may speak. If the alternate happens, well, you get the picture. She takes off regardless of whether FO3 is modded or not. Just why is this, and can it be prevented? Link to comment Share on other sites More sharing options...
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