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Orange Saved Game Boxes?


bryman1970

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I'm not sure what's gong on here. I've been using BOSS to arrange my load order. Everything is in the right order so far aside from the Alternate Travel.esp which places it at the beginning of the FO3WE .esp's. My game was crashing until I placed that mod at the end of those as suggested. All of my saved games have had orange boxes next to them and i'm not exactly sure why. Here's my load order as it is now:

 

Active Mod Files:

 

00  fallout3.esm
01  Anchorage.esm
02  ThePitt.esm
03  BrokenSteel.esm
04  PointLookout.esm
05  Zeta.esm
06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]
07  CRAFT.esm
08  CALIBR.esm  [Version 1.4]
09  FO3 Wanderers Edition - Main File.esm
0A  AWorldOfPainFO3.esm
0B  Mart's Mutant Mod.esm
0C  Enhanced Weather - Rain and Snow.esm
0D  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]
0E  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]
0F  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]
10  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]
11  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]
12  UndergroundHideout.esp
13  FO3 Wanderers Edition - Main File.esp
14  FO3 Wanderers Edition - DLC Anchorage.esp
15  FO3 Wanderers Edition - DLC The Pitt.esp
16  FO3 Wanderers Edition - DLC Broken Steel.esp
17  FO3 Wanderers Edition - DLC Point Lookout.esp
18  FO3 Wanderers Edition - DLC Mothership Zeta.esp
19  FO3 Wanderers Edition - Alternate Travel.esp
1A  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
++  FO3 Wanderers Edition - Optional Restore Tracers.esp
1B  FO3 Wanderers Edition - Optional VATS Halftime.esp
1C  Mart's Mutant Mod.esp
1D  Mart's Mutant Mod - DLC Anchorage.esp
1E  Mart's Mutant Mod - DLC The Pitt.esp
1F  Mart's Mutant Mod - DLC Broken Steel.esp
++  Mart's Mutant Mod - DLC Point Lookout.esp
20  Mart's Mutant Mod - DLC Zeta.esp
++  Mart's Mutant Mod - Zones Respawn.esp
++  Mart's Mutant Mod - Tougher Traders.esp
++  Mart's Mutant Mod - Natural Selection.esp
++  Mart's Mutant Mod - Master Menu Module.esp
21  Enhanced Weather - Rain and Snow in Fallout.esp
22  Enhanced Weather - Radioactive Rain and Snow Plugin.esp
23  Enhanced Weather - Rainbows.esp
24  Enhanced Weather - Weather Sounds in Interiors.esp
25  Enhanced Weather - Sneak Bonus during Storms.esp
26  Enhanced Weather - REBOOT.esp
27  Fellout-Full.esp
++  Fellout-Anchorage.esp
++  Fellout-BrokenSteel.esp
28  Fellout-PointLookout.esp
29  Fellout-Zeta.esp
2A  Refurbishes [ALL].esp
2B  Bashed Patch, 0.esp

 

 

Here's BOSS' suggested load order:

 

 

Fallout3.esm Active
Anchorage.esm Active
ThePitt.esm Active
BrokenSteel.esm ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIPackages, Relev}}

PointLookout.esm Active
Zeta.esm Active
Unofficial Fallout 3 Patch.esm ActiveBash Tag suggestion(s): {{BASH: C.Music, Deflst, Delev, Relev, Factions, Invent, Names, Relations, Stats}}

CRAFT.esm Active
CALIBR.esm Active
FO3 Wanderers Edition - Main File.esm ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.Stats, Deflst, Delev, Invent, Names, Relations, Relev, Stats}}
Note: Suggested to remove the names tag if using MMM
Requires: CRAFT.esm
Requires: CALIBR.esm

Mart's Mutant Mod.esm ActiveBash Tag suggestion(s): {{BASH: Delev, Invent, Names, Relations, Scripts}}

Enhanced Weather - Rain and Snow.esm Active
FO3 Wanderers Edition - Alternate Travel.esp Active
Unofficial Fallout 3 Patch - Operation Anchorage.esp ActiveBash Tag suggestion(s): {{BASH: Deflst, Names}}

Unofficial Fallout 3 Patch - The Pitt.esp ActiveBash Tag suggestion(s): {{BASH: Deflst, Names}}

Unofficial Fallout 3 Patch - Broken Steel.esp ActiveBash Tag suggestion(s): {{BASH: Deflst, Names}}
Bash Tag suggestion(s): {{BASH: NoMerge, Names}}

Unofficial Fallout 3 Patch - Point Lookout.esp ActiveBash Tag suggestion(s): {{BASH: Deflst, Names, Invent, Stats}}

Unofficial Fallout 3 Patch - Mothership Zeta.esp ActiveBash Tag suggestion(s): {{BASH: Deflst, Names}}

UndergroundHideout.esp Active
FO3 Wanderers Edition - Main File.esp ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.Stats, Deflst, Delev, Destructible, Graphics, Invent, Names, Relev, Scripts, Stats}}

FO3 Wanderers Edition - DLC Anchorage.esp ActiveBash Tag suggestion(s): {{BASH: Deflst}}

FO3 Wanderers Edition - DLC The Pitt.esp Active
FO3 Wanderers Edition - DLC Broken Steel.esp Active
FO3 Wanderers Edition - DLC Point Lookout.esp ActiveBash Tag suggestion(s): {{BASH: Relev, Delev}}

FO3 Wanderers Edition - DLC Mothership Zeta.esp Active
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIData, Actors.Stats}}
Incompatible with: FO3 Wanderers Edition - Followers Enhanced.esp

FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp Active
Refurbishes [ALL].esp ActiveNote: Do not use with latest FOOK2, it is already integrated.

Mart's Mutant Mod.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev}}
Requires: Mart's Mutant Mod.esm

Mart's Mutant Mod - DLC Anchorage.esp ActiveBash Tag suggestion(s): {{BASH: Scripts}}
Requires: Anchorage.ESM

Mart's Mutant Mod - DLC The Pitt.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}
Requires: ThePitt.ESM

Mart's Mutant Mod - DLC Broken Steel.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}
Requires: BrokenSteel.ESM

Mart's Mutant Mod - DLC Point Lookout.espBash Tag suggestion(s): {{BASH: Delev, Relev, Scripts}}
Requires: PointLookout.ESM

Mart's Mutant Mod - DLC Zeta.esp ActiveBash Tag suggestion(s): {{BASH: Scripts}}
Requires: Zeta.ESM

Mart's Mutant Mod - Zones Respawn.espNote: Included in FWE - Not Required

Mart's Mutant Mod - Tougher Traders.espBash Tag suggestion(s): {{BASH: Actors.Stats, Factions, Relations}}
Note: Included in FWE - Not Required

Mart's Mutant Mod - Natural Selection.espBash Tag suggestion(s): {{BASH: Relations}}
Note: Included in FWE - Not Required

Mart's Mutant Mod - Master Menu Module.esp
Enhanced Weather - Rain and Snow in Fallout.esp Active
Enhanced Weather - Radioactive Rain and Snow Plugin.esp Active
Enhanced Weather - Rainbows.esp Active
Enhanced Weather - Weather Sounds in Interiors.esp Active
Enhanced Weather - Sneak Bonus during Storms.esp Active
Enhanced Weather - REBOOT.esp Active
Fellout-Full.esp ActiveIncompatible with: Fellout-SOTD.esp
Note: Do not use with latest FOOK2, it is already integrated.

Fellout-Anchorage.espRequires: Anchorage.esm
Note: Do not use with latest FOOK2, it is already integrated.

Fellout-BrokenSteel.espRequires: BrokenSteel.esm
Note: Do not use with latest FOOK2, it is already integrated.

Fellout-PointLookout.esp ActiveRequires: PointLookout.esm
Note: Do not use with latest FOOK2, it is already integrated.

Fellout-Zeta.esp ActiveNote: Do not use with latest FOOK2, it is already integrated.

Bashed Patch, 0.esp Active

 

 

Note: The AWOP.esp is unrecognized so i've manually placed it.

 

 

The game has been running ok so far even with the orange boxes. Anyone know what's up?

Edited by bryman1970
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You might be able to run the game at the present time, but you should expect to have problems in the near future unless you get the necessary compatibility patches. I will make this suggestion for you: http://fallout3.nexusmods.com/mods/18173 You need to check your other mods and see if there are any patches for them. What are the orange boxes to which you are referring?
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Ok. I'll download the FWE-MMM patch for now. None of the mods have orange boxes. All of my saves do so far. When I click on the save and look at the list to the right, many of the mods there DO have orange boxes. The rest are blue. As far as the other mods, I haven't found any patches listed on the mod page itself. I missed Blackened. I could be missing other compilation patches elsewhere.

 

Edit: Still getting orange boxes next to my saves. I've never had this much of a problem with any sort of Wrye utility before.

 

Edit: I moved the Alternate Travel mod to it's suggested place using BOSS. Contrary to what I was told before, the mod DOES start up fine. I was hoping that would solve the orange save box problem, but no. I still have them. Hopefully someone with some knowledge and patience will help me through this.

Edited by bryman1970
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  • 2 weeks later...

Ok. I never figured out how to remove the orange boxes. There was one point after I installed over 120 different mods that I started running into a VERY consistent CTD problem when I headed in a certain direction. I decided to painfully start a brand new game with a fresh install. Here is my current and very basic load order:

 

Active Mod Files:

 

00  fallout3.esm
01  Anchorage.esm
02  ThePitt.esm
03  BrokenSteel.esm
04  PointLookout.esm
05  Zeta.esm
06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]
07  CRAFT.esm
08  CALIBR.esm  [Version 1.4]
09  FO3 Wanderers Edition - Main File.esm
0A  FO3 Wanderers Edition - Alternate Travel.esp
0B  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]
0C  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]
0D  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]
0E  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]
0F  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]
10  FO3 Wanderers Edition - Main File.esp
11  FO3 Wanderers Edition - DLC Anchorage.esp
12  FO3 Wanderers Edition - DLC The Pitt.esp
13  FO3 Wanderers Edition - DLC Broken Steel.esp
14  FO3 Wanderers Edition - DLC Point Lookout.esp
15  FO3 Wanderers Edition - DLC Mothership Zeta.esp
16  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
17  FO3 Wanderers Edition - Optional Restore Tracers.esp
18  FO3 Wanderers Edition - Optional VATS Halftime.esp

 

 

Even with this simple mod list, I ran into an issue. I chose FWE's alternate start mode and saved the game as soon as I could. Note the Alternate Travel mod is where BOSS suggests it should be and the game started up fine contrary to the last time. For curiosity's sake, I moved it below the FO3 Wanderers Edition - DLC Mothership Zeta.esp. At this point my saved game was purple. Everything looked good. I saved the game again immediately after loading. Looking at Wrye Flash again, the last save was orange. So I assumed the above listed load order was the way to go. I switched them back and loaded the purple save. Once it loaded, I moved around a bit and saved again. Now the last save is purple, and the current one is back to orange. Even on the list of mods to the right, it shows the purple list with all blue boxes. The last orange save shows the same load order on the right, but there's some .esm's and .esp's that are orange (from the Anchorage.esm down to the FO3 Wanderers Edition - Alternate Travel.esp) . I don't understand what the problem is here. Is there a compatibility problem somewhere? Am I missing something here? Maybe there's some FWE options that aren't working out for some reason?

 

Edit: The FWE mod found on Nexus has a recommened load order on it's Description page. This load order also includes some other main mods such as MMM, WMK and a few others. Although mine doesn't include all these other mods yet (or might not ever), I thought i'd give that load order a shot. This also produced an orange save box, and the list to the right showed orange boxes next to the FO3 Wanderers Edition - Main File.esm down to the FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp.

Edited by bryman1970
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