Overhaul Load Order

Post » Fri Feb 18, 2011 7:31 pm

Great List! Thanks for this.


I'm pretty sure that it is unnecessary, but do you need project beauty to get FWE, MMM, and FOOK to run together smoothly?
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[ becca ]
 
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Post » Sat Feb 19, 2011 9:46 am

Excellent! I was going to do a clean install of the game because I wanted to use all these overhaul mods, but I was afraid of the load order. Thank you very much!
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chirsty aggas
 
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Post » Sat Feb 19, 2011 4:34 am

Great List! Thanks for this.


I'm pretty sure that it is unnecessary, but do you need project beauty to get FWE, MMM, and FOOK to run together smoothly?



No. There are optional files for using BP "with" FWE, MMM, and FOOK provided that you use ALL of those overhauls. These files are available through the FWE-FOOK merger.
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IM NOT EASY
 
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Post » Fri Feb 18, 2011 6:01 pm

Does anybody know potential causes for a bug which causes FOOK2 to freeze after the death sequence ?

It seems I successfully applied this load order to integrate FWE+MMM+FOOK2+WMK (thanks in large part to this thread) and this is the one major issue that prevents me from using FOOK2 into the mix.

Someone reported this issue at least once in the FOOK2 forum, with no useful answer so far.

I posted my load order http://www.gamesas.com/bgsforums/index.php?showtopic=1065409.
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Bitter End
 
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Post » Sat Feb 19, 2011 12:29 am

Hey Mez; have you considered adding the information from the first post here to the FOIP download page on FO3Nexus? Or maybe a link to this thread? It'd probably help a number of people.
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Theodore Walling
 
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Post » Sat Feb 19, 2011 4:42 am

Yes . . . I should probably do that . . . I've been frantically engrossed with the technical side of the next FWE release . . . so I haven't taken care of the more public relation side of things =)

Happy new year by the way! The family is sick so it's a low key evening tonight!
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Lynne Hinton
 
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Post » Fri Feb 18, 2011 7:45 pm

I offer http://www.mediafire.com/?leioqnzttja to the other overhaul authors. It renames some junk, unreferenced Fallout3.ESM globals (all set to 0 by default) to FOSE, FOOK, FWE, MMM, WMK, and DIK that each plugin's main file can have the appropriate global copied into it with its value set to the its version number. Since all the globals are shared Fallout3.ESM forms, no overhaul would need to be dependent upon the other(s) in order to determine the presence/absence/version of any other overhaul via conditions in scripts, menu buttons, etc. In FOSE's case, the global is maintained by the Chicken/Egg quests and a value of -1 indicates FOSE has been checked for, but is absent.

Anyhow, I've already found some uses for FOOK2 v1.1 in that DIK has to be loaded afterward and some buttons in the options menu shouldn't show unless it's there. By adding a (DIK >= 1) condition to anything in FOOK2 - Main.ESM which shouldn't happen if DIK is not loaded, for instance, the global affords an easy way for FOOK2 - Main.ESM to check for the DIK. By the same token, FWE could check for MMM, FOOK can check for FWE, etc and without any interdependency.

http://i196.photobucket.com/albums/aa150/JustinCoherent/Globals.png

If that proves useful, there are more junk globals which could be taken over by other FOIP bound mods.

Happy New Year all! :foodndrink:
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Sun of Sammy
 
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Post » Sat Feb 19, 2011 4:20 am

When Offkorn originally setup the FWE-FOOK merger, he did a couple things that I wouldn't have done, which included stuff like "averaging" the weapon damage between FOOK values and FWE values. The result is something that might not be balanced from a FOOK perspective or a FWE perspective. I don't know when you last tried the merger, but my understanding is that it currently addresses many of your concerns. However . . .

In all honesty, I haven't even loaded up the game with FOOK + FWE running, as FOOK really isn't what I'm interested in. My involvement with the FWE-FOOK merger is primarily sorting out the CP's and working, now, with Streetstat5 on the files from a technical "getting it to work" standpoint, and not from a gameplay or balance standpoint. This does make me a little sad, but I just don't have enough time (and haven't for a while) to work more dilligently on FOOK-related stuff in addition to updating FWE and the other FOIP CP's. Ideally, it would be much easier to let FOOK handle adding the new content and FWE to handle balancing it all, and not try to hybridize the two balance approaches. Maybe down the road I can look into transitioning things more towards that, but it really falls on Streetstar5 or whoever else is more passionate about using FOOK with FWE to get the balance right, fix oversights and inconsistiences, etc...



Hey all, just happened to stumble upon this thread a few days ago and have been meaning to respond

Well spoken Mez and i do agree with you...my first intentions were to just "get it to work" and I do find the FWE-FOOK merger sometimes unbalanced if not using RWI. Im not really a big fan of FOOK myself but it does add alot of weapons/armor that i like which i dont want to install 100 mods to get them. Now that i got the merger to work there are 100's of things i would like to change to make it more balanced from a FWE point of view which i would need help with im not familiar on gun statistics or exactly what direction you want to go with this. Dont think for one second that i didnt want to make things balanced and Offkorn's theory was a good idea but the average of fwe & fook shouldnt have been applied to every thing that conflicts - if you look into the plugin you can notice i changed a few things i felt unbalanced.

Your approach sounds like what i was thinking tho - FOOK adds the items and FWE balances them - someone would have to make a nice spreadsheet for this - scripts would have to be written - communication between the devs of project would be vital.
I dont know - but i work mornings get off early, so im here to learn and help and im not going to fly off after months/years work b/c another games has come out(D.A.) and leave ppl who still play FO# an unfinished/outdated merger - im here to things get finalized


Also: i think that i made the merger where it has to be loaded after MMM files if you have them including the basic merger and dlc merger - i see why some are having troubles with your load order guide such as wrong textures on the g3a3 (vanilla assault rifle) and certain waters not quenching their thirst( scripts are being overwritten(via wrong load order)

Im will work on that in the next update so it can be loaded in the order of the spreadsheet you gave me but im really waiting for FOOK 2.5 from the looks of the changelog...i maybe have to build a whole new merger -_-} a clean, and separate plugins like you suggested for easy compatibility with said mods.
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Hayley O'Gara
 
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Post » Sat Feb 19, 2011 2:51 am

Hey all, just happened to stumble upon this thread a few days ago and have been meaning to respond


Streetstar5,

Thanks for swinging by here =) I much prefer this forum over the nexus for discussing things and tend to check it a lot more often. Glad to hear that you're thinking along the same lines as myself regarding the FWE-FOOK merger.

I was thinking a bit about it the other day, and ideally this is how I see the situation:

  • FWE is more gameplay and balanced oriented that FOOK. So as mentioned above, we let FOOK handle all the new content and FWE primarily handles balancing it all. I have a number of spreadsheets for all of FWE's content that can be used as a basis for better balancing FOOK's new content.
  • FOOK adds a number of gameplay type elements that are identical to FWE (i.e. Explosive Entries exists in both FOOK + FWE) or achieve a similar end result via a different implementation method (i.e. making power armor less readily available). In these instances, it would probably be better to let FWE take precedence and turn off / disable the functionality on the FOOK side . . . unless of course there is a compelling reason to do it the otherway around. While I'm not that familar with FOOK, I am much more familar with FWE, so unless the FOOK team get's really involved with this, it would probably be better logistically to do it this way. Plus, I feel that a lot of these overlaping elements are more woven into FWE's overall architecture than in FOOK (i.e. in version 5.0 all the various config menus are linked through a common menu system).
  • FOOK (I'm sure) adds some gameplay mechanics or other additions that FWE doesn't address in anyway. Getting a list of these would be good and we can decide how they need to fit into FWE's world view and in relation to other gameplay changes.
  • I don't know what the timeline for FOOK2.5 is . . . FWE 5.0 is a few weeks out still. Maybe it makes sense to hold off any development of the FWE-FOOK merger until the new FOOK and FWE versions are out . . . and as you say, start with a cleaner slate. What would probably be productive in the meantime would actually be to get a more complete changelog / feature list from the FOOK side, and we can begin looking at what, at a broad level, conflitcs with FWE per the points above.


Anyway, gotta run for now . . . Thanks again for keeping the ball rolling on this . . . we'll get there someday!
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RUby DIaz
 
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Post » Sat Feb 19, 2011 5:23 am

Hi Just a quick note of thanks for adding this topic helped me no ends in setting up my lord order and mod selection quickly.
If anyone has advice on other mods that so well with this slection please do tell
:-)
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Karen anwyn Green
 
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Post » Sat Feb 19, 2011 12:59 am

No offense to the Nexus guys, but their forum is pathetic. It is waay too laggy to get anything useful accomplished, and getting back and forth between the nexus forum and the nexus files section could use some better implementation like a 'return to where you were' button for the files section....in short, the cross integration just isn't really there enough.

Still, the Nexus itself is awesome and I refuse to deal with anywhere else for initial file releases.

<--Premium Member til the day I die :)
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Adrian Powers
 
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Post » Sat Feb 19, 2011 3:42 am

Hey guys... I was wondering if someone could take a look at my load order. I've tried to set it up exactly as the overhaul load order mentions but I'm getting random CTDs quite often. I have the latest mods... foip packages... mergers. I run fo3edit and master update. btw when I check off mezs merged patch I get about a dozen errors in fo3edit so I leave it unckecked. Any help would be great.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FOOK2 - Main.esm
[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm
[X] FOOK2 - [DIK] DLC Improvement Kit.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] CRAFT - Activation Perk.esp
[X] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] CASM.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp
[X] FOOK2 - [DIK] DLC Improvement Kit.esp
[X] FOOK2 - Mothership Zeta.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 - Followers Enhanced (BrokenSteel).esp
[ ] FO3 Wanderers Edition - Optional Worn Weapons.esp
[X] FO3 Wanderers Edition - FOOK Support.esp
[X] FWE - FOOK DLC Support.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FOOK.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
[ ] WeaponModKits-Unique.esp
[ ] WeaponModKits - FWE Optional Worn Weapons.esp
[X] EVE.esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE Master Release.esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] EVE - FWE with WeaponModKits.esp
[ ] EVE - FWE Master Release (Follower Enhanced).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 - FOOK2.esp
[X] Mart's Mutant Mod - FOOK2 - DIK.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE with EVE.esp
[X] Mart's Mutant Mod - No Floaters.esp
[X] UndergroundHideout.esp
[X] Vault-Tec Experimental Dimensional Safe.esp
[X] FWE - Weightless Ammo.esp
[X] Sally Fix 2.1.esp
[X] KH_FWE Tweaks.esp
[X] KH_MMM override.esp
[ ] Mez's Merged Patch - FWE-WMK-MMM.esp
[X] Merged2.esp

Thanks.
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Ria dell
 
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Post » Sat Feb 19, 2011 2:37 am

You might try dropping the unofficial patch and see if it makes a difference. My game got a lot more stable after removing it to be honest.
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Tiff Clark
 
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Post » Fri Feb 18, 2011 7:07 pm

Have a question. If I just use MMM EVE and WMK, will I need special load order care? Maybe some FOIP patches?
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Mimi BC
 
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Post » Sat Feb 19, 2011 3:36 am

I don't have FOOK/MMM/FWE in my setup, but I have EVE/MMM/FWE/WMK and sometimes I can play for hours, no problem. Sometimes I can get a crash within 20 minutes. It seem happen more when using energy weapons so I am starting to suspect EVE for being a part of that, but is hard to tel exactlyl, yet.

Anyone knows if EVE is a common cause of totally random crashes?


Probably a little late here, but it seems that way. I can't use EVE because it crashes the game when I use an energy weapon. NPCs can still fire them without crashes, oddly enough.




While I'm here, I'd like to ask how this works. I just recently got Fallout 3 up and running on a new laptop. I'd love to use something like FCOM for Fallout. Really loved the variety it provided in Oblivion.

Are the previous mentioned issues of the merger fixed? Is it safe to use? Do I use it like FCOM (Download all the mods included, install them, then use the merger)?
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Lizbeth Ruiz
 
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Post » Sat Feb 19, 2011 8:48 am

Disabling UFP hasnt made a difference. When I started a fresh install/game, it would crash maybe once an hour... but now I'm experiencing a CTD every 5-15 mins. It seems to get alot worse as the game progresses. Should I try uninstalling UFP or would that remove files and make things worse? I've uninstalled/reinstalled the game twice this week and I'd really like to start playing the game!

Thanks for the help.
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sunny lovett
 
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Post » Fri Feb 18, 2011 11:47 pm

This looks promising, when i try to load my mods into fallout again, ill look here.
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Susan
 
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Post » Sat Feb 19, 2011 7:15 am

@ Regulus134

- in your load order you have Darn ui and Darn extras...if thats the latest of Darn(v.a11) then the extras plugin should be unchecked.

- honestly alot of problems can be resolved if you uninstall WMK...its not fully compatible with the fwe-fook merger and/or other big overhauls discussed here. I wouldnt recommend WMk until FOSE gets updated and then a real patch can be made.

- Installing Project Beauty with enable you to use my FOOK+FWE+PB+MMM.esp which merges alot of the plugins and will let you disable almost all of the eve plugins(accept eve.esp & eve-anchorage) you use since they are built into that patch.

- FWE-UFP support is built into the MMM-FWE master release plugin.

- With my FWE-FOOK merger doesnt mean you use every FOIP plugin available - FOIP plugins are to be used with certain configurations. Its not yet fully stable to install WMK EVE FWE FOOK MMM and then use every merger for each one. The main problem would be the WMK compatibiltiy with the other mods.

- For a complete Overhaul with no problems it would be FOOK+FWE+PB+MMM+EVE(optional+uwwut) the WMK patches with any load order will override FWE-FOOK merger or be overwritten by the FWE-FOOK merger, basically when you add WMK, to me things tend to get sloppy in my opinion - to many patches have to be used and remember the current WMK-FOOK patch is for an older version of FOOK a new one hasnt be made for the current release and the FWE-FOOK merger requires the latest FOOK & FWE.

-dont always assume its your load order or your mods that FO3 is crashing..FO3 crashes straight out of the box with no tampering(fallout3 -known bugs/crashing wiki)
It can be your computer itself...how much ram you have, your operating system, if you have a dual core it can also be that which a fix has been made...your fo3 ini file - current driver of your graphics card - some people have to install an older driver for their graphics card for a more stable game - so google your card with fo3 to see what driver is best for Fallout.

Basically any amount of these things all contribute to fo3 crashing. Defragging your drive after installing these gb of mods and fo3 will help alot with load times and stuttering. I can go on and on about why you maybe be crashing but i first would start with your load order with WMK.
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Emily Graham
 
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Post » Sat Feb 19, 2011 3:38 am

@ Captain Cannibal & Everyone else.

EVE is stable in my game maybe because i only have 2 EVE plugins. I notice laot of people add all of the EVE plugins they can find from FOIP - thats because FOIP and myself are trying to make things simpler and get load orders correct for a stable game no matter what combination of overhauls you use. Here is an example of my load order with no problem or crashes.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] FACE2.esm-----------(use only this master plugin dont install the textures & meshes that come with it)
[X] Project Beauty HD version.esm---------(HD version required for FWE-FOOK merger)
[X] Sharing and Caring Companions.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FOOK2 - Main.esm
[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm
[X] FOOK2 - [DIK] DLC Improvement Kit.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] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] CALIBRxMerchant.esp
[X] Quicker Messages Combo.esp
[X] DarNifiedUIF3.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [DIK] DLC Improvement Kit.esp
[X] FOOK2 - Mothership Zeta.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FWE - Weightless Ammo.esp
[X] FO3 Wanderers Edition - Optional Sneak Msgs.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] TAILOR MADE DLC COMBO.esp------------combines all tailor made esps
[X] EVE.esp
[X] EVE Operation Anchorage.esp
[X] UWWUT.esp
[X] UWWUT - The Pitt Addon.esp
[X] UWWUT - Broken Steel Addon.esp
[X] CALIBR Ammo Schematics - CRAFT.esp
[X] CRAFT - Workbench and Crafting Expansion combined.esp
[X] CRAFT - WCE FOOK+FWE Patch.esp
[X] CRAFT Improvised Weaponry.esp
[X] CRAFT Improvised Weaponry - FOOK+FWE.esp
[X] CRAFT - EnergyAmmo.esp
[X] DREE PERK COMBO.esp
[X] UndergroundHideout.esp------best house mod, period.
[X] MTC Wasteland Travellers.esp
[X] MTC Wasteland Travellers (Optional)- Crowded Cities.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 - FOOK2.esp
[ ] Mart's Mutant Mod - FOOK2 - DIK.esp---------------built into FOOK+FWE+PB+MMM.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[X] SkillCheck.esp
[X] WastelandMastery.esp
[X] SCC - Talk to Anyone.esp
[X] FO3 Wanderers Edition - FOOK Support.esp
[X] FWE - FOOK DLC Support.esp
[X] FWE-FOOK Merger Colossus Armors Plugin.esp
[X] RWI - Creatures and NPCs.esp
[X] RWI - DLC Addon.esp
[X] FOOK+FWE+PB+MMM.esp
[X] FOOK+FWE+EVE+UWWUT.esp
[X] FWE-FOOK bullets projectiles.esp
[X] KH_FWE Fixes and Tweaks.esp-----fixes some bugs with FWE such ass power armor fitting etc.
[ ] KH_MMM override.esp ------fixes things but also disables some of MMM features.
[X] RWI+PB.esp
[X] RWI-DLC+PB.esp
[X] FOOK 2 FIXES.esp--------all in 1 FOOK2 temporary fixes
[X] Batch.esp--------------my merger esp(heavily edited by me)

now this is a breakdown of my load order - i took out alot of plugins i have installed but i didnt want to post my WHOLE load order so im only showing how my overhauls are loaded. Notice no WMK which defeats alot of those FOIP plugins needed for WMK with FOOk EVE FWE and/or MMM. People should familirize themselves with FO3EDIT it wont hurt you to know how to find conflicts and make cp's yourselves which can be uploaded to help other people. I dont just make a merger esp and load it last i make it then make edits in it to make everything i have installed compatible with eachother. So each mod can work as intended.

============================================================


For people who wnat to start from scratch and are tired of reinstalling then do things like this. Also makes things easier if you have all 5 dlc since some mergers and mods require all 5.

-Install FALLOUT3 and update it to the latest version
-Install FOSE, FOMM, and Arhcive invalidated
-ALways use FOMM to install mods - start installing your overhauls
-Keep it simple - install DArn ui, FWE, FOOK, EVE, MMM, PB-HD, (optional)UWWUT / Craft & Calibr
-Now get the FWE-FOOK merger and FOIP patches
*for this combo of mods get 2 plugins from FOIP and a few from FWE-FOOK merger page
*FOIP - you only need the MMM-FWE.esp and MMM-FOOK2.esp
*FWE+FOOK merger- get the merger use both plugins in it and get PB-MMM & EVE-UWWUT patches which has the FOOK+FWE+PB+MMM.esp & FOOK+FWE+EVE+UWWUT.esp and optionally get Kais FWE/MMM fixes.
-Install in this order - FOOK,FWE,MMM,UWWUT,EVE,Darn UI, PB then the mergers and optional patches from FOIP&FWE-FOOK merger. it is also safe to get some add some craft addons and add tailor made mod.
-Sort your load order according to what i posted above with FOMM
-Load fo3edit sort masters and make a merger patch. open FOMM and now check your load order carefully and enable the merger patch you made.

* install any other fallout utilities such as CASM or FOSR(fallout stutter remover)
* now defrag your hard drive - it really does help!
* run master update function from fo3edit which could help by setting all plugins as masters but keep that same load order.
* start your game for testing to make sure everythings is good.

::notes::
**Fook comes with an older version of calibr - download the new oneand replace.
**Uncheck FOOK's EVE plugin only use EVE.esp and EVE-anchorage.esp which comes with the original EVE mod.
**If you use the sort masters function(which you should) in fo3edit select all plugins except fwe-mothership zeta.esp sorting masters on that plugin will cause errors that one select all and ctrl+click that one to deselect it then right click on any other plugin(all your plugins should be highlighted blue if selected) then choose sort masters and save after.
**only make your merger patch after you got the above mods installed and everything done in fo3edit.
**running masterupdate feature after you make and activate your merger patch. masterupdate may or may not help you.
**copy this post and save it to your desktop for an easy reference ;)
**I helped many people with load orders so post your load order on my thread for an speedy response from me
here: http://thenexusforums.com/index.php?showtopic=167335 tho its easier to come to fwe-fook merger tho: http://fallout3nexus.com/downloads/file.php?id=10167 and click the discussions tab and then "load order & post" thread.

now add little mods that dont conflict with your Ultimate Load order 1 by 1 and fit them in where they should go...use B.O.S.S. for FO3 and/or download the "basic load order guide" from my FWE-FOOK merger site. dont dowload 30 mods you think you must have and install them then you will be back to where you started...now knowing what mod is causing problems ;(

Its 6:30 am here and i may have type this to fast...but im pretty sure 95% of the things i said are right.
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Spooky Angel
 
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Post » Sat Feb 19, 2011 2:58 am

So I've played fallout when it came out, didn't really like it, didn't hate it either.

But I have decided to give it another try with the DLC's and a few mods.

I am trying FWE and FOOK2 (by the way, it took me like half an hour to realize what those stand for, it was like readin Morse Code). I have been using this thread as a guide for my load order, but when I choose to wake up to skip the very interesting, but not in a "I wanna do it again" way, character creation part, I get stuck. I choose my SPECIALs, my tagged skills, MY HISTORY, everything that it displayed by the computer in the shack, but at the end of it, I don't get any gear, I don't get the perks for the corresponding history (I chose Talon Merc), and I cannot open the door. Any advice?

My load order:

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FOOK2 - Main.esm
[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm
[X] FOOK2 - [DIK] DLC Improvement Kit.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] CRAFT - Activation Perk.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [DIK] DLC Improvement Kit.esp
[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp
[X] FOOK2 - Mothership Zeta.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 - Alternate Travel.esp
[X] FO3 Wanderers Edition - FOOK Support.esp
[X] FWE - FOOK DLC Support.esp
[X] merged_patch.esp
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Fri Feb 18, 2011 6:20 pm

So I've played fallout when it came out, didn't really like it, didn't hate it either.

But I have decided to give it another try with the DLC's and a few mods.

I am trying FWE and FOOK2 (by the way, it took me like half an hour to realize what those stand for, it was like readin Morse Code). I have been using this thread as a guide for my load order, but when I choose to wake up to skip the very interesting, but not in a "I wanna do it again" way, character creation part, I get stuck. I choose my SPECIALs, my tagged skills, MY HISTORY, everything that it displayed by the computer in the shack, but at the end of it, I don't get any gear, I don't get the perks for the corresponding history (I chose Talon Merc), and I cannot open the door. Any advice?

You need to use the bed.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Sat Feb 19, 2011 8:27 am

You need to use the bed.

LOL :rofl:

I laughed at myself. Thank you.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Sat Feb 19, 2011 1:03 am

LOL :rofl:

I laughed at myself. Thank you.

Np :)
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Sat Feb 19, 2011 2:52 am

nvm understood in better in the morning lol. Thanks for the instructions. starting fresh yet again!
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Sat Feb 19, 2011 2:57 am

My game seems to be running quite stable but I've only player 1 hr.
I have couple problems so far. I cannot repair with scrap metal and I don't have the "repair parts" in the craft menu.
Here's my current load order. Please let me know if there are changes that need to be made.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Project Beauty HD version.esm
CRAFT.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.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
CASM.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Mothership Zeta.esp
FO3 Wanderers Edition - Main File.esp
FWE - Weightless Ammo.esp
FO3 Wanderers Edition - Optional Sneak Msgs.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
UWWUT.esp
UWWUT - The Pitt Addon.esp
UWWUT - Broken Steel Addon.esp
UndergroundHideout.esp
Vault-Tec Experimental Dimensional Safe.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 - FOOK2.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - No Floaters.esp
FO3 Wanderers Edition - FOOK Support.esp
FWE - FOOK DLC Support.esp
FOOK+FWE+PB+MMM.esp
FOOK+FWE+EVE+UWWUT.esp
FWE-FOOK bullets projectiles.esp
FWE - Reduced Radiation.esp
KH_FWE Fixes.esp
KH_FWE Tweaks.esp
Sally Fix 2.1.esp
Merged.esp

Total active plugins: 71
Total plugins: 71

Btw I've tried the sorting masters (without fwe dlc mothershiip zeta), fo3edit and master update.

Thanks
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

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