EvilMidnightLurker Posted April 12, 2012 Share Posted April 12, 2012 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.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMFO3 Wanderers Edition - Main File.esmFO3 Wanderers Edition - Alternate Travel.espMart's Mutant Mod.esmRHKBrisaAlmodovar.esmSeducingWomen.esmDCInteriors_ComboEdition.esmDCInteriors_SideQuests.esmSydney Follower.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Main [Hotfix].espFOOK2 - DIK [Hotfix].espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espUndergroundHideout.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE Master Release + DLCs.espFWE - FOOK DLC Support.espFO3 Wanderers Edition - FOOK Support.espBrisa - FWE Skill Books Compatibility.espBrisa and FWE - Primary Needs Patch.espRHKBrisaAlmodovar - DLC - Anch.espSeducedDLC03.espSeducingWomen_-_override.espSeducingWomen_patch_156.espYearlingsGlasses.espJessiCompanion.espKelseyCompanion.espSydney Follower - FWE Dialog Fix.espLucyWestCompanion.espDCInteriors_DLC_Collectables.espSydney Follower - Load Order Fix.esp Total active plugins: 67Total plugins: 67 Link to comment Share on other sites More sharing options...
BlackRampage Posted April 12, 2012 Share Posted April 12, 2012 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. Link to comment Share on other sites More sharing options...
EvilMidnightLurker Posted April 12, 2012 Author Share Posted April 12, 2012 (edited) 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 April 12, 2012 by EvilMidnightLurker Link to comment Share on other sites More sharing options...
BlackRampage Posted April 12, 2012 Share Posted April 12, 2012 Hm. Of the two, which conflicts least with all those OTHER mods? :)FWE Link to comment Share on other sites More sharing options...
blove Posted April 13, 2012 Share Posted April 13, 2012 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. Link to comment Share on other sites More sharing options...
EvilMidnightLurker Posted April 13, 2012 Author Share Posted April 13, 2012 (edited) 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 April 13, 2012 by EvilMidnightLurker Link to comment Share on other sites More sharing options...
blove Posted April 13, 2012 Share Posted April 13, 2012 MMM RC6.1, FOOK2 1.2OB Compatibility Patches They are hosted on FOOKUnity and should be completely compatible with MMM 6.2. Link to comment Share on other sites More sharing options...
EvilMidnightLurker Posted April 13, 2012 Author Share Posted April 13, 2012 (edited) 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.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmCRAFT.esmFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMMart's Mutant Mod.esmRHKBrisaAlmodovar.esmDCInteriors_ComboEdition.esmDCInteriors_SideQuests.esmSeducingWomen.esmSydney Follower.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espYearlingsGlasses.espCRAFT - Activation Perk.espCALIBRxMerchant.espUPP - Experience Perks.espDCInteriors_DLC_Collectables.espUndergroundHideout.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Main [Hotfix].espFOOK2 - DIK [Hotfix].espStealthboy Recon Armor - CRAFT.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Master Menu Module.espMMM, FOOK2.espMMM, FOOK2 - DIK.espMMM, FOOK2 - Natural Selection.espRHKBrisaAlmodovar - DLC - Anch.espJessiCompanion.espKelseyCompanion.espLucyWestCompanion.espSeducingWomen_-_override.espSeducedDLC03.espSeducingWomen_patch_156.espSydney Follower - Load Order Fix.esp Total active plugins: 55Total plugins: 55 Edited April 13, 2012 by EvilMidnightLurker Link to comment Share on other sites More sharing options...
rickerhk Posted April 13, 2012 Share Posted April 13, 2012 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. Link to comment Share on other sites More sharing options...
blove Posted April 13, 2012 Share Posted April 13, 2012 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. Link to comment Share on other sites More sharing options...
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