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Fallout Crashing on Startup w/mods


RepInt

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Hi. I recently purchased Fallout 3 (disc) and set it all up.

Worked fine after all problems were satsfied (GOTY Edition = painful)

I pretty much immediately set out to mod this darned game (also painful)

 

I've had success with a few mods now, but once I add more (with what I believe to be all of the correct patches and such- FOIP) I suddenly get a crash on startup.

 

I've done everything to get this game working in the first place - every file issue has been solved, so far as I know (i.e. ArchiveInvalidation, bUseThreadedAI, iNumHWThreads, using NMM, FOMM, FO3Edit, updating all drivers, mods, the game itself...I could go on.)

 

Point being, I have yet to discover what the problem is. I have had an issue like this before, and fixed it by simply uninstalling one of the FOIP mods.

I feel like, at this point, all of my files are in a disarray from having so many problems and file additions, but the game ran fine with all of that before. Below is my load order from FOMM (organized with BOSS). I also attached a .txt file with the same, just in case it becomes more convenient to view it that way. I hope one or some of you more knowledgeable folks can divine a solution.

 

Thanks in advance!

-RepInt

 

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CRAFT.esm

CALIBR.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

DarNifiedUIF3.esp

UndergroundHideout.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Followers Enhanced.esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

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

Mart's Mutant Mod - FWE Master Release.esp

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

FO3 Wanderers Edition - Optional Restore Tracers.esp

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

Merged Patch01.esp

 

Total active plugins: 48

Total plugins: 49

//Note: The one inactive plugin is a FOIP for MMM and Project Beauty, so I assumed I didn't really need it enabled.//

 

 

 

 

Edited by RepInt
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If you haven't already, use FOMM's BOSS function. Afterwards make a merge patch HOWEVER! DO NOT INCLUDE FIXES OR COMPATIBILITY MODS in the merge patch. Once that is done, excluding the newly made merged patch, use the FO3MasterUpdate to turn all of your merged into esm files. Go into FOMM and check all, BOSS once more, Archive Invalidate to make sure all files are invalidated. Cross your fingers and have faith that your game does not crash. Tips afterward would be quick saving every 5 minutes until you are sure game is stable, then you can stop being paranoid.

 

One last thing, if you do not want to use BOSS, follow this helpful guide: http://arwenevecom.ipage.com/Fallout/FO-mods-order.htm

Edited by smjn
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use the FO3MasterUpdate to turn all of your merged into esm files.

 

Do you mean to turn the merge patch into an .esm, or turn all of the files included in the merge patch (including .esp) into .esm using it?

 

Also, can you tell me which of the mods I have that would be considered compatibility mods? Would those be the mods that have alternate mods as their masters?

Edited by RepInt
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Master update everything that you merged EXCLUDING THE FOLLOWING: merge esp(s), compatibility esp(s), fixes/tweaks esp(s)--these should not be included as they are meant to be loaded last to have effect.
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Master update everything that you merged EXCLUDING THE FOLLOWING: merge esp(s), compatibility esp(s), fixes/tweaks esp(s)--these should not be included as they are meant to be loaded last to have effect.

 

 

I'm curious how exactly you select which files to MasterUpdate...

Edited by RepInt
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MasterUpdate selects your current load order. So you just go and open up FOMM and select what ever you need to be updated close out of it, double click FO3MasterUpdate and voila.

 

 

MasterUpdate had a big issue renaming files when I tried to close out after it was done. About 60% of the files could not be renamed. Thoughts?

 

Edit: Nevermind. Got it done. Moving on...

Edited by RepInt
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Identify the fix mod's, esp's, in fo3edit 3.0.15, uncheck those Identified as so. Allow it to load.

 

Now make the merged patch. Close edit as it will save the new file.

 

In fomm, uncheck the files "Identified as Fix mod's / esp's. close fomm.

 

run fo3edit to make sure none of the "fix patches / mods are loading....close.

 

Run masterupdate as he said. close.

 

run fomm, sort. close and reopen fomm now place merged patch just beneath the last BOLD esp, and then check the reaming fix mods and resort with boss.

 

In theory, this should render the game stable. your done.

 

 

Kitty.

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I have finally completed all of the steps to the 'T' (took a while. I screwed up a few times and had to uninstall and reinstall a few times)

 

When loaded up through FOMM, Fallout gives the generic error message even faster than before. :) (I do have fose...just thought I should mention that, since I didn't already.)

 

Current Load Order:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CRAFT.esm

CALIBR.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

DarNifiedUIF3.esp

UndergroundHideout.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Followers Enhanced.esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

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

WeaponModKits.esp

Mart's Mutant Mod.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

MergedPatchNoPatches.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

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - FWE Master Release.esp

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

 

Total active plugins: 48

Total plugins: 49

//Again-1 is inactive because it's not needed.//

 

 

 

If anyone wants any screenshots or anything, just let me know. Otherwise...IDK. You guys know a lot more about this than I do, so I'm depending pretty much solely on you for assistance. But seriously, thanks for the help so far; I just need a little more.

 

-RepInt

Edited by RepInt
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I have finally completed all of the steps to the 'T' (took a while. I screwed up a few times and had to uninstall and reinstall a few times)

 

When loaded up through FOMM, Fallout gives the generic error message even faster than before. :) (I do have fose...just thought I should mention that, since I didn't already.)

 

Current Load Order:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

---------------------------------------------STEP 1

Unofficial Fallout 3 Patch.esm

--------------------------------------------STEP 10

CRAFT.esm

CALIBR.esm

FO3 Wanderers Edition - Main File.esm

 

Mart's Mutant Mod.esm STEP 4

----------------------------

DarNifiedUIF3.esp Leave for after you have the game running and it's stable

---------------------------

UndergroundHideout.esp

---------------------------STEP 7

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Followers Enhanced.esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

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

--------------------------------------------STEP 2

WeaponModKits.esp

-------------------------------------------STEP 8

Mart's Mutant Mod.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

--------------------------------------------STEP 4

MergedPatchNoPatches.esp<---------Delete this for now<-->STEP 9 Create merged pact now

--------------------------------------------

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

--------------------------------------------STEP 10

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

-------------------------------------------STEP 3

--------------------------------------

WeaponModKits - FWE Master Release.esp<-------Leave off for now

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

--------------------------------------STEP 8

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

----------------------------------------STEP 5

Mart's Mutant Mod - FWE Master Release.esp<------- Do not install this one

Mart''s Mutant Mod - FWE Master Release + DLCs.esp<<----this has both of them in it.

---------------------------------------STEP 6

 

Total active plugins: 48

Total plugins: 49

//Again-1 is inactive because it's not needed.//

 

 

 

If anyone wants any screenshots or anything, just let me know. Otherwise...IDK. You guys know a lot more about this than I do, so I'm depending pretty much solely on you for assistance. But seriously, thanks for the help so far; I just need a little more.

 

-RepInt

Ok , so what you do is a step by step thing first to see what is causing the game not to load for you. you start with all mods unchecked, Just the main file alone. See if it loads there. IF so, exit the game and load all 5 DLC's only, and repeat this step.

 

What I highly suggest untill you have a good game running is do not install (DarNifiedUIF3.esp) just yet, I have my reasons.

 

You want to isolate only esp and es,m files first.---------------Read your spoiler ok, I gave you instructions to follow. after each step , run the game, when you find that the game wont launch, uncheck the last esp 1 at a time and try to run the game till it runs, those esp's you leave off and let us know which ones.

 

Just don't merge patch the UFP files ever, not a good idea. WMK all except the esm need to be on the bottom of the pile so it rules the game.

 

Best I can offer.

 

Kitty. :biggrin:

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