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Mod help, conflict with followers


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After several days of beating my head against the wall I managed to achieve a stable mod order that lets me keep just about everything I want and not crash the game on loading... but while it runs, it does tell me that there's one or more conflicts involving follower behavior and my ability to give them orders.

 

So here's my mod order, and please help the noob?

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CRAFT.esm

CALIBR.esm

FOOK2 - Main.ESM

FOOK2 - [DIK] DLC Improvement Kit.ESM

FO3 Wanderers Edition - Main File.esm

FO3 Wanderers Edition - Alternate Travel.esp

Mart's Mutant Mod.esm

RHKBrisaAlmodovar.esm

SeducingWomen.esm

DCInteriors_ComboEdition.esm

DCInteriors_SideQuests.esm

Sydney Follower.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

DarNifiedUIF3.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

UndergroundHideout.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - FOOK2.esp

Mart's Mutant Mod - FOOK2 - DIK.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - FWE Master Release + DLCs.esp

FWE - FOOK DLC Support.esp

FO3 Wanderers Edition - FOOK Support.esp

Brisa - FWE Skill Books Compatibility.esp

Brisa and FWE - Primary Needs Patch.esp

RHKBrisaAlmodovar - DLC - Anch.esp

SeducedDLC03.esp

SeducingWomen_-_override.esp

SeducingWomen_patch_156.esp

YearlingsGlasses.esp

JessiCompanion.esp

KelseyCompanion.esp

Sydney Follower - FWE Dialog Fix.esp

LucyWestCompanion.esp

DCInteriors_DLC_Collectables.esp

Sydney Follower - Load Order Fix.esp

 

Total active plugins: 67

Total plugins: 67

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You've got much bigger problems to deal with first. You see, FWE and FOOK don't really work well together. At all.

 

Decide upon which of the 2 you wish to keep first. Then we'll see about your follower conflicts. That is, if they still persist by then.

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You've got much bigger problems to deal with first. You see, FWE and FOOK don't really work well together. At all.

 

Decide upon which of the 2 you wish to keep first. Then we'll see about your follower conflicts. That is, if they still persist by then.

So the FWE-FOOK merger modpatch is... iffy at best? I should have known...

 

Hm. Of the two, which conflicts least with all those OTHER mods? :)

 

EDIT: Off the top of my head, FOOK is harder to work with as it's too big for FOMM to install and I have to drop it in by hand...

Edited by EvilMidnightLurker
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Your follower issue is caused by FOOK2 and another mod trying to control the same follower. You might be able to resolve it in game by talking to the Phalanx guy outside Megaton.

 

The MMM/FOOK2 compatibility patch that you are using is for MMM 5.x and you are running MMM 6.x.

 

One or the other. That merger thingy is terribly out of date. FWE is more feature rich but lacks content. Just my opinion.

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Thanks to you both. I decided to go with FOOK -- it's a hard choice, but honestly I'm more attracted to FOOK's features than FWE's.

 

Still working on a new build, but that'll have to wait until morning.

 

EDIT: Should I drop MMM as well? Is there a better compatibility patch?

Edited by EvilMidnightLurker
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All righty, here's the new order. Seems stable so far. (I'm also running NMC's lite texture mods/minimum bumpmaps, and Dimonized T3.)

 

I'd like to run Mothership Zeta Crew, for the lulz. Will that pop this build like a soap bubble? EDIT: Also, WMK and UWWUT.

 

Finally, everyone says to make a merged patch with FO3Edit, but both times I tried that (albeit with previous flawed configurations) it murdered my build. I mean, everything seemed fine until I made the patch, then nothing I could do would stop it crashing on load. Not even using FOMM to delete all mods and roll FO3 straight back to vanilla! I had to delete the FO3 directory and reinstall from scratch to get it to run! This happened TWICE! Is there really so great an advantage to having a merged patch that I should risk butchering my game again?

 

EDIT: Spoke too soon. Conflict detected -- form list NPCFollowersLIST. Conflict detected -- Star Paladin Cross object script. Sheesh.

 

EDIT AGAIN: Are the FOOK2 Hotfixes necessary or not? I tried BOSS and it claims they're out of date.

 

Thanks!

 

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CALIBR.esm

CRAFT.esm

FOOK2 - Main.ESM

FOOK2 - [DIK] DLC Improvement Kit.ESM

Mart's Mutant Mod.esm

RHKBrisaAlmodovar.esm

DCInteriors_ComboEdition.esm

DCInteriors_SideQuests.esm

SeducingWomen.esm

Sydney Follower.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

DarNifiedUIF3.esp

YearlingsGlasses.esp

CRAFT - Activation Perk.esp

CALIBRxMerchant.esp

UPP - Experience Perks.esp

DCInteriors_DLC_Collectables.esp

UndergroundHideout.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].esp

Stealthboy Recon Armor - CRAFT.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Master Menu Module.esp

MMM, FOOK2.esp

MMM, FOOK2 - DIK.esp

MMM, FOOK2 - Natural Selection.esp

RHKBrisaAlmodovar - DLC - Anch.esp

JessiCompanion.esp

KelseyCompanion.esp

LucyWestCompanion.esp

SeducingWomen_-_override.esp

SeducedDLC03.esp

SeducingWomen_patch_156.esp

Sydney Follower - Load Order Fix.esp

 

Total active plugins: 55

Total plugins: 55

Edited by EvilMidnightLurker
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EDIT: Spoke too soon. Conflict detected -- form list NPCFollowersLIST. Conflict detected -- Star Paladin Cross object script. Sheesh.

 

 

That message is probably from Phalanx, which is built into FOOK. Phalanx is a overhaul of the vanilla followers, and adds a couple of new ones.

I think either the Kelsey or Jesse companion mods -or both- also modify that form list. So if they are modifying the list, it will override the FOOK list, which will have Malcom and another follower. You could probably remove the form- list override from the kelsey mod without breaking it.

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The last time I looked at MZC there were only minor conflicts. WMK is okay with WMKFOOK2 Compatibility Patches by Antistar. Looks like UWWUT is a no-go.

 

WMK with its DLC addons would require a merged patch. You current load order does not appear to require a merged patch.

 

Try talking to the Phalanx guy near Megaton. He might be able to sort out the follower issue.

 

Yes! The Hotfixes are necessary. I have never played BOSS.

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