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Does anyone like me have had issues with the game crashing due to Weapon Mod Kits-dlc weapons enabler?


ldojb

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Hello.

I was frustrated enough to post on the bulletin board several times with the issue of <Weapon Mod Kits-dlc weapons enabler>.

Before playing Fallout3, we set a few mods.


RH_IRONSIGHTS

Unofficial Fallout 3 patch update

Weapon mod kit

RH_IronSights-WMK Bridge

Weapon Mod Kits-dlc weapons enabler


The game was set to the above mode only.

However, the mod called <Weapon Mod Kits-dlc weapons enabler> continues to cause problems.

There is a bug where the game crashes when you check this mod in the mod manager and start the game to fire a weapon called the captain's sidearm.

However, some people answered me, but the problem was still not solved.

I tried to create a merged patch with FO3EDIT, but it didn't work.

Has anyone had the same experience as me?

Is my fallout 3 weird?

It is too frustrating.

I would like answers from people who have had the same experience as me.

Below is the mode arrangement order I installed.


Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

RH_IRONSIGHTS.esm

Unofficial Fallout 3 Patch.esm (Updated Unofficial Fallout 3 Patch)

RH_IronSights_Basic_VanillaPlugin.esp

RH_IronSights_Basic_AnchoragePlugin.esp

RH_IronSights_Basic_PittPlugin.esp

RH_IronSights_Basic_BrokenSteelPlugin.esp

RH_IronSights_Basic_PointLookoutPlugin.esp

RH_IronSights_Basic_ZetaPlugin.esp

RH_IronSights_RemoveReticule.esp

WeaponModKits.esp

WeaponModKits-OperationAnchorage.esp

WeaponModKits-ThePitt.esp

WeaponModKits-BrokenSteel.esp

WeaponModKits-PointLookout.esp

WeaponModKits-Zeta.esp

RH_WMK_Bridge.esp (RH_IronSights-WMK Bridge)

WMK_Fixes_dlc.esp (Weapon Mod Kits-dlc weapons enabler)

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Hello.
I was frustrated enough to post on the bulletin board several times with the issue of <Weapon Mod Kits-dlc weapons enabler>.
Before playing Fallout3, we set a few mods.
RH_IRONSIGHTS
Unofficial Fallout 3 patch update
Weapon mod kit
RH_IronSights-WMK Bridge
Weapon Mod Kits-dlc weapons enabler
The game was set to the above mode only.
However, the mod called <Weapon Mod Kits-dlc weapons enabler> continues to cause problems.
There is a bug where the game crashes when you check this mod in the mod manager and start the game to fire a weapon called the captain's sidearm.
However, some people answered me, but the problem was still not solved.
I tried to create a merged patch with FO3EDIT, but it didn't work.
Has anyone had the same experience as me?
Is my fallout 3 weird?
It is too frustrating.
I would like answers from people who have had the same experience as me.
Below is the mode arrangement order I installed.
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
Unofficial Fallout 3 Patch.esm (Updated Unofficial Fallout 3 Patch)
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_RemoveReticule.esp
WeaponModKits.esp
WeaponModKits-OperationAnchorage.esp
WeaponModKits-ThePitt.esp
WeaponModKits-BrokenSteel.esp
WeaponModKits-PointLookout.esp
WeaponModKits-Zeta.esp
RH_WMK_Bridge.esp (RH_IronSights-WMK Bridge)
WMK_Fixes_dlc.esp (Weapon Mod Kits-dlc weapons enabler)

 

Unofficial Fallout 3 Patch.esm (Updated Unofficial Fallout 3 Patch) Goes above RH_IRONSIGHTS. OR remove it Entirely.

 

The conflicting data comes from this plugin. (RH_WMK_Bridge.esp)

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I did as your advice.
However, the problem still exists.
The problem exists with the Weapon Mod Kits-dlc weapons enabler.
I want to solve this problem.

 

 

Hello.
I was frustrated enough to post on the bulletin board several times with the issue of <Weapon Mod Kits-dlc weapons enabler>.
Before playing Fallout3, we set a few mods.
RH_IRONSIGHTS
Unofficial Fallout 3 patch update
Weapon mod kit
RH_IronSights-WMK Bridge
Weapon Mod Kits-dlc weapons enabler
The game was set to the above mode only.
However, the mod called <Weapon Mod Kits-dlc weapons enabler> continues to cause problems.
There is a bug where the game crashes when you check this mod in the mod manager and start the game to fire a weapon called the captain's sidearm.
However, some people answered me, but the problem was still not solved.
I tried to create a merged patch with FO3EDIT, but it didn't work.
Has anyone had the same experience as me?
Is my fallout 3 weird?
It is too frustrating.
I would like answers from people who have had the same experience as me.
Below is the mode arrangement order I installed.
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
Unofficial Fallout 3 Patch.esm (Updated Unofficial Fallout 3 Patch)
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_RemoveReticule.esp
WeaponModKits.esp
WeaponModKits-OperationAnchorage.esp
WeaponModKits-ThePitt.esp
WeaponModKits-BrokenSteel.esp
WeaponModKits-PointLookout.esp
WeaponModKits-Zeta.esp
RH_WMK_Bridge.esp (RH_IronSights-WMK Bridge)
WMK_Fixes_dlc.esp (Weapon Mod Kits-dlc weapons enabler)

 

Unofficial Fallout 3 Patch.esm (Updated Unofficial Fallout 3 Patch) Goes above RH_IRONSIGHTS. OR remove it Entirely.

 

The conflicting data comes from this plugin. (RH_WMK_Bridge.esp)

 

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Link to the mod in question please ?

 

This it ?

https://www.nexusmods.com/fallout3/mods/23172

 

IF so stand by

edit: The source your using is from here "the nexus" website.

I use the Original sourced mods from mods reloaded, the reason I do is because the Original mods and plugin's are not broken as they are here.

 

you do not need a merged patch for this assembly.

A merged patch comes up empty with the current tools fo3edit 403

 

You can not merge UUF3P with these mods because it sets up an out of order for form ID's

 

That makes it impossible to accomplish what you want to do.

here's whats needed to make this merged patch.

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_RemoveReticule.esp
RH_IronSights_PL_NewItems.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WMKAA12Shotgun.esp
WMK_Fixes_dlc.esp

Total active plugins: 24
Total plugins: 24

 

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_RemoveReticule.esp
RH_IronSights_PL_NewItems.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WMKAA12Shotgun.esp
RH_WMK_Bridge.esp
WMK_Fixes_dlc.esp

Total active plugins: 25
Total plugins: 25

 

Above is the correct load order.

 

And hers the result

https://mega.nz/#!5a5RTDRT!alyjrokqtcN2QTZlA4RKXNgmefBzlm_dvaAhg5mGnVI

 

you can take the advice or move on. UUF3P is a Merged mods of many mods all in one. No a true patch. It adds on things. Too many things that are no required.

That's all I will say about that.

 

A true patch targets only the data in the master files them selves from the authors of the game. Not other authors mods.

 

Kitty Black

Edited by Purr4me
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I tried to arrange the mod order as per your advice and create a merged patch, but it eventually failed.
Is it correct to do it in 25 order?

 

 

Link to the mod in question please ?

 

This it ?

https://www.nexusmods.com/fallout3/mods/23172

 

IF so stand by

edit: The source your using is from here "the nexus" website.

I use the Original sourced mods from mods reloaded, the reason I do is because the Original mods and plugin's are not broken as they are here.

 

you do not need a merged patch for this assembly.

A merged patch comes up empty with the current tools fo3edit 403

 

You can not merge UUF3P with these mods because it sets up an out of order for form ID's

 

That makes it impossible to accomplish what you want to do.

here's whats needed to make this merged patch.

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_RemoveReticule.esp
RH_IronSights_PL_NewItems.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WMKAA12Shotgun.esp
WMK_Fixes_dlc.esp

Total active plugins: 24
Total plugins: 24

 

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
RH_IRONSIGHTS.esm
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_RemoveReticule.esp
RH_IronSights_PL_NewItems.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WMKAA12Shotgun.esp
RH_WMK_Bridge.esp
WMK_Fixes_dlc.esp

Total active plugins: 25
Total plugins: 25

 

Above is the correct load order.

 

And hers the result

https://mega.nz/#!5a5RTDRT!alyjrokqtcN2QTZlA4RKXNgmefBzlm_dvaAhg5mGnVI

 

you can take the advice or move on. UUF3P is a Merged mods of many mods all in one. No a true patch. It adds on things. Too many things that are no required.

That's all I will say about that.

 

A true patch targets only the data in the master files them selves from the authors of the game. Not other authors mods.

 

Kitty Black

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in the second spoiler tag shows the exact load order for the mods to make any merged patch for just these 3 mods.

 

I already provided the patch, all you need to do is download it.

 

The error list you shown is the content of the patch in the correct order. "which is not in error."

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the reason your getting the error is because UUF3P alters those records "Out of order" Hence WHY I told you and others have told you Not to include that mod in the merge processes.

 

I a going to attempt to teach you something simple.

 

All mod authors built their perspective mods from the games main file and DLC content, they DO NOT include other authors work.

Just the main game files. That's why I have taken the time to show you directly the correct way to make the merged patch.

 

you do not include mass merged patches in a set of mods. all your doing is making a mess.

Those two mods I have merged into 1 mod for personal use, don't ask, that's my work so I can't share it.

 

WMKRH is the name I used for my merged mod to Eliminate plug-in slots.

IF you go that route, there's no need to make merged patches because al of the data is in 1 container.

UUF3P is not required at all for the main game and making merged patches for your mods---UUF3p change a lot of data other mods will not match. Not at all.

 

It was intended to change the game completely---- and there for will not match the code in other mod's.

Edited by Purr4me
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the reason your getting the error is because UUF3P alters those records "Out of order" Hence WHY I told you and others have told you Not to include that mod in the merge processes.

 

I a going to attempt to teach you something simple.

 

All mod authors built their perspective mods from the games main file and DLC content, they DO NOT include other authors work.

Just the main game files. That's why I have taken the time to show you directly the correct way to make the merged patch.

 

you do not include mass merged patches in a set of mods. all your doing is making a mess.

Those two mods I have merged into 1 mod for personal use, don't ask, that's my work so I can't share it.

 

WMKRH is the name I used for my merged mod to Eliminate plug-in slots.

IF you go that route, there's no need to make merged patches because al of the data is in 1 container.

UUF3P is not required at all for the main game and making merged patches for your mods---UUF3p change a lot of data other mods will not match. Not at all.

 

It was intended to change the game completely---- and there for will not match the code in other mod's.

I did it in your load order. I also excluded UUF3P and tried the patch you provided.
But the problem still occurred.
Are you sure you tested it?
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Share on other sites

 

the reason your getting the error is because UUF3P alters those records "Out of order" Hence WHY I told you and others have told you Not to include that mod in the merge processes.

 

I a going to attempt to teach you something simple.

 

All mod authors built their perspective mods from the games main file and DLC content, they DO NOT include other authors work.

Just the main game files. That's why I have taken the time to show you directly the correct way to make the merged patch.

 

you do not include mass merged patches in a set of mods. all your doing is making a mess.

Those two mods I have merged into 1 mod for personal use, don't ask, that's my work so I can't share it.

 

WMKRH is the name I used for my merged mod to Eliminate plug-in slots.

IF you go that route, there's no need to make merged patches because al of the data is in 1 container.

UUF3P is not required at all for the main game and making merged patches for your mods---UUF3p change a lot of data other mods will not match. Not at all.

 

It was intended to change the game completely---- and there for will not match the code in other mod's.

I did it in your load order. I also excluded UUF3P and tried the patch you provided.
But the problem still occurred.
Are you sure you tested it?

 

look at my avatar here....how many posts are listed? I was at one time part of the team that produced the UUF3P patch. I am the remaining author for a different version of a main game patch called FalloutRemastered.

 

Which includes all the data in the UUF3P mod less a lot of error repairs.

 

Am I sure ? LOL you better believe it.

 

You do not keep going at an issue like this with a heavily modded game. you do things like this on a clean game only.

What is not said here is what's being used as a mod manager, where are your game files installed @

 

is it a steam game or GOG game?

 

what version of fo3edit are you using?

what versions of the mods are you using?

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