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Please help me find the conflict, CTD on startup


kiresagara

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>>>RESOLVED BY MYSELF<<<

(fixed by a patch at http://fallout3.nexusmods.com/mods/15961)

 

I'm an experienced modder with a pretty good idea what I'm doing but this time I'm not so sure. I haven't played FO3 for a long time, only FNV and Skyrim, both heavily modded.

 

I just installed a clean version of Fallout 3 GOTY and a huge mess of mods which, I thought, wouldn't conflict.

 

Here's the list (in alphabetical order):

A World Of Pain for Fallout 3

Ambient Wasteland 2

Artorps Zooming Scoped Weapons

CASM

Darnified UI (from beth forums)

DCInteriors Project

Enhanced Night Sky

EVE Energy Visuals Enhanced

Existence 2.0 Robot Radio

Fallout 3 Re-Animated

Fallout 3 Redesigned (project beauty)

Fallout Interoperability Program (all relevant downloads, which I assumed would fix the conflicts)

Fallout Street Lights (speedyb64 version)

Fallout Stutter Remover (not sure if I even need it)

Fellout

FWE FO3 Wanderer's Edition

Martigen's Mutant Mod

RH Ironsights

Sunglasses Collection (likely no conflict here)

Ultimate Perk Pack (all of them)

Unofficial Fallout 3 Patch

Weapon Mod Kits

And I used the Games For Windows Live Disabler

I also have FOSE correctly installed

 

I'm getting a CTD on program start, no title screen.

 

I installed and tried, and failed, to use FO3edit to find the conflict but it's just a huge mess of expanding boxes and no indication on what's causing the crash.

 

Could somebody please look over my list and tell me which mods need to be removed or even possibly what order they should be installed in?

I would be very grateful if somebody took the time to help me.

 

EDIT: I'll be trying to find the conflict myself through trial-and-error while I wait for a response, but no guarantees I'll find it, I'll update if I do.

Edited by kiresagara
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kiresagara - Hello!

Modded Fallout 3 crashing on startup is almost always due to a missing master, in other words a plugin is missing another that it needs to work.

If you open your mod manager you can left click on each mod & a list of their masters will be displayed at the bottom. You MUST have those masters in your load order for that plugin to work.

A very common mistake is to use patches without having the actual mod they were made for.

You mention:

"Fallout Interoperability Program (all relevant downloads, which I assumed would fix the conflicts)"

It's possible you're using something from FOIP that patches two mods when you only have one of them.

A proper load order would be more helpful for someone to spot an error, in the mod manager you're using there should be a Load Order tab with something like "Copy to Clipboard" so that you can copy your mod list & paste it in your post. That's how it is in FOMM, NMM should also have something simillar.

It's also possible for an improper installation of DarnUI to cause a crash on load.

Hope this helps!

Prensa

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I have the correct FOIP versions, all FWE relevant ones for EVE, MMM, Project Beauty, and Weapon Mod Kits.

 

And my load order is currently a WIP as I'm currently trying to find the conflict myself. Any suggestions would be appreciated.

 

So far, DarnUI is working perfectly, confirmed by an altered title screen and an indicator in the bottom-left telling me it's working.

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I found a possible conflict after I installed MMM and the FOIP FWE/MMM patch.

It may have an issue with Project Beauty as it overwrites one of the files.

Does this mean MMM and Project Beauty are incompatible? Or maybe it's incompatible with something else?

The only mods I have yet to install are EVE and the Weapon Mod Kits, along with the FOIP patches associated with those mods so they are definitely not the problem.

EDIT: Well, it's definitely not an issue with Project Beauty, I'm still getting CTDs with MMM + FOIP FWE/MMM patch

 

EDIT 2: Yup, there's definitely a major problem with MMM even with compatibility patches. Too bad, those mutants look awesome. I would really like this mod to work.

I'll post an updated load order after I confirm everything else works correctly so we may nail down the problem.

Edited by kiresagara
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kiresagara - Hello!

 

"Does this mean MMM and Project Beauty are incompatible? Or maybe it's incompatible with something else?"

 

There's patches for MMM & project beauty to work together at FOIP.

 

"Yup, there's definitely a major problem with MMM even with compatibility patches. Too bad, those mutants look awesome."

 

MMM is great & it works very well, though you'll need specific patches when using it with FWE.

 

As I can't see what plugins you've got I'll list the general set up for MMM when using FWE.

 

Make sure you're not using more MMM plugins than you need, a common mistake.

 

With the FOIP MMM/FWE patches in, your MMM load order should be something like:

 

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

 

 

Other FO3 Wanderers Edition plugins

 

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.espZeta.esm

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - FWE Master Release + DLCs.esp (If you have the DLC's)

 

Make sure to only use the MMM DLC plugins if you have the corresponding DLC.

 

The Mart's Mutant Mod - FWE Master Release.esp replaces the normal MMM Menu.

 

Hope this helps!

 

Prensa

Edited by prensa
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Well, I had the Master Menu Module enabled so I disabled it but it did not fix the problem.

 

I wasn't able to get my load order posted before the SQL server died earlier but I was able to save my post that I was trying to make.

-------------Copy/Pasted from notepad-------------

Well I'm stumped. I followed the FOIP Load Order to the number and while it no longer CTDs, the title screen now refuses to display the mouse or the menus, forcing me to manually close the program with the task manager. I found a big problem with Project Beauty as the mod author didn't put the esm or esps into the Data folder, manually moving them fixed the CTD but introduced a new game-breaking bug.

Here's my load order:
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
RH_IRONSIGHTS.esm
StreetLights.esm
AWorldOfPainFO3.esm
DCInteriors_ComboEdition.esm
EVE.esm
FO3 Wanderers Edition - Main File.esm
FO3 Wanderers Edition - Alternate Travel.esp
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - The Pitt.esp
CASM.esp
RH_IronSights_PL_NewItems.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_RemoveReticule.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Beverage Perks.esp
UPP - Experience Perks.esp
UPP - Original Perks.esp
UPP - Quest Perks.esp
sunglassescollection.esp
SniperZooming.esp
Existence2.0.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 - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (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
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.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 - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp

 

UPDATE: Found another problem. Strangely, NMM was treating the optional FWE alternate travel plugin esp, which I purposely did not select during installation, as an ESM due to a messed up file header. Disabling this did not fix the issue.

Edited by kiresagara
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Please don't give up on me now that I'm so close.

I still can't figure it out. It should work, I don't understand why it doesn't.

EDIT: Disabling EVE makes it work. I would like EVE to work but it's not essential. Is EVE conflicting with something else unrelated to the mods covered by FOIP?

 

RESOLVED: I found the Unofficial EVE compatibility patch for FOIP at http://fallout3.nexusmods.com/mods/15961

Downloading this solved my problem, it all seems to work okay now, as far as loading the title screen and starting a new game goes.

I'll be back if I have any more problems.

Edited by kiresagara
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kiresagara - Hello!

 

Glad you located the problem! :)

 

By the way, other than the new EVE patch you mentioned, is that load order above your current?

 

Because you don't need these:

 

Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp

 

The Mart's Mutant Mod - FWE Master Release.esp that you have contains all of them.

 

Other than that, your MMM is in perfect order.

 

Oh & StreetLights.esm should go above BrokenSteel.esm:

 

StreetLights.esm

BrokenSteel.esm

 

It's suggested on the Streetlights Description page.

 

I know that seems a little odd but it prevents a glitch when you've completed the main quest & have Broken Steel in where a patch of water will still be polluted over by Project Purity.

 

Prensa

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