alex1395 Posted January 5, 2017 Share Posted January 5, 2017 (edited) Hello everybody. I hope you can help me with this problem. I have been playing Fallout 3 GOTY Edition with mods: Unofficial Patch, Enhanced Weather, Street Lights, and the game only crashed once. Today I added the 'Marts Mutant Mod - RC 62 by Martigen' with the NMM. I installed it and then waited 4 days inside my Megaton's House. Then I went to do some missions at Grayditch, and I 'saw' an invisible Supermutant. I think that's was weird, and probably a MMM's bug. I fast travelled to Megaton to sell some things. Now, when I try to fast travel to any place above Megaton (Arefu, Springvale...) or I go outside Megaton, the game crashes. I have been trying to solve this, searching in older topics, but the game is still crashing. I tried changing the load order but It didn't work. I downloaded the FOSE and I used it to launch the game in Steam. I patched the FOSE_launcher to use 4GB of RAM. I tried using the Merged MMM but neither worked. I tried to fast travel to the Citadel and the game didn't crash, but when I fast travel to the mentioned places the game crashes. If I uninstall MMM and fast travel to those places I don't have any problem, but I want to use this mod. Current Load Order: Fallout3.esmAnchorage.esmBrokenSteel.esmPointLookout.esmZeta.esmThePitt.esmUnofficial Fallout 3 Patch.esmMart's Mutant Mod.esmStreetLights.esmUnofficial Fallout 3 Patch Spanish.esmStreetlights Wasteland.esp I uninstalled the MoreMarkers mod, and disabled the Enhanced Weather mods and the FEV_Subjects mod. If I use the FEV_Subjects mods instead of the MMM my game doesn't crash. I hope you can help me. I don't know what to do to fix this. Edited January 5, 2017 by alex1395 Link to comment Share on other sites More sharing options...
M48A5 Posted January 5, 2017 Share Posted January 5, 2017 ThePitt should load between Anchorage and BrokenSteel. StreetLights should load between ThePitt and BrokenSteel. StreetLights-WasteLand has been included in the newest StreetLights and should be disabled and uninstalled. Making FOSE large address aware does not make Fallout3 large address aware. Use the mod the way the instructions are written. Having the game in Steam adds nothing to the game. Fallout3 was never a Steam game. Steam is only a vendor for the game, the same as any other store. You did not say where you have the game installed. If it is in "Program Files", FOSE does not work because it is being blocked by Windows User Access Control. "Today I added the 'Marts Mutant Mod - RC 62 by Martigen' with the NMM." Read the installation instructions, NMM is not noted as the tool to use to install Marts Mutant Mod. You also do not have Marts Mutant Mod.esp listed in your load order. Link to comment Share on other sites More sharing options...
alex1395 Posted January 5, 2017 Author Share Posted January 5, 2017 ThePitt should load between Anchorage and BrokenSteel. StreetLights should load between ThePitt and BrokenSteel. StreetLights-WasteLand has been included in the newest StreetLights and should be disabled and uninstalled. Making FOSE large address aware does not make Fallout3 large address aware. Use the mod the way the instructions are written. Having the game in Steam adds nothing to the game. Fallout3 was never a Steam game. Steam is only a vendor for the game, the same as any other store. You did not say where you have the game installed. If it is in "Program Files", FOSE does not work because it is being blocked by Windows User Access Control. "Today I added the 'Marts Mutant Mod - RC 62 by Martigen' with the NMM." Read the installation instructions, NMM is not noted as the tool to use to install Marts Mutant Mod. You also do not have Marts Mutant Mod.esp listed in your load order.Ok I changed the load order and deleted FOSE. My game is installed here: 'C:\Program Files (x86)\Steam\SteamApps\common\Fallout 3 goty' Let me explain better about what I did with MMM. First I installed the original version, with the .esm and the .esp, but the game crashed when I went to the Wastelands, specially the area above Megaton. I uninstalled this version and installed the Merged Version: http://www.nexusmods.com/fallout3/mods/16787/? With this Merged version there is only a .esm. After I created this post I opened again the game and went outside Megaton. I went to Springvale and the game crashed. Link to comment Share on other sites More sharing options...
alex1395 Posted January 5, 2017 Author Share Posted January 5, 2017 Ok I installed the MMM RC61 FOMOD Ready using FOMM and now the game didn't crash. I also killed some mod Enemies, like the Night Ghouls. Link to comment Share on other sites More sharing options...
M48A5 Posted January 5, 2017 Share Posted January 5, 2017 If you leave the game in Program Files, there will come a time when you will want a mod that requires FOSE and you will not be able to use that mod. You would be better served by moving FO3 out of program files. There are instructions available on Steam on how to accomplish the move. Link to comment Share on other sites More sharing options...
alex1395 Posted January 5, 2017 Author Share Posted January 5, 2017 If you leave the game in Program Files, there will come a time when you will want a mod that requires FOSE and you will not be able to use that mod. You would be better served by moving FO3 out of program files. There are instructions available on Steam on how to accomplish the move.Thanks for the help. Link to comment Share on other sites More sharing options...
BlackRampage Posted January 8, 2017 Share Posted January 8, 2017 It's been like ages since I last troubled myself with Fallout 3 err troubles, but here goes... Let me explain better about what I did with MMM. First I installed the original version, with the .esm and the .esp, but the game crashed when I went to the Wastelands, specially the area above Megaton. I uninstalled this version and installed the Merged Version: The "Merged" version doesn't contain anything but all the plugins from Mart's Mutant Mod merged into a single plugin though.And since your uninstalled the original version, you missed all of the required assets. Meaning the meshes and textures. Hence why you "saw" an invisible supermutant. Step 1: Remove all MMM plugins from your Fallout / Data directory. Step 2: Copy/Paste the MMM .esm from Paradox Ignition into your Data directory and activate it in FoMM / NMM / Whatever. Step 3: Profit. Link to comment Share on other sites More sharing options...
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