Little help setting up MMM & FWE

Post » Thu Dec 08, 2011 8:34 am

Hi,

I've decided to have one more go of Fallout 3 and as I've seen pretty much all of the game by now I've decided to pick a couple of the more drastic mods to change things up, I've used MMM before but never with something as far reaching as FWE, the part that's confusing me is the use of FOIP and the generation of a merged patch.

Do I have to generate the patch with only MMM, FWE and FOIP in the list or should I generate a patch with *all* of my mods installed? Granted the rest of my mods are more straightforward things like the unofficial patch and various small tweaks but I thought it'd be wise to ask before I get svcked into a four hour testing session.

If anyone could boil it down for me I'd be appreciative, the install guides are pretty convoluted and I'm not using EVE or Project Beauty, simply MMM and FWE.

Thanks :vaultboy:
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Steve Bates
 
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Joined: Sun Aug 26, 2007 2:51 pm

Post » Wed Dec 07, 2011 10:23 pm

Yes, make the merged patch with all your mods activated, and remake it whenever you add something. Consider including Weapon Mod Kits as well- it's very useful in a FWE/MMM game, and is a FWE recommended addition.

FYI, here's what I did last time I installed FO3 + all DLC (GOTY, which is fully patched):

Installed UOP and DARNified UI then played through Vault 101 till the end before adding anything else.

Installed FWE and MMM + FOIPs (made a new merged patch for each step onward) and poked around a bit outside the vault.

Added EVE, WMK and their FOIPs, ditto..

Added other stuff and decided what FWE options I wanted, ditto..

Finally, I ended up starting a new character and going through 101 again. It's worked out well... I'm almost lvl 23 and about to commence the second stage of the main quest.

As always, refer to the readmes. One thing many seem to miss is that most of the MMM optional esp's no longer need to be included...

Here's my load order (the game is not perfectly crash free, but is very stable...)

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
EVE.esm
FO3 Wanderers Edition - Main File.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
DarNifiedUIF3.esp
DN_RecyclingMachine.esp
Echo_BatteryCharger.esp
Sack of Holding.esp
1Animated Nightvision goggles.esp
MrSlackPants-NightVisionGogglesNoModel.esp
solarcharger.esp
MoreMapMarkers.esp
Treasure Maps_Underground.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_A Fist Full of Caps.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 - Optional Restore Tracers.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
RealFragGrenade3.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 - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
LED pipboy light extended.esp
Faster PipBoy Light.esp
merged.esp

Total active plugins: 63
Total plugins: 65

User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Thu Dec 08, 2011 6:14 am

Also, master update is recommended with FWE (and other mods too): http://modsreloaded.com/how-to-reduce-crashing-using-fo3edit-t2473.html
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Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Thu Dec 08, 2011 1:19 pm

Or use Wrye Flash. The Boss-F masterlist has all the tag required for getting these mods working together
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Joe Bonney
 
Posts: 3466
Joined: Tue Jul 17, 2007 12:00 pm

Post » Thu Dec 08, 2011 10:47 am

Thanks for the replies, I'm getting there, I've started the game up a couple of times and things appear to be working as they should, I'm a bit unclear on what a master update does though.

Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.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] DarNifiedUIF3.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] 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] 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
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] Merged.esp


How does my load order look?
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Thu Dec 08, 2011 1:48 pm

[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Natural Selection.esp


Those are a part of FWE already and shouldn't be used.
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Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Thu Dec 08, 2011 10:30 am

Thanks for the quick reply, I'll remove them :)
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Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Thu Dec 08, 2011 1:22 am

Not sure about this, but this is a comment from the nexus about the UF Patch with FWE:


____________________________________________________________________________________________________________________________________________________________
sdfgsdjfasdjk

this is not me trying to spew filth on uof3patch, this is me trying to help others that might have run into smae issue as i spent last 1 day reinstalling fallout and trying to hunt the issue down.

i ended up with 3 separate installs of fo3:
1 - with only original dlcs, patch 1.7 and uof3p
2 - original dlcs, mmm, fwe, fo3tact + several other mods, NO uof3p
3 - same as 2 + uof3p

install 1 worked fine playing manually till lvl 8 or so, then tested by rewardxp in console up to lvl 30 without problem

install 2 worked fine, only played manually 3 lvls, rewardxp worked up to lvl 30

install 3 is where it starts to get funky. playing manually i got lvl up freeze on choosing perk as soon as 3rd lvl. to rule out corrupt save game i started new game which presented the freeze again at different lvl though. loading several games in this install and playing around with rewardxp i always got the freeze on perk choosing never getting nowhere near lvl 20. uninstalled uof3p and voila i can rewrdxp in console up to lvl 30

so just putting this out here so maybe someone with similar issues and mod config can try it and see if it helps as it helped me.

again, i do not say uof3p is bad or you should not use it, i appreciate the hard work ppl behind it put into it, however it is to be noted that it can produce unwanted results in heavy-modded installs.

peace out
___________________________________________________________________________________________________________________________________________________________________________________
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Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Thu Dec 08, 2011 10:20 am

Thanks for your help getting me set up, I've almost got everything running well but I'm having one weird issue, http://img20.imageshack.us/i/watercz.jpg/ glitch happens near Project Purity and I've narrowed it down to the Enhanced Weather mod conflicting with something, it's not broken steel as I've tried disabling it, any ideas?

Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Xepha's Dynamic Weather.esm
[X] DCInteriors_ComboEdition.esm
[X] FO3 Wanderers Edition - Alternate Travel.esp
[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] DarNifiedUIF3.esp
[X] sc_slaves_stick_around.esp
[X] GalaxyNewsRadio100[M].esp
[X] CONELRAD 640-1240.esp
[X] Existence2.0.esp
[X] MoreMapMarkers.esp
[X] Confessor Cromwell has a Break_EV.esp
[X] DCInteriors_DLC_Collectables.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 - Optional Restore Tracers (automatics only).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] Burnification.esp
[X] Nova Interaction Revised.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
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] No[EMPTY]ContainerMessages.esp
[X] Magic Pip-Light (30 Brightness).esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Night Eye Edition.esp
[X] Xepha's Dynamic Weather - Sandstorm.esp
[X] ReducedUndiscoveredCompass(kalniel).esp
[X] BigTownRobotFix.esp
[X] Merged.esp


Heres my final load order.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Thu Dec 08, 2011 7:56 am

Ok, I've narrowed it down to a conflict between Enhanced Weather and the Unofficial Fallout Patch, I'll create a new thread as it's a separate issue, thanks again for getting me set up anyway. :smile:
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Bereket Fekadu
 
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Joined: Thu Jul 12, 2007 10:41 pm


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