RepInt Posted December 1, 2012 Share Posted December 1, 2012 (edited) 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.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espUndergroundHideout.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 - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE Master Release + DLCs.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.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espMerged Patch01.esp Total active plugins: 48Total 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 December 1, 2012 by RepInt Link to comment Share on other sites More sharing options...
smjn Posted December 1, 2012 Share Posted December 1, 2012 (edited) 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 December 1, 2012 by smjn Link to comment Share on other sites More sharing options...
RepInt Posted December 1, 2012 Author Share Posted December 1, 2012 (edited) 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 December 1, 2012 by RepInt Link to comment Share on other sites More sharing options...
smjn Posted December 1, 2012 Share Posted December 1, 2012 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. Link to comment Share on other sites More sharing options...
RepInt Posted December 1, 2012 Author Share Posted December 1, 2012 (edited) 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 December 1, 2012 by RepInt Link to comment Share on other sites More sharing options...
smjn Posted December 1, 2012 Share Posted December 1, 2012 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. Link to comment Share on other sites More sharing options...
RepInt Posted December 1, 2012 Author Share Posted December 1, 2012 (edited) 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 December 1, 2012 by RepInt Link to comment Share on other sites More sharing options...
Purr4me Posted December 1, 2012 Share Posted December 1, 2012 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. Link to comment Share on other sites More sharing options...
RepInt Posted December 1, 2012 Author Share Posted December 1, 2012 (edited) 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.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espUndergroundHideout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espWeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espMergedPatchNoPatches.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.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.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE Master Release + DLCs.esp Total active plugins: 48Total 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 December 1, 2012 by RepInt Link to comment Share on other sites More sharing options...
Purr4me Posted December 1, 2012 Share Posted December 1, 2012 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.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esm---------------------------------------------STEP 1Unofficial Fallout 3 Patch.esm--------------------------------------------STEP 10CRAFT.esmCALIBR.esmFO3 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 7FO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced.espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp--------------------------------------------STEP 2WeaponModKits.esp-------------------------------------------STEP 8Mart's Mutant Mod.espMart'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--------------------------------------------STEP 4MergedPatchNoPatches.esp<---------Delete this for now<-->STEP 9 Create merged pact now--------------------------------------------Unofficial 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.esp--------------------------------------------STEP 10FO3 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.esp-------------------------------------------STEP 3--------------------------------------WeaponModKits - FWE Master Release.esp<-------Leave off for nowWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.esp--------------------------------------STEP 8Mart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.esp----------------------------------------STEP 5Mart's Mutant Mod - FWE Master Release.esp<------- Do not install this oneMart''s Mutant Mod - FWE Master Release + DLCs.esp<<----this has both of them in it.---------------------------------------STEP 6 Total active plugins: 48Total 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. -RepIntOk , 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: Link to comment Share on other sites More sharing options...
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