BurtToast99 Posted November 26, 2017 Share Posted November 26, 2017 (edited) So im just testing out how the game runs with the mods i have installed, and I keep crashing after I kill the radroach and get my picture taken. Its the white transition screen about 3-4 seconds after. I thought it was vault 101 revisited, and the unofficial patch + FWE compatibilitypatch. Im running win 10 64 bit. I have the 4gb patch n running the game through FOSECurrent load order: 0 0 Fallout3.esm 1 1 Anchorage.esm 2 2 ThePitt.esm 3 3 BrokenSteel.esm 4 4 PointLookout.esm 5 5 Zeta.esm 6 6 Mart's Mutant Mod.esm 7 7 ArefuExpandedByAzar.esm 8 8 CALIBR.esm 9 9 CRAFT.esm10 a FO3 Wanderers Edition - Main File.esm11 b FO3 Wanderers Edition - Alternate Travel.esp12 c CubeExperimental (EN).esm13 d [DC RANGER ARSENAL v3 MASTER].esm14 e RH_IRONSIGHTS.esm15 f FO3 Error Fixes.esp16 10 FO3 Wanderers Edition - Main File.esp17 11 FogRemover.esp18 12 DC Moods.esp19 13 FO3 Wanderers Edition - DLC Broken Steel.esp20 14 Mart's Mutant Mod.esp21 15 Springvale Chem Lab.esp22 16 PointLookout Moods.esp23 17 FO3 Wanderers Edition - DLC Anchorage.esp24 18 FO3 Wanderers Edition - DLC Mothership Zeta.esp25 19 FO3 Wanderers Edition - DLC Point Lookout.esp26 1a FO3 Wanderers Edition - DLC The Pitt.esp27 1b RH_FWE_Bridge.esp28 1c WeaponModKits.esp29 1d PoweredEnergyWeapons-GOTY.esp30 1e Rivet City Merchants With Point Lookout.esp31 1f Mart's Mutant Mod - DLC Zeta.esp32 20 RH_IronSights_Basic_AnchoragePlugin.esp33 21 RH_IronSights_Basic_ZetaPlugin.esp34 22 RH_IronSights_PL_NewItems.esp35 23 ArefuExpandedByAzar-Radio.esp36 24 BlackWolf Backpack.esp37 25 BlackWolf Backpack - Vendor Script Replenish.esp38 26 BlackWolf Backpack - Blank's Container Patch.esp39 27 Sprint Mod.esp40 28 Mart's Mutant Mod - DLC Broken Steel.esp41 29 FO3 Wanderers Edition - Optional Restore Tracers.esp42 2a FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp43 2b 3EFdrg.esp44 2c UPP - Pack 1.esp45 2d UPP - Pack 2.esp46 2e UPP - Quest Perks.esp47 2f Max Level 99.esp48 30 Max Level 99 V2.esp49 31 [DC RANGER ARSENAL v3] - DLC GEAR.esp50 32 RH_IronSights_Basic_VanillaPlugin.esp51 33 RH_IronSights_Pitt_NewRifleSights.esp52 34 RH_IronSights_Basic_PointLookoutPlugin.esp53 35 RH_IronSights_Basic_PittPlugin.esp54 36 RH_IronSights_Basic_BrokenSteelPlugin.esp55 37 RH_IronSights_RemoveReticule.esp56 38 RH_WMK_Bridge.esp57 39 WeaponModKits - BrokenSteel.esp58 3a WeaponModKits - Zeta.esp59 3b WeaponModKits - OperationAnchorage.esp60 3c The Pitt Moods.esp61 3d WeaponModKits - ThePitt.esp62 3e WeaponModKits - PointLookout.esp63 3f VanishingPiles.esp64 40 PCB.esp65 41 Rivet City Merchants.esp66 42 Raider HeadGear.esp67 43 CRAFT - Activation Perk.esp68 44 Stealthboy Recon Armor - CRAFT.esp69 45 Wasteland Stealth Armor.esp70 46 Armor Repair Kits - FO3.esp71 47 Armor Repair Kits PL - FO3.esp72 48 Wrench.esp73 49 DarNifiedUIF3.espAny help would be great.Edit: I forgot to fully add the tittle. Edited November 26, 2017 by BurtToast99 Link to comment Share on other sites More sharing options...
Pippokennedy Posted November 26, 2017 Share Posted November 26, 2017 (edited) Every bridge or patch between major mods (FWE- RH Ironsight-MMM-WMK) must be loaded after all the plugins of that mods, you load it two times right in the middle. The DLC plugins of the major mods must be loaded following the order of the DLCs (Anchorage-Pitt-Broken Steel-Point Lookout-Zeta).Darn UI must be the first esp file after all the esm and you have two plugins of the same mod (Rivet City Merchants), choose between the Point Lookout version or the other, can't be loaded together. Same for FWE Optional Tracers: choose between the automatic only or the other, they do the same things.I always suggest a useful template of load order in the FAQ page of FWE site, here take a look at the bottom of the page: https://sites.google.com/site/fo3wanderersedition/faq and always read the readme written by the modder, in which often you can find useful tips about the load order placement. p.s. in my experience Arefu Expanded, although was a very nice idea to revitalize that joke of a town, is a no no, it tends often to crash your game.p.s. 2 to prevent crash nuisances download NVAC ( https://www.nexusmods.com/newvegas/mods/53635/? ), Fake Fullscreen Mode Windowed ( https://www.nexusmods.com/fallout3/mods/16001/? ) and always make a merged patch with FO3Edit, you can find lots of tutorials on youtube. p.s. 3 i miss that you load all this mod at the beginning of the game, when you are in the Vault. Don't do it, go vanilla until you reach the outside, then start to load your mods. Using mods at the very beginning of the game always ends in crashes and headaches for me, that part of the game is very fragile Edited November 26, 2017 by Pippokennedy Link to comment Share on other sites More sharing options...
BurtToast99 Posted November 26, 2017 Author Share Posted November 26, 2017 (edited) Ah ok, ill just remove some stuff, and move around the load order. It crashes the game at the beginning? Thats pretty odd. Thanks btw. Also would i still need the unoffical patch + compatability? Edited November 26, 2017 by BurtToast99 Link to comment Share on other sites More sharing options...
Pippokennedy Posted November 26, 2017 Share Posted November 26, 2017 (edited) it's up to you, it basically fixes a lot of in game bugs and oddities but for someone adds incompatibilities and conflicts. Personally i used the updated onehttps://www.nexusmods.com/fallout3/mods/19122/? with the FWE patch and a patch from The Wasteland Patch Collection by DeadMano between WMK, FWE and the updated unofficial patch with no problems at all.Yeah the beginning and the runaway from 101 is practically a tutorial, adding mods in that part of the game always ended bad for me and a lot of people strongly suggest to enable mods when you reach the wasteland Edited November 26, 2017 by Pippokennedy Link to comment Share on other sites More sharing options...
BurtToast99 Posted November 27, 2017 Author Share Posted November 27, 2017 turns out MMM was causing my game to crash, removed that and fixed my load order. Works great now. Link to comment Share on other sites More sharing options...
BurtToast99 Posted November 27, 2017 Author Share Posted November 27, 2017 I think i may have messed up the load order somehow, it was working fine before. 0 0 Fallout3.esm 1 1 Anchorage.esm 2 2 ThePitt.esm 3 3 BrokenSteel.esm 4 4 PointLookout.esm 5 5 Zeta.esm 6 6 Unofficial Fallout 3 Patch.esm 7 7 CRAFT.esm 8 8 CALIBR.esm 9 9 [DC RANGER ARSENAL v3 MASTER].esm10 a CubeExperimental (EN).esm11 b RH_IRONSIGHTS.esm12 c DarNifiedUIF3.esp13 d RH_IronSights_Basic_VanillaPlugin.esp14 e RH_IronSights_Pitt_NewRifleSights.esp15 f RH_IronSights_PL_NewItems.esp16 10 RH_IronSights_RemoveReticule.esp17 11 RH_IronSights_Basic_AnchoragePlugin.esp18 12 RH_IronSights_Basic_PittPlugin.esp19 13 RH_IronSights_Basic_PointLookoutPlugin.esp20 14 RH_IronSights_Basic_ZetaPlugin.esp21 15 RH_IronSights_Basic_BrokenSteelPlugin.esp22 16 [DC RANGER ARSENAL v3] - DLC GEAR.esp23 17 CRAFT - Activation Perk.esp24 18 PCB.esp25 19 UPP - Pack 1.esp26 1a UPP - Pack 2.esp27 1b UPP - Quest Perks.esp28 1c Max Level 99 V2.esp29 1d FogRemover.esp30 1e Springvale Chem Lab.esp31 1f BlackWolf Backpack.esp32 20 BlackWolf Backpack - Vendor Script Replenish.esp33 21 BlackWolf Backpack - Blank's Container Patch.esp34 22 WeaponModKits.esp35 23 WeaponModKits - OperationAnchorage.esp36 24 WeaponModKits - ThePitt.esp37 25 WeaponModKits - PointLookout.esp38 26 WeaponModKits - Zeta.esp39 27 WeaponModKits - BrokenSteel.esp40 28 RH_WMK_Bridge.esp41 29 Raider HeadGear.esp42 2a Stealthboy Recon Armor - CRAFT.esp43 2b VanishingPiles.esp44 2c Max Level 99.esp45 2d Wasteland Stealth Armor.esp46 2e Armor Repair Kits - FO3.esp47 2f Armor Repair Kits PL - FO3.esp48 30 Wrench.esp49 31 Sprint Mod.esp50 32 Raider Combat Armor.esp51 33 Raider Combat Armor Pitt.esp52 34 PoweredEnergyWeapons-GOTY.esp53 35 Rivet City Merchants With Point Lookout.esp54 36 3EFdrg.esp55 37 CALIBRxMerchant.esp56 38 DC Moods.esp57 39 PointLookout Moods.esp58 3a The Pitt Moods.esp Link to comment Share on other sites More sharing options...
Pippokennedy Posted November 27, 2017 Share Posted November 27, 2017 turns out MMM was causing my game to crash, removed that and fixed my load order. Works great now. another one i got rid of long time ago, more problems than fun.The last load order seems ok to me, just create a merged patch (that is mandatory for WMK and strongly suggested generally) and have fun.Here: FO3Edit https://www.nexusmods.com/fallout3/mods/637/?Tutorial: https://www.youtube.com/watch?v=yq-fqpL5LqE Link to comment Share on other sites More sharing options...
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