DjBlades Posted January 2, 2018 Share Posted January 2, 2018 (edited) Title sums up what's happened so far. I've had a few load order related problems with my Fallout 3 Modded playthrough (Based on the "Let's Mod Fallout 3 with over 100 Mods" article online). Applying any WMK Weapon Modification lowers the weapon's damage, Drinking water from bottles doesn't affect my Thirst Need in FWE, and some characters faces appear completely black sometimes (I believe that's Project Beauty related?).Following some advice on this forum about fixing the water bottles, I reshuffled my mod order and tested. Whilst that fixed the bottles, my game crashed if I tried to save. Then it would crash every time I tried to load the save file. I restored my previous load order, and it still crashes every time I attempt to load my save now.I've done a new sort with BOSS and created a new merged patch (I can't get FO3Edit to perform a MasterUpdate, but it's worked fine without one so far), could anyone give some advice on a proper load order to get all my mods working well together? Current Load Order Edited January 2, 2018 by DjBlades Link to comment Share on other sites More sharing options...
M48A5 Posted January 2, 2018 Share Posted January 2, 2018 Depending on your equipment, you may have exceeded the mod limit. I have to keep my mods to around 120 active files or I have problems. You say you used BOSS to sort your load order, but it looks more like it was sorted by LOOT. You do not have a load order, more like a load list. The plugins are so jumbled it is almost impossible to see what you have or don't have. One thing that will crash the game is having plugins active without having the master active. Mods that have multiple plugins must have the plugins arranged in the same order as the vanilla game. Compatibility patches must load after the last mod that is being patched. You need to get your load list correctly sorted before you can even begin to troubleshoot the game. Link to comment Share on other sites More sharing options...
DjBlades Posted January 2, 2018 Author Share Posted January 2, 2018 (edited) I won't make excuses, I haven't put the most attention into my load order, I just "sorted" it once and abandoned it because it "worked".The game ran fine (with the exception of the aforementioned order bugs) originally, it was only once I changed my order once that it completely broke the save I was using. I haven't added or removed anything, just changed the order.I was indeed using LOOT to sort originally, but then saw from this forum that apparently it's terrible for Fallout 3 and sorted it with BOSS instead. I guess I'll start out by trying to sort it manually, is it alright to have ESMs loading after ESPs? Or are ESMs required to all load together, followed by the rest of the mod's files? Edited January 2, 2018 by DjBlades Link to comment Share on other sites More sharing options...
M48A5 Posted January 2, 2018 Share Posted January 2, 2018 ESM (Elder Scroll Master) must load before an ESP (Elder Scroll Plugin). Failure to have the .esm loading first will result in an immediate CTD.The only exception would be an .esp that is flagged as an .esm and the mod author never changed the .esp to an .esm. Again, it looks as if the load list you posted is the one sorted by LOOT and not BOSS. You would be better served to sort your mods using BOSS and then placing any unrecognized plugins manually. There is a sample load order at the bottom of the FWE description page. But, you should really use BOSS to do the sorting. Never master update with FO3. Those instructions are a holdover from when it was first published. Link to comment Share on other sites More sharing options...
DjBlades Posted January 4, 2018 Author Share Posted January 4, 2018 (edited) Welp, after taking a look at my list in depth: Christ. I see what you mean, it was such a jumble. I'm surprised it even ran in the first place...I ran BOSS again, which has gave it some actual order, and installed two patches that MERC 2 apparently needed. I was going to add some of the FOIP mods as well, but the comments say that it's too outdated by now and doesn't work anymore. Though there were two things I weren't sure about: MMM Merged seems to be for MMM 6.1, but I updated to 6.2. I chose the reactivate option in FOMM for the merged version, and it seems to have applied it to the 6.2 version, but is this safe? And CRAFTActivationPerk, what's the purpose of it? I can't find any information about it other than it adds a second CRAFT option to the same menu, which seems redundant.Anyway, the same FWE bug occurs, drinking any bottled liquid has no effect on my thirst stat. I wasn't able to test WMK crafting but I can later. New mod order. Edited January 4, 2018 by DjBlades Link to comment Share on other sites More sharing options...
blackrat99 Posted January 4, 2018 Share Posted January 4, 2018 (edited) You need the CRAFTActivationPerk if you run CRAFT mods (it changes workbenches) but this might be already included in other mods/patches like FWE (I don't know anything about that mod), if so, you should be able to leave it out. Uncheck it and if CRAFT still works you're OK. EDIT: After re-reading your post I wonder if you are getting CRAFT and WMK mixed up. WMK doesn't use CRAFT (but is compatible with it) and exists on its own. Dogmeat Leather Armor, for instance, is a CRAFT mod, so with both installed you would see three things on the workbench menu - CRAFT (under which you'd build the armor), Activate, and Weapon Modification, but only if the Activation Perk is enabled. Sorry if I'm getting the wrong end of the stick here. There's a patch somewhere for running MMM and DC Interiors together - check the DC Ineriors page. You only have the main Dynamic Weather esp and not the other modules, while also having the older Enhanced Weather esps. Is that deliberate? Not saying it won't work, but Dynamic Weather was designed to replace Enhanced Weather (you'd still need Enhanced Weather - Rain and Snow esm). If you have the Paradox Ignition merged version of MMM, you don't need all those esps, except Zones Respawn, Tougher Traders and Natural Selection. Install MMM RC61, install PI MMM Merged, delete all esps except those three if you want them (they're a bit buggy). Logically, applying the PI Merged file on top of the update shouldn't cause a problem, but If you do have a problem, just uninstall and reinstall as above. Or do that anyway for peace of mind. Edited January 4, 2018 by blackrat99 Link to comment Share on other sites More sharing options...
M48A5 Posted January 4, 2018 Share Posted January 4, 2018 You do not need any of the MMM .esp using the merged Paradox Ignition MMM with the Blackened patch. Zones Respawn, Tougher Traders and Natural Selection are included in FWE. FWE-Alternate Travel is actually flagged as an .esm and should be the last .esm, first .esp in the load order. You cannot use both of the FWE-Restore plugins, use only one. I can't help you with the problem you are having with the thirst stat. I don't use primary needs. You should remove all the unused .esp you have in the load order. It the file is in the "Data" folder, the information will be loaded into memory. Link to comment Share on other sites More sharing options...
DjBlades Posted January 5, 2018 Author Share Posted January 5, 2018 (edited) Alright, changed some stuff and now bottled water seems to be working at last (it also added an Ammo Supply item to my Aid section which I didn't have, guess a mod wasn't loading properly before?). I added the FOIP WMK + FWE patch as it was made for the current versions of both mods, and installed the patches you suggested. Hopefully my last few questions:I'm using the merged version of Fellout too, should I delete all the ESPs for that except the main one, like MMM?If I disable the CRAFT Activation Perk esp, would that make the general "Activate" option be CRAFT compatible? Or disable my ability to use it entirely? Does the CRAFT menu only allow you to make modded items, completely seperate from the vanilla recipes?And to properly use enhanced weather, I imagine I just need to delete the enhanced weather Sneakbonus/Weather Sounds ESPs, and drag the esps from the "optional" folder into my main data folder? Edited January 5, 2018 by DjBlades Link to comment Share on other sites More sharing options...
M48A5 Posted January 5, 2018 Share Posted January 5, 2018 To answer your question about Paradox Ignition Fellout, what does it say on the Paradox Ignition page? I am unfamiliar with the CRAFT Activation perk. Link to comment Share on other sites More sharing options...
DjBlades Posted January 7, 2018 Author Share Posted January 7, 2018 (edited) Well, after installing a few more patches and sorting my order a bit more, I've fixed all the mod specific bugs that I was having. There's only one question left: Is there a way to view crash logs for Fallout?Whilst all the mods are fixed, it's made my game highly unstable, it crashes repeatedly but the time varies significantly, from a few minutes to 2 hours, so I can't easily test it by disabling individual mods. It doesn't happen out of nowhere, it's always triggered by an event. Though the event in particular seems to be random: Opening my pipboy, trying to loot a cash register, I've even had one crash just from dying.So is there any kind of log file I could check to see which mod is leading to these random crashes? Latest load order, in case it's a blatant error I've made: https://pastebin.com/rhzDT4iu Edited January 7, 2018 by DjBlades Link to comment Share on other sites More sharing options...
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