[RELz] BOSS for Fallout 3

Post » Tue May 17, 2011 8:55 am

I'm completely open to this idea; FOLOT has been given to Timeslip, who is going to change it to recognise the BOSS way of writing things. And as for FOMS, there as been some activity from the author recently. His masterlist is in a completely different format to BOSS's and takes a lot more time to add mods (in my opinion.) It does, however, offer the most functionality in the way of conflict detectors, although BOSS will warn about possible conflicts.

FOMS unfortunately crashes on start for me though.

In any case I will continue to work on the BOSS masterlist, and thus also the FOLOT built into FOMM.

I simply dont have the time to work on the FOMS masterlist.


The FOMS guy contacted me, I sent him your way, he wants to build a template for load ordering based on BOSS's master list.
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ZANEY82
 
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Post » Tue May 17, 2011 9:04 am

Claviticus, it's your masterlist really, I just changed it :P

Either way thanks.
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darnell waddington
 
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Post » Tue May 17, 2011 7:53 am

Claviticus, it's your masterlist really, I just changed it :P

Either way thanks.


No problem, just trying to help keep things moving forward.. :)

Btw, there are a few problems in your load order, I didn't write them all down, so it's from memory..

I ran FO3Edit, and it revealed problems(It would stop loading with a master out of order error..)..

Mart's Mutant Mod - FOOK2.esp ; This is loading after Mart's Mutant Mod - FOOK2 - DIK.esp

It needs to load before since the masters load in that order..

UPP - Quest Perks.esp ; You have this..
UPP - Quest Perks.esp ; It should be this.. That typo is in the .esp name.. (Least on my system, not sure, if I accidentally did it, or the author.. ?)

(The above isn't looking very clear(forum is removing the extra space. ?), so it should be UPP- Quest Perks.esp)

You also need to include RTS - Real Time Settler..

RTS.esm ; I've been loading this last not sure if thats correct..
RTS_Life_Of_Raider_Addon.esp ; In last misc..

But you may need to figure out the proper places for them..

Binoculars.esp ; was missing, I put it near the nightvision goggle plug.. (Was this an oversight, or is it incompatible,.. It was on my original list.. ?)

There were a few more, but I didn't write it all down, so, yeah..

Peace
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Bryanna Vacchiano
 
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Post » Tue May 17, 2011 9:00 am

@@JustinOther (and anyone else with enough knowledge to do changes): If you're at all interested in doing more than a few changes I can certainly give you commit permisions to the svn source... easiest way to keep it all up to date and not have conflicting versions of the masterlist floating around (which is annoying and bad).
Welcome to the other side of town here in the Beth forums. :) I'd totally be willing to help with the upkeep of the plugin list. As a FOOK team member, that would be awesome as I could personally set up the '?' and '*' comments for all the FOOK related plugins, ensuring there's an easy way to point out which plugins should be removed and such as so many optional plugins are now merged in as menu buttons. I wholeheartedly agree that having conflicting lists would be counter-productive.

At all: Hopefully we can all get on the same page so there's, in the end, only one list to upkeep. See http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1037768&view=findpost&p=15375875 in FOMM thread. This is awesome though. Hopefully it will eradicate all of the 'Does this load order look ok?' threads.
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Theodore Walling
 
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Post » Tue May 17, 2011 7:45 am

Ok, thanks, added them in now. Will have a good look through FO3edit sometiem this weekend as I have a big project to hand in soon :(

And it looks like it is going in the way of "one list" so all good there :D
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Amanda Leis
 
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Post » Tue May 17, 2011 7:45 am

So in using the updated masterlist (maybe post the links closer together) here are my unrecognized mods:

Unknown mod file: UPP - Quest Perks.esp ... part of the UPP series
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=8219
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=6921
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=9194
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=7236
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=6104
Unknown mod file: http://www.fallout3nexus.com/downloads/search.php
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=7268
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=7962
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=4835 - Player Version.esp
Unknown mod file:http://www.fallout3nexus.com/downloads/file.php?id=2446
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=121
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=2045
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=6392
Unknown mod file: FaceMe-FWE.esp - link blocked by author - may be redacted.
Unknown mod file: FasterMorePowerfulMines.esp - part of http://www.fallout3nexus.com/downloads/file.php?id=7268
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=5096
Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=6254

I also noticed that BuildableBots v0.3a.esp is listed twice and I think the first listing is correct.

From this I was given this load order:
------------------------------------Recognised and re-ordered mod files:------------------------------------Anchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmHairPack.esmFaceMe.esmCRAFT.esmCALIBR.esmStreetLights.esmArefuExpandedByAzar.esmFO3 Wanderers Edition - Main File.esm  . Note:  Requires CRAFT.esm and CALIBR.esmMart's Mutant Mod.esmMMZombieCemetery.esmPointLookout-FollowersGetToGo.esmCubeExperimental (EN).esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espRefurbish [OA] - FWE.espRefurbish [TP].espRefurbish [BS].espRefurbish [PL].espRefurbish [MZ].espDarNifiedUIF3.espFaceMe.espFaceMe-Broken Steel.espeyes_hairpack_en.esphair_add_npc.espCRAFT - Activation Perk.esp  . Note:  Requires CRAFT.ESMMore Hotkeys.espCALIBRxMerchant.esp  . Note:  Requires CALIBR.ESMPrincess Better Prompts v1pt1.espGalaxyNewsRadio100[M].esp  . Note:  Only use one GalaxyNewsRadioXXX[M].esp pluginArefuExpandedByAzar-Radio.espGhostRadio.espmutantradio.espPCIdles.espUPP - Pack 1.espUPP - Pack 2.espUPP - Original Perks.espUPP - Experience Perks.espUPP - Beverage Perks.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Rainbows.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Full.espFellout-Anchorage.esp  . Note:  Requires Anchorage.esmFellout-BrokenSteel.esp  . Note:  Requires BrokenSteel.esmFellout-PointLookout.esp  . Note:  Requires PointLookout.esmFellout-pipboylight.espCBOv1.4.esptubRRCompound.espDCInteriors_ComboEdition.espStealthboy Recon Armor - CRAFT.espStealth Kills Enabled.espStealth Kills Enabled - Pitt Compatibility.espEcho_BatteryCharger.espHouseholdWaterPurifier.espPortableMattress.espBlackWolf Backpack.espGunnySack.espSS OTS Camera FOSE.esp1Animated Nightvision goggles.espSniperZooming.espDirectional PipLight HDR.espmutantradio.espExistence2.0.espExpanded Megaton House V3.espMaintenanceShed.espHomesteadMotelSuite.espUrgeWashingtonBoS.esptubRRCompound.espmerc.espD.C. Confidential.espNotSoFast.espHeirApparent.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Bobblehead Edition.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp  . Note:  Only use one Wasteland Travellers (optional)- Crowded Cities/less NPCs plugin.FO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Worn Weapons.espDarNifiedUIF3_FWE.esp  . Note:  DO not use with latest FWE, it is already integrated.WeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.esp  . Note:  Requires Anchorage.ESMWeaponModKits - ThePitt.esp  . Note:  Requires ThePitt.ESMWeaponModKits - BrokenSteel.esp  . Note:  Requires BrokenSteel.ESMWeaponModKits - PointLookout.esp  . Note:  Requires PointLookout.ESMWeaponModKits - Zeta.esp  . Note:  Requires Zeta.ESMWeaponModKits - FWE Optional Worn Weapons.espWMKAA12Shotgun.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.esp  . Note:  Needs CRAFT.esmjmschematics.espBallistics-ALL-MoreRealism.espRealFragGrenade3.espKs_DynamicSneak.espStealth Kills Enabled.espPHIG_SteadyAim.espStealth Kills Enabled - Pitt Compatibility.espBurnification.espEVE.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Operation Anchorage.esp  . Note:  Requires Anchorage.ESMEVE - FWE with WeaponModKits.espEVE Anchorage - FWE DLC Anchorage.espZumbs'_Overhauled_Real_Time_Security.espWasteland Whisperer.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.espRobCo Engineer - Robot Repair.espCBOv1.4.espThePitt-NoFireFollowers.espKickDogs.espReplenishment.espPrincess Better Prompts v1pt1.espRobCo Certified.espMart's Mutant Mod.esp  . Note:  Requires Mart's Mutant Mod.esmMart's Mutant Mod - DLC Anchorage.esp  . Note:  Requires Anchorage.ESMMart's Mutant Mod - DLC The Pitt.esp  . Note:  Requires ThePitt.ESMMart's Mutant Mod - DLC Broken Steel.esp  . Note:  Requires BrokenSteel.ESMMart's Mutant Mod - DLC Point Lookout.esp  . Note:  Requires PointLookout.ESMMart's Mutant Mod - DLC Zeta.esp  . Note:  Requires Zeta.ESMMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FWE with EVE.esp1PipboyPDA.espBuildableBots v0.3a.espFaceMe-MMM.esp1PipboyPDA.espBurnification.espFireLightFix.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espStreetLights - Wasteland.espmegalight.espMart's Mutant Mod - FWE Master Release.esp  . Note:  Requires FWE.Mez's Merged Patch - FWE-WMK-MMM.esp-----------------------------------------------------------------Unrecognised mod files:                                          Reorder these by hand using your favourite mod ordering utility. -----------------------------------------------------------------Unknown mod file: UPP  - Quest Perks.espUnknown mod file: ShadySands.espUnknown mod file: IntoTheDeepWoods.espUnknown mod file: LookoutRadio.espUnknown mod file: RadioTenpenny.espUnknown mod file: CONELRAD 640-1240.espUnknown mod file: RadioHotkey.espUnknown mod file: PLweightadjust.espUnknown mod file: AReasonedArgument.espUnknown mod file: Cliff's_Residences Of DC - Player Version.espUnknown mod file: MoreMapMarkers.espUnknown mod file: MaxLevelWorkaround-HP-BS.espUnknown mod file: WastelandMastery.espUnknown mod file: SkillCheck.espUnknown mod file: FaceMe-FWE.espUnknown mod file: FasterMorePowerfulMines.espUnknown mod file: Limbs.espUnknown mod file: DogmeatEssentialToken.espUnknown mod file: Mart's Mutant Mod - Zombie Cementery.esp-----------------------------------------------------------Done.
And I had crashing on start up - narrowed it down to DCInteriors - so I moved it to right before FWE and now I only have crash on exit (thanks to Skyranger~1's fast exit feature in FSR that is handled). I moved it there because if it is world space conflcits then there should be very little architecture type activity after the overhauls sections.

Then noticed that the radio mods were split up so moved them back together - is their a reason they are not loading together?

Here is my -so far- working load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmHairPack.esmFaceMe.esmCRAFT.esmCALIBR.esmStreetLights.esmArefuExpandedByAzar.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmMMZombieCemetery.esmPointLookout-FollowersGetToGo.esmCubeExperimental (EN).esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espRefurbish [OA] - FWE.espRefurbish [TP].espRefurbish [BS].espRefurbish [PL].espRefurbish [MZ].espDarNifiedUIF3.espFaceMe.espFaceMe-Broken Steel.espeyes_hairpack_en.esphair_add_npc.espCRAFT - Activation Perk.espMore Hotkeys.espCALIBRxMerchant.espGalaxyNewsRadio100[M].espArefuExpandedByAzar-Radio.espGhostRadio.espmutantradio.espExistence2.0.espRadioTenpenny.espCONELRAD 640-1240.espPCIdles.espUPP - Pack 1.espUPP - Pack 2.espUPP - Original Perks.espUPP - Experience Perks.espUPP  - Quest Perks.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Rainbows.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espCliff's_Residences Of DC - Player Version.espEcho_BatteryCharger.espHouseholdWaterPurifier.espPortableMattress.espBlackWolf Backpack.espGunnySack.espSS OTS Camera FOSE.esp1Animated Nightvision goggles.espSniperZooming.espDirectional PipLight HDR.espExpanded Megaton House V3.espMaintenanceShed.espHomesteadMotelSuite.espUrgeWashingtonBoS.esptubRRCompound.espmerc.espD.C. Confidential.espShadySands.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espPLweightadjust.espAReasonedArgument.espMoreMapMarkers.espMaxLevelWorkaround-HP-BS.espWastelandMastery.espSkillCheck.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Bobblehead Edition.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espDCInteriors_ComboEdition.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Worn Weapons.espFaceMe-FWE.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.espWMKAA12Shotgun.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.espjmschematics.espBallistics-ALL-MoreRealism.espRealFragGrenade3.espKs_DynamicSneak.espStealth Kills Enabled.espPHIG_SteadyAim.espStealth Kills Enabled - Pitt Compatibility.espEVE.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Operation Anchorage.espEVE - FWE with WeaponModKits.espEVE Anchorage - FWE DLC Anchorage.espZumbs'_Overhauled_Real_Time_Security.espWasteland Whisperer.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.espRobCo Engineer - Robot Repair.espCBOv1.4.espThePitt-NoFireFollowers.espKickDogs.espReplenishment.espPrincess Better Prompts v1pt1.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Zombie Cementery.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - FWE Master Release.espFaceMe-MMM.esp1PipboyPDA.espBurnification.espFireLightFix.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espStreetLights - Wasteland.espmegalight.espMez's Merged Patch - FWE-WMK-MMM.espTotal active plugins: 163Total plugins: 171 - basically options not activated yet part of fomods
So this is like Christmas early - BOSS now full swing for F3 and Skyranger back working on Stutter remover.

thanks all
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butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Tue May 17, 2011 4:21 am

Ok, will work on getting those added in.

Where are the radio mods split up, I cant seem to see that?
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IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Tue May 17, 2011 1:11 am

Same Boss readout except highlighted the radio mods:
------------------------------------Recognised and re-ordered mod files:------------------------------------Anchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmHairPack.esmFaceMe.esmCRAFT.esmCALIBR.esmStreetLights.esmArefuExpandedByAzar.esmFO3 Wanderers Edition - Main File.esm  . Note:  Requires CRAFT.esm and CALIBR.esmMart's Mutant Mod.esmMMZombieCemetery.esmPointLookout-FollowersGetToGo.esmCubeExperimental (EN).esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espRefurbish [OA] - FWE.espRefurbish [TP].espRefurbish [BS].espRefurbish [PL].espRefurbish [MZ].espDarNifiedUIF3.espFaceMe.espFaceMe-Broken Steel.espeyes_hairpack_en.esphair_add_npc.espCRAFT - Activation Perk.esp  . Note:  Requires CRAFT.ESMMore Hotkeys.espCALIBRxMerchant.esp  . Note:  Requires CALIBR.ESMPrincess Better Prompts v1pt1.esp[b]GalaxyNewsRadio100[M].esp  . Note:  Only use one GalaxyNewsRadioXXX[M].esp pluginArefuExpandedByAzar-Radio.espGhostRadio.espmutantradio.esp[/b]PCIdles.espUPP - Pack 1.espUPP - Pack 2.espUPP - Original Perks.espUPP - Experience Perks.espUPP - Beverage Perks.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Rainbows.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Full.espFellout-Anchorage.esp  . Note:  Requires Anchorage.esmFellout-BrokenSteel.esp  . Note:  Requires BrokenSteel.esmFellout-PointLookout.esp  . Note:  Requires PointLookout.esmFellout-pipboylight.espCBOv1.4.esptubRRCompound.espDCInteriors_ComboEdition.espStealthboy Recon Armor - CRAFT.espStealth Kills Enabled.espStealth Kills Enabled - Pitt Compatibility.espEcho_BatteryCharger.espHouseholdWaterPurifier.espPortableMattress.espBlackWolf Backpack.espGunnySack.espSS OTS Camera FOSE.esp1Animated Nightvision goggles.espSniperZooming.espDirectional PipLight HDR.esp[b]mutantradio.espExistence2.0.esp[/b]Expanded Megaton House V3.espMaintenanceShed.espHomesteadMotelSuite.espUrgeWashingtonBoS.esptubRRCompound.espmerc.espD.C. Confidential.espNotSoFast.espHeirApparent.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Bobblehead Edition.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp  . Note:  Only use one Wasteland Travellers (optional)- Crowded Cities/less NPCs plugin.FO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Worn Weapons.espDarNifiedUIF3_FWE.esp  . Note:  DO not use with latest FWE, it is already integrated.WeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.esp  . Note:  Requires Anchorage.ESMWeaponModKits - ThePitt.esp  . Note:  Requires ThePitt.ESMWeaponModKits - BrokenSteel.esp  . Note:  Requires BrokenSteel.ESMWeaponModKits - PointLookout.esp  . Note:  Requires PointLookout.ESMWeaponModKits - Zeta.esp  . Note:  Requires Zeta.ESMWeaponModKits - FWE Optional Worn Weapons.espWMKAA12Shotgun.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.esp  . Note:  Needs CRAFT.esmjmschematics.espBallistics-ALL-MoreRealism.espRealFragGrenade3.espKs_DynamicSneak.espStealth Kills Enabled.espPHIG_SteadyAim.espStealth Kills Enabled - Pitt Compatibility.espBurnification.espEVE.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Operation Anchorage.esp  . Note:  Requires Anchorage.ESMEVE - FWE with WeaponModKits.espEVE Anchorage - FWE DLC Anchorage.espZumbs'_Overhauled_Real_Time_Security.espWasteland Whisperer.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.espRobCo Engineer - Robot Repair.espCBOv1.4.espThePitt-NoFireFollowers.espKickDogs.espReplenishment.espPrincess Better Prompts v1pt1.espRobCo Certified.espMart's Mutant Mod.esp  . Note:  Requires Mart's Mutant Mod.esmMart's Mutant Mod - DLC Anchorage.esp  . Note:  Requires Anchorage.ESMMart's Mutant Mod - DLC The Pitt.esp  . Note:  Requires ThePitt.ESMMart's Mutant Mod - DLC Broken Steel.esp  . Note:  Requires BrokenSteel.ESMMart's Mutant Mod - DLC Point Lookout.esp  . Note:  Requires PointLookout.ESMMart's Mutant Mod - DLC Zeta.esp  . Note:  Requires Zeta.ESMMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FWE with EVE.esp1PipboyPDA.espBuildableBots v0.3a.espFaceMe-MMM.esp1PipboyPDA.espBurnification.espFireLightFix.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espStreetLights - Wasteland.espmegalight.espMart's Mutant Mod - FWE Master Release.esp  . Note:  Requires FWE.Mez's Merged Patch - FWE-WMK-MMM.esp-----------------------------------------------------------------Unrecognised mod files:                                          Reorder these by hand using your favourite mod ordering utility. -----------------------------------------------------------------Unknown mod file: UPP  - Quest Perks.espUnknown mod file: ShadySands.espUnknown mod file: IntoTheDeepWoods.esp[b]Unknown mod file: LookoutRadio.espUnknown mod file: RadioTenpenny.espUnknown mod file: CONELRAD 640-1240.esp[/b]Unknown mod file: RadioHotkey.espUnknown mod file: PLweightadjust.espUnknown mod file: AReasonedArgument.espUnknown mod file: Cliff's_Residences Of DC - Player Version.espUnknown mod file: MoreMapMarkers.espUnknown mod file: MaxLevelWorkaround-HP-BS.espUnknown mod file: WastelandMastery.espUnknown mod file: SkillCheck.espUnknown mod file: FaceMe-FWE.espUnknown mod file: FasterMorePowerfulMines.espUnknown mod file: Limbs.espUnknown mod file: DogmeatEssentialToken.espUnknown mod file: Mart's Mutant Mod - Zombie Cementery.esp-----------------------------------------------------------Done.
So three unrecognized anyway. I like radio mods. Immersively added music makes more sense than the already tired music of F3. No reason I know of why the radio hotkey mod can't be with them too.

More tinkering with my load order and then looking at masterlist.

Might be worth making a section just called quests off of Early Misc B. Typical in F3 for quests to be loaded prior to Overhauls and probably will stay that way without a real bash feature of intricate patching.

Skill and level modifiers though:
MaxLevelWorkaround-HP-BS.esp
WastelandMastery.esp
SkillCheck.esp
... I load them before FWE but not sure if that is necessary - need to ask team FWE what they think. Probably Kai Hohiro or Delamer would know best.

As for DCInteriors - it is just a mod that I've had lots of issues with in the past. I may be the only one having an issue with where it is at. I also load Cliffworms interior mod right before it - called: Cliff's_Residences Of DC - Player Version.esp

Here is my current working load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmHairPack.esmFaceMe.esmCRAFT.esmCALIBR.esmStreetLights.esmArefuExpandedByAzar.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmMMZombieCemetery.esmPointLookout-FollowersGetToGo.esmCubeExperimental (EN).esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espRefurbish [OA] - FWE.espRefurbish [TP].espRefurbish [BS].espRefurbish [PL].espRefurbish [MZ].espDarNifiedUIF3.espFaceMe.espFaceMe-Broken Steel.espeyes_hairpack_en.esphair_add_npc.espCRAFT - Activation Perk.espMore Hotkeys.espCALIBRxMerchant.espGalaxyNewsRadio100[M].espArefuExpandedByAzar-Radio.espGhostRadio.espmutantradio.espExistence2.0.espRadioTenpenny.espCONELRAD 640-1240.espLookoutRadio.espRadioHotkey.espPCIdles.espUPP - Pack 1.espUPP - Pack 2.espUPP - Original Perks.espUPP - Experience Perks.espUPP  - Quest Perks.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Rainbows.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espEcho_BatteryCharger.espHouseholdWaterPurifier.espPortableMattress.espBlackWolf Backpack.espGunnySack.espSS OTS Camera FOSE.esp1Animated Nightvision goggles.espSniperZooming.espDirectional PipLight HDR.espExpanded Megaton House V3.espMaintenanceShed.espHomesteadMotelSuite.espUrgeWashingtonBoS.esptubRRCompound.espmerc.espD.C. Confidential.espShadySands.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espPLweightadjust.espAReasonedArgument.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Bobblehead Edition.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espCliff's_Residences Of DC - Player Version.espDCInteriors_ComboEdition.espMoreMapMarkers.espMaxLevelWorkaround-HP-BS.espWastelandMastery.espSkillCheck.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Worn Weapons.espFaceMe-FWE.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWeaponModKits - FWE Optional Worn Weapons.espWMKAA12Shotgun.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.espjmschematics.espBallistics-ALL-MoreRealism.espRealFragGrenade3.espKs_DynamicSneak.espStealth Kills Enabled.espStealth Kills Enabled - Pitt Compatibility.espPHIG_SteadyAim.espEVE.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Operation Anchorage.espEVE - FWE with WeaponModKits.espEVE Anchorage - FWE DLC Anchorage.espBurnification.espZumbs'_Overhauled_Real_Time_Security.esp1PipboyPDA.espWasteland Whisperer.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.espRobCo Engineer - Robot Repair.espCBOv1.4.espThePitt-NoFireFollowers.espKickDogs.espReplenishment.espPrincess Better Prompts v1pt1.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Zombie Cementery.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - FWE Master Release.espFaceMe-MMM.espFireLightFix.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espStreetLights - Wasteland.espmegalight.espMez's Merged Patch - FWE-WMK-MMM.espTotal active plugins: 165Total plugins: 171
thanks again
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Catherine Harte
 
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Post » Tue May 17, 2011 10:13 am

OK thanks, some mods are in there twice by accident, so will end up being loaded wrong.

Added the quest section but havn't moved any mods there, just updated the masterlist to fit your working load order.

Thanks for the input, I'll upload the new masterlist sometime later.
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Poetic Vice
 
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Post » Tue May 17, 2011 1:46 am

FOMS unfortunately crashes on start for me though.


If you're running Vista, run it with administrator rights :D
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Tikarma Vodicka-McPherson
 
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Post » Tue May 17, 2011 4:29 am

Using Windows 7 64x, running as admin doesn't help :(
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Everardo Montano
 
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Post » Tue May 17, 2011 5:20 am

Welcome to the other side of town here in the Beth forums. :) I'd totally be willing to help with the upkeep of the plugin list. As a FOOK team member, that would be awesome as I could personally set up the '?' and '*' comments for all the FOOK related plugins, ensuring there's an easy way to point out which plugins should be removed and such as so many optional plugins are now merged in as options. I wholeheartedly agree that having conflicting lists would be counter-productive.

At all: Hopefully we can all get on the same page so there's, in the end, only one list to upkeep. See http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1037768&view=findpost&p=15375875 in FOMM thread. This is awesome though. Hopefully it will eradicate all of the 'Does this load order look ok?' threads.


Another organizational idea. It would be nice to somehow make a disticntion, at least in a working version of the list, between mods where people have developed CP's (i.e. FOIP, FWE-FOOK Merger) and then just have placeholder buckets where other mods should go. I recognize that the whole point of the masterlist is to continue to add mods to it, but I'm wondering if we can at least post a working copy of the list here on forums (maybe in it's own thread since it looks like the list will be utilized in a number of ways) so we can all look at it and discuss it.

I'd be happy to add my knowledge to the effort as needed, allthough the load order for at least the FOIP-covered mods is pretty well worked out.
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joeK
 
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Post » Mon May 16, 2011 11:39 pm

The only problem with posting the list here on the forums is that the W??K and R??E parts of FOOK come up as censored, and takes too much effort to uncensor them back when they need to go to BOSS. If you like you can start the new discussion thread??
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Red Bevinz
 
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Post » Tue May 17, 2011 7:45 am

The only problem with posting the list here on the forums is that the W??K and R??E parts of FOOK come up as censored, and takes too much effort to uncensor them back when they need to go to BOSS. If you like you can start the new discussion thread??


Beautiful.

Well, I know that Timeslip discussed linking his load order to a wiki file somewhere. Maybe we can just use that for posting the load order and link it off a thread here for discussion. The advantage of that is a specified group of individuals could be given access to it and be able to update it. I may post a slimmed down version of the BOSS masterlist here anyway, if anything just for discussion purposes, if that's okay with you.
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Terry
 
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Post » Tue May 17, 2011 8:15 am

I was planning to start up a wiki page for it over at sourceforge, since that worked so well for the http://falloutmods.wikia.com/wiki/Record_Structure_XML, but it doesn't seem to allow editing access to general users, only specific people I give access to. I could use another vault-tec wiki page for it, but since I was planning to read the page directly from fomm which would bypass their ads that wouldn't really be fair. :unsure:

We could keep a discussion thread here and give a few people wiki access though. (Edit: Or what Mezmorelda said. :P)
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Louise Andrew
 
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Post » Tue May 17, 2011 4:49 am

Mez and Timeslip, you both have my permission to do your respective wishes with the list :D
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Sarah Kim
 
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Post » Tue May 17, 2011 9:25 am

Well I have a suggestion. There is now BOSS, FOMS, and FOLOT all appearing to be doing largely the same thing. I admit that I haven't used any of these tools yet (my load order is pretty simple actually . . . makes FWE development less cumbersome). In anycase, I'd like to see if there is interest in posting on this board a master load order list that isn't associated with any one program or the other, but is just a general load order listing. I looked over the BOSS masterlist and it looks pretty good to me, although I admit I don't run most of those mods. Not everyone's going to to download and load these tools, and having a master list in one place that can be discussed and openly available for any of the load order tools would be a big asset.

Okay, minor rant. The FOIP program set out to manage the load order and compatiblity for the major overhauls. There is also the set of CP's developed by streetstar5 (and previously by Offkorn) on the nexus for the FWE-FOOK merger, which actually provides CP's for a lot more than just FOOK-FWE. It also includes support for project beauty, EVE, UWWUT, etc... All of this needs to be brought back under a common umbrella and framework for managing load order and compatiblity patches. I've been talking with streetstar5 some about his work, and we'll see where we get, but there are still a lot of holes to fill. For example, you can use the FWE-FOOK merger to get support for project beauty, but not just project beauty and FWE. The modularity of the FOIP framework and the standaized namaing convention is what made it useful, and I'd like to continue to expand that.

Brining it back. My hope is that a common load order master list can be used not just for managing the user experience, but also help identify the gaps and holes in compatiblity so FOIP (or whatever else) can respond appropriately.


I agree a master load order list posted here in the forums would work fine. Just like with the Screenshots thread, we can simply continue with new threads as the previous ones fill-up and keep the first post in each thread that of the current master list.

Just like your recommended mods thread actually. That way we could all benefit from it in a comfortable environment for posting and exchanging ideas or discussing issues.

My 2 caps,

Miax
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Yvonne
 
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Post » Tue May 17, 2011 9:02 am

Another option that might work would be to actually create a dummy file on Fallout nexus, where the description tab for the file would actually be load order listing. We'd have the main discussion thread here still, with a bit ol' link to the nexus listing.

The reason I suggest this is because when you setup up a file on Nexus, you can add userID #'s to an access list giving any members you specifcy full access to edit the description. It would be easy enough to copy/paste it to the forum thread here if we want as well, or just keep a nice big link to the nexus page.

Besides, we probably all have nexus account already, and the load order thread could be available and visible for all the nexus users as well.

EDIT: I'd personally feel more comfortable with this approach, since despite my enthusiasm for working on this, I don't want all the responsibiltiy of having to update an OP will lots of incremental changes. It's more collaborative this way see :P

EDIT EDIT: I'd be happy to get the file setup on nexus and start the thread here is this approach sounds reasonable to people.
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Leticia Hernandez
 
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Post » Tue May 17, 2011 3:40 pm

That's got the same disadvantage as vault-tec that since nexus shows ads, I suspect DarkOne wont want me scraping it with fomm. To be fair though, I'm a consumer of the list, not someone who's working on it, so my vote is that the people who are actually working on the list get to pick what to do with it. nexus has the advantage over sourceforge that more people will have accounts already, and mod users will be more familiar with it. The only advantages the sourceforge wiki has are for me, except perhaps for the appearance.
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Penny Wills
 
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Post » Mon May 16, 2011 11:36 pm

Just to remind everyone that the Oblivion folks have answered this problem in part by starting a Google code page that a few admins (of that project) update after getting a lump of load order problems and feedback from users.

here: http://code.google.com/p/better-oblivion-sorting-software/
I'm not that familiar with my way around that and it is mostly for them to tool with (obviously), but I do know this http://better-oblivion-sorting-software.googlecode.com/svn/masterlist.txt which is the updated masterlist that I can easily download and not have to worry about a relz of the new one.

The next issue has not even surfaced and that is 'whose load order' what FWE demands might be different than what FOOK demands. And it would be important to get folks on board who are not biased or have an issue with the other folks.

just some suggestions.
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John Moore
 
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Post » Tue May 17, 2011 6:09 am

Just to remind everyone that the Oblivion folks have answered this problem in part by starting a Google code page that a few admins (of that project) update after getting a lump of load order problems and feedback from users.

here: http://code.google.com/p/better-oblivion-sorting-software/
I'm not that familiar with my way around that and it is mostly for them to tool with (obviously), but I do know this http://better-oblivion-sorting-software.googlecode.com/svn/masterlist.txt which is the updated masterlist that I can easily download and not have to worry about a relz of the new one.

The next issue has not even surfaced and that is 'whose load order' what FWE demands might be different than what FOOK demands. And it would be important to get folks on board who are not biased or have an issue with the other folks.

just some suggestions.


Thanks for sharring the link to that, pretty informative. I'm not sure if we have enough mods / complexity to warrant that approach just yet, but I suppose it doesn't hurt to be prepared. The annotation throughout the master list could get confusnig for some people who might be trying to manually set their load orders, but I suppose that's part of gig. Still, I don't know for these early discussions if the google route would be the best way to go right now.

Also, I honestly can't comment on the resulting gameplay experience from using FWE/FOIP in conjunction with FOOK (via the FWE-FOOK merger). Certainly some gameplay compromises need to be made, but I don't think that the basic load order that's posted here will conflict provided the merger is used. FOIP was originally scoped out with FOOK in play, and loading it before FWE/MMM/WMK seemed to be the logical choice. Those mods then provide their compatiblity patches with FOOK.

One of the struggles with FOIP and this whole load order business has been how to handle adding new mods to the program, which could potentially increase the number of CP's you need by a fair bit.

For example, there is Project Beauty, which I know conflicts with FWE and MMM. Where in the load order should Project beauty and the CP's go? You can load it before FWE/MMM and have FWE/MMM include the needed CP's in their respective FOIP packages (as well as a third one that includes conflicts with both FWE and MMM). Or you can have project beauty load after FWE/MMM, and create a new FOIP package for PB that provides support for FWE/MMM. It doesn't really matter which way it goes (provided you have CP's), and it's even likely to yield the same numeber of CP's either way. It's just a matter of what mod the CP's are associated with, and how logical that choice is for users.

Ultimately, this is really a discussion that needs to occur for other popular base mods out there. It might be worth reviewing the http://www.gamesas.com/bgsforums/index.php?showtopic=1027321&hl= to see if anything is useful. In particular, the idea of "grouping" certain mods together at a particular tier within the load order. Mods within the groups either don't conflict with one another OR are explicit alternatives to each each. Hence mods at a lower level are responsible for provding the CP's for mods at a higher level. So for example, MMM + WMK are at at the same level because they don't conflict with each other, but they each need CP's for the FWE/FOOK/etc... at higher levels.

As more mods get added, more "layers" in the list will need to be added, but we'll need to be careful about spiraling things out of control.

I'll leave it at that for now . . . cheers!
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Emma Parkinson
 
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Post » Tue May 17, 2011 5:39 am

Using Windows 7 64x, running as admin doesn't help :(
To run BOSS-F in Windows 7 x64 I have to open an Administrator: Command Prompt and run BOSS.bat from there. Might work for FOMS. Run as Admin on BOSS.bat gives me an empty log; without gives access denied errors.
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lolly13
 
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Post » Tue May 17, 2011 10:03 am

That's odd, BOSS-F works fine for me on 7 64x, you probably have Fallout installed in Program files?? If so move it to the C drive should solve your problem. If not I'm stumped.
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Iain Lamb
 
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Post » Tue May 17, 2011 6:21 am

The only problem with posting the list here on the forums is that the W??K and R??E parts of FOOK come up as censored, and takes too much effort to uncensor them back when they need to go to BOSS. If you like you can start the new discussion thread??
Both of those plugins are merged into FOOK2 v1.1's main file (not yet released), so soon that won't be a problem.
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sara OMAR
 
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Post » Tue May 17, 2011 6:32 am

Thanks for sharring the link to that, pretty informative. I'm not sure if we have enough mods / complexity to warrant that approach just yet, but I suppose it doesn't hurt to be prepared. The annotation throughout the master list could get confusnig for some people who might be trying to manually set their load orders, but I suppose that's part of gig. Still, I don't know for these early discussions if the google route would be the best way to go right now.


May as well use it. The list is already there, and has grown by a considerable amount since I initialized it awhile back. Ali has commit access, and I'm sure Random007 and PacificMorrowind won't mind if we bring one or two more people on who can do that for FO3. Don't want to end up with too many because it can get a bit confusing in there. As far as FO3 stuff I'm just along for the ride since I don't play much so the expertise on load ordering is in your hands anyway.
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Chenae Butler
 
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