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Load Order


sabin1981

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Hey guys, it's my first post on the forum and sadly it's a "plz halp" post :rolleyes:

 

I'll be the first to admit that I simply have NO idea how to setup the load up properly, it's always confuzzled me simply because; how the heck do I know what needs to be loaded first before conflicts happen? :-\ Some readme files that come with mods specifically state that they should be loaded before xxx or after xxx .. but even that confuses me sometimes, especially when the majority of mods DON'T specify order.

 

Basically, I've got a ton of mods installed but because they usually only change the game by tiny amounts (so as to not completely break immersion and the feel of the game) they're not instantly noticable as I run around the wasteland -- so how do I even know if they're working or being conflicted by other mods and blocked from loading? :-\ Hell, some of the ones I have alter more of the end-game scenarios and since I'm playing from the start again, there's no way for me to even know if they're going to work by the end of the game. Especially as, when I moved the MMM files/mods to the bottom of the list in FOMM - it completely broke the game! The save I made prior to moving them suddenly ended up with my in the middle of water, clipping out of it, and with a completely blank inventory!! You see my predicament?

 

Anyway, I know it's a lot to ask - and I'll do everything I can to help - but if I post my plugins.txt file here, could some kind, sweet soul help me suss the load order and fix anything if it's out of place? I use latest FOMM, latest "program" version of ArchiveInvalidation Invalidated!, I have the very latest patch (1.1.0.35) and, of course, Operation Anchorage DLC :) If need be, after fixing the load order, I can easily start a new game to avoid corruption.

 

Thank you so much in advance!

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Today I got to experience the importance of the load order.

 

My keyboard and mouse stopped working after I installed the latest patch and at the same time having all of those mods miscellaneously checked. To fix that, I had to uncheck all mods and the patch would install correctly. Something for future patching issues. :thumbsup:

 

For some reason, my keyboard and mouse still don't work if I don't have the appropriate load order. :ermm:

 

What I do is, I put all the .esm files first, graphics related stuff after that, following with weapons and miscellaneous stuff.

 

Somebody ought a make an appropriate load order software, just like they did for oblivion. :smile:

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Ok, I'll try ordering like you say. Inside FOMM, it states that "mods near the bottom take load preference" - so does that mean put the .ESM files at the bottom and work UP from there?
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You usually put the .esm files at the top, following with patches and the rest of the .esp's

 

Since this game is something like Oblivion, you may want to check these sites regarding load order and what they put at what position:

 

http://devnull.devakm.googlepages.com/loadorder

http://spreadsheets.google.com/pub?key=pb7...gmsEA&gid=0

 

http://www.offkorn.com/blog/?p=74

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Put all .esm files at the TOP. They are the master files that are modded by the following files below them.

Generally, I'd put fallout3.esm first, followed by DLC, then mods.

 

The LOWER files are later in the list, so will replace content in files above, if they change the same things.

 

If you use FOMM v.0.9.0 or newer, the load order hex number will be listed to the right of the mod's filename. (00, 01, 02... 0e, 0f, 20, 21, etc.) If you don't have v.0.9.0 or newer, then I suggest updating FOMM... Having to manually count and then use a Dec-Hex converter just plain sucks.

 

I believe the newest form of FOMM automatically moved .esm files to the top of the list, but I haven't updated in a few weeks, so no personal experience using it.

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There is a golden rule in dealing with the load order: If two or more mods conflicts the last loaded prevails; if they do not conflict the load order is irrelevant.

 

Because the number of mods grows very fast and tracing down conflicts may become a non trivial thing, by myself I tend to put the minor, most single featured ones, last; since if they conflict with bigger ones chances are either you prefer the feature from smaller mod or you should not even install it.

 

Though, things not aways are this black/white and some smaller mod may have a non conflicting feature with one bigger and some conflicts than you rather the features from the bigger, so the smaller should load first. Fortunately the bigger mods users tend to identify conflicts and when they exist between top mods, the community soon deliver patches to deal with this, and/or load order suggestions.

 

PS: Unfortunately, though, some conflicts are of nature that turns out to be difficult (even) to understand how they mess the things. Some of them may be introduced by the simple removing of a mod that lets traces of itself in the save games (most of the times the engine just removes the not existents anymore objects in the next save, but sometimes it can't), things may worsen if the object in the saved game is replaced by another that have the same reference id but lacks features from the original... this may lead to crashes on exit, deadlocks, stall on the first load, and so on.

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Wow! Thanks for the advice guys, I really really appreciate it! It's going to be a lot harder than I thought though ... since I have no idea what mods are going to conflict with others, so I don't know what order to load them in. I do, however, check the readme on each mod I download -- and they invariably give a list of known conflicts. The downside is, there's no way of knowing if the conflicts change as new mods are released.

 

Man, I hope Wyre Bash comes out for FO3 soon, or at least another app that can check for conflicts and offer solutions.

 

Just out of interest, could someone give this list a quick glance-over and see if anything is obviously wrong? The order in FOMM now matches the listed order in plugins.txt (just to be on the safe side)

 

(oh and I'm using 0.9.5, with the proper hex numbering)

 

 

Fallout3.esm
Anchorage.esm
Mart's Mutant Mod.esm
TweakedCarryWeight.esp
SuperJump2x.esp
SuperJumpWater2x.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Combat_Overhaul_v0337.esp
Combat_Overhaul_VATS102.esp
VATS Normal Weapon Degradation.esp
Roleplayable Professions.esp
race_and_eye.esp
Ghouled.esp
tchos-goth bittercup new race.esp
Fellout-FWO.esp
Hades Hellfire.esp
FreePlay.esp
MPammo.esp
MaxLevel100.esp
GNRfix.esp
KillableKidsOptional.esp
Slower Degradation (-50%).esp
No Karma for Stealing.esp
Combat_Overhaul_BetterArsenal_DEagle_Expansion.esp
VashDeagleV5.esp
BossmonsterAddonV2HellSoldier.esp
PCIdles.esp
WeaponModKits.esp
MTC Wasteland Travellers.esp
YearlingsGlasses.esp
Treasure Maps_Secrets of the Wasteland.esp
SeducingWomen.esp
MoreMapMarkers.esp
SmallYaoPet.esp
GibsonLoot.esp
GNREyebot.esp
assass.esp
Mickey the Merchant.esp
MysteriousLiaisons.esp
Energy weapons addons.esp
Small guns addons.esp
Big guns addons.esp
Uranium Weapons small and big.esp
mutantradio.esp
Lucky_hacking_5.esp
TheMissingScientist1.esp
AllUniquesAdded.esp
LootSanitizer.esp
CivilDefenseBroadcastSystem.esp
praiseatom.esp
rl3chip.esp
Overhead 3P cam.esp
Robco Certified.esp
Workbench_Crafting_Expansion.esp
Bobblehead Cheat.esp
UPP.esp
sc_saving_nova.esp
TrueVampireStat.esp
Nova Interaction Revised.esp
JNFRoboCompanion.esp
ImprovedDogmeat.esp
PowerArmorTraining.esp
CMF-MiniDen001.esp
BigtownClubhouse.esp
CanterburyHideout.esp
Tenpenny Suite.esp
Ghoul Mansion.esp
Suite-Suite.esp
Owned!+Beds1.1.esp
GrayditchApartment.esp
Vault 82.esp
MadMax Hideout.esp
AliceBunker.esp
REBigTownRelocation.esp
M4a1Beta.esp
macriflev2.esp
All Anchorage Armors Usable.esp
Tesla_Backpack.esp
SilencedHuntingRifleMod.esp
SilencedUltraSMGMod.esp
LightSaberMod.esp
GaussWeapons.esp
punisheroufit.esp
MercDuster.esp
Mysterious Stranger Outfit.esp
Night Vision Sunglasses.esp
Crusaders Armor.esp
3EFhelmlessstealthsuit.esp

Total active plugins: 94
Total plugins: 97

 

^^ That's how I just spent 20mins organising the load order. From top to bottom, hex 00 to final position 5D.

 

 

=Edit=

 

Updated to show the correct load-order as instanced in FOMM.

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