[RelZ] Fallout Interoperability Program Number 2

Post » Fri Feb 18, 2011 10:12 pm

I dont think you should have [X] DCInteriors_ComboEdition.esp enabled if you also have the esm version.

Hello, i have a bit of a problem. First of all, having the following mods installed i sometimes run into CTDs when running in the wasteland (not in interiors), but that's not really troublesome.
My main problem is that i'm currently stuck in Ferragult Metro, following the main quest. If i try to leave the area, whether i try to go back or forward, i get a CTD. Also if i try to save i get a CTD as well, whether its a regular save or a quicksave. I tried uninstalling the mods related to FOIP, patches included, and everything worked flawlessly so i could move to the new area and reactivate the mods, but in doing so i lost all my new items related to these mods. I'd like to know if i'm doing something tragically wrong with the load order, since im a bit confused about the different versions... in fact some of the FOIP patches seem to require a bit older versions of the mods i have, even though i downloaded the latest ones.

Two notes:
- I may be wrong, but from what i understand, if i dont use the UPP module that edits vanilla perks it shouldn't conflict with FWE
- In case i should put the whole MMM section before the series of single mods, i tried doing it already, with no results.

Thanks in advance.


User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Fri Feb 18, 2011 11:33 pm

I dont think you should have [X] DCInteriors_ComboEdition.esp enabled if you also have the esm version.


I'm far from home for the weekend so i can't try it right now, but i will when i get back! I also checked and it seems i got an old version of it...

EDIT: In the end i deactivated everything and tried reactivating the mods one by one. Removing everything related to EVE fixes the problem, as FOIP patches between MMM and EVE seem not to be up to date.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Sat Feb 19, 2011 10:31 am

Here is what I have...I'm not sure what's right or wrong, but most of it is based off the FOMM template, which seems close to what the FOIP order is. The problem I've been having is sometimes if I try to go back out the Capital Wasteland from being in a subway or sewer, I get a CTD. Other times if I go to a certain spot it will freeze on me. Any input would be greatly appreciated, thanks a lot!

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Project Beauty HD version.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FOOK2 - Main.esm
[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm
[X] FOOK2 - [DIK] DLC Improvement Kit.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[ ] Project Beauty.esp
[X] Raider preset beta.esp
[X] DarNifiedUIF3.esp
[X] CRAFT - Activation Perk.esp
[X] CALIBRxMerchant.esp
[ ] Classic Fallout Weapons BETA.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [DIK] DLC Improvement Kit.esp
[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp
[X] FOOK2 - Mothership Zeta.esp
[ ] M1 Garand.esp
[ ] Startrekphaser.esp
[ ] WP99C.esp
[X] MyFOOK2 - Black & White Tranquility Lane.esp
[ ] FOOK2 - Main Level Up Fix 1.3.esp
[X] FOOK2 - DIK Level Up Fix 1.3.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[ ] FO3 Wanderers Edition - UFP Support.esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
[X] FO3 Wanderers Edition - Alternate Travel.esp
[ ] FO3 Wanderers Edition - Followers Enhanced.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional Free Play After MQ.esp
[X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
[ ] FO3 Wanderers Edition - Optional VATS Halftime.esp
[ ] FO3 Wanderers Edition - Optional VATS Realtime.esp
[ ] FO3 Wanderers Edition - Optional Worn Weapons.esp
[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FO3 Wanderers Edition - FOOK Support.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] WeaponModKits - FOOK.esp
[ ] WeaponModKits - FWE Optional Worn Weapons.esp
[ ] WMKAA12Shotgun.esp
[ ] M1911.esp
[ ] M1 Garand - CALIBR.esp
[ ] Necron Gauss Flayer.esp
[X] EVE.esp
[X] EVE - FWE Master Release.esp
[ ] MotorCycleRemake.esp
[X] EVE - FWE Master Release (Follower Enhanced).esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE with WeaponModKits.esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[ ] VozaLabs.esp
[ ] Star Trek Weapons Nimrod.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
[ ] Mart's Mutant Mod - No Corpse Flies.esp
[ ] Mart's Mutant Mod - No DLC Increased Spawns.esp
[ ] Mart's Mutant Mod - No Floaters.esp
[ ] Mart's Mutant Mod - No Geckos.esp
[ ] Mart's Mutant Mod - No Ghoul Raise.esp
[ ] Mart's Mutant Mod - No Size Scaling.esp
[ ] Mart's Mutant Mod - No Skeleton Decay.esp
[ ] Mart's Mutant Mod - XFO.esp
[ ] Mart's Mutant Mod - No Wanamingos.esp
[ ] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[ ] Mart's Mutant Mod - Hunting & Looting.esp
[ ] Mart's Mutant Mod - Increased Increased Spawns.esp
[ ] Mart's Mutant Mod - Increased Spawns.esp
[ ] Mart's Mutant Mod - Natural Selection.esp
[ ] Mart's Mutant Mod - Reduced Wasteland Spawns.esp
[ ] Mart's Mutant Mod - Tougher Traders.esp
[ ] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - FOOK2.esp
[X] Mart's Mutant Mod - FOOK2 - DIK.esp
[ ] Mart's Mutant Mod - CFW.esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp
[X] Mart's Mutant Mod - Project Beauty.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE with EVE.esp
[X] FWE - FOOK DLC Support.esp
[X] FOOK+FWE+PB+MMM.esp
[X] Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp
[ ] MyFOOK2 - No [censored] Victims.esp
[X] Choose your own hairstyle (load this last on FOMM).esp

sorry if it's really long :cryvaultboy:
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Sat Feb 19, 2011 9:43 am

I've run Morrowind and Oblivion with tons of mods. So I thought I'd be fairly safe playing Fallout 3 for the first time with a number of mods. I use FOMM, I use FOEDIT, and I created a Bashed patch. FOIP was highly recommended. The problem was that in reading the description, it mentions FOOK and FWE. I download the latest versions, and didn't realize until later that apparently FOOK2 and FWE are not compatible, even with the latest FOIP release.

I use CASM, and I've tried using FOEDIT's MasterUpdater function. I still get crashes all the time. And now it is unbearable. Loading any of my last 10 saves, I get a crash within 30 seconds. The game has become unplayable. I've tried manually setting the load order from guides, and using the auto-sort from FOMM. Each time I recreate the Bashed patch, and update my saves. Still, I get crashes in 30 seconds or less.

This is the latest order FOMM has generated for me. I'm looking for any possible suggestions. Should I just wait for an updated version of FOIP, wait in game for a week, and then hope that clears things up?

I've had two other problems I've run into.

1. Floaters just sit there, and I get a crash when I attach them. I'm not sure if this a problem with MMM by itself, or a conflict with another mod.
2. I've tried the .esp version, and the .fomod version of Darnified UI, but something is conflicting with it. The UI works for the most part, but the first time I hit Escape, I get a little intro screen explaining Darnified UI that I can't get rid of. There is a button at the bottom to acknowledge it, but it doesn't seem to work.

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] Project Beauty.esm[X] CRAFT.esm[X] CALIBR.ESM[X] ArefuExpandedByAzar.esm[X] FOOK2 - Main.ESM[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] CubeExperimental (EN).esm[X] StreetLights.esm[X] DCInteriors_ComboEdition.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] FireLightFix.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[ ] DarNifiedUIF3.esp[X] StreetLights - Wasteland.esp[X] CASM.esp[X] CRAFT - Activation Perk.esp[X] GalaxyNewsRadio40[M].esp[X] ModBetterPowerArmor75VATS.esp[X] [UU] Unique Uniques .04.esp[X] ArefuExpandedByAzar-Radio.esp[X] CantaburyCommonsGuards.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Original Perks.esp[X] UPP - Experience Perks.esp[X] UPP  - Quest Perks.esp[X] UPP - Beverage Perks.esp[X] NotSoFast.esp[X] HeirApparent.esp[X] IntoTheDeepWoods.esp[X] PLweightadjust.esp[X] The Mantis Imperative - Mantis.esp[X] The Mantis Imperative - Jello.esp[X] SniperZooming.esp[X] ShadySands.esp[X] A6WastelandBosses1.esp[X] RadioTenpennyTower.esp[X] MaxLevelWorkaround-HP-BS.esp[X] Classic Fallout Weapons BETA.esp[X] DCInteriors_DLC_Collectables.esp[X] WIP_BigTown.esp[X] CanterburyCommonsInteriors.esp[X] Built For The Future.esp[X] FOOK2 - Main.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] FOOK2 - Main [Hotfix].esp[X] FOOK2 - DIK [Hotfix].esp[X] MyFOOK2 - No [censored] Victims.esp[X] MyFOOK2 - Black & White Tranquility Lane.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 - UFP Support.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] Return to Shady Sands - FWE weapons rebalance.esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK.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] Akira - Simple Silenced SMG.esp[X] WMKAA12Shotgun.esp[X] Stealthboy Recon Armor - CRAFT.esp[X] EVE.esp[X] EVE - FWE Master Release.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Project Beauty.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 - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - FOOK2.esp[X] Mart's Mutant Mod - FOOK2 - DIK.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - CFW.esp[X] FasterMorePowerfulMines.esp[X] ACE2-1b.esp[X] RRRU +4 UFP.esp[X] MMM_RtSS_Mod.esp[X] Bashed Patch, 0.esp

User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sat Feb 19, 2011 12:48 am

FOOK2 and FWE are not compatible at the moment. And, even with patches that may or not come out, they still don't jive very well with each other, since they have very different approaches to overhauling many of the same aspects of the game.

To the point, re: crashing - Choose one, FWE or FOOK2. Get rid of the other. Rebuild patch. Masterupdate. Test.

If all goes well, try reinstalling DarnUI at that point.

gothemasticator
User avatar
Miguel
 
Posts: 3364
Joined: Sat Jul 14, 2007 9:32 am

Post » Sat Feb 19, 2011 12:26 pm

FOOK2 and FWE are not compatible at the moment. And, even with patches that may or not come out, they still don't jive very well with each other, since they have very different approaches to overhauling many of the same aspects of the game.

To the point, re: crashing - Choose one, FWE or FOOK2. Get rid of the other. Rebuild patch. Masterupdate. Test.

If all goes well, try reinstalling DarnUI at that point.

gothemasticator


Thanks. There are some users who reported running both without too many problems, but I guess that was before the FOOK2 1.1 beta. Reading the FOOK forums, FOOK2 1.1 beta by itself causes tons of crashes on traveling, loading, saving, etc. Apparently they have an internal beta build of 1.2 that has fixed all those issues. I'll wait for that release and see if that helps. If it is still bad, I'll just drop FOOK2.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Fri Feb 18, 2011 10:16 pm

Thanks. There are some users who reported running both without too many problems, but I guess that was before the FOOK2 1.1 beta. Reading the FOOK forums, FOOK2 1.1 beta by itself causes tons of crashes on traveling, loading, saving, etc. Apparently they have an internal beta build of 1.2 that has fixed all those issues. I'll wait for that release and see if that helps. If it is still bad, I'll just drop FOOK2.



I run FOOK2 v1 with FWE, WMK etc with the FOIP patches and my own equipment patch (changed the fook weapons and some armour to be around the FWE stats - have barely touched all the WMK versions of each gun tho.... so many records). Anyway it seems to work fine and crashes rarely so far, am up to rescue from paradise falls in the MQ, but I've only just come back to the game after a long absence. So yes the old version with FWE is ok.

I can't say re fook 1.1 however.

I mainly want the equipment from fook so I'm not that fussed on all the other whistles and bells in 1.1. And TBH I don't play enough to go to the effort of redoing a patch.

Good luck


-kwm
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Sat Feb 19, 2011 3:35 am

http://fallout3nexus.com/downloads/file.php?id=4968

  • FOIP - EVE v96 Package for FWE (updated for FWE 5.03 and EVE 0.96 "Important Update")
  • FOIP - WMK Package for FWE (updated for FWE 5.03)
  • FOIP - Project Beauty for FWE (updated for FWE 5.03 and Project Beauty 2.71)
  • FOIP - Marts Mutant Mod and FWE (updated for FWE 5.03)
  • FOIP - Marts Mutant Mod and FOOK2 1-1 (unofficial fanmade patch for MMM RC5 and FOOK2 1.1

User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Fri Feb 18, 2011 10:43 pm

http://fallout3nexus.com/downloads/file.php?id=4968

Thank you. :) - (,,, to whoever is responsible, and to you for the heads up either way ...)

As I am still needing FOIP in a big way - and constantly updating some of the components it deals with - updates are always very much welcome.

edit: Directly, thanks go to Mezmorelda, right? Anyway, it's appreciated.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Sat Feb 19, 2011 12:18 pm

Thank you. :) - (,,, to whoever is responsible, and to you for the heads up either way ...)

As I am still needing FOIP in a big way - and constantly updating some of the components it deals with - updates are always very much welcome.

edit: Directly, thanks go to Mezmorelda, right? Anyway, it's appreciated.

Kudos for the brand new Project Beauty FOIP patches go to delamer :)
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Fri Feb 18, 2011 10:00 pm

Hey guys. I've been running some of the popular mods lately that FOIP integrates and have been having crashes to the point of insanity. I've tried hundreds of different load orders, mod combinations, etc and I can make them run decently but eventually, somewhere at sometime, it will crash. Here's what I'm currently running:

Unofficial Fallout 3 Patch: http://www.fallout3nexus.com/downloads/file.php?id=3808
FOOK2 RC v1-1 Beta 2: http://www.fallout3nexus.com/downloads/file.php?id=4448
Fallout 3 Re-Animated: http://www.fallout3nexus.com/downloads/file.php?id=7670
Marts Mutant Mod - RC 5: http://www.fallout3nexus.com/downloads/file.php?id=3211
Fallout 3 Project Beauty HD: http://www.fallout3nexus.com/downloads/file.php?id=6341
Weapon Mod Kits: http://www.fallout3nexus.com/downloads/file.php?id=3388
NMCs Texture Pack (Performance): http://www.fallout3nexus.com/downloads/file.php?id=12056
Fellout: http://www.fallout3nexus.com/downloads/file.php?id=2672

Here's my current loadout:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Project Beauty.esm
Unofficial Fallout 3 Patch.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
Fellout-pipboylight.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Mothership Zeta.esp
FOOK2 Main [Hotfix].esp
FOOK2 DIK [Hotfix].esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
Fellout-Full.esp
Merged.esp

When I install the mods I get a few notifications that I'm replacing things, probably textures in most cases but there may be other things as well. I have a feeling this may cause some instability but I can't be sure. If possible, it would be nice to know for all of these mods minus Fook plus FWE for future reference if I decide to give that a try. Since it doesn't come with EVE like FOOK does that will have to be put in the loadout as well. The sooner I get rid of these crashes the happier I'll be. :)
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Sat Feb 19, 2011 1:06 am

Can somebody gimme a hand? I don't understand how any of these mods are supposed to be in order. Everything was working just fine till I downloaded Project Beauty and MMM last night. Here's my loadout:


Mod load order report
! Warning: current load order template contains 19 duplicate entries
Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Project Beauty.esm
* This mod does not exist in the current template
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
Mart's Mutant Mod.esm
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
Wraith - Spaceship.esp
* This mod does not exist in the current template
Aurora.esp
* This mod does not exist in the current template
Mart's Mutant Mod - Project Beauty.esp
* This mod does not exist in the current template
CASM.esp
Auto Aim Fix v1.1.esp
TheOutbreak - WMS Vol 2 - C24H.esp
* This mod does not exist in the current template
PT-x15VaultHome.esp
* This mod does not exist in the current template
FOOK2 - Main.esp
! This plugin requires 'calibr.esm and fook2 - main.esm', which was not found
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
! This plugin requires 'anchorage.esm, thepitt.esm, brokensteel.esm, pointlookout.esm, calibr.esm, and fook2 - main.esm', which was not found
FOOK2 - Mothership Zeta.esp
! This plugin requires 'fook2 - main.esm and zeta.esm', which was not found
MyFOOK2 - No [censored] Victims.esp (Inactive)
MyFOOK2 - Black & White Tranquility Lane.esp (Inactive)
bittercup_comp.esp
* This mod does not exist in the current template
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Black Retex.esp
* This mod does not exist in the current template
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
GalaxyNewsRadio10[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio20[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio30[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio40[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio50[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio60[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio70[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio80[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio90[S].esp
* This mod does not exist in the current template
GalaxyNewsRadio100[S].esp
* This mod does not exist in the current template
FOOK2 - Project Beauty.esp
* This mod does not exist in the current template
FOOK - DIK - Project Beauty.esp
* This mod does not exist in the current template
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FOOK.esp
Sally Fix 2.1.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - No Corpse Flies.esp (Inactive)
Mart's Mutant Mod - No DLC Increased Spawns.esp
Mart's Mutant Mod - No Floaters.esp (Inactive)
Mart's Mutant Mod - No Geckos.esp (Inactive)
Mart's Mutant Mod - No Ghoul Raise.esp (Inactive)
Mart's Mutant Mod - No Size Scaling.esp (Inactive)
Mart's Mutant Mod - No Skeleton Decay.esp (Inactive)
Mart's Mutant Mod - No Wanamingos.esp (Inactive)
Mart's Mutant Mod - Feral Ghoul Rampage.esp (Inactive)
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Increased Spawns.esp (Inactive)
Mart's Mutant Mod - Increased Spawns.esp (Inactive)
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp (Inactive)
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp (Inactive)
Mart's Mutant Mod - FOOK2.esp
! This plugin requires 'fook2 - main.esm and mart's mutant mod.esm', which was not found
Mart's Mutant Mod - FOOK2 - DIK.esp
Fellout-Full.esp
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Sat Feb 19, 2011 8:36 am

Hey guys. I've been running some of the popular mods lately that FOIP integrates and have been having crashes to the point of insanity. I've tried hundreds of different load orders, mod combinations, etc and I can make them run decently but eventually, somewhere at sometime, it will crash. Here's what I'm currently running:

Unofficial Fallout 3 Patch: http://www.fallout3nexus.com/downloads/file.php?id=3808
FOOK2 RC v1-1 Beta 2: http://www.fallout3nexus.com/downloads/file.php?id=4448
Fallout 3 Re-Animated: http://www.fallout3nexus.com/downloads/file.php?id=7670
Marts Mutant Mod - RC 5: http://www.fallout3nexus.com/downloads/file.php?id=3211
Fallout 3 Project Beauty HD: http://www.fallout3nexus.com/downloads/file.php?id=6341
Weapon Mod Kits: http://www.fallout3nexus.com/downloads/file.php?id=3388
NMCs Texture Pack (Performance): http://www.fallout3nexus.com/downloads/file.php?id=12056
Fellout: http://www.fallout3nexus.com/downloads/file.php?id=2672

Relatively short mod list, which is good, easier to find out what's going wrong!

Keep in mind FOOK is still in beta and may have bugs, but this aside -- are you upgrading mods in place as new releases are made? As a general rule, it's a good idea to rest inside somewhere for 4+ days (whatever your cell respawn time is set to) with no NPCs or creatures and allow cells to reset. If you still have crashing issues, clean your savegame. For eg, just testing MMM RC6 on a RC5 save in place, I get a crash within a few mins at the moment, which I'm not surprised at as I've updated most of the core scripts in the mod. However, cleaning my save game -- perfect stability.

This procedure can be used with any mod, and is a good option to try if you're getting instability issues -- but note you will lose anything in your inventory from that mod. As an example, clean your savegame of MMM like so:

  • Go inside somewhere with no creatures or NPCs (Megaton or Tenpenny home ideal)
  • Reset 4+ days (or whatever your cell respawn time is)
  • Save game and quit
  • Disable MMM, load your game (be sure when disabling to disable all modules, including the master file.)
  • Save game and quit
  • Enable MMM, load your game

This will basically 'reset' anything related to MMM, as you're saving your game without the mod loaded and so all data associated with it is removed.


Can somebody gimme a hand? I don't understand how any of these mods are supposed to be in order. Everything was working just fine till I downloaded Project Beauty and MMM last night. Here's my loadout:
! This plugin requires 'fook2 - main.esm and mart's mutant mod.esm', which was not found
Mart's Mutant Mod - FOOK2 - DIK.esp
Fellout-Full.esp

Are you reading what the log is saying? You clearly haven't followed the installation instructions for some of these mods, at the very least as you can read above you're not loading the FOOK2 and MMM master files, which are essential.
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Fri Feb 18, 2011 11:09 pm

Relatively short mod list, which is good, easier to find out what's going wrong!

Keep in mind FOOK is still in beta and may have bugs, but this aside -- are you upgrading mods in place as new releases are made? As a general rule, it's a good idea to rest inside somewhere for 4+ days (whatever your cell respawn time is set to) with no NPCs or creatures and allow cells to reset. If you still have crashing issues, clean your savegame. For eg, just testing MMM RC6 on a RC5 save in place, I get a crash within a few mins at the moment, which I'm not surprised at as I've updated most of the core scripts in the mod. However, cleaning my save game -- perfect stability.

This procedure can be used with any mod, and is a good option to try if you're getting instability issues -- but note you will lose anything in your inventory from that mod. As an example, clean your savegame of MMM like so:

  • Go inside somewhere with no creatures or NPCs (Megaton or Tenpenny home ideal)
  • Reset 4+ days (or whatever your cell respawn time is)
  • Save game and quit
  • Disable MMM, load your game (be sure when disabling to disable all modules, including the master file.)
  • Save game and quit
  • Enable MMM, load your game

This will basically 'reset' anything related to MMM, as you're saving your game without the mod loaded and so all data associated with it is removed.


I waited 4 days in an NPC-less area and followed the clean save procedure and it still locks up. I do have the most recent version of all the mods I have active. I recently stumbled upon the load order report button in FOMM and used that to try and optimise the load order and here's what I get:

Mod load order report
! Warning: current load order template contains 19 duplicate entries

Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Project Beauty.esm
* This mod does not exist in the current template

Unofficial Fallout 3 Patch.esm

CALIBR.esm

FOOK2 - Main.esm

FOOK2 - [[censored]] World And Neighbourhood Kit.esm (Inactive)

FOOK2 - [DIK] DLC Improvement Kit.esm

Mart's Mutant Mod.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

Fellout-pipboylight.esp

FOOK2 - Main.esp
! This plugin requires 'calibr.esm and fook2 - main.esm', which was not found

FOOK2 - [EVE] Energy Visuals Enhanced.esp

FOOK2 - [DIK] DLC Improvement Kit.esp
! This plugin requires 'anchorage.esm, thepitt.esm, brokensteel.esm, pointlookout.esm, calibr.esm, and fook2 - main.esm', which was not found

FOOK2 - Mothership Zeta.esp
! This plugin requires 'fook2 - main.esm and zeta.esm', which was not found

MyFOOK2 - No [censored] Victims.esp (Inactive)

FOOK2 Main [Hotfix].esp
* This mod does not exist in the current template

FOOK2 DIK [Hotfix].esp
* This mod does not exist in the current template

MyFOOK2 - Black & White Tranquility Lane.esp (Inactive)

WeaponModKits.esp

WeaponModKits - FOOK.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Reduced Wasteland Spawns.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Project Beauty.esp
* This mod does not exist in the current template

Mart's Mutant Mod - FOOK2.esp
! This plugin requires 'fook2 - main.esm and mart's mutant mod.esm', which was not found

Mart's Mutant Mod - FOOK2 - DIK.esp

Fellout-Full.esp

Merged 2.esp
* This mod does not exist in the current template

Also, I still get prompted to replace things in the mod folder when I'm activating mods. Is there an ideal order in which to add mods or does it matter? I don't mean the loadout, I mean physically adding them in the Data folder.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Sat Feb 19, 2011 9:42 am

Seems as though this thread has been forgotten about.


Anyway, I have been having problems with what I assume is MMM and FOOK2. I am getting invisible ghouls and Super Mutants, and some ghouls and some Super Mutants seem to be taking their textures from nearby things. I am using ArchiveInvalidationInvalidated! by the way.

Here is my load order:

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] CALIBR.ESM[X] FOOK2 - Main.ESM[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] Mart's Mutant Mod.esm[X] CMF-Zeta.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[ ] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] DarNifiedUIF3.esp[X] GalaxyNewsRadio100[M].esp[X] firelance-quest.esp[X] TriggerFirelance.esp[X] BlackWolf Backpack.esp[X] BlackWolf Backpack - Vendor Script Replenish.esp[ ] BlackWolf Backpack - Vanilla Big Guns Fix.esp[ ] BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp[ ] BlackWolf Backpack - Zeta Drone Cannon Fix.esp[X] BlackWolf Backpack - Blank's Container Patch.esp[X] MaxLevelWorkaround-HP-BS.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] FOOK2 Main [Hotfix].esp[X] FOOK2 DIK [Hotfix].esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] 3EFhelmlessstealthsuit.esp[X] Tactical Vest CIRAS.esp[X] JHB House Robots Can Repair.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[ ] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[ ] Mart's Mutant Mod - Feral Ghoul Rampage.esp[ ] Mart's Mutant Mod - Hunting & Looting.esp[ ] Mart's Mutant Mod - Increased Increased Spawns.esp[ ] Mart's Mutant Mod - Natural Selection.esp[ ] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - FOOK2.esp[ ] Mart's Mutant Mod - FOOK2 - DIK.esp[ ] Mart's Mutant Mod - FOOK2 - Natural Selection.esp[ ] Keep Anchorage Equipment.esp[X] MZAllAccessPass.esp[X] MZ No Karma Loss.esp[X] Tribal & Ashur's Power Helmet.esp[X] Tactical Vest CIRAS - Vendor Restock Script.esp[X] EMPGrenadeKnockoutPowArmor.esp[X] EnclavePACollars.esp[ ] VaultSuitBetterRearsForFemales.esp[X] CMF-Zeta.esp[X] All Anchorage Armors Usable.esp[X] Anchorage - Extra Holotapes.esp[X] Anchorage - Stuff.esp[X] GaryHoloTape.esp[X] PlasmaRifleAwesomefiedWMK.esp[X] Bashed Patch, 0.esp


Also, some WMK weapons aren't using the FOOK2 names, and are instead using the standard Fallout 3 names, and some weapons (Like the Silenced 10MM Pistol) don't have mod kits, when they should.

By the way, I got my MMM FOIP patch from http://www.yourfook.com/forum/showpost.php?p=42825&postcount=47 on the FOOK2 forums.
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Sat Feb 19, 2011 2:16 am

Problem with the MMM install script that was exposed by FOMM 12.3

Copy the resources (not the ESMs and ESPs) from the FOMOD into your Data folder.
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Fri Feb 18, 2011 9:08 pm

Thought I should mention this here too: WMK-FOOK2 v1.0.5 is now available on the http://www.fallout3nexus.com/downloads/file.php?id=4968. It's a small update, with just a couple of fixes:

Version 1.0.5 (21-08-10)
- Fixed texture assignments on Wattz 2000 Laser Rifle mesh.
- Added modified variants of unique weapons to 'FookWeaponUniquesFLST' formlist so that they will be affected by FOOK2's 'Uniquely Able' perk.


All the WMK-DLC add-ons (FOOK2 versions) in the package have also been updated. Be sure to delete and re-create your automatic merged patch after updating. :)



frogs345: I replied to your comment on the FOIP page, but I'll copy-paste it in here too:

No, I'm not getting any of that on my end (when using the WMK-FOOK2 compatibility patches, crucially). You may want to check your load order, and make sure that you don't have any other plugins loading that override the changes made in WMK-FOOK2.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Sat Feb 19, 2011 6:18 am

CALIBR 1.4 is out. I wanted to get it up before the FWE release. :)

http://www.fallout3nexus.com/downloads/file.php?id=3447.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Sat Feb 19, 2011 12:04 am

MMM RC6 is out, which means a FOOK2 patch is needed.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Sat Feb 19, 2011 7:04 am

Does the new EVE - FWE master release include the fix for the flashing laser pistol that was fixed by the download in this post?: http://www.thenexusforums.com/index.php?/topic/143008-eve-energy-visuals-enhanced/page__st__1820__p__1950774#entry1950774
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Fri Feb 18, 2011 9:39 pm

Does the new EVE - FWE master release include the fix for the flashing laser pistol that was fixed by the download in this post?: http://www.thenexusforums.com/index.php?/topic/143008-eve-energy-visuals-enhanced/page__st__1820__p__1950774#entry1950774


I wasn't aware of this fix, I'll take a look. We fixed the flashing laser rifle by including a replacement mesh, but this looks like an esp fix for the pistol.
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Sat Feb 19, 2011 12:26 am

I have no clue what it does, but it did fix the error for me.

Of course, it's entirely possible it did that by removing all those "alternate texture" entries and reverting the gun to the EVE.esp setup.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sat Feb 19, 2011 2:24 am

Hello, yesterday and today I've been trying to get FOIP working with EVE, FWE, PB, WMK and MMM with no luck. It crashes often, randomly, or when I kill the NPCs outside of Megaton. Unplayable.

---

I'm about to give up. I've uninstalled all packages and reinstalled them in the correct order (shown in the youtube videos). I've tried to run the game without Merged Patch. I'm tired of having to rebuild the merged patch, master order and restart the entire game every time I make a small change.

I'm probably doing something wrong.

---

Here's my load order.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
MyMerged.esp

Total active plugins: 51
Total plugins: 56

---

My packages (I installed them in the order shown by the youtube videos)

DarnUI support for FWE 6
DarnUI F3 Alpha 0.11
Eve 0.96
Eve Operation Anchorage 8340
Eve 0.96 Important Update 8340
Fellout-Optionals
Fellout-Main
Fellout-Update
FOIP - EVE AND FWE 4968
FOIP - MMM AND FWE 4968
FOIP - PROJECT BEAUTY AND FWE 4968
FOIP - WEAPON MOD KITS AND FWE 4968
FWE - FO3 Wanderers Edition 6
FWE - FO3 Wanderers Edition - Part 2 Assets 6
HD project beauty
HD project beauty ESP
Martigen's Mutant Mod RC6.0
Weapon Mod Kits 3388

---

If you could tell me the correct order I have to follow installing (activating) the above packages, and if the load order is correct, then I'll try one last time.

Or, even better, could you tell me step to step everything I have to do?

---

MMM Package is the FOMOD version, installed with "Menu Configuration" instead of "ESP configuration" - is this right?

FWE was installed only with core files, DLC files and Followers Enhanced (broken steel) - is this right?

Could fellout be the mod causing problems?

Is there a way to skip the cutscenes where dad makes you look at the gene projection, tells you your name, etc?
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Fri Feb 18, 2011 10:52 pm

Let me add my vote for some step-by-step guidance. The poster above seems to be using many of the mods I'm interested in installing myself, so some expert advise would be great.

I'm currently rebuilding my FO3 install after developing Save=CTD issues. It is an opportunity to do a more organized and up-to-date install.

However, I've just realized I have no idea how to use the CIOP patches, and the instructions are no help as they seem to assume a more informed reader than I am. I'm 'guessing' that I install both the relevant programs and then the CIOP patch, maybe? No where do I notice instructions on that issue.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Sat Feb 19, 2011 10:08 am

In the 6.02 release of FWE-WMK the 14mm pistol variants have "repairpistol" set for their repair list. Which doesn't include the normal 14mm pistol. There is a "repair14mmpistol" form id list which is probably the correct one.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

PreviousNext

Return to Fallout 3

cron