adirks Posted October 30, 2018 Share Posted October 30, 2018 (edited) I'm new to modding FO3 and am blown away by how much work has been done by the community to reinvent/remaster this game. I originally played FO3 when it came out on PS3 on a 640x480 Sony Trinitron, so suffice it to say that playing it on PC, modded, is blowing my mind. That being said, I have a nearly perfect modded game running save for the odd crash. It may well be a VRAM/RAM issue, but my F03 process never gets too much past 2.2GB, and I have a Nvidia Geforce 1080 with 8GB VRAM, so I think it might be the process hitting the Windows process cap before the VRAM cap. I"m going to run DDSOpt to try to squeeze a bit out of my textures, as I am running the texture load specified by Gamer Poets on his Youtube 'My Way' series with a few personal changes here and there. Again, I'm very grateful that so many people have done so much great work on this game; so much talent out there! All mods were installed according to modders' instructions, with the Paradox Merge series for EVE, MMM, RH, Enhanced Blood, etc. I've tried to apply all patches that are appropriate, following first GamerPoets' youtube videos to get a stable build on Win10, gopher's videos to do FWE, MMM, EVE, RH, but varying slightly from Gopher based on the mod instructions to apply the Paradox Merges, and finally Blackened patches rather than FOIP. I have run BOSS and LOOT, and gotten vastly different results. The LOOT order especially seemed wrong based on everything I have read about load order. In the end I ran LOOT then BOSS, and then modified the order to try to follow the basic structure laid out in the FWE mod page, and through trial and error have arrived at a fairly solid and functional build save for the occasional crash during cell change (I hear this is a common engine issue) and the occasional CTD during gameplay. So my question is: can anyone see anything obviously wrong with this load order? # This file was automatically generated by Mod Organizer.Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmaHUD.esmiHUD.esmCRAFT.esmCALIBR.esmProject Beauty.esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDCInteriors_ComboEdition.esmRH_IRONSIGHTS.esmFO3 Wanderers Edition - Alternate Travel.espPoint Lookout Reborn.esmCINEMATECH.esmImaginatorFO3.espDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espRegulators.espChems and Meds Re-Textures Pack.espMoreMapMarkers.espConfessor Cromwell has a Break_EV.espMTC MoreGuardsInBigTown.espcsxBlastwaveRider.espCarter_Fallout_Shelter.espDCStreet - BS.espPeachCreekRuins.espRivet City Realignment.espWIP_BigTown.espBarkskin.espJIP Selective-Fire.espAnother Interior Mod.espSSN715SubmarinePlayerHouse.espBeefedUpCitadel.espdiner_home.espBauPetSupplies.espbrickhome.espRadioFix_FO3_BS.espPotomacSteamworks.espMuseum.espCouncilSeatFix.espFWEAlienWorkBenchFix.espPurity Crash Fix.espYearlingBooks.espDouble barreled shotgun fix.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 - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - More Gore.espUUF3P - FWE Patch.espZeta Turret Drone Karma Fix - MMM Merged.espGlowingGhouls-MMM.espMart's Mutant Mod - DC Interiors.espKillableChildren.espKillableChildren - MMM.espCALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.espDeathclaw Gauntlet Man Opener Armor Piercing Restored.espLeatherBackpack - eng.espLeatherBackpack_for_FWE_eng.espERFatman75only.espEpicMiniNukes.espBrahmin Dairy Products.espsafe_regulator_hq.espschematics2.espMTCBigTownRobotFix.espPiPBoy Light Range x2.espPiPBoy White Light.espFlora Overhaul.espJIP Companions Command & Control.espmerge4F.espDYNAVISION - Dynamic Lens Effect.espDirectors Chair - Fallout 3.espRealistic Interior Lighting.espFellout-Full.espFellout Brighter Nights.espmegalight.espBlackened FWE + MMM + EVE + Project Beauty.espBlackened RH + FWE + EVE.esp Note that merge4F.esp is my FO3Edit merge patch of all the mods prior to it. Thanks in advance for any help guys. Also - I meant to ask - has anyone had an issue where monsters (particularly molerats, dogs) walk head down into the ground, or up in the air, as if they are not tilted correctly w.r.t. the terrain? I suspect a mesh problem with some of the texture packs that are overwriting each other, but haven't been able to pinpoint the issue. I can't find any mention of this problem in forums/google so any help there would be great. It isn't happening with this particular build, but when I made a version where I collapsed my texture mods into one in order to save HD space, it reappeared. Edited October 30, 2018 by adirks Link to comment Share on other sites More sharing options...
M48A5 Posted October 30, 2018 Share Posted October 30, 2018 I have also had the dogs and molerats walk head down, but mostly at a distance. Sometimes when I am near them, if I look away and back, they will be displayed correctly. However, I am pushing by rig almost to its limit. The only thing I see about your load order is that FWE-Alternate Travel should be the first .esp in the load order. What mods do you have that are not listed in the load order. Other than FOSE, are you running New Vegas Anti Crash, Fallout Stutter Remover, Large Address Aware Enabler? Link to comment Share on other sites More sharing options...
M48A5 Posted October 30, 2018 Share Posted October 30, 2018 I too have had the head down dogs and molerats. But I have been running the game very close to the mod limit. It is usually in the distance and they usually correct themselves as I approach them. The only thing that jumps out about your load order is that Alternate Travel should be the first .esp in the load order. Are you running any mods that do not show up in the load order? If you want to keep a usable game, do not use LOOT in an attempt to create a load order. It has never worked for FO3. Link to comment Share on other sites More sharing options...
adirks Posted October 30, 2018 Author Share Posted October 30, 2018 (edited) Thanks for your reply. Good point about the FWE Alternate Travel. This is an .esp but has the .esm flag in it, so MO will not allow it to go among the .esps. But I can put it as the last .esm, and therefore the defacto first .esp. I'll try that. I should have mentioned before that I am using: Fallout Stutter Remover (tweaked as per GamerPoets/RoyBatty ini settings - heap size increase)New Vegas AntiCrashOne TweakI have the GOG Fallout 3 so Large Address is enable by default, but I ran the enabler to check anyway. Update: last night I ran DDSOpt and was able to save 10% on my texture set (see overwrite sequence below). I feel like my cell-change crash frequency is now reduced. That leave the head-down tilted molerat issue. I find it to be seriously immersion-breaking. I too notice that it is in the distance, and especially noticeable in mountainous areas (e.g. starting FWE alternate start as enclave refugee). I wonder if it has to do with the LOD terrain map? I have been using LODGEN... but I think that only does objects - so distant rocks etc. I don't think it messes with the terrain LOD. Also not sure if terrain LOD has an effect on npc clipping/animation etc. Other mods I am using that don't show up in plugin list: Textures in this overwrite order (as per GP My way guide + my adds): Hall of EquipmentHall of WeaponsHRez TexHiRes BooksNew ClutterNew FurnitureFallout 3 RetexturedMGs Neat ClutterDust Fluid RetexHD Mist 1kA Decent Metro MapImproved Glass Bullet ImpactHD FireMothership Zeta DLC RetextureMothershipZeta 1.5Ojo Bueno FNV HighNMCs FO3 Textures LargeNMCs Textures NVNMC Terrain Pack 2048 (with some deletions, and taking Rockcanyoncluster.dds + _n.dds + ..lod.dds from UHQ Terrain)Nuka Cola Hi Res RetexturePunk Raider Grafitti Precision Collision - Clutter <-- I'm wondering about these mesh overwrites; perhaps they are causing the tilted molerats?Collision Meshes FO3Optional Smoothed rocks Flora Overhaul DeadFallout Street LightsEnhanced Blood TexturesBrahmin Dairy Products FWEChems and Meds Retexture PackSchematics RetextureRobots HD RetextureRobot Revolution - Protectron HD Re-textureEyebot Retexturemr Handy RetextureImproved LOD Noise Texture LODGEN custom LOD <-- tilting my molerats?Flora Overhaul Dead LOD Fallout Re-animated with RH Ironsights patch <-- maybe this is causing the tilted molerats? Have to experiment.. Edited October 30, 2018 by adirks Link to comment Share on other sites More sharing options...
M48A5 Posted October 30, 2018 Share Posted October 30, 2018 You don't mention making the game Large Address Aware. This is essential when using NMC Texture Pack of any size. As I said, I have had the tilted molerats and dogs and I don't use Fallout Re-animated. I'm really not concerned enough to dig into the cause. I honestly believe the size of the load order is just taxing the system. I have some hi-rez body and armor replacers along with flora overhaul and NMC textures. Link to comment Share on other sites More sharing options...
adirks Posted October 30, 2018 Author Share Posted October 30, 2018 You don't mention making the game Large Address Aware. This is essential when using NMC Texture Pack of any size. Sorry - forgot to mention and did an edit to address - I have GOG FO3 GOTY which comes with a Large Address Aware Fallout3.exe. I have run the enabler to check it and it is so. With regards to the titled molerat issue, I suppose I will have to try to reproduce it in stock/vanilla to be sure. I'm just really surprised to not have found any discussion of this bug and/or mod issue... Link to comment Share on other sites More sharing options...
adirks Posted October 30, 2018 Author Share Posted October 30, 2018 If you want to keep a usable game, do not use LOOT in an attempt to create a load order. It has never worked for FO3. It's strange because according to Kelmych's step guide: "At any time during the mod installation process before stopping to benchmark and test Fallout 3 the LOOT tool should be used to sort plugin load order, as described at the end of this guide in the Run LOOT section,. This is necessary to ensure proper plugin priority order (load order), which can have a dramatic impact on the game (or at worst cause a CTD). It is important to do this at the end of installation of course, but also during installation when a new profile is created before testing Fallout 3 with the mods that have been installed so far." Kelmych seems to maintain the current FO3 modding bible, and I've followed his STEP guide, either directly or indirectly through other people's videos, on just about everything else with success. As I re-read the 'Run LOOT' link content above, it occurs to me that I have not downloaded Kelmych's masterlist local ovewrite, but rather have been using the masterlist that LOOT downloads automatically. Duh... will try LOOT with Kelmych's masterlist when I get home.. Link to comment Share on other sites More sharing options...
M48A5 Posted October 30, 2018 Share Posted October 30, 2018 I have yet to see a correct Fallout 3 load order sorted by LOOT. Any sorting tool that places compatibility patches before the files being patched is suspect. That is why I will never use LOOT. I had initially sorted my load order with BOSS a few years ago and only made some minor changes since then. I have been very conservative in adding any new mods and I have hand sorted them. I have only cleaned a mod once and it caused a problem with the game, so that is another thing that people insist on that I ignore. I am only sharing my experiences. What you do with your game is strictly up to you. Link to comment Share on other sites More sharing options...
Recommended Posts