Blooody751 Posted May 17, 2013 Share Posted May 17, 2013 Whenever I try to start Fallout 3 my game crashes at the please wait screen. I realize this usually means a conflict, but I don't know what it is. If anybody can help, please do. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] aHUD.esm[X] iHUD.esm[X] CRAFT.esm[X] CALIBR.esm[X] EVE.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE - FWE Master Release (pulse fix).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Zones Respawn.esp[ ] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[ ] Fellout-pipboylight.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] DUIF3Extras.esp[X] Blackened FWE + MMM.esp[X] MergePatch.esp Link to comment Share on other sites More sharing options...
Purr4me Posted May 18, 2013 Share Posted May 18, 2013 [X] Fellout-Full.esp<------------That means all so why a re you loading the DLc's too?[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[ ] Fellout-pipboylight.esp<---Not using it, remove it from the game data as it's in the wrong place anyway.remove all data not used from the data folder, just move it some place.[X] Blackened FWE + MMM.esp[X] MergePatch.esp<------------------untick both of these and load the game and see what happens, I suspect the mmm version is the bug.kitty. Link to comment Share on other sites More sharing options...
Blooody751 Posted May 18, 2013 Author Share Posted May 18, 2013 (edited) I decided to put some extra things in, see if some things would fix it. I've decided to switch to MMM 6.1 so I don't have to used blackened (as I was told that worked with 6.2). I'm using the Merger RH_Ironsights. Here is my new load order. I did try to uncheck my merge patch and the blackened before this, but that didn't work. And for Fellout, it says to have the DLC plugins after the full. The Full isn't dependent on the dlcs so I think it is right. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] aHUD.esm[X] iHUD.esm[X] CRAFT.esm[X] CALIBR.esm[X] EVE.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] RH_IRONSIGHTS.esm[X] DarNifiedUIF3.esp[X] DYNAVISION - Dynamic Lens Effect.esp[X] CASM.esp[X] RH_IronSights_Basic_VanillaPlugin.esp[X] RH_IronSights_Basic_AnchoragePlugin.esp[X] RH_IronSights_Basic_PittPlugin.esp[X] RH_IronSights_Basic_BrokenSteelPlugin.esp[X] RH_IronSights_Basic_PointLookoutPlugin.esp[X] RH_IronSights_Basic_ZetaPlugin.esp[X] RH_IronSights_Pitt_NewRifleSights.esp[X] RH_IronSights_RemoveReticule.esp[ ] RH_IronSights_PL_NewItems.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] RH_FWE_Bridge.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] RH_WMK_Bridge.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE - FWE Master Release (pulse fix).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] RH_EVE_Bridge.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Zones Respawn.esp[ ] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] DUIF3Extras.esp[X] Pop-Up Blocker - All.esp[X] MergedPatch.esp Edited May 18, 2013 by Blooody751 Link to comment Share on other sites More sharing options...
Purr4me Posted May 18, 2013 Share Posted May 18, 2013 http://forums.nexusmods.com/index.php?/topic/434714-paradox-ignition-presents-the-mergers/page-25&do=findComment&comment=8040576 Link to comment Share on other sites More sharing options...
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