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Help With FWE Load Order


zimeron1

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Hello everyone, having some trouble getting a light-ish mod setup working. I have been following Kelmych's "Clear and Present Danger" modlist (http://wiki.step-project.com/User:Kelmych/Fallout3) for the most part, cutting out some of the mods due to Windows 10 Fallout 3 suddenly developing a plugin maximum of ~140. It appears to all be running, except it CTDs when trying to sleep in the bed for FWE alternate start.

I know that this is usually a load order problem, since FWE + MMM + EVE + Project Beauty/FO3Redesigned + WMK are very finnicky. LOOT is currently spitting out the following, which just seems extremely wrong:

https://pastebin.com/4s3TYPJq

Since this is super-duper wrong compared to the load order posted on the FWE description page, I tried my hand at manual ordering according to the order on the FWE description:

 

https://pastebin.com/xZE08QjV

Unfortunately it has the same crash.

I know there's something wrong in here and I am a giant danghus, but Kelmych's guide isn't terribly clear near the end with all the finicky patches.

Any help would be greatly appreciated!

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You cannot use LOOT to get a working load order for Fallout 3.

 

FWE requires FOSE and FOSE will not work if FO3 is installed in "Program Files"

 

The FWE plugins are not in the proper order (PointLookout)

 

Do not download and install a bunch of mods and expect the game to start and run. Correct modding requires patience and some effort on your part.

 

You must follow all installation instructions. If the instructions say to use FOMM to install or install manually, don't expect MO or NMM to work. They may or may not.

 

You must have a stable and running game before you start to add mods.

 

Fallout3 has always had a load order maximum of 125-130. This is not something that happened suddenly.

 

See: http://wiki.tesnexus.com/index.php/Installing_Games_on_Windows_Vista%2B for further self help.

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Yea no I was aware of all that, but thanks anyway. I have FOSE running perfectly fine, and was aware that LOOT was giving a hilariously faulty load order. Hence the attempt at manual load order creation based on the FWE description page.

The game was stable and running just fine before having mods, no worries there. As far as I know, there should be no problem with any of these being installed over MO as many people have done so without issue.

I have spent the better part of several days trying to get this to run with a lot of online research into fixes, proper load order, problems with LOOT, etc. This is not my first time modding a Bethesda game and it was not my first choice to come to the forums for help, nor was I looking for someone else to fix my problems without any effort on my part. What I was able to create here is the combined effort of many hours of my own time attempting and re-attempting to fix issues, with varying degrees of success.

Now, the proper load order for FWE should follow the order of the game DLC masters, correct?

Main
Anchorage

The Pitt
Broken Steel
Point Lookout
Zeta

As another question, is there a load order tool that works for Fallout 3? It is my understanding that BOSS is outdated enough that it misses plugins and throws them to the end of the order (i.e. out of order), and that LOOT is still not working correctly for Fallout 3 as evidenced by the issues I am seeing.

Edit: also Fallout 3 is not installed in Program Files, it's on a separate drive steam library. I also know that this installation location should work, as I currently have a heavily modded New Vegas running happily in it.

Edited by zimeron1
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Go ahead and use BOSS to sort your load order. It's not updated any more, but it will sort your major mods, like FWE and WMK properly. The recognised mods tab will show you what's sorted properly. Also, there is no problem installing any of your mods with MO, or NMM. That's my opinion. I install all mods with NMM that can be and have never had any issues. Ever...

 

I recommend using FO3Edit to help you furthur sort your load, by running a conflict report. This is the best way to gain a proper load order. Most conflicts can be fixed by adjusting one mod over another. After all, that all load order is about. Basically.

 

You will also be able to see mods that overwrite each other, which will allow you to make edits or create a patch to get them working together. I can tell you right now, that EVE and WMK conflict for a few weapons and will need edits to make them work together. Mainly due to conflicting nifs. You could just ignor them and the game will still play fine, but you won't be able to mod some weapons with WMK. Blackened does not address WMK at all, so EVE will win out over it. Which brings up another point. You need to load Blackened after your bash and/or merged patch. That's how it's meant to run.

 

Finally, I'm not too sure... but 20th century weapons are already added by FWE, so I'm not so sure you need the other mods. I don't use those cheesy weapons, so I dunno. Good luck.

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I have figured it out. It was Fallout Character Overhaul, of all things. Removed it and the bed works with no CTD. Going to go look through xEdit, see if I can figure out the conflict causing it. Thanks for the help.

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You're welcome. Feel free to pm me if you need some more help. I'll try and give you straight answers, if I can. Honestly, if I were you... I'd stick with the main mods first and then add the fluff later, so you don't get bogged down with little things that can crap up your game real easily. Once you got the major mods working... then start adding the ones that will conflict with those, so you're in the know. That's just me though. For instance... FWE incorperates a lot of mods that are on the Nexus, so you may want to understand FWE in total first, before adding stuff you don't need when running it. Have fun...

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Yeah and that's usually my method when getting a list working as well, but I know that I have used FCO without incident in a similar setup before, and the 5 or so conflicts that xEdit turned up for it appear to be non-fatal, and are overwriting Fallout Redesigned happily enough. So this was pretty much last on the list of "mods that are probably causing errors". At any rate, it's working now.

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