Moldy Posted December 24, 2017 Share Posted December 24, 2017 (edited) Short version; Whenever I trade with a merchant,without fail,I crash to desktop upon finalizing the deal. The merchant in question that I'm experiencing this with is the Scavenger out near Raven Rock (Enclave Refugee start). I've yet to encounter another merchant,but I'm more than willing to bet that it's going to be the same. My load order follows,in a Spoiler. Click it to view. I used the sample load order provided by the FOIP page as a template. I use Fallout Mod Manager,because that's what all of these mods are designed to play nicely with. Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmAdvanced Recon Tech.esmDarNifiedUIF3.esppipboy2500_fo3_edisleado.espAdvanced Recon Tech.espAdvanced Recon Gear.espAdvanced Recon Equipment Patcher.espCASM.espFO3 Error Fixes.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.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 - Alternate Travel.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.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 - Master Menu Module.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE Master Release + DLCs.espAmmo Press Calibrified.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-pipboylight.espFellout-PointLookout.espFellout-Zeta.espAdvanced Recon Tech FWE.espMoldy's Merged Patch.esp Total active plugins: 54Total plugins: 54 Anybody have any suggestions on how to fix this? Edited December 24, 2017 by Moldy Link to comment Share on other sites More sharing options...
M48A5 Posted December 24, 2017 Share Posted December 24, 2017 You need compatibility patches to insure that your mods are working together. I would suggest using one of the Blackened patches. https://www.nexusmods.com/fallout3/mods/18173 Be sure to read the instructions very carefully and follow them to the letter. Of course, you will have to rebuild your merged patch. Link to comment Share on other sites More sharing options...
Moldy Posted December 24, 2017 Author Share Posted December 24, 2017 I used the FOIP patches,in particular the FWE+WMK patch,and the FWE+MMM patch. Are those not sufficient? Link to comment Share on other sites More sharing options...
M48A5 Posted December 25, 2017 Share Posted December 25, 2017 I used the FOIP patches,in particular the FWE+WMK patch,and the FWE+MMM patch. Are those not sufficient?FOIP patches are outdated. You would be better off using the blackened patches. Link to comment Share on other sites More sharing options...
Moldy Posted December 25, 2017 Author Share Posted December 25, 2017 (edited) Well,there's no Blackened Patch for WMK,so I'll stick with the FOIP WMK+FWE patch. Though,honestly,I doubt that this is the problem. Remember; I crash when I trade with a merchant. The sound of caps shilling doesn't even play. EDIT: And,es expected,it didn't work. Honestly,I have absolutely no idea where you got "Your Mart's Mutant Mod patch is the cause" from. Bargaining with merchants has nothing to do with the mod,and everything to do with my problem. Edited December 25, 2017 by Moldy Link to comment Share on other sites More sharing options...
Moldy Posted December 26, 2017 Author Share Posted December 26, 2017 The problem appears to be Marts Mutant Mod itself; I just tried to dump a few Live Iguanas on a corpse to free up carrying capacity,and the game crashed. This is bad; I don't want to lose Mart's. Link to comment Share on other sites More sharing options...
BlackRampage Posted December 26, 2017 Share Posted December 26, 2017 You don't need to. Disable the live iguanas in the MMM config menu in your pipboy. They've been known to cause problems. Link to comment Share on other sites More sharing options...
Moldy Posted December 26, 2017 Author Share Posted December 26, 2017 Yeah,I did that last night. Thing is,the iguanas spawn in properly,I can pick them up no problem. It's only when I try to get rid of them when problems arise. I went into an interior space,used the Console to remove the things from my inventory,then used the MMM config to turn them off. Then I annoyed Talon Company at the (very) nearby Fort Bannister. That was... A mistake. Link to comment Share on other sites More sharing options...
BlackRampage Posted December 27, 2017 Share Posted December 27, 2017 I went into an interior space,used the Console to remove the things from my inventory,then used the MMM config to turn them off. Very good. Then I annoyed Talon Company at the (very) nearby Fort Bannister. That was... A mistake. lol. Link to comment Share on other sites More sharing options...
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