Killajayy Posted July 13, 2017 Share Posted July 13, 2017 I had just install a few more mods over my FWE-MMM-EVE mods for Fallout 3: GOTY. The mods I had installed yesterday are:Tweaked PiPBoy Light - faster, brighterInterior Fog RemoverCool Companions.44 Eagle RevolverMegaton House ContainersPipboy Readius (AlexScorpion and Brianide post) Think there is 2 posts for this but Alex's post came up first for me.This is my current load order: GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1EVE.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=0RH_IRONSIGHTS.esm=1DarNifiedUIF3.esp=1RH_EVE_Bridge.esp=1Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Tougher Traders.esp=0Mart's Mutant Mod - Zones Respawn.esp=0FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1Blackened FWE + MMM + EVE.esp=1PCB.esp=0FogRemover.esp=0lessviewdistance.esp=0Max Level 99 V2.esp=12Perks Per Level.esp=1PiPBoy - faster, brighter, CTO.esp=1InteriorFogRemover.esp=1Cool Companions.esp=1.44 Eagle Revolver.esp=1Megaton House Containers.esp=11PipboyPDA.esp=1I personally think that the 2 pipboy mods are conflicting with each other. Correct me if I am wrong and let me know if there is anything else wrong with my load order.Thanks in advance. Link to comment Share on other sites More sharing options...
M48A5 Posted July 13, 2017 Share Posted July 13, 2017 You have a couple of problems. You have a compatibility patch that needs certain masters to be active, namely, Mart's Mutant Mod. You need to active this .esm and remove the .esp. Not uninstall, just remove the .esp. You should remove the other .esp files that are not being used. Link to comment Share on other sites More sharing options...
Killajayy Posted July 13, 2017 Author Share Posted July 13, 2017 You have a couple of problems. You have a compatibility patch that needs certain masters to be active, namely, Mart's Mutant Mod. You need to active this .esm and remove the .esp. Not uninstall, just remove the .esp. You should remove the other .esp files that are not being used.Ok so I went to my data folder and selected the .esp's that i didn't have check then cut and pasted into a backup folder. Now my current load order is this: GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1EVE.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1RH_IRONSIGHTS.esm=1DarNifiedUIF3.esp=1RH_EVE_Bridge.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1Blackened FWE + MMM + EVE.esp=1Max Level 99 V2.esp=12Perks Per Level.esp=1PiPBoy - faster, brighter, CTO.esp=1InteriorFogRemover.esp=1Cool Companions.esp=1.44 Eagle Revolver.esp=1Megaton House Containers.esp=11PipboyPDA.esp=1 Is this better? Will the 2 Pipboy mods interfere with each other? Link to comment Share on other sites More sharing options...
M48A5 Posted July 13, 2017 Share Posted July 13, 2017 About the pipboy mods, I don't know. I don't use any mod that changes the pipboy. The correct way to add mods to the game is to start the game with no mods to ensure that it will work on your equipment and in the location where it was installed. It must be installed in a location other than "Program Files". Once the game has started and you have played through the tutorial and you are about to exit the Vault 101 tunnel, make a hard save. Exit the tunnel to the wasteland and make a save. At this point you should add your mods, one at a time, checking in the game to make sure they are working. Modding Fallout 3 is not as simple as adding a bunch of mods and then playing the game. Link to comment Share on other sites More sharing options...
Killajayy Posted July 13, 2017 Author Share Posted July 13, 2017 (edited) About the pipboy mods, I don't know. I don't use any mod that changes the pipboy. The correct way to add mods to the game is to start the game with no mods to ensure that it will work on your equipment and in the location where it was installed. It must be installed in a location other than "Program Files". Once the game has started and you have played through the tutorial and you are about to exit the Vault 101 tunnel, make a hard save. Exit the tunnel to the wasteland and make a save. At this point you should add your mods, one at a time, checking in the game to make sure they are working. Modding Fallout 3 is not as simple as adding a bunch of mods and then playing the game.[uPDATED] I was using the load order above and yet again i still experienced a few crashes. I am going to try removing the faster pipboy light mod and see what happens then. I had done this already. It was after I had added the ones that i mentioned. If I keep crashing within 5-10 minutes, then i will uninstall the "fast and brighter" pipboy mod and go from there. I had fixed this type of issue when i was trying to cross the bridge to the purifier with Liberty Prime. Every time i went up the ramp i crashed. so disabled me PCB, FogRemover and lessviewdistance .esps and i was fine, The 2 pipboy mods are my only idea of conflicting with each other. But I still have not opened the game after removing the .esp's you had mentioned to remove. Edited July 14, 2017 by Killajayy Link to comment Share on other sites More sharing options...
CrimsonKnight98 Posted March 16, 2018 Share Posted March 16, 2018 Did you find out what caused your crashes? Link to comment Share on other sites More sharing options...
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