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Using mod organizer. Dupont Circle Station crashes within seconds of entering. Likely due to MMM


LenKagetsu

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When I enter Dupont Circle Station from any entrance, the game crashes in a few seconds. pausing the game with the console or opening the menu does nothing to prevent it, so I can't get a list of actors.

 

When I disable Mart's Mutant Mod and its dependents, it works fine. The only enemies that appear in there in vanilla according to the wiki and my own non-MMM runthroughs are super mutants, raiders, and protectrons. I never have problems with places infested with ghouls or raiders, but I often crash in the city areas (including the areas surrounding dupont circle station), so I'm fairly sure that something is going wrong with the super mutants.

 

I've fought Floaters, Centaurs, and Abominable mutants just fine prior to this, so I think it's a leveled encounter that changes a vanilla mutant.

 

Here's my load order.

 

 

# This file was automatically generated by Mod Organizer.
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Project Beauty.esm
EnhancedChildren.esm
Lutana CotW Expansion.esm
DCInteriors_ComboEdition.esm
AliciasCuteShop.esm
Sharing and Caring Companions.esm
DarNifiedUIF3.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Optional VATS Realtime.esp
Wasteland Mercs 2.0 - no child left behind edition.esp
Blackened FWE + MMM + Project Beauty.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
DarkerInteriors.esp
Childhood Beginning.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
DarkerInteriors - Broken Steel.esp
DarkerInteriors - Point Lookout.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC The Pitt.esp
UUF3P - FWE Patch.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - Zeta.esp
WeaponModKits - PointLookout.esp
Fallout_4_Ranks.esp
F3ProjectRealityMkI.esp
Lutana CotW Expansion - Operation Anchorage.esp
SCC - Talk to Anyone.esp
Lutana CotW Expansion - The Pitt.esp
Lutana CotW Expansion - Broken Steel.esp
AliciasCuteShopDoorOverride.esp
CRBSOR.esp
NIW_experimental.esp
UPP - Original Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
Mart's Mutant Mod - DC Interiors.esp
KillableKidsNormalHealthOptional.esp
Comp_dont_steal_xp_hereticus.esp

 

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You can blame LOOT for that, and the mod order list on FWE's page is rather outdated so could you elaborate where the blackened patch is expected to be? Being it's after all its masters I don't see where else I could put it.

 

I rearranged things a bit and when I loaded my autosave in the offending room it was stable but I was killed by the first two super mutants, but when my autosave reloaded it crashed after a few seconds, so that's something.

 

Does MMM change enemies after the spawn, meaning it's just pure luck if it breaks or not or did I manage to fix something?

Edited by LenKagetsu
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The load order on the FWE page is how the authors developed the mod and it is how the plugins are to be loaded.

 

LOOT is the worst mod sorter you could use for FO3. It does not order the files correctly.

 

The Blackened patch should load after the last plugin for the mod/mods being patched. I don't know how I can be any clearer than that.

 

I don't use MMM, so I cannot answer your question.

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