Yegetaone Posted January 20, 2012 Share Posted January 20, 2012 (edited) [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Impervious Power Armour.esm[X] CubeExperimental (EN).esm[X] Unofficial Fallout 3 Patch.esm[X] CALIBR.esm[X] FOOK2 - Main.ESM[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] EVE.esm[X] Project Beauty.esm[X] ArefuExpandedByAzar.esm[X] GNRBuilding_BoS.esm[X] [DC RANGER ARSENAL v3 MASTER].esm[X] FreePlayAfterMQ_V05.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] COL Enclave Hell.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] Classic Midwestern Power Armor.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] Fellout-pipboylight.esp[X] Echo_UseBothGloves.esp[X] Speech,Hack and Max Level.esp[X] TrueSlaver.esp[X] ArefuExpandedByAzar-Radio.esp[X] ArefuExpandedByAzar-FixOptRemOld.esp[X] ArefuExpandedByAzar-FixOptAddNew.esp[X] Realistic Stealth Overhaul.esp[X] ArefuExpandedByAzar-FixEyes.esp[X] GNRBuilding_Studio.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Main [Hotfix].esp[X] FOOK2 - DIK [Hotfix].esp[X] FemalePowerArmor - Vanilla.esp[X] fook-col-hellfire.esp[X] ROTS3.esp[X] WeaponModKits.esp[X] PowerArmorGloves-Core,Anchorage,Pitt.esp[X] Responsive Kill Reactions.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] ChineseHeavyArmor.esp[X] WeaponModKits - FOOK.esp[X] WMKAA12Shotgun.esp[X] Burnification.esp[X] bittercup_comp.esp[X] T3T_CombatArmorSleeves.esp[X] antagonizer.esp[X] mechanist.esp[X] DeepEyes.esp[X] Unique Dogmeat.esp[X] TOutBoogeymansHood.esp[X] EVE.esp[X] ArefuExpandedByAzar-FixMisc.esp[X] EVE Operation Anchorage.esp[X] Burn To Ashes.esp[X] 1PipboyPDA.esp[X] Fellout-Full.esp[X] sialivi v1.1.esp[X] BornAgain Outcast v3.esp[X] ThePitt-FreeLaborFix.esp[X] ThePittReforged.esp[X] AW_ElectricSight_Wastelander.esp[X] [DC RANGER ARSENAL v3] - ITEM GENERATOR.esp[X] [DC RANGER ARSENAL v3] - DLC GEAR.esp[X] Realistic BP Data.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] COL Enclave VER2.esp[X] Fellout-Zeta.esp[X] 32P Replacer.esp every time I activate the archiveinvalidation on FOMM the game crahes on screen... I don't know why but PB doesn't work without archiveinvalidation... also some clutter items are red ! like the nukacolatruck Edited January 20, 2012 by Yegetaone Link to comment Share on other sites More sharing options...
Werne Posted January 20, 2012 Share Posted January 20, 2012 (edited) And the problem is? By the way, run BOSS to sort your load order and then make a merged patch, here's how to do it if you don't know: 1. Start FO3 Edit2. Load your mods3. When everything loads select all your mods, then right-click on the mod list and select Create Merged Patch4. A small window will pop up asking you to name your patch, write something and click Create5. Now when exiting FO3 Edit another window will pop up named Save Changed Files, click OK6. When starting FOMM or FO3 Launcher put your patch LAST in the load order and check it That should take care of the problem if you have one. EDIT: If you have a problem with ArchiveInvalidation delete Fallout.ini and let the game generate a new one on startup. When you get to the main menu exit the game and activate ArchiveInvalidation. That should do it. And do the BOSS/Merged patch too, it should help with game stability. Edited January 20, 2012 by Werne Link to comment Share on other sites More sharing options...
Yegetaone Posted January 20, 2012 Author Share Posted January 20, 2012 should I deactivate AI first before starting a merged patch? Link to comment Share on other sites More sharing options...
BlackRampage Posted January 20, 2012 Share Posted January 20, 2012 should I deactivate AI first before starting a merged patch?Makes no difference. Link to comment Share on other sites More sharing options...
Yegetaone Posted January 20, 2012 Author Share Posted January 20, 2012 nothing... game crushes on startup while AI is active... and without AI my game has glitches... gawd... does anyone have teamviewer ? Link to comment Share on other sites More sharing options...
BlackRampage Posted January 20, 2012 Share Posted January 20, 2012 Have you done this:EDIT: If you have a problem with ArchiveInvalidation delete Fallout.ini and let the game generate a new one on startup. When you get to the main menu exit the game and activate ArchiveInvalidation. That should do it.And do you have the standalone version of AI or do you activate/deactivate it in FoMM? Link to comment Share on other sites More sharing options...
Yegetaone Posted January 20, 2012 Author Share Posted January 20, 2012 (edited) I have both the standalone and the one with FOMM... I guess there is something messed up in my data folder that AI can't handle... it's just the activation that causes me trouble, I removed all the checks form mods and had only Vanilla files checked, still with AI activated it crushes on startup. I guess I'll have to reinstall FO3 again.. would be my 20th time so far just because I overwrote some files for the sake of another mod... like fook2 Project Beauty and NMC's mods .... -.- this sucks fook2 is the most unstable mod I ever tried on fo3... on FNV it doesn't act like a b***t any suggestions? Edited January 20, 2012 by Yegetaone Link to comment Share on other sites More sharing options...
blove Posted January 21, 2012 Share Posted January 21, 2012 If you renamed ";Menus" to "Menus" from the FOOK2_v1-2_open_Beta_Main_Files-4448 archive and are not using DarnUI, you will crash when activating Archive Invalidation Invalidated!. Link to comment Share on other sites More sharing options...
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