Antioche Posted January 19, 2009 Share Posted January 19, 2009 What order does FoMM load mods into the game? From the bottom of it's list FIRST? or does it begin at the top ( where we should have Fallout3.esm right?) I ask this because... I've come to several conclusions about modding fallout. 1. Anything, even a seemingly innocuous item, can drastically effect something (apparantly) unrelated. 2. The game isn't worth playing unmodded for me now. I was fretting about earlier, and managed, after nearly depleting her inventory of said items,; to completely LOSE the last few sets of Azar gypsy wear in Moria's inventory... I had significant disruption installing the mod to begin with, it wanted to be set in a specific area it seemed on my list of mods, in order to add to Moria's list. *shrugs* with nearly every girl(friend) from Rivet City to the Republic of Dave wearing a gypsy outfit, simply unloading the mod seemed like inviting disaster. At best, naked women until I replaced their clothing.... at worst, a crashed game and corrupted save that set me back to 'square one' in my travels.... I ended up starting a NEW game, just to see if Moria's inventory showed up properly, it did not; so I toyed with recent additions, and finally, disabled the mod...loaded my game, checked her inventoy; resaved, re-checked the mod in fomm, and viola... There were the outfits, *cough* restocked even...now as for all of the other's bought? No biggie, looks like I'm starting over with a few new mods anyhow,... I wanted to test tryn's multi-sorter, and see if the workbench accepts you having recipies if it is IN from the get-go; as it claims if loaded 'later' in a game that you have no such ability to make "x" or "Y" even though it lists the recipie in the menu box as if a 'regular' workbench. Thanks guys, just some clarification if you don't mind; it seems terribly important. and I'm on Jack's 7th incarnation now. Link to comment Share on other sites More sharing options...
Smosh Posted January 19, 2009 Share Posted January 19, 2009 Top to bottom. Link to comment Share on other sites More sharing options...
Antioche Posted January 20, 2009 Author Share Posted January 20, 2009 Wow...where the frak did i hear bottom to top...? I may have to completely re-think the order my mods are loading in. I'm suprised certain things worked before their 'core' files were tallied into existance. As no-one else has stepped up with a counter ( and we all know how quick that would have occured had you been wrong!! ) I thank you Smosh, very; very much. ~A Link to comment Share on other sites More sharing options...
Merkurlicht Posted January 20, 2009 Share Posted January 20, 2009 indeed, FOMM loads from top to bottom. but keep in mind: the latest loaded mod might overwrite changes that a previously loaded mod made.here's a link to the OBMM FAQ which describes it more. though the tools mentioned might not be available, it's basically the same in Fallout3/FOMM Link to comment Share on other sites More sharing options...
Baelkin Posted January 21, 2009 Share Posted January 21, 2009 Yep, top to bottom - the reason some mods apparently don't work is because somewhere along the lines the changes the mod introduces or the FormIDs used in the .esp have been overwritten by a mod further down the list. For instance, if your second mod adds an item with the FormID 0001564 (hypothetical ID, not even sure it's correct format but whatever... it's just an example :D ) and then somewhere later on the list another mod adds a completely different item which has the same FormID (ie. 0001564) then every instance of the first item will be loaded as the second item. Now this doesn't mean a whole lot if the item in question is armour or weapons or similar as it will just be loaded with the new info, but what if the replaced object is a Super Mutant with make-up and a sick affection for human males? How does that get added to your inventory? Sometimes the game can't figure this out and sometimes behaves erratically, crashes or your save gets currupted when loading, so be careful when adding new mods to savegames already in progress. Optimally, if you want to avoid conflicts, don't add or use other mods with a savegame than what you began the game with, unless you know the mods use dynamical FormID assignment (native with mods made with the GECK, however some modders decide to hardcode FormIDs into their mods for easier access with the "player.additem #FomID" command). Link to comment Share on other sites More sharing options...
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