sabin1981 Posted January 29, 2009 Share Posted January 29, 2009 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! Link to comment Share on other sites More sharing options...
Alucard1475 Posted January 29, 2009 Share Posted January 29, 2009 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: Link to comment Share on other sites More sharing options...
sabin1981 Posted January 29, 2009 Author Share Posted January 29, 2009 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? Link to comment Share on other sites More sharing options...
Alucard1475 Posted January 29, 2009 Share Posted January 29, 2009 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/loadorderhttp://spreadsheets.google.com/pub?key=pb7...gmsEA&gid=0 http://www.offkorn.com/blog/?p=74 Link to comment Share on other sites More sharing options...
SangRahl Posted January 29, 2009 Share Posted January 29, 2009 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. Link to comment Share on other sites More sharing options...
nosisab Posted January 29, 2009 Share Posted January 29, 2009 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. Link to comment Share on other sites More sharing options...
sabin1981 Posted January 29, 2009 Author Share Posted January 29, 2009 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. Link to comment Share on other sites More sharing options...
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