[RelZ] FWE - FO3 Wanderers Edition #45

Post » Sat Feb 19, 2011 10:42 am

When I start Fo3 the game will not show the menu and it simply hangs. Here is my load order.
PS how do I make this into a small list like all the people who post their load orders do. That would be appreciated :)

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
Xepha's Dynamic Weather.esm
Vault 101 Revisited.esm
Impervious Power Armour.esm
Companion Core.esm
RobCo Certified v2.esm
Ambient Temperature.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CASM.esp
GalaxyNewsRadio20[M].esp
Powered Power Armor.esp
The Mantis Imperative - Mantis.esp
The Mantis Imperative - Jello.esp
Ambient Temperature HUD.esp
PPA - Ambient Temperature.esp
PPA - Broken Steel.esp
PPA - Operation Anchorage.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
FO3 Wanderers Edition - Project Beauty.esp
WeaponModKits.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - PointLookout.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.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 - Project Beauty + FWE.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Xepha's Dynamic Weather - Main.esp
RobCo Certified v2 FWE Patch.esp
Companion Core DLC Addon.esp
Wasteland Whisperer.esp
RobCo Certified v2 Impervious FWE.esp
RobCo Certified v2 Omnipatch.esp
PPA - FWE.esp
Mark 1.esp
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Fri Feb 18, 2011 9:21 pm

When I start Fo3 the game will not show the menu and it simply hangs. Here is my load order.
PS how do I make this into a small list like all the people who post their load orders do. That would be appreciated :)

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
Xepha's Dynamic Weather.esm
Vault 101 Revisited.esm
Impervious Power Armour.esm
Companion Core.esm
RobCo Certified v2.esm
Ambient Temperature.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CASM.esp
GalaxyNewsRadio20[M].esp
Powered Power Armor.esp
The Mantis Imperative - Mantis.esp
The Mantis Imperative - Jello.esp
Ambient Temperature HUD.esp
PPA - Ambient Temperature.esp
PPA - Broken Steel.esp
PPA - Operation Anchorage.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
FO3 Wanderers Edition - Project Beauty.esp
WeaponModKits.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - PointLookout.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.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 - Project Beauty + FWE.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Xepha's Dynamic Weather - Main.esp
RobCo Certified v2 FWE Patch.esp
Companion Core DLC Addon.esp
Wasteland Whisperer.esp
RobCo Certified v2 Impervious FWE.esp
RobCo Certified v2 Omnipatch.esp
PPA - FWE.esp
Mark 1.esp


Hi,

you've installed "DarNifiedUIF3.esp". Did you change the fonts section in the fallout.ini as instructed in the readme file? Because if you didn't, the game will "hang" before showing the main menu.

As for your question about the "spoilered" load order lists: If you're using GaryBash you can easily create such a list automatically: In GaryBash in the active "Mods" tab right-click on the File-Tab. From the drop down list choose "List Mods". A window with title "Active Mod Files" pops up. Copy and Paste ALL content from this window into the POST Editor here, where you're writing your post. That's it!
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Sat Feb 19, 2011 4:17 am

PS how do I make this into a small list like all the people who post their load orders do. That would be appreciated :)

When you reply, choose "Other styles- Code". Insert your load order inside.
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Fri Feb 18, 2011 9:38 pm

That's a perfectly valid opinion, naturally.

However, I personally believe that immersion is a likewise valid (and, indeed, worthy) end in itself. Oh, and the subtitle for this thread goes as follows: "An immersive, more challenging, more adventerous Fallout 3 experience". So, you know, I wouldn't have asked if I was under the impression that FWE was purely about making the game "more fun", "cooler", or whatever else. IOW, that immersion wasn't at all a concern.

But hey, like I said, you're welcome to your own perspective on that.

Unless you are part of the FWE team (I wouldn't know, sorry) I think I'll just wait for an answer from someone who, you know, *is*. ;)


edit: Oh, and surely, *if* it was even considered for inclusion, configurability would be on the cards, no? As per many other aspects of the mod as is (e.g., ammo weight)...



Bottlecap weight is just the worst most boring idea, I've ever heard. Yeah the games supposed to be more fun/challenging/realisitic, and therefore more immersive, but bottlecap wieght just sounds annoying. You already have to keep track of radiation levels, repaired equipment, not carrying to much ammunition, not carrying to much scrapmetal and other stuff that piles up over time in your inventory, along with what weapons you use and what you don't, as well as having enough stimpacks and fuel for your motorcycle....... (BREATHES IN) but you expect us to somehow manage bottlecaps by finding some place to store them and allow the player to drop them, and UGH enough already

NO JUST NO. To much already to manage as it is.

bottlecaps + bobbypins will remain weightless for simplicity and having these 2 things off your mind is a god send trust me... as soon as you add them weight it will create unnecessary tedium I guarantee you that.
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Sat Feb 19, 2011 1:54 am

Look for something Chinese in the Wasteland, may be Italian mother will help you?



Who the hell is that?
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Fri Feb 18, 2011 11:53 pm

Who the hell is that?
Hint: she made most of the food you eat.
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Fri Feb 18, 2011 11:23 pm

Bottlecap weight is just the worst most boring idea, I've ever heard. Yeah the games supposed to be more fun/challenging/realisitic, and therefore more immersive, but bottlecap wieght just sounds annoying. You already have to keep track of radiation levels, repaired equipment, not carrying to much ammunition, not carrying to much scrapmetal and other stuff that piles up over time in your inventory, along with what weapons you use and what you don't, as well as having enough stimpacks and fuel for your motorcycle....... (BREATHES IN) but you expect us to somehow manage bottlecaps by finding some place to store them and allow the player to drop them, and UGH enough already

NO JUST NO. To much already to manage as it is.

bottlecaps + bobbypins will remain weightless for simplicity and having these 2 things off your mind is a god send trust me... as soon as you add them weight it will create unnecessary tedium I guarantee you that.

I will endeavour to be all peaceful-like...

So. I'm glad you are so very sure of your own gaming preferences. Fantastic! So am I, in turn. And they are different from yours.

No, not just in theory-land, where - let's face it - anything is possible. Nope, in reality, or at least FO3 reality, I am currently using a mod that does exactly the thing I was talking about. And I'm *happy* to be doing so.

It isn't bad, boring, annoying, too much to manage, complicated, unnecessary, or tedious (for example). To me.

I guarantee you that.

...

And, tbh, it might be best just to let this one go. All I was curious about was the *possibility* of such a thing being included in FWE at some stage. That. Is. All. I got my answer, and I'm fine with it. What more is there really to say?

Except... thanks for pointing out the thing I'd briefly forgotten - weight for bobby pins, albeit a teensy amount, preferably. Off to seek such a mod, or - if necessary - create it. Muchas gracias! :)
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Fri Feb 18, 2011 11:55 pm

It was working before I installed the 6.3 version
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Sat Feb 19, 2011 9:15 am

The problem with the game starting and the slideshow playing but no menu showing up seems to happen to a lot of people right now, with a lot of different setups.

Try reinstalling DarNUI completely, or at least the FWE add-on and see if that helps.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sat Feb 19, 2011 10:13 am

I tried reinstalling it but which FWE add-on??
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Sat Feb 19, 2011 10:39 am

The grenade icon/nightvision add-on you get from the FWE download page at FO3Nexus
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Sat Feb 19, 2011 10:00 am

Okay I used your advised and reinstalled DUI and the FWE add-on and it still is not working. Thanks though
I managed to look at my load order and fixed some of it here is the new one. Is there anything wrong with it??

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
Xepha's Dynamic Weather.esm
Vault 101 Revisited.esm
Impervious Power Armour.esm
Companion Core.esm
RobCo Certified v2.esm
Ambient Temperature.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CASM.esp
GalaxyNewsRadio20[M].esp
Powered Power Armor.esp
The Mantis Imperative - Mantis.esp
The Mantis Imperative - Jello.esp
Ambient Temperature HUD.esp
PPA - Ambient Temperature.esp
PPA - Broken Steel.esp
PPA - Operation Anchorage.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
FO3 Wanderers Edition - Project Beauty.esp
WeaponModKits.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - PointLookout.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.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
Mart's Mutant Mod - Project Beauty.esp
Xepha's Dynamic Weather - Main.esp
Companion Core DLC Addon.esp
Wasteland Whisperer.esp
RobCo Certified v2 Impervious FWE.esp
RobCo Certified v2 Omnipatch.esp
PPA - FWE.esp
mARK 1.esp
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Fri Feb 18, 2011 11:25 pm

Just this one: Mart's Mutant Mod - Project Beauty.esp

Which duplicates the stuff from the FWE version of the same and is not needed.

The cause seems to be almost random. Everyone I've seen who had the issue solved it by removing a mod from their list or reinstalling some of the larger mods, but which ones change for each person.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Fri Feb 18, 2011 7:03 pm

Just this one: Mart's Mutant Mod - Project Beauty.esp

Which duplicates the stuff from the FWE version of the same and is not needed.

The cause seems to be almost random. Everyone I've seen who had the issue solved it by removing a mod from their list or reinstalling some of the larger mods, but which ones change for each person.

It's not random. Crash on start up has two reasons:
Messed up XML files, which is usually caused by an inproper installation of DarnUI (for example by using the FWE DUI a11 patch on an older version of DUI).

The more common reason though is that you are missing a master. For example if you were to start FWE without CRAFT it wouldn't start. Easiest way to figure out that problem is by simply loading our load order in FO3Edit. The file that is missing a master will cause an error which you can see in the right panel.
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Sat Feb 19, 2011 4:43 am

I have done that and have removed the DUI but it is still stuck like that
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Sat Feb 19, 2011 11:13 am

I have done that and have removed the DUI but it is still stuck like that
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sat Feb 19, 2011 5:43 am

It's not random. Crash on start up has two reasons:
It's not crash on startup, though. The game runs, the slideshow of GOAT images runs correctly, but the menu never appears so you can't hit continue or load a game.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Sat Feb 19, 2011 4:21 am

It's not crash on startup, though. The game runs, the slideshow of GOAT images runs correctly, but the menu never appears so you can't hit continue or load a game.


I had a similar problem after installing DarnUI. I think the Fallout.ini was to blame, as it wasn't modified in the right way.
Not sure what I did exactly to fix it but deleting the .ini and manually applying DarnUI changes may be a start.
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Fri Feb 18, 2011 10:16 pm

It's not crash on startup, though. The game runs, the slideshow of GOAT images runs correctly, but the menu never appears so you can't hit continue or load a game.


You have to manually change your fallout.ini file. You need to change the [Fonts] section of the file. This is not done automatically by the installation routine. You have to do it yourself.
My FONTS section in the fallout.ini file looks like this:

[Fonts]
;ORI sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
;ORI sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
;ORI sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
;ORI sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
;ORI sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
;ORI sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
;ORI sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
;ORI sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
;sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
;sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
;sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
;sFontFile_4=Textures\Fonts\DarN_FranKleinBold_Otl_12.fnt
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
;sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
;sFontFile_6=Textures\Fonts\DarN_PetitaMedium_Outline_18.fnt
;sFontFile_6=Textures\Fonts\DarN_Forgotten_Futurist_Otl_18.fnt
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
;sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
;sFontFile_7=Textures\Fonts\DarN_Klill_Outline_20.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt

Feel free to copy and paste into your fallout.ini
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Sat Feb 19, 2011 3:36 am

You have to manually change your fallout.ini file. You need to change the [Fonts] section of the file. This is not done automatically by the installation routine. You have to do it yourself.
The DarnUI Fomod is supposed to change the INI for you. It asks for permission to edit the INI at one point, and that's when it's supposed to change your fonts.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Fri Feb 18, 2011 6:50 pm

The DarnUI Fomod is supposed to change the INI for you. It asks for permission to edit the INI at one point, and that's when it's supposed to change your fonts.

Yes, but only if FOMOD was extracted before installation :)

2 thisiswar
1.Try to unload as many mods as possible (with exception of FOIP mods)
2.Unload and delete DarnUI.
3.Delete folders and file data\menus\options, data\menus\prefabs\fwe, data\menus\prefabs\darnui, data\menus\prefabs\DUIF3Settings.xml
4.Unload and delete merged patch.
5.Delete and recreate fallout.ini.
6.Try to start the game, if you will be successful, then this is good
7.Reinstall DarnUI. You must have a11 version and you must extract FOMOD from archive before installation. Reinstall FWE DArnUI patch too.
8.Answer Yes to all questions during DarnUI installation. If you don't have questions, then you make something wrong.
9.Try to start the game, if you will be successful, then this is good.
10.Activate remaining mods
11.Try to start the game, if you will be successful, then this is good. If no- you have problems with some mods (but I don't see such mods in your load order) or you have too many mods. In last case, try to unload some mods and try again.
12. If you OK with step 11, recreate your merged patch
13.Try to start the game, if you will be successful, then this is good. If no- you have too many mods. In last case, try to unload some mods, recreate your merged patch and try again.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Sat Feb 19, 2011 4:48 am

I don't know if this has been reported yet, but after starting a new game and being a Talon Merc, I noticed new merc type textures were messed up. Like Muscle, the one with the gas mask, you know. It goes from gray, to pixely, to good, to black and grey over and over in a matter of seconds. I've installed using FOMod, so I can't be missing textures. A clean re-install of FO3 has left me with FWE, Darnifed, and Xepha's weather. So no incompatibility. FWE is up-to-date, including the hot fix. So any ideas?
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Sat Feb 19, 2011 7:57 am

I've installed using FOMod, so I can't be missing textures.
Just to be sure, you made two fomods, one for the Master Release part 1 and a second for the Master Release part 2 and then activated both, right?

It's not like a multi-part RAR, the second part won't install automatically. You have to make a second FOMOD for that part of the mod.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Sat Feb 19, 2011 3:47 am

I love using revolvers, anyone know the best way to find the Causall revolver, seeing as it is the most powerful revolver there is.
User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Sat Feb 19, 2011 12:06 am

I always pick them up from Raiders.
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

PreviousNext

Return to Fallout 3