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Check my load order?


PoobahGorg

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Yesterday the game was running pretty good. It's an old game, and I've got a PC that's more than beefy enough for it (i5-6500, GTX1060 w/ 6GB, 16GB RAM, another 16GB on a USB3 ReadyBoost drive...

 

Therefore I made Fallout 3 aware of more RAM. Then I kind of went ape adding mods. Doing them one or two at a time probably would've been a bit wiser.

 

GameMode=Fallout3
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
StreetLights.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
Unofficial Fallout 3 Patch.esm=1
Mart's Mutant Mod.esm=1
DCInteriors_ComboEdition.esm=1
RH_IRONSIGHTS.esm=1
BelthansQuoVagis.esm=1
VanessaFollower.esm=1
JessiCompanion.esm=1
Hazel.esm=1
DarNifiedUIF3.esp=1
MaxLevel100.esp=1
Sprint Mod.esp=1
RH_IronSights_Basic_VanillaPlugin.esp=1
RH_IronSights_Basic_AnchoragePlugin.esp=1
RH_IronSights_Basic_PittPlugin.esp=1
RH_IronSights_Basic_BrokenSteelPlugin.esp=1
RH_IronSights_Basic_PointLookoutPlugin.esp=1
RH_IronSights_Basic_ZetaPlugin.esp=1
RH_IronSights_Pitt_NewRifleSights.esp=1
RH_IronSights_RemoveReticule.esp=1
RH_IronSights_PL_NewItems.esp=1
GNR Enhanced.esp=1
Conelrad 640-1240.esp=1
FreePlayAfterMQ_V05.esp=1
BusworldV1.05d.esp=1
WeaponModKits.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
WeaponModKits - BrokenSteel.esp=1
WeaponModKits - PointLookout.esp=1
WeaponModKits - Zeta.esp=1
DIM TYPE3clothesRETAIL.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Mart's Mutant Mod - Zones Respawn.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
FollowersHireContinued-KarmaCheck-NoCharismaCheck-NoCountCheck.esp=0
FollowersHireContinued-CharismaCheck-KarmaCheck.esp=1 <================ This mod forces you to pick one of four ESPs to use.
FollowersHireContinued-CharismaCheck-NoKarmaCheck.esp=0
FollowersHireContinued-NoChecks.esp=0
dD - Enhanced Blood Main.esp=1
Fellout-pipboylight.esp=1
Fellout-Full.esp=1
Fellout-Anchorage.esp=1
Fellout-BrokenSteel.esp=1
Fellout-PointLookout.esp=1
Fellout-Zeta.esp=1
WWM.esp=1
Mart's Mutant Mod - DC Interiors.esp=1
BQV2DLC.esp=1
JessiQuovagisCrossover.esp=1
MalikaTheGypsyByAzar.esp=1
Tchos Vault 101 Sealed Wing.esp=1
Busworld and DCInteriors compatibility.esp=1
RH_WMK_Bridge.esp=1
Flora Overhaul.esp=1
TiesThatBind.esp=1
I execute a shortcut to FOSE, which then loads the modified-to-access-more-RAM copy of Fallout 3.
I realize I should probably just remove at least half of these mods, but I was hoping someone might see something glaring up there (as was done for an earlier poster). This got sorted by BOSS, but it didn't know what a fair bit of this stuff was. I put TiesThatBind down bottom because that's where the modder said it should be. I put compatibility patches beneath both mods they get to work right together.
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If I may add something here. Just a little advice... It's a neato mod, but Bus World is going to cause your game to ctd and eventually corrupt your saved game files. I'm speaking through experience. I believe it has to do with the addition of exteriors to the wasteland. Also, you may want to check out the Paradox mod patches for Fellout and MMM. They will lighten your load order... which is always a good thing. Good luck.

Edited by ejroberts49
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  • 2 weeks later...
Fallout3.esm
Anchorage.esm
PointLookout.esm
BrokenSteel.esm
ThePitt.esm
Zeta.esm
FCOMaster.esm
CRAFT.esm
CALIBR.esm
xCALIBR.esm
Project Beauty.esm
RH_IRONSIGHTS.esm
FO3 Wanderers Edition - Main File.esm
FWE - Combat Overhaul_Core.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
xCALIBRammo_override.esp
Fellout-Full.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Vendor Script Replenish.esp
BlackWolf Backpack - Blank's Container Patch.esp
Hacking 3x Words (firmly).esp
Classic Fallout Weapons BETA.esp
xCALIBRammo_FWE.esp
WeaponModKits.esp
SNIPER_KIT.esp
2Perks Per Level.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - ThePitt.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
FWE - Combat Overhaul_Equipment.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_PL_NewItems.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_RemoveReticule.esp
RH_FWE_Bridge.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC Broken Steel.esp
MMM - FWE_Combat Overhaul Master Release.esp
F3ProjectRealityMkI.esp
Total active plugins: 51
Total plugins: 70


can u guys check mine owo?
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@RazexFX,

 

Please, do not hijack threads. This is noted in the Terms of Service to which you agreed when you joined the site.

 

You need to do a lot of research before you start loading the game with mods. The mod description pages are the best place to start.

 

The base game is out of order. It should be: Fallout3

Anchorage

ThePitt

BrokenSteel

PointLookout

Zeta

 

The plugins (.esp) should be in the same order.

 

You are showing 51 active plugins and 70 total plugins. Remove the 19 plugins that are not active.

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t

 

@RazexFX,

 

Please, do not hijack threads. This is noted in the Terms of Service to which you agreed when you joined the site.

 

You need to do a lot of research before you start loading the game with mods. The mod description pages are the best place to start.

 

The base game is out of order. It should be: Fallout3

Anchorage

ThePitt

BrokenSteel

PointLookout

Zeta

 

The plugins (.esp) should be in the same order.

 

You are showing 51 active plugins and 70 total plugins. Remove the 19 plugins that are not active.

ty very much! and sorry for that. wont happen again

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