Jarfer Posted January 24, 2012 Share Posted January 24, 2012 I don't know what could be causing it. I know it's not any of my mods because I unchecked everything except for FO3 and the DLCs and it persists... ===================================== Mod load order report! Warning: current load order template contains 19 duplicate entries Fallout3.esm Masterlist Information: $Revision$, $Date$, $LastChangedBy$ Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CRAFT.esm CALIBR.esm xCALIBR.esm* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. xCALIBRuniverse.esm* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IRONSIGHTS.esm* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Mart's Mutant Mod.esm AlternateStart.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_Basic_AnchoragePlugin.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_Basic_BrokenSteelPlugin.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_Basic_PittPlugin.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_Basic_PointLookoutPlugin.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_Basic_VanillaPlugin.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_Basic_ZetaPlugin.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_Pitt_NewRifleSights.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. RH_IronSights_PL_NewItems.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Auto Aim Fix v1.1.esp 13eyes27hairsucanplay.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. CombatEnhanced-Package.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - Hunting & Looting.esp Mart's Mutant Mod - Increased Spawns.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Dynamic Player Scaling.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Mart's Mutant Mod - Master Menu Module.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Sprint Mod.esp* The current load order of this mod does not match the current template LOWER-real-thirdpersonview.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. Mart's Mutant Mod - DLC Broken Steel.esp* The current load order of this mod does not match the current template Mart's Mutant Mod.esp* The current load order of this mod does not match the current template Mart's Mutant Mod - DLC Zeta.esp* The current load order of this mod does not match the current template xCALIBRuniverse.esp* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another. The order that the current template suggests is as follows:fallout3.esmanchorage.esmthepitt.esmbrokensteel.esmpointlookout.esmzeta.esmcraft.esmcalibr.esmxcalibr.esmxcalibruniverse.esmrh_ironsights.esmmart's mutant mod.esmalternatestart.esprh_ironsights_basic_anchorageplugin.esprh_ironsights_basic_brokensteelplugin.esprh_ironsights_basic_pittplugin.esprh_ironsights_basic_pointlookoutplugin.esprh_ironsights_basic_vanillaplugin.esprh_ironsights_basic_zetaplugin.esprh_ironsights_pitt_newriflesights.esprh_ironsights_pl_newitems.espsprint mod.esplower-real-thirdpersonview.espauto aim fix v1.1.esp13eyes27hairsucanplay.espcombatenhanced-package.espmart's mutant mod.espmart's mutant mod - dlc anchorage.espmart's mutant mod - dlc the pitt.espmart's mutant mod - dlc broken steel.espmart's mutant mod - dlc point lookout.espmart's mutant mod - dlc zeta.espmart's mutant mod - hunting & looting.espmart's mutant mod - increased spawns.espmart's mutant mod - natural selection.espmart's mutant mod - tougher traders.espmart's mutant mod - zones respawn.espmart's mutant mod - dynamic player scaling.espmart's mutant mod - master menu module.espxcalibruniverse.esp Link to comment Share on other sites More sharing options...
BlackRampage Posted January 25, 2012 Share Posted January 25, 2012 The order that the current template suggests is as follows:Rule of the thumb here: When FoMM suggests you to change your load order: Do it. On to the autosave problem: Have you checked your "controls" settings in Fallout 3? Sounds like you've (inadvertently) changed the action button for quicksave from F5 to your left mouse button. Link to comment Share on other sites More sharing options...
Jeoshua Posted January 26, 2012 Share Posted January 26, 2012 That has to be what it is. You messed with your settings somehow, and now Quicksave is bound to Left Click. Mods would not cause this, although you should have them sorted better to save yourself some problems on down the line. Link to comment Share on other sites More sharing options...
prensa Posted January 27, 2012 Share Posted January 27, 2012 Jarfer - Hello! BlackRampage's idea about the accidental changing of your keys sounds like the most likely cause of the quicksave issue. It's very easy to reset keys if you wander into that part of the game menu, clicking the left button may have done it. :) By the way, as regards your MMM set up, it should be something like this: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esm Mart's Mutant Mod.esm Mart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.esp You don't need these: mart's mutant mod - hunting & looting.espmart's mutant mod - increased spawns.espmart's mutant mod - dynamic player scaling.esp They are all controlled in game with the the Mart's Mutant Mod - Master Menu Module. Using both those plugins & the menu can cause trouble, untick them in FOMM & delete them. Hope this helps! Prensa Link to comment Share on other sites More sharing options...
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