Bazerk83 Posted February 2, 2012 Share Posted February 2, 2012 (edited) SOLVED Hi guys I'm hoping you geniuses can help :) Yesterday I spent quite a few hours upgrading and tweaking my FO3 mod installation. Everything seemd to be working great and then I discovered Paradoxes merged esps and 'Fallout Remastered' esps. So I installed the Core Robots and Enhanced Blood merged esps from Paradox. Yes, I installed original mods first and then erased the original esps after installing Paradox's merged esps. I also installed the FOTM 'Fallout 3 Remastered'. I was careful to install only the esps I needed and read through the readme. Before installing remastered esps I ran my load order through BOSS and then tweaked it slightly, I then ran it through FO3edit and created a merged patch, no errors occured. I then ran it through MasterUpdate (without Remastered esps active) and then installed remastered esps and had them last in my load order below my merged patch. SO, the problem I'm having is when the 2 remastered esps I have are active, I get 4 conflict notices when starting a new game and all of them relating to followers scripts. When I deactivate the Remastered esps, this goes away. Can anyone tell me why the esps are doing this and a way to solve the problem? I'd really appreciate it as I'm sure it's going to causes crashes or glitches with main and side quests at some point along the way. Thanks guys, here's my load order. Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmxCALIBR.esmBunker72 v3.esmEVE.esmFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMMart's Mutant Mod.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espEVE - UF3P Patch.espCASM.espOverhead3PCamera.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espBlackWolf Backpack - Vanilla Big Guns Fix.espBlackWolf Backpack - Anchorage Gauss Rifle Fix.espBlackWolf Backpack - Zeta Drone Cannon Fix.espbzArmour.espbzBodySuits.espB72v3-03.espB72v3 Clutterfree.espB72v3-02.espB72v3_MHOO.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Main [Hotfix].espFOOK2 - DIK [Hotfix].espEVE - FOOK2 Patch.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 - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espEVE - MMM Patch.espCore Robots - The Protectrons.espOwned!.espdD - Enhanced Blood Main.espxCALIBRammo_override.espCore Robots - MMM Patch.espMMM, FOOK2.espMMM, FOOK2 - Natural Selection.espMMM, FOOK2 - DIK.espMP.esp <------------------- (merged patch)Fallout Remastered.espFallout Remastered - FOOK2 + MMM + EVE (PI Merge).esp Edited February 3, 2012 by Bazerk83 Link to comment Share on other sites More sharing options...
M48A5 Posted February 2, 2012 Share Posted February 2, 2012 In both Fallout Remastered and FO3 Edit, the instructions state that the compatibiltiy patch must load last. You should move your MP.esp so that it loads at the very last. Link to comment Share on other sites More sharing options...
BlackRampage Posted February 2, 2012 Share Posted February 2, 2012 (edited) In both Fallout Remastered and FO3 Edit, the instructions state that the compatibiltiy patch must load last. You should move your MP.esp so that it loads at the very last.Ah, but a compatibility patch isn't the same as a merged patch. What the instructions point to are the compatibility patches that come with the remastered mod. The merged patch is just fine where it is. The Remastered mod is one of those rare few mods that need to loaded very last. Even later then a merged patch / bashed patch. SO, the problem I'm having is when the 2 remastered esps I have are active, I get 4 conflict notices when starting a new game and all of them relating to followers scripts. Could you elaborate on this? Exactly what kind of conflicts do you get? Edit: Just noticed you posted the same thing on the remastered thread, so I'll have Jeoshua have a look at it first. Edited February 2, 2012 by BlackRampage Link to comment Share on other sites More sharing options...
Bazerk83 Posted February 2, 2012 Author Share Posted February 2, 2012 In both Fallout Remastered and FO3 Edit, the instructions state that the compatibiltiy patch must load last. You should move your MP.esp so that it loads at the very last.Ah, but a compatibility patch isn't the same as a merged patch. What the instructions point to are the compatibility patches that come with the remastered mod. The merged patch is just fine where it is. The Remastered mod is one of those rare few mods that need to loaded very last. Even later then a merged patch / bashed patch. SO, the problem I'm having is when the 2 remastered esps I have are active, I get 4 conflict notices when starting a new game and all of them relating to followers scripts. Could you elaborate on this? Exactly what kind of conflicts do you get? Edit: Just noticed you posted the same thing on the remastered thread, so I'll have Jeoshua have a look at it first. Thanks a lot man, I'm gonna load up Fallout 3 now so I'll copy verbatim what the conflicts are. Link to comment Share on other sites More sharing options...
Bazerk83 Posted February 2, 2012 Author Share Posted February 2, 2012 (edited) . Edited February 2, 2012 by Bazerk83 Link to comment Share on other sites More sharing options...
Bazerk83 Posted February 2, 2012 Author Share Posted February 2, 2012 Ok here are the 4 conflict messages (verbatim) that appear after starting a brand new game. 1) FOLLOWERS quest script test results: CONFLICT DETECTED - - FOLLOWERS quest script A test has revealed that one or more of the mods you have loaded is causing a conflict. It is overwriting the FOLLOWERS quest script. This damages most custom follower commands and makes several followers unable to behave as followers after being hired. (Have been seen to walk away after hire due to this) 2) CONFLICT DETECTED - - CHARON object script Some other mod is apparently overwriting CHARON's object script. This means that Charon can not obey most commands. 3) CONFLICT DETECTED - - RL-3 object script Some other mod is apparently overwriting RL-3's object script. This means that RL-3 cannot obey most commands. 4) CONFLICT DETECTED - - FAWKES object script Some other mod is apparently overwriting FAWKES' object script. This means that Fawkes cannot obey most commands. Ok those are the 4 conflicts, I've copied them word for word so I hope this helps clear it up. Thanks again. Link to comment Share on other sites More sharing options...
Bazerk83 Posted February 2, 2012 Author Share Posted February 2, 2012 Another problem directly linked to the remastered esps is Broken Steel. When activating Broken Steel DLC via FOOK2 options, the game semi locks up. I can see things moving, the game is still running and the world is still going by and i can pause and access the menu screen but I can't move, look around, access the Pip Boy or FOOK2's menu. I really want to use remastered in the hopesw that the game is much more stable but I want the benefits of Broken Steel too. (There are no problems activating any of the other DLCs via FOOK2 Options). deactivating the remastered esps from FOMM resolves this issue. Also, this occurs REGARDLESS of whether the remastered esps are loaded before OR after my merged patch. Link to comment Share on other sites More sharing options...
Bazerk83 Posted February 3, 2012 Author Share Posted February 3, 2012 (edited) Thanks for your help guys but all issues have now been RESOLVED . After getting feedback from the creator of Fallout Remastered, I was made to realise I'd not included some esps that I thought were not necessary (they were patch esps of various mods). It turns out I needed to pick more than one in this rare instance! Also, I removed a patch esp that I had confirmed was incompatible with FOOK2. SOOO. At the moment, all is now well. .......... until the next crash, lol. Thanks again guys. Edited February 3, 2012 by Bazerk83 Link to comment Share on other sites More sharing options...
ChAcInA Posted May 29, 2012 Share Posted May 29, 2012 Hey hey hey, found the perfect topic!So i'm getting the problem number (1)! "FOLLOWERS quest script test results: CONFLICT DETECTED - - FOLLOWERS quest scriptA test has revealed that one or more of the mods you have loaded is causing a conflict. It is overwriting the FOLLOWERS quest script. This damages most custom follower commands and makes several FOLLOWERS unable to behave as FOLLOWERS after being hired. (Have been seen to walk away after hire due to this)" And this is my very short load order: Fallout3.esmBrokenSteel.esmAnchorage.esmThePitt.esmPointLookout.esmZeta.esmCALIBR.esmCRAFT.esmFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMFO3 Wanderers Edition - Main File.esmFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Main [Hotfix].espFOOK2 - DIK [Hotfix].espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - FOOK Support.espFWE - FOOK DLC Support.esp I would appreciate A LOT yr help !!! Link to comment Share on other sites More sharing options...
BlackRampage Posted May 29, 2012 Share Posted May 29, 2012 You may have a short load order, but FOOK and FWE are incompatible with each other. You're going to have to decide which one you want to keep. Link to comment Share on other sites More sharing options...
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