Mod load order question and conflicts.

Post » Sun May 05, 2013 1:28 am

Hello. I have quite a list of mods running, including some that change things behind the scenes that I can't readily check are working and I just want to be certain I don't have any conflicts or something is getting messed up somewhere. Although I haven't had any crashes or error messages.

I use the Mod Manager to sort the load order and have tried to be careful that the more important mods are loaded after the minor ones, and that I don't have any that change the same things. But I clicked Load Order Report and it says I have 19 duplicate entries. I was just wondering if that indicates a major problem. Should I be concerned?

How important is it to make a merged patch? I tried to make one, and after running Fallout3 edit, instead of it saying Background Loader: finished, it says Background Loader: Terminated. So I apparently can't make the patch.

And here's the report in case anyone is kind enough to have a look and see if they can spot any potential probelms.

Thank you most kindly.

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

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

Unofficial Fallout 3 Patch.esm

Anchorage.esm
* The current load order of this mod does not match the current template

ThePitt.esm
* The current load order of this mod does not match the current template

BrokenSteel.esm
* The current load order of this mod does not match the current template

PointLookout.esm
* The current load order of this mod does not match the current template

Zeta.esm
* The current load order of this mod does not match the current template

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

DelayAnchorage.esp

DelayThePitt.esp

DelaySteel.esp

delayzeta.esp

delaypl.esp
* The current load order of this mod does not match the current template

Chase Camera Zoom.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

WeaponJamming.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

megalight.esp

EssentialFollowers+Caravans.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

no armor magic effects.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

7-Day-Respawn.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

FussyGit's Semi Auto Rifle.esp (Inactive)
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

m14.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

Regulators.esp
* The current load order of this mod does not match the current template

WaterBeggarProgression.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

DCInteriors_ComboEdition.esm
* The current load order of this mod does not match the current template

Less SPECIAL 3.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

Fallout_3_XP_Slower_200.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

Fallout_3_XP_Slower_Challenges.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

Fallout_3_XP_Slower_NPCs.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

Alternate_Level_Perks_2.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Fall Height Realism.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Loot is Rarer.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Increased Maximum DR.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Increased Radiation.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Increased Weapon Damage.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Reduced Carrying Weight.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Barter is Important.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Skill Point Changes.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Crippled and Burning Effect Changes - BS.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Grenade and Explosive Changes.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Rebalanced Health - BS.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

SR - Stimpak Changes.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

DAV_lesscaps.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

BasicNeeds.esp
* The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

The order that the current template suggests is as follows:
fallout3.esm
anchorage.esm
thepitt.esm
brokensteel.esm
pointlookout.esm
zeta.esm
unofficial fallout 3 patch.esm
dcinteriors_comboedition.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
delayanchorage.esp
delaythepitt.esp
delaysteel.esp
delaypl.esp
chase camera zoom.esp
weaponjamming.esp
delayzeta.esp
regulators.esp
waterbeggarprogression.esp
megalight.esp
essentialfollowers+caravans.esp
no armor magic effects.esp
7-day-respawn.esp
fussygit's semi auto rifle.esp
m14.esp
less special 3.esp
fallout_3_xp_slower_200.esp
fallout_3_xp_slower_challenges.esp
fallout_3_xp_slower_npcs.esp
alternate_level_perks_2.esp
sr - fall height realism.esp
sr - loot is rarer.esp
sr - increased maximum dr.esp
sr - increased radiation.esp
sr - increased weapon damage.esp
sr - reduced carrying weight.esp
sr - barter is important.esp
sr - skill point changes.esp
sr - crippled and burning effect changes - bs.esp
sr - grenade and explosive changes.esp
sr - rebalanced health - bs.esp
sr - stimpak changes.esp
dav_lesscaps.esp
basicneeds.esp

User avatar
CArlos BArrera
 
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Post » Sat May 04, 2013 9:55 pm

I think the duplicates can become a problem. But you can easily get rid of them ... with a tool called fo3-edit.

However Im guessing you would want to get rid of the original one , then rename the duplicate to the original. Because the last esp loaded is what you want referencing the form-id.

Hmmm , but it seems making a bashed patch or merged patch should take care of this ... as duplicates are not an uncommon thing.

I guess best to wait for someone who can give a definitive awnser on that one.

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Johnny
 
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Post » Sun May 05, 2013 11:45 am


If FO3Edit doesn't complete a full load of your mod load order you have a problem somewhere you need to fix. What is the full error message you're getting?
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Arrogant SId
 
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Post » Sat May 04, 2013 11:37 pm

Not familiar with most of your mods, but would delaypl.esp perhaps relate to polish version of fallout?

And kinda assume you would be using an english version.

A merged patch is very important specially if you run mods that change same items, or refer to same items.

As urtho said, please give us the error message from fo3edit, you have some form of conflict going on.

A mod has a missing master or placed wrong causing fo3 to abort.

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Yama Pi
 
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Post » Sat May 04, 2013 7:37 pm

Are you using the experimental version of fo3-edit ? I have that myself , and was just doing some work with it. I noticed you can run into loading problems with double clicking an item in the initial list it shows instead of clicking OK.

But then again , im using NMM and not FOMM.

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megan gleeson
 
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Post » Sun May 05, 2013 8:20 am

You should follow the template that was provided. Always keep in mind that .esm (elder scroll master) must load before .esp (elder scroll plugin), with Fallout.esm and the DLCs loading together. The only exception to this is if you use Streetlights.esm. Otherwise, load the fallout .esms together in the order they were released.

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Lillian Cawfield
 
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Post » Sun May 05, 2013 11:16 am

I decided to remove everything and install the mods one at a time. And because of my obsessive compulsive disorder I decided to completely reinstall the game, but this time without the DLCs or the unofficial patch, just the official 1.7 patch.

Just to see what would happen I clicked Load Order Report again, with just Fallout3.esm loaded and it still said ! Warning: current load order template contains 19 duplicate entries

So I started Fallout3 Edit just to go through the process of making a merged patch. So first I get the little window that just shows Fallout3.esm and I click ok. Then it proceeds to load all the mods I had loaded previously, even though they're not there now. I presume it's because of this;

Using settings file: C:\Documents and Settings\*\Local Settings\Application Data\Fallout3\Plugins.fo3viewsettings
Loading active plugin list: C:\Documents and Settings\*\Local Settings\Application Data\Fallout3\Plugins.txt

When I uninstalled I deleted the Fallout.ini but not these. I tried to delete the Application Data\Fallout3 folder and run Edit again and I got an error message. It's giving me an error message for all the mods I had previously, as you would expect;

Error: Active plugin List contains nonexisting file "BasicNeeds.esp" et cetera.

How do I clear this list?

I realise I now can't show you the original error messages. But I'll load each mod one at a time and try FO3Edit again each time to see which one is the problem. But first I need to clear this list to let it know what mods I'm currently loading. So in other words how do I refresh my mod list?

I'm not sure. It's part of the Delay DLC mod. Each DLC had it's own one, and there was that as well so I assumed it was required as well. I don't need it now as I have reinstalled without the DLC. I am using the English version.

Yes it's the most current one available.

What do you mean the template that was provided? Do you mean provided with the individual mods? They don't always mention the load order. But I do know that esm files have to load before esp. I must have forgot. I've got Megaton Lighting that is an esm so that will load immediately after Fallout3.esm, is that right?

Well thanks guys. I may have dug myself in deeper reinstalling everything and I can't tell you what the original error message was at this stage. But I really appreciate you helping me out.

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Angus Poole
 
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Joined: Fri Aug 03, 2007 9:04 pm

Post » Sat May 04, 2013 9:30 pm

Phil,

In your original post you have a template that was provided by the mod sorter. It is preceded by this: "The order that the current template suggests is as follows:" You really need to read these reports and understand what they are telling you.

"I've got Megaton Lighting that is an esm so that will load immediately after Fallout3.esm, is that right?" No, Megaton Lighting is not Streetlights.esm. I only mentioned Streetlights because it is an exception to the loading rule.

You say that each DLC has it's own delay. Well, delaypl.esp would be for Point Lookout.

In order to make setting your load order easier you should be using BOSS http://fallout3.nexusmods.com/mods/10193/

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cheryl wright
 
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Post » Sat May 04, 2013 11:36 pm

Yes, you'd save yourself a lot of trouble if you were to get BOSS. It's an automatic mod sorter and will set up your load order for you. Up to a point. There are still a lot of mods that it doesn't recognize, but it will at least sort the main ones. It's also a multi-platform sorter and can be used for all of the Bethesda games, aside from maybe Morrowind. The auto-sorter that FOMM uses is extremely limited, BOSS is the tool to be using for that sort of thing.

And FO3Edit isn't the best tool to use for a merged patch. Use this instead:

http://fallout3.nexusmods.com/mods/11336

Having a merged patch is also more useful rather than critical. I've been using mods with 3 different Bethesda games now and have never needed one yet. You only need to use it if you have 2 or more mods that make changes to the same thing. As long as you're aware of what your mods are changing, and avoid those that have conflicts with each other, you can work around not having one.

PS: Cool, we no longer have to type in the url tags, the reply window does it automatically.
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helen buchan
 
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Joined: Wed Sep 13, 2006 7:17 am

Post » Sun May 05, 2013 4:11 am

I wasn't quite sure where you mean. I reinstalled mod manager and I deleted pluggins.fo3viewsettings and plugins.text. from local settings\application data\fallout 3.

To reinterrate I now have no mods installed, just Fallout3.esm. Mod manager still insists there are 19 duplicates. FO3Edit generated new files for the ones I deleted and is now not showing mods I no longer have like it was before. It's just loading Fallou3.esm and Fallout3.Hardcoded.esp (which comes with FO3Edit and I assume you need). So when I start FO3Edit it shows the box that has only Fallout3.esm, I click ok. It loads a bunch of stuff from Fallout3.esm and Fallout3.Hardcoded.esp, and finally Fallout Textures.bsa, Meshes.bsa, Voices.bsa ect. Then it says setting resource path. Then it says Background Loader: Terminated.

There are NO error messages. But it still won't let me make the merged patch. The instructions I have say to right click on the left side of the screen and select make a merged patch but it's not there.

I don't have any instrctions for how to make one in Wyre Flash.

I really don't know why this is so difficult. I wasn't having any problems in the game, it's only when Modd Manager told me I had duplicates and then when Fo3Edit showed all those errors that I thought I had a problem. But they both were displaying mods I don't even use anymore because they apparently keep track of every mod you've ever used! The lists don't refresh themselves! So no wonder it can't find the master files for things.

I thnk the only problem I was having is with these two damn programs. I'm just going to carry on playing the game like I was but I'll use BOSS to set the load order for me. I won't bother with a merged patch.

Thanks for all your help though.

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Amy Smith
 
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Post » Sun May 05, 2013 9:50 am

Again, don't use FOMM to auto-set your load order, that utility isn't very good. Use BOSS for that. And not every conflict is a problem, you don't need to agonize over everything that FO3Edit is telling you. Most conflicts it shows will just overwrite each other without any problems. It's mainly useful for recognizing where two mods will cancel each other out. For instance, using your food ideas as an example, having another mod that makes changes to food items isn't going to be a problem as long as you place your own mod underneath that one in FOMM. The changes you make to those items will overwrite the ones made in the other mod. But changes it makes to say a weapon will still show up. As long as you weren't really concerned about having the food changes fro that mod active in the game, then you can just ignore that conflict. It's only when you want your changes and the other mod's changes to appear that the conflict becomes an issue. This where the merged patch comes in as it will combine the changes both mods make to the same item.

There's also another method for merging that doesn't use a merged patch. If you get the FO3Plugin utility over at the Nexus, you can merge two or more mods together so that they end up becoming one mod. That's the method I prefer to use when I encounter a conflict I want to resolve. I find it much easier to wrap my brain around doing it that way then bothering with a merged patch.
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Craig Martin
 
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Post » Sun May 05, 2013 5:16 am

I've installed all my mods and tried BOSS and it worked with the main files. You're right about mod manager, it even added some mods over Fallout3.esm. But BOSS didn't recognise the majority of them so I will use your suggested practice of loading the most important ones last.

Now I'm going to go and actually play the game!

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Patrick Gordon
 
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Post » Sat May 04, 2013 11:18 pm


One thing you can do is look through the BOSS master list and look for other mods that do something similar to the ones it doesn't recognize. There's also several categories that can give you some idea as to where to put them. That will also give you a good idea of what mods are out there and maybe you'll come across something you find interesting. Once you've had a look, you can either copy/paste the name of the unrecognized mod into the master list from your mod list in the appropriate area, or try to figure out the "user rules" that BOSS provides. I couldn't get that to work right so I've ended up doing the copy/paste option. BOSS is certainly not the perfect tool for load order sorting but it's a very good starting point and reference.
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Flash
 
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Post » Sun May 05, 2013 9:14 am

Thank you Nicho. I have a couple of questions about some of the messages Boss is giving me. I installed the DLCs and after Broken Steel it says Bash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIPackages, Relev}}

What does that mean?

And under Megalight Note: Needs TES4Edit cleaning: http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide

I don't think I'll bother going through all that to clean it. How important is it? Would it be better to uninstall the mod?

Not quite ready to play yet it seems. *sigh*

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Sabrina Schwarz
 
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Post » Sun May 05, 2013 12:38 am

Phil,

If you already have FO3Edit and the FO3Edit Training Manual, cleaning the mod is not that hard, if you read the manual and do the work at the same time. It "can" help if you have problems. However, it is not necessary and sometimes it is detrimental. As for the Bash tag suggestions, I have never followed them.

It is not necessary to uninstall the mod unless you cannot get the game to run with it installed.

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maya papps
 
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Post » Sun May 05, 2013 6:54 am

Thank you. The game runs fine so I'll leave it. It ran fine initially, but I was paranoid that there was something going wrong behind the scenes. That's my obsessive compulsive disorder coming into play.

Thanks again.

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Nims
 
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Post » Sun May 05, 2013 3:11 am

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Ricky Meehan
 
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Post » Sun May 05, 2013 9:16 am

Oh I see now, ok. Thanks Mktavish.

I hope you don't think I was being snippy with you. I was frustrated with the programs not any of the comments.

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BrEezy Baby
 
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Post » Sat May 04, 2013 8:42 pm


That's information you need for Wrye Flash if you're making a merged patch, or "Bashed Patch" as it usually called.
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Roanne Bardsley
 
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