FWE 5 and some of the included modules

Post » Fri May 13, 2011 12:50 pm

Just getting around to installing some of the larger mods. I'm using the FWE suggested load order but had some questions specifically about FWE/MMM and the FOIP patches. Hoping someone can enlighten me please.

Ok so I have FWE and MMM installed. Firstly, going off the load order on the FWE page it states...

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 (FROM FOIP)
Mart's Mutant Mod - FWE with EVE.esp (FROM FOIP)

Mart's Mutant Mod - Project Beauty.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty (HD Addition).esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)


Now I have a couple more optional esps from MMM and I'm hoping I've put them in the right place. After the MMM - DLC Zeta esp I then have Hunting & Looting, no corpse flies, no ghoul raise and reduced wasteland spawns. Am I correct in putting them BEFORE the FOIP - FWE MasterRelease esp?


Secondly, in the FOIP files, there's also an esp for MMM - XFO. Now as I understand, XFO is partially integrated into FWE so does that mean I still need to use the patch esp? Or is that only if I'm using XFO as a standalone mod...without FWE for example?


Lastly (for now I think :P), I understand also that CRAFT AND CALIBR are also integrated into FWE 5 now. Does that mean I can safely deactivate those two esm's? And if so...what about the 3 other esps I have...the CRAFT - Activation Perk.esp, CALIBR Ammo Schematics - CRAFT.esp and the CALIBRxMerchant.esp?


Thanks in advance,

Salty
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Brandi Norton
 
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Post » Fri May 13, 2011 1:42 pm

Now I have a couple more optional esps from MMM and I'm hoping I've put them in the right place. After the MMM - DLC Zeta esp I then have Hunting & Looting, no corpse flies, no ghoul raise and reduced wasteland spawns. Am I correct in putting them BEFORE the FOIP - FWE MasterRelease esp?

No you dont use any of those other optional MMM addons(Hunting & Looting, no corpse flies, no ghoul raise and reduced wasteland spawns, etc). They are all integrated in the Mart's Mutant Mod - FWE Master Release.esp menu.

Secondly, in the FOIP files, there's also an esp for MMM - XFO. Now as I understand, XFO is partially integrated into FWE so does that mean I still need to use the patch esp? Or is that only if I'm using XFO as a standalone mod...without FWE for example?

Again no, that patch is only required for standalone XFO. Just stick to the files that you see listed in the FOIP and FWE suggested load orders.

Lastly (for now I think ), I understand also that CRAFT AND CALIBR are also integrated into FWE 5 now. Does that mean I can safely deactivate those two esm's? And if so...what about the 3 other esps I have...the CRAFT - Activation Perk.esp, CALIBR Ammo Schematics - CRAFT.esp and the CALIBRxMerchant.esp?

No, CRAFT and CALIBR are not integrated in FWE, they are only packaged in the download, you still need to load them before FWE.


Also I should point out here that I recently removed all project beauty files from the FOIP page. The author of PB made some changes that screwed up compatbility, so for the time being there are no FOIP patches for the latest version of PB.
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john palmer
 
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Post » Fri May 13, 2011 8:48 pm

No you dont use any of those other optional MMM addons(Hunting & Looting, no corpse flies, no ghoul raise and reduced wasteland spawns, etc). They are all integrated in the Mart's Mutant Mod - FWE Master Release.esp menu.


Again no, that patch is only required for standalone XFO. Just stick to the files that you see listed in the FOIP and FWE suggested load orders.


No, CRAFT and CALIBR are not integrated in FWE, they are only packaged in the download, you still need to load them before FWE.


Also I should point out here that I recently removed all project beauty files from the FOIP page. The author of PB made some changes that screwed up compatbility, so for the time being there are no FOIP patches for the latest version of PB.


Thanks for the advice. Appreciated. I've removed the extra MMM esps and left the CRAFT/CALIBR stuff as it is.

Regarding PB and FOIP patch. Not sure what to do about that because I've followed the readmes and load orders and I "think" everything is still working fine. If it doesn't seem to cause any probs, you think its okay to just leave it alone?
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Penny Courture
 
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Post » Sat May 14, 2011 1:15 am

Thanks for the advice. Appreciated. I've removed the extra MMM esps and left the CRAFT/CALIBR stuff as it is.

Regarding PB and FOIP patch. Not sure what to do about that because I've followed the readmes and load orders and I "think" everything is still working fine. If it doesn't seem to cause any probs, you think its okay to just leave it alone?

Well if you still have a slightly older version of PB you're good(if you dont crash on start up than that's probably the case). You can simply check and see if your PB esm is called 'Project Beauty - HD Version.esm' or only 'Project Beauty.esm'. If it's the former than you're good and I would recommend not to upgrade to the latest Project Beauty version(atleast not until the FOIP patches have been updated).
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victoria johnstone
 
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Post » Sat May 14, 2011 2:33 am

Well if you still have a slightly older version of PB you're good(if you dont crash on start up than that's probably the case). You can simply check and see if your PB esm is called 'Project Beauty - HD Version.esm' or only 'Project Beauty.esm'. If it's the former than you're good and I would recommend not to upgrade to the latest Project Beauty version(atleast not until the FOIP patches have been updated).


Tbh I'm not sure which actual version I'm using, new or old. Although I do know I'm using the HD version and I don't get any crash on startup of the game. I think I'll leave well enough alone and not touch it any further. :)

On a side note, instead of me making a new thread, I'm also curious about where, in general to add other mods within the load order...like armor and clothing mods. Any general advice on where to put mods like this please?

Thanks again
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Ludivine Poussineau
 
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Post » Fri May 13, 2011 3:51 pm

Tbh I'm not sure which actual version I'm using, new or old. Although I do know I'm using the HD version and I don't get any crash on startup of the game. I think I'll leave well enough alone and not touch it any further. :)

On a side note, instead of me making a new thread, I'm also curious about where, in general to add other mods within the load order...like armor and clothing mods. Any general advice on where to put mods like this please?

Thanks again

Most other stuff belongs infront of the FO3 Wanderers Edition - Main File.esp
Exceptions are follower and weather mods, they should be loaded at the bottom, behind MMM.
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Kevan Olson
 
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Post » Sat May 14, 2011 1:56 am

Most other stuff belongs infront of the FO3 Wanderers Edition - Main File.esp
Exceptions are follower and weather mods, they should be loaded at the bottom, behind MMM.


Thanks then again Kai. Appreciate the help.
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Lloyd Muldowney
 
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Post » Fri May 13, 2011 2:38 pm

Just realized I had a couple more questions regarding mod placement. Again, instead of making a new thread I might as well post here.

Here's my current load order...

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
AmyWong.esm
StreetLights.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
CRAFT - Activation Perk.esp
CALIBR Ammo Schematics - CRAFT.esp
CALIBRxMerchant.esp
DarNifiedUIF3.esp
FalssixyT3Conversions.esp
kikaiEquipment.esp
Persona_and_Secret.esp
DIM TYPE3 conversions.esp
3EFdrg.esp
Tailor Maid.esp
Tailor Maid Black Retex.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
MrSlackPants-DecentPipBoyLight.esp
Echo_UseBothGloves.esp
Echo_BatteryCharger.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 - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (HD Addition).esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).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
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 - FWE with EVE.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - Project Beauty (HD Addition).esp
Mart's Mutant Mod - Project Beauty + FWE.esp
AmyWong - Load Order Fix.esp
AmyWong - FOSE.esp
AmyWong - CALIBR 1.3 (FWE 5).esp
AmyWong - DLCs.esp
AmyWong - FWE 5.esp
StreetLights - Wasteland.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Night Eye Edition (Anchorage).esp
Xepha's Dynamic Weather - Rain (OA + NEE).esp
CASM.esp

I'm also considering installing Jessi companion, MTC Wasteland Travellers, Mini Hideout + Katanas, GNR - More Where That Came From, WMK + FOIP patches and possibly Animated Prostitution and FO3 Re-Animated.

As far as Jessi companion is concerned...I assume I can put her either before or after AmyWong (but after MMM)

As far as Mini Hideout and GNR are concerned....I "think" I can put them up top somewhere after DarNUI but before FWE.

MTC Wasteland Travellers I'm not too sure about.

WMK and FOIP patches (going off the FWE load order list) go between FWE and EVE. That should be okay yeah?

Regarding AP (possiby AP re-animated also) and FO3 Re-Animated....I have no idea. Firstly do they play okay together and if so, then where would be the best spot for them?

Once there mods are installed, I'll then do this merged patch thing with FO3Edit and put that at the end after CASM. Regarding FO3Edit and the merged patch, do I make sure ALL the mods are checked before making it?


Any help appreciated. Thanks
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Christine
 
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Post » Fri May 13, 2011 2:46 pm

For all the FOIP supported stuff(FWE, MMM, EVE, WMK) just simply reference the http://www.fallout3nexus.com/downloads/file.php?id=4968(scroll a bit down).

All other mods go before FO3 Wanderers Edition - Main File.esp
Only exceptions are new companions and weather mods, those go below all MMM files. So basically what you said above is all correct.
AP and FO3 Reanimated are compatible with each other.

Personally don't use MTC Wasteland travellers because it's buggy and has some annoying "features", but I would load it before FO3 Wanderers Edition - Main File.esp

Once there mods are installed, I'll then do this merged patch thing with FO3Edit and put that at the end after CASM. Regarding FO3Edit and the merged patch, do I make sure ALL the mods are checked before making it?

Yes
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Jessica Raven
 
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Post » Fri May 13, 2011 5:28 pm

For all the FOIP supported stuff(FWE, MMM, EVE, WMK) just simply reference the http://www.fallout3nexus.com/downloads/file.php?id=4968(scroll a bit down).

All other mods go before FO3 Wanderers Edition - Main File.esp
Only exceptions are new companions and weather mods, those go below all MMM files. So basically what you said above is all correct.
AP and FO3 Reanimated are compatible with each other.

Personally don't use MTC Wasteland travellers because it's buggy and has some annoying "features", but I would load it before FO3 Wanderers Edition - Main File.esp


Yes


Cool. Thanks again Kai. I think then I'll leave MTC out now.

Regarding AP and FO3 Reanim....does it matter which goes before the other?

And stupid question here, just wanted to check on the streetlights wasteland esp. I have that down near the bottom, should I scoot that back up above FWE?
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Evaa
 
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Post » Fri May 13, 2011 10:13 pm

Cool. Thanks again Kai. I think then I'll leave MTC out now.

Regarding AP and FO3 Reanim....does it matter which goes before the other?

And stupid question here, just wanted to check on the streetlights wasteland esp. I have that down near the bottom, should I scoot that back up above FWE?


AP and FO3 Reanim are something entirely different. Reanimation replaces the vanilla animations.
Action Poses doesn't do anything by itself, it's more of a screenshot mod so you can put your character or other NPCs into various poses via console commands.

And yeah I would recommend moving streetlights above FWE.
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sophie
 
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Post » Fri May 13, 2011 8:10 pm

AP and FO3 Reanim are something entirely different. Reanimation replaces the vanilla animations.
Action Poses doesn't do anything by itself, it's more of a screenshot mod so you can put your character or other NPCs into various poses via console commands.

And yeah I would recommend moving streetlights above FWE.


Cool thanks again. Whats the general consensus on Reanim mod....favorable or not really necessary?

Regarding AP....not sure if we're talking about the same mod? Or perhaps we are? I was meaning AP as in Animated Prostitution (yes I know, prolly a lame move but...well...yeah) :D

Regarding streetlights-wasteland...I'll move it up.


On a side note...I just got through installing all 100 songs for GNR...and notice my performance skips a lil as I move. Not all the time but occasionally. Could the number of songs have something to do with this or is it more likely a combo of mods now? Meaning the number I have installed affecting performance?
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Steve Smith
 
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Post » Fri May 13, 2011 10:47 am

Cool thanks again. Whats the general consensus on Reanim mod....favorable or not really necessary?

Regarding AP....not sure if we're talking about the same mod? Or perhaps we are? I was meaning AP as in Animated Prostitution (yes I know, prolly a lame move but...well...yeah) :D

Regarding streetlights-wasteland...I'll move it up.


On a side note...I just got through installing all 100 songs for GNR...and notice my performance skips a lil as I move. Not all the time but occasionally. Could the number of songs have something to do with this or is it more likely a combo of mods now? Meaning the number I have installed affecting performance?

Wow ok yeah we were talking about a totally different "AP" mod in this case. I never used the one you mean, so can't really comment on it.

Reanimated is pretty good. Some weapons might look as if they were held oddly, but that's very rare(I only know of one case).

And yes, the MP3s from the GNR mod have lesser compression than the regular GNR songs and can cause performance drops.
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Maria Leon
 
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Post » Fri May 13, 2011 6:34 pm

Wow ok yeah we were talking about a totally different "AP" mod in this case. I never used the one you mean, so can't really comment on it.

Reanimated is pretty good. Some weapons might look as if they were held oddly, but that's very rare(I only know of one case).

And yes, the MP3s from the GNR mod have lesser compression than the regular GNR songs and can cause performance drops.


He he yeah I thought we were. :P Anyways thanks again for all the help.
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Marie
 
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