zatazuken Posted July 16, 2012 Share Posted July 16, 2012 I've tried to follow streetstar5's load order list best I could, installed FOSE and Archive Invalidated (and activated it). I'm not sure exactly what's going on. Could anyone offer any insight? I'd really appreciate it. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] FOOK2 - Main.esm[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[ ] FO3 Wanderers Edition - Alternate Travel.esp[X] DarNifiedUIF3.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] UndergroundHideout.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] FOOK+FWE+PB+MMM.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Fellout-pipboylight.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Master Release.esp[ ] FOOK2 - [EVE] Energy Visuals Enhanced.esp[ ] MyFOOK2 - Black & White Tranquility Lane.esp[ ] MyFOOK2 - No Rape Victims.esp[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Original Perks.esp[X] UPP - Beverage Perks.esp[X] UPP - Experience Perks.esp[X] UPP - Quest Perks.esp Link to comment Share on other sites More sharing options...
M48A5 Posted July 16, 2012 Share Posted July 16, 2012 Very simple, FOOK and FWE do not work together. Choose one or the other. Link to comment Share on other sites More sharing options...
zatazuken Posted July 16, 2012 Author Share Posted July 16, 2012 Very simple, FOOK and FWE do not work together. Choose one or the other. Got it, thanks! Link to comment Share on other sites More sharing options...
Werne Posted July 16, 2012 Share Posted July 16, 2012 [X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] FOOK+FWE+PB+MMM.espOne question, where exactly do you see Project Beauty in your load order? Missing master = game crashes, deactivate these two. [X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release.espI'm not sure but I think you should use only one of those. Then run BOSS to sort the load order. Also, make a merged patch. If you don't know how to make a merged patch: 1. Start FO3 Edit2. Load your mods3. When everything loads select all your mods, then right-click on the mod list and select Create Merged Patch4. A small window will pop up asking you to name your patch, write something and click Create5. Now when exiting FO3 Edit another window will pop up named Save Changed Files, click OK6. When starting FOMM or FO3 Launcher put your patch LAST in the load order and check it And remember, you need to make a new merged patch each time you add/remove mods from your load order. That should make your game run fine. Link to comment Share on other sites More sharing options...
zatazuken Posted July 16, 2012 Author Share Posted July 16, 2012 [X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] FOOK+FWE+PB+MMM.espOne question, where exactly do you see Project Beauty in your load order? Missing master = game crashes, deactivate these two. [X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release.espI'm not sure but I think you should use only one of those. Then run BOSS to sort the load order. Also, make a merged patch. If you don't know how to make a merged patch: 1. Start FO3 Edit2. Load your mods3. When everything loads select all your mods, then right-click on the mod list and select Create Merged Patch4. A small window will pop up asking you to name your patch, write something and click Create5. Now when exiting FO3 Edit another window will pop up named Save Changed Files, click OK6. When starting FOMM or FO3 Launcher put your patch LAST in the load order and check it And remember, you need to make a new merged patch each time you add/remove mods from your load order. That should make your game run fine. Haha, that fixed everything! Thanks a bunch! I tried to read up on this as much as possible, but still missed out on BOSS and FO3Edit. I really appreciate it, thanks! Link to comment Share on other sites More sharing options...
zatazuken Posted July 17, 2012 Author Share Posted July 17, 2012 Sooo, I ended up managing to make it to megaton before it seized up again. I also realized it just freezes up if I choose the alternate start on FWE. I'm not sure what's going on, to be honest. I've deactivated and reactivated the following mods, and it still seems to not like me much. My patience for it ran out when my whiskey got empty...so I'm at a loss now, haha. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Original Perks.esp[X] UPP - Experience Perks.esp[X] UPP - Quest Perks.esp[X] UPP - Beverage Perks.esp[X] UndergroundHideout.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] FO3MergedPatch1.esp Link to comment Share on other sites More sharing options...
BlackRampage Posted July 17, 2012 Share Posted July 17, 2012 [X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).espOnly have one of these 2 active. Not both. [X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release.espI'm not sure but I think you should use only one of those.No, you really do need both of these plugins. Mart's Mutant Mod - FWE Master Release.esp is the main patch. the other one is just DLC support. Also, the FOIP patch makes the following plugins redundant: Mart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.esp As previously mentioned, don't forget to make a new merged patch afterwards. Link to comment Share on other sites More sharing options...
zatazuken Posted July 18, 2012 Author Share Posted July 18, 2012 [X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).espOnly have one of these 2 active. Not both. [X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release.espI'm not sure but I think you should use only one of those.No, you really do need both of these plugins. Mart's Mutant Mod - FWE Master Release.esp is the main patch. the other one is just DLC support. Also, the FOIP patch makes the following plugins redundant: Mart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.esp As previously mentioned, don't forget to make a new merged patch afterwards. I'll make sure I adjust all of this accordingly! Thanks a bunch for your help, fellas. I really appreciate it. Link to comment Share on other sites More sharing options...
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