[RelZ] Fallout Interoperability Program

Post » Sat May 28, 2011 1:07 am

is that simply due to the patch you made?

Yeah. Without mine, it loads perfectly. :)
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Taylrea Teodor
 
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Post » Sat May 28, 2011 4:04 am

Hi guys,
Just want to start off by saying thanks for all the hard work on this MOD and to the Modding community in general. I'm quite new to using MODs and to Fallout 3 in general and was looking for some tips and suggestions from veterans like yourselves :P
I have a new install of Fallout 3 which is patched to v1.0.0.15_English_UK, as well as the latest unofficial patch 1.1.3 and latest Fake Patch v1.5.0.22c. I have also installed FOMM 9.1.4, FOSE v1.1 beta 6 and Archive Invalidated Invalidated! I'm using Vista 64 and have installed Fallout 3 to C:/Fallout3.

I'm interested in using the following MODs (Please feel free to recommend any other MODs as well!) :nod: :
Marts Mutant Monster 1 RC2
Fallout Wanderers Edition Master Release 1
FOOK v1.6 (2.0 when its out)
Weapon Modification Kits v1.1.5
Slower Degradation
TUPAM v2.3
Ultimate Perk Pack
Zooming Scoped Weapons v1.3

I've actually already tried to install these MODs, but when I enable the FOIP WeaponModKits - FOOK + FWE in FOMM Fallout fails to load, it crashes with an error message stating 'Fallout 3 has stopped working', so I've uninstalled and re-installed again.
I've read the various readmes and FAQs to see if i could solve the problem, but I can't, which is why I'm here now :P
Is it possible to use the above MODs together? If so it'd be great if someone could help me out. I'd like to post my load order as well, is there a quick way of doing this rather than typing it out one .esp at a time?

Thanks loads guys :)
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SiLa
 
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Post » Fri May 27, 2011 10:31 pm

Is it possible you are missing a master file or that you aren't starting fallout 3 through the fose launcher? Both of those can cause crashes and I know that TUPAM requires fose as does zooming scoped weapons. Also the foip patch for FWE is for a the last version 4.0a. What is your load order?

EDIT1: Right click in fomm then left click copy load order to clip board then open note pad and right click then left click paste or just press ctrl-v you should get something like this
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmEnclaveCommander-OA-Pitt-Steel.esmQZ Keys.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espFOOK.espXFO_Playstyles.espXFO_Stat_changes.espXFO_misc_tweaks.espUWWUT.espUWWUT - The Pitt Addon.espFOOK - Additional Power Armor Training.espPhalanx-PerksAndStims.espPhalanx-MoiraSupplySupport.espUWWUT - Broken Steel Addon.espXFO_Pacing_Epic.espXFO_Pacing_Extra_Levels.espXFO_Perk_rebalance.espXFO_Perk_paths.espXFO_Perk_Flaws.espXFO_SPECIAL_DnD.espXFO_rarity_drugs_med.espXFO_Sneak_Rebalance_mild.espXFO_barter_fix_mild.espXFO_Timescale_fast.espXFO_VATSdmg_50.espXFO_Karma_changes.espXFO_Speed_increase.espXFO_Radiation_changes.espXFO_Cripple_fixes.espXFO_Degradation_fixes.espXFO_Gore_fixes.espXFO_Weapon_Jamming.espXFO_food_water_changes.espXFO_Immersion_nomsgs_empty.espXFO_rarity_ammo_mild_FOOK.espXFO_Weapskill_dmg_and_accuracy_mild_FOOK.espFOOK - Free Play After MQ.espDarNifiedUIF3.espUPP - Pack 1.espUPP  - Quest Perks.espMissingUniqueArmorClothing-Base.espFTE.espUPP - Pack 2.espFOOK - Owned!.espClassic Fallout Weapons BETA.espeyesaddon.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - XFO + FOOK.espMart's Mutant Mod - Broken Steel.espNoLockTopic.espMoreMapMarkers.espRRR+ANCH+PITT 1.0.espExistence2.0.espDUIF3Extras.espPhalanx-MainFollowerModule.espdD-Less Blood Time, Larger Blood.espMore Hotkeys.espAlternate Start - Roleplayers.espWeaponModKits.espUWWUT - WMK Addon.espWeaponModKits - FOOK.espTotal active plugins: 75Total plugins: 157 

remember to enclose it in codebox tags.

EDIT2: just relized that my load order is screwy MMM should be below calibr and FOOK its fixed now.
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Charity Hughes
 
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Post » Sat May 28, 2011 6:53 am

Thanks for the reply dakorma :) I launch Fallout 3 using the FOSE option in FOMM. Here's my load order, maybe you can see if it's missing a master file or not:

Fallout 3.esm
Calibr.esm
FOOK.esm
CRAFT.esm
FWE main file.esm
MMM.esm
Fake Patch.esm

Unofficial Fallout 3 patch.esp
CRAFT Activation perk.esp
FOOK - Strength requirements for Miniguns etc.esp
UPP - Pack1.esp
UPP - Pack2.esp
UPP - Original Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
Slower Degradation.esp
Sniper zooming.esp
FOOK.esp
FOOK - Owned.esp
FOOK - Additional Power Armor Training.esp
FOOK - Tougher enemies.esp
FOOK - Enclave commander.esp
WeaponModKits.esp
WeaponModKits - FWE Master release.esp
TUPAM+FOOK.esp
Stealthboy Recon Armor - CRAFT.esp
MMM.esp
MMM - FWE Master Release.esp
MMM - FOOK.esp
MMM - Increased Spawns.esp
MMM - Increased Increased Spawns.esp
MMM - Feral Ghoul Rampage.esp
MMM - Hunting & Looting.esp
MMM - Tougher Traders.esp
MMM - Zones Respawn.esp
MMM - Natural Selection.esp
MMM - No Corpse Flies.esp
MMM - No Ghoul Raise.esp
MMM - No Skeleton Decay.esp
MMM - FOOK + FWE.esp
WeaponModKits - FOOK + FWE.esp
FWE Compatibility - FOOK.esp

If the problem is not to do with my load order, then it may indeed be that using the FWE Master release and not version 4.0a is the reason Fallout won't load, since as you say the FOIP patch is for version 4.0a of FWE. What would you suggest if this is the case? Not use FWE until a FOIP patch is made for it?

Cheers :)

Ah, just saw you posted how to copy the load order in FOMM! Oh well :P
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koumba
 
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Post » Sat May 28, 2011 9:52 am

you don't need these
MMM - FWE Master Release.esp
MMM - FOOK.esp
WeaponModKits - FWE Master release.esp

because you use these
MMM - FOOK + FWE.esp
WeaponModKits - FOOK + FWE.esp

Is this just a port of Enclave commander or a compatibility patch?
FOOK - Enclave commander.esp
If its a compatibility patch go here http://www.fallout3nexus.com/downloads/file.php?id=1410 and install 08a. the 09 beta requires broken steel. If not foeged aboud'it.

UPP - Original Perks.esp
most likely conflicts with FWE which I think modifies the original perks.

FOOK - Strength requirements for Miniguns etc.esp
should be loaded after
FOOK.esp
to prevent it a possible dependency error

that's all I can see.
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Lalla Vu
 
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Post » Fri May 27, 2011 8:32 pm

Thanks again for the help Dakorma, i don't know where that enclave commander .esp came from! I've removed it now anyway, I might give that MOD a go if I can get this load order to work:
Fallout3.esm
CALIBR.esm
FOOK.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FakePatch_v1.5.0.22c.ESM
Unofficial Fallout 3 Patch.esp
CRAFT - Activation Perk.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Original Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
Slower Degradation (-80%).esp
SniperZooming.esp
FOOK.esp
FOOK - Owned!.esp
FOOK - Additional Power Armor Training.esp
FOOK - Tougher Enemies.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
WeaponModKits.esp
TUPAM+FOOK.esp
Stealthboy Recon Armor - CRAFT.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Skeleton Decay.esp
FO3 Wanderers Edition - UFP Support.esp
Mart's Mutant Mod - FOOK + FWE.esp
WeaponModKits - FOOK + FWE.esp
FWE Compatibility - FOOK.esp

Total active plugins: 39
Total plugins: 52

I'm gonna give it a go now and hopefully see if i get anywhere.

EDIT: Nope, still get the 'Fallout 3 has stopped working' message. I also trried it after disabling the UPP original perks.esp with the same result.
Any more suggestions?
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Nuno Castro
 
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Post » Fri May 27, 2011 9:38 pm

this is going to sound weird but try using
MMM - FWE Master Release.esp
MMM - FOOK.esp
WeaponModKits - FWE Master release.esp
these

instead of these.
MMM - FOOK + FWE.esp
WeaponModKits - FOOK + FWE.esp
the reason is I just realized that you use the master release instead of the multiple-part esp series with content esm above it which could be the reason for a missing master error. Which causes a black screen then program errors and shutting off.


On a side note I wish there was a wrye fash which would have a nice red color coding that means "oh hey don't activate this it has missing a master".

So try it let me know if it works if not consult someone else I'm about at the end of my knowledge and ideas. Frankly I'm like an intern surgeon fresh out of college compared to some people on this forum who are like neurosurgeons with 200,000,000.001 years of experience
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Jonathan Windmon
 
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Post » Sat May 28, 2011 2:13 am

Ok cool, I'll give that a go. If it still doesn't work who should I ask?

Edit: Well the good news is that I can actually load the game now, seems to be stable, only thing is that when i modify a weapon, the ammo type changes, which is not supposed to happen. Looks like I'm not getting the FOIP patches to work together properly. But it's definately some progress, thanks for the help dakorma, we'll make a neurosugeon out of you yet :P
And yea a programme that could highlight conflicting MODs, missing masters etc would be great!
Hopefully some more people will join in with some suggestions.

Cheers :)
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Donald Richards
 
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Post » Sat May 28, 2011 7:41 am

No I know what's happening there. Fook modifies almost every default and custom weapon to use custom ammo and WMK is changing it back to its default.

I personally think fook is a little unbalanced in regards to ammo it gives me a fuuuuhhh-er fish load of ammo that's useless forcing me to sell it therefor giving me an abundance of caps to buy other thing. But then again I'm speced into energy weapons and managed to get a string of five 100+ small energy pack drops so I'm set for days of play time.
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Alex Blacke
 
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Post » Sat May 28, 2011 3:05 am

Ok cool, I'll give that a go. If it still doesn't work who should I ask?

Edit: Well the good news is that I can actually load the game now, seems to be stable, only thing is that when i modify a weapon, the ammo type changes, which is not supposed to happen. Looks like I'm not getting the FOIP patches to work together properly. But it's definately some progress, thanks for the help dakorma, we'll make a neurosugeon out of you yet :P
And yea a programme that could highlight conflicting MODs, missing masters etc would be great!
Hopefully some more people will join in with some suggestions.

Cheers :)


FO3Edit should throw up some useful error messages if you use it to try to load a mod (or mods) with a missing master. Also, I replied to your other queries on this over at the FO3Nexus WMK page (in short it looks like you don't have the required FWE esp file/s loaded).


No I know what's happening there. Fook modifies almost every default and custom weapon to use custom ammo and WMK is changing it back to its default.


Yes - and this is one of the things addressed by the various compatibility patches in the WMK FOIP package.
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Music Show
 
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Post » Sat May 28, 2011 2:29 am

Thanks for the help guys, I really appreciate it :bowdown:
It looks like things are running smoothly now, Fallout 3 loads, and ammo types don't change when I modify weapons. I'll post the load order that i'm using now as it may help someone else who has the same issue:

Fallout3.esm
CALIBR.esm
FOOK.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FakePatch_v1.5.0.22c.ESM

Unofficial Fallout 3 Patch.esp
CRAFT - Activation Perk.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Original Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
Slower Degradation (-80%).esp
SniperZooming.esp
FOOK.esp
FOOK - Owned!.esp
FOOK - Additional Power Armor Training.esp
FOOK - Tougher Enemies.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
WeaponModKits.esp
Stealthboy Recon Armor - CRAFT.esp
TUPAM+FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Skeleton Decay.esp
FO3 Wanderers Edition - UFP Support.esp
Mart's Mutant Mod - FWE Master Release.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod - FOOK.esp
WeaponModKits - FOOK.esp
FWE Compatibility - FOOK.esp

Total active plugins: 41
Total plugins: 54

Cheers :)

Edit: Noticed a few things now I've had a chance to play the game for a bit. Some of the weapons, I think from the FOOK MOD show up as big red boxes and white exclamation marks. Sometimes if I have 2 of the exact same weapon but of different conditions one will display correctly and the other will display as a big red box with white exlamation mark inside it.
Is the game missing some data or something, or should I adjust my load order slightly?

Edit: Also, after about 1.5 hours of game time, when I exit Fallout 3 I get the 'Fallout3 has stopped working' message. I have no idea why. If I start up again for maybe be 20 to 30 mintes and then close down Fallout 3, it exits as normal. Any thoughts?
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Charles Weber
 
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Post » Fri May 27, 2011 6:57 pm

Had a go at trying to sort out what might be causing the red boxes with exclamation marks, Still not sure what it is though. Looks like one or 2 weapons are not displaying correctly.
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Heather beauchamp
 
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Post » Fri May 27, 2011 6:33 pm

Had a go at trying to sort out what might be causing the red boxes with exclamation marks, Still not sure what it is though. Looks like one or 2 weapons are not displaying correctly.

This mean- model for weapons is missing. Try to load mod in FO3edit and see which model use weapon and try to find this model in DATA folder.
Edit: Also, after about 1.5 hours of game time, when I exit Fallout 3 I get the 'Fallout3 has stopped working' message. I have no idea why. If I start up again for maybe be 20 to 30 mintes and then close down Fallout 3, it exits as normal. Any thoughts?

This is vanilla bug, have nothing common with mods
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jasminε
 
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Post » Sat May 28, 2011 7:00 am

I just downloaded FOIP - Marts Mutant Mod Package and found two copies of Mart's Mutant Mod - FWE Master Release.esp. One with all of the other esps and one in a seprate folder called FWE Master Release. They are exactly the same size so I think it might be a duplicate. Does anyone know which one I should use with MMM RC 3.1

jjgun
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Sun of Sammy
 
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Post » Fri May 27, 2011 8:23 pm

I just downloaded FOIP - Marts Mutant Mod Package and found two copies of Mart's Mutant Mod - FWE Master Release.esp. One with all of the other esps and one in a seprate folder called FWE Master Release. They are exactly the same size so I think it might be a duplicate. Does anyone know which one I should use with MMM RC 3.1
jjgun

Those, which in separate folder- "old" version. It have only one difference- describe MMM as SP2 instead of SP3
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Kate Murrell
 
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Post » Sat May 28, 2011 1:45 am

I haven't found "MMMF3 + CFW + XFO" CP esp. Does it means there is no CP for that case at the moment? Or how can I make sure it will work?
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stevie critchley
 
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Post » Sat May 28, 2011 3:49 am

This mean- model for weapons is missing. Try to load mod in FO3edit and see which model use weapon and try to find this model in DATA folder.

This is vanilla bug, have nothing common with mods


Thanks for the reply delamer :) I don't really know how to use FO3edit though as I've never used it before, I'll head over the their thread and see if soemone would be willing to give me a quide, as no readme was included in the download.

Cheers :tops:
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Bellismydesi
 
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Post » Sat May 28, 2011 8:20 am

I took a break from FO quite a few months ago. I came back, installed it, patched to the latest version (1.6), and have all of the DLC installed (Anchorage, The Pitt, Broken Steel, Point Lookout). I'm using 3 major mods - FOOK, FWE, and MMM, and I've been trying to get the compatibility patches to work. So far, every time I start the game, it immediately crashes to the desktop.

I'm not quite sure what load order I should be doing, or if there is something out of place...can anyone please help?

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CALIBR.esm
FOOK.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
DUIF3Extras.esp
Mighty Mouse Alternative 4.esp
GNR 40's Tunes Ultimate Pack 1.esp
dD-Less Blood Time, Larger Blood.esp
Rorshach.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
Enable All Hair and HeadParts.esp
FOOK - Test Container.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - Anchorage hotfix.esp
FOOK - Point Lookout.esp
FOOK - Broken Steel.esp
FOOK - Owned!.esp
FOOK - Additional Power Armor Training.esp
FOOK - Reduced Armor Boni.esp
FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Free Play After MQ.esp
FOOK - Tougher Enemies.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Broken Steel.esp
Mart's Mutant Mod - FOOK + FWE.esp
Mart's Mutant Mod - FOOK.esp
FWE Compatibility - FOOK.esp

Total active plugins: 41
Total plugins: 56
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Dalley hussain
 
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Post » Fri May 27, 2011 8:01 pm

I'm pretty sure it's because you're missing CRAFT, which FWE requires. http://www.fallout3nexus.com/downloads/file.php?id=4447 and stick it under CALIBR in your LO.
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Stefanny Cardona
 
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Post » Sat May 28, 2011 5:56 am

I'm pretty sure it's because you're missing CRAFT, which FWE requires. http://www.fallout3nexus.com/downloads/file.php?id=4447 and stick it under CALIBR in your LO.


Hmm...I added CRAFT, but it still seems to be crashing from the start. Here is the new list...

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
CRAFT - Activation Perk.esp
Stealthboy Recon Armor - CRAFT.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
Mighty Mouse Alternative 4.esp
GNR 40's Tunes Ultimate Pack 1.esp
dD-Less Blood Time, Larger Blood.esp
Rorshach.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
Enable All Hair and HeadParts.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - Anchorage hotfix.esp
FOOK - Point Lookout.esp
FOOK - Broken Steel.esp
FOOK - Owned!.esp
FOOK - Test Container.esp
FOOK - Additional Power Armor Training.esp
FOOK - Reduced Armor Boni.esp
FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Free Play After MQ.esp
FOOK - Tougher Enemies.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Broken Steel.esp
Mart's Mutant Mod - FOOK + FWE.esp
Mart's Mutant Mod - FOOK.esp
FWE Compatibility - FOOK.esp

Total active plugins: 44
Total plugins: 59
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Marquis deVille
 
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Post » Sat May 28, 2011 2:09 am

Hmm...I added CRAFT, but it still seems to be crashing from the start. Here is the new list...

Open up your mods in FO3Edit. It won't ever actually load, but it will tell you which file is missing a master. Keep doing that until FO3Edit's background loader can finish.
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Sophie Morrell
 
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Post » Sat May 28, 2011 7:03 am

Open up your mods in FO3Edit. It won't ever actually load, but it will tell you which file is missing a master. Keep doing that until FO3Edit's background loader can finish.


I removed a couple of items that had errors, and now the game starts. Unfortunately, after about 5 minutes or so, the game completely locks up my entire system, requiring a reboot. I'm not sure what the problem could be, other than some sort of unstable mod load order, or a mod that I need but isn't in the list.

Is there anything I can do to improve stability?

Almost forgot: Currently I'm using FOOK (1.6), MMM (v1 RC3), and FWE (MR 1b) along with Fallout 3 1.6 patch. I'm a bit confused as to what I should be using as some of the FWE - FOOK parts are using outdated versions of FWE...

Mart's Mutant Mod - FOOK (1.6) + FWE (v5.0)

Mart's Mutant Mod - FWE Master Release (MR1)

Mart's Mutant Mod - FOOK (1.6)

Mart's Mutant Mod - FWE (v5.0)

FWE compatibility - FOOK (1.6) FWE (4.1a)
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Esther Fernandez
 
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Post » Sat May 28, 2011 1:23 am

Hey, I hope this's a good place to make a request along these lines, but I'm trying to figure out a good place to start up with Fallout 3. Namely, I'm wanting to do the FOIP and all the content possible, which I've already got compiled together in my downloads directory ready to go, but I don't know if I should be using the original install version of Fallout 3 with the fake patch, 1.5, 1.6, with or without the DLCs, or what the deal is. Anyone have any advice on that end? Is it SAFE to use the latest patch and the DLCs, as I've heard a lot of the time the previous stuff hasn't been?
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Sarah Edmunds
 
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Post » Sat May 28, 2011 7:31 am

Almost forgot: Currently I'm using FOOK (1.6), MMM (v1 RC3), and FWE (MR 1b) along with Fallout 3 1.6 patch. I'm a bit confused as to what I should be using as some of the FWE - FOOK parts are using outdated versions of FWE...

Mart's Mutant Mod - FOOK (1.6) + FWE (v5.0)

Mart's Mutant Mod - FWE Master Release (MR1)

Mart's Mutant Mod - FOOK (1.6)

Mart's Mutant Mod - FWE (v5.0)

FWE compatibility - FOOK (1.6) FWE (4.1a)


FOOK's latest update hasn't been made compatible with FWE or MMM(or anything AFAIK). I tried doing what you're doing but it didn't work so I've resigned to cutting FOOK out until it works with the other mods.
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Heather Dawson
 
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Post » Sat May 28, 2011 6:13 am

Has this kinda died?

I also notice there wasn't any XFO files, any reason for this?
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Nick Swan
 
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