Overhaul Load Order

Post » Fri Feb 18, 2011 10:43 pm

I noticed you used Project Beauty and the compatibility patch in this list... is that necessary to get FOOK/MMM/WMK/FWE/EVE working together? Just a bit hesitant to try installing anything that requires me messing around in GECK to install.... don't get me wrong if it's what it takes then it's what it takes... just asking if that was something that's there by necessity or there for extra effect.
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phil walsh
 
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Post » Fri Feb 18, 2011 7:52 pm

I reinstalled again so no reply needed for my previous post.

Streetstar5 where can I find the fook2 fixes at the bottom of your load order?
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Justin
 
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Post » Sat Feb 19, 2011 8:29 am

Thanks to all involved for all the hard patient and SCARY work going into making this real :foodndrink: My mind gets fried just glancing at that long list of mods :drool:
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Pat RiMsey
 
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Post » Sat Feb 19, 2011 8:58 am

fook2 fixes can be found here: http://www.fookunity.com/forum/showthread.php?t=2576

my fook+fwe+pb+mmm patch is for fook2 1.1 fwe 4.1.1 MMM rc5.1 and "PB-HD version"

so GRimreaper for the mods you want you have to get the foip patches for wmk which gets pretty complicated but read the 1st page for Mez advice for a FWE/MMM/FOOK/WMK/EVE configuration which i dont use. You dont have to open the GECK for any of this stuff...just FO3edit for making a merger patch...in my whole Fallout modding...i never used the GECK...not even once...GECK is essentially made for modders.

the PB-MMM patch can be found on my fwe-fook merger page here: http://fallout3nexus.com/downloads/file.php?id=10167

@ksajal - just sleep on the bed after you choose everything from the terminal...dont forget the bobblehead next to it.
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Laura Mclean
 
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Post » Fri Feb 18, 2011 6:42 pm

Do you need a FOIP or special load order care when using EVE MMM and WMK? If so, could you tell me exactly wich ones?
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Becky Palmer
 
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Post » Sat Feb 19, 2011 4:45 am

Since theres so many changes in fook2 1.1... is it a good idea to even use fook+fwe+pb+mmm with fook2 1.0? As far as I know... fook2 1.1 isn't realeased yet.

Man I wish WMK was able to keep up with these major mods... There was never a proper integration for fook2 1.0 and now with 1.1 is gets worse as far as I've read somewhere. Looks like I'll have to stop using that mod for now :( It was exciting to find mod kits lying around and made me really happy when I unexpectedly found a rare laser sight after a rough battle with raiders! I'm guessing anistar does't have much help and I also know theres a lot of work involved. I'd help if I had the patience and energy you guys have haha.

Are there a good amount of weapons in fook2 that have scopes... silencers etc? That may make up for it lol. I've still yet to play fook2 past lvl 12-15 (I've ended up reintalling the game about 10 times) so maybe the really good guns will show up after.

Thanks for all your help streetstar. Also thanks Mez, Kai, anistar and all the others who make fallout 3 a really long-lasting real fun game.
You guys are doing a great job with these mods and provide prompt and clear help.

All the effort is thoroughly appreciated by many!
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Katy Hogben
 
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Post » Sat Feb 19, 2011 3:10 am

Thanks to all involved for all the hard patient and SCARY work going into making this real :foodndrink: My mind gets fried just glancing at that long list of mods :drool:


LOL, the only thing I'm not using in that list is PB... and I gotta tell ya it's freaken amazing... hardly recognize the game and DAMN is it brutally hard. Ammo? What ammo? :huh:


Hmmm.. I didn't realize that WMK was set up for an old version of FOOK... and yes with MMM, FWE, EVE and FOOK it takes 3-4 more compatibility patches.. and even with all that you wind up with a whole stack of un-modifiable weapons.... kinda defeats the idea.. so I might remove WMK from my list... see if that can help my stability as well... running on a 2.21 processor is a [censored].
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Marine x
 
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Post » Fri Feb 18, 2011 7:43 pm

The current version of WMK-FOOK2 works just fine with the current version of FOOK2; and there will be no impact on general stability with or without it. There will be an update to WMK-FOOK2 once FOOK2 v1.1 is out.

The reason there's a 'stack' of unmodifiable weapons in FOOK2 is that FOOK2 just adds so many weapons. It's not possible/practical to implement them all.
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Nicole Elocin
 
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Post » Fri Feb 18, 2011 8:25 pm

Thats enough of a nudge to make me add WMK back in the lineup!

@Mezmorelda. I get these errors in fo3edit when I add your merged patch:

[Merged.esp] Adding master "Mez's Merged Patch - FWE-WMK-MMM.esp"
Error: Can't merge faulty ordered list aaaLSguns2OrderedList [FLST:240158D6]
Error: Can't merge faulty ordered list aaaSCgunsOrderedList [FLST:240158D7]
Error: Can't merge faulty ordered list aaaSCguns2OrderedList [FLST:240158D8]
Error: Can't merge faulty ordered list aaaSIgunsOrderedList [FLST:240158D9]
Error: Can't merge faulty ordered list aaaSIguns2OrderedList [FLST:240158DA]
Error: Can't merge faulty ordered list aaaAFgunsOrderedList [FLST:240130EB]
Error: Can't merge faulty ordered list aaaAFguns2OrderedList [FLST:240130ED]
Error: Can't merge faulty ordered list aaaECgunsOrderedList [FLST:2401522D]
Error: Can't merge faulty ordered list aaaECguns2OrderedList [FLST:2401522E]
Error: Can't merge faulty ordered list aaaLSgunsOrderedList [FLST:240158D5]

Is there a workaround? Or Should I not add it?

Heres my load order:

[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] Project Beauty HD version.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] DarNifiedUIF3.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] CALIBRxMerchant.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] FO3 Wanderers Edition - Optional Sneak Msgs.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
[ ] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FWE - Weightless Ammo.esp
[X] FWE - Reduced Radiation.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
[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
[X] UWWUT.esp
[X] UWWUT - The Pitt Addon.esp
[X] UWWUT - Broken Steel Addon.esp
[X] UWWUT - WMK Addon.esp
[X] UndergroundHideout.esp
[X] Vault-Tec Experimental Dimensional Safe.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 - No Floaters.esp
[X] Mart's Mutant Mod - No Ghoul Raise.esp
[X] Mart's Mutant Mod - FOOK2.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE with EVE.esp
[X] Sally Fix 2.1.esp
[X] FO3 Wanderers Edition - FOOK Support.esp
[X] FWE - FOOK DLC Support.esp
[X] FOOK+FWE+PB+MMM.esp
[X] FOOK+FWE+EVE+UWWUT.esp
[X] KH_FWE Fixes.esp
[X] KH_FWE Tweaks.esp
[ ] Mez's Merged Patch - FWE-WMK-MMM.esp
[X] Merged2.esp

Also, if anyone notices anything that I should add or remove from my load order... the advice would be appreciated.
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An Lor
 
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Post » Fri Feb 18, 2011 6:21 pm

Can you folks tell me if the following load order needs any tweaking?

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmStreetLights.esmDarNifiedUIF3.espCRAFT - Activation Perk.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.esp1Animated Nightvision goggles.espSniperZooming.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espStealthboy Recon Armor - CRAFT.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espSavage Wasteland - Fewer Gun Wielding Maniacs.espGore_No_More.espLess_Blood.espStreetLights - Wasteland.espMagic Pip-Light (40 Brightness).espLightingOverhual-InteriorONLY.espFO3 Wanderers Edition - Optional Sneak Msgs.espBypassOpAnchorage.espBoSPatrols.espPoint Lookout Scar Hair for Vanilla Races.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_FWE Hellfirefix.espKH_NoAmmoWeight.espKH_MMM override.espMez's Merged Patch - FWE-WMK-MMM.espTotal active plugins: 65Total plugins: 65

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The Time Car
 
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Post » Sat Feb 19, 2011 3:35 am

@Elanthil01

wheres your merge patch?
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Captian Caveman
 
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Post » Fri Feb 18, 2011 8:31 pm

I'm getting the CTD on startup, too. (It goes to the please wait screen and then crashes a few seconds later).

I know this sometimes happens from an .esp missing an .esm, but I don't see anything missing. Can someone take a look?


[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[X] Project Beauty HD version.esm[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] DarNifiedUIF3.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] MyFOOK2 - Black & White Tranquility Lane.esp[X] FO3 Wanderers Edition - Main File.esp[X] FWE - Weightless Ammo.esp[X] FWE - Reduced Radiation.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] FO3 Wanderers Edition - Lvl 30 High Skills.esp[ ] FO3 Wanderers Edition - Followers Enhanced.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] Tailor Maid.esp[X] Tailor Maid Anchorage.esp[X] Tailor Maid PITT.esp[X] Tailor Maid Brokensteel.esp[X] Tailor Maid ZETA.esp[X] Tailor Maid Black Retex.esp[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] UndergroundHideout.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[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] SkillCheck.esp[X] WastelandMastery.esp[X] FO3 Wanderers Edition - FOOK Support.esp[X] FWE - FOOK DLC Support.esp[X] FOOK+FWE+PB+MMM.esp[X] FOOK+FWE+EVE+UWWUT.esp[X] FWE-FOOK bullets projectiles.esp[ ] Project Beauty.esp[ ] FOOK2 - [EVE] Energy Visuals Enhanced.esp[ ] MyFOOK2 - No [censored] Victims.esp[ ] Stealthboy Recon Armor - CRAFT.esp[ ] UWWUT - WMK Addon.esp[ ] UWWUT_WT - TP Addon.esp[ ] UWWUT_WT.esp[ ] UWWUT_WT - BS Addon.esp[ ] Mart's Mutant Mod - FWE with EVE.esp[ ] Mart's Mutant Mod - CFW.esp[ ] Mart's Mutant Mod - XFO.esp[ ] Choose your own hairstyle (load this last on FOMM).esp[ ] DarNifiedUIF3_FWE.esp[X] merged.esp

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Brittany Abner
 
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Post » Sat Feb 19, 2011 3:52 am

@Elanthil01

wheres your merge patch?


I use Mez's merged patch..its right there in the order...bottom entry
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STEVI INQUE
 
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Post » Fri Feb 18, 2011 10:01 pm

I use Mez's merged patch..its right there in the order...bottom entry



you still need 2 use fo3edit and make a merge patch...Mez patch is for WMK...you still need to make a merger patch for all your mods and make it the last plugin!
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clelia vega
 
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Post » Sat Feb 19, 2011 9:44 am

Is that really a necessity ?
And if it is, what exactly should be put in the merged patch ? I have serious doubt that simply creating it with the actual load order and not modification thereafter would be ideal.
If the procedure as the same aims as wryebash for Oblivion, there's still the need to look at what you're merging to avoid new problems and to maybe edit some records of the merged patch.

I'm using Mez's merged patch with a mod setup incorporating FWE-MMM-WMK and don't think I need another one as none of my other mods are changing formlist.
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Donald Richards
 
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Post » Fri Feb 18, 2011 6:43 pm

http://www.fookunity.com/forum/showthread.php?t=2058

thats a link for how to make a merge patch using fo3edit and reduce crashing - if a merge patch wasnt a necessity then the developers of FO3EDIT wasted alot of time making this utility.
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Baylea Isaacs
 
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Post » Sat Feb 19, 2011 12:22 am

Actually, if you're using Mez's merged patch, you've got mostly what you need. I don't have the link right now, but there is a thread (titled "Is masterupdate still necessary?" I think) that goes more in depth into the questions about merged patches. The short answer is, it's not generally a good idea to just make a merged patch of all your plugins.

gothemasticator
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Sandeep Khatkar
 
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Post » Fri Feb 18, 2011 11:05 pm

Hi I am getting crashes, grateful if someone could check my mods
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esm   Requires CRAFT.esm and CALIBR.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espCASM.espCRAFT - Activation Perk.esp   Requires CRAFT.ESMCALIBRxMerchant.esp   Requires CALIBR.ESMGalaxyNewsRadio100[M].esp   Only use one GalaxyNewsRadioXXX[M].esp pluginPeople_Radio.esp* This mod does not exist in the current templateRadioTenpenny.espCONELRAD 640-1240.espExistence2.0.esp* This mod does not exist in the current templateCivilDefenseBroadcastSystem.esp* This mod does not exist in the current templateFellout-Full.esp   Either Fellout-Full.esp or Fellout-SOTD.esp pleaseFellout-Anchorage.esp   Requires Anchorage.esmFellout-BrokenSteel.esp   Requires BrokenSteel.esmFellout-PointLookout.esp   Requires PointLookout.esmFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espStealthboy Recon Armor - CRAFT.esp   Needs CRAFT.esmBobbleheads.esp* This mod does not exist in the current template


I have no patch so could that be my problem?

Regards

Si
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Judy Lynch
 
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Post » Sat Feb 19, 2011 4:56 am

to LordGrievious:
-what is FACE2.esm ? Is it changing npc's appearance ? If yes, is it compatible with Project Beauty HD ?

-also, is project beauty compatible with FWE ? I don't think it is.
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Ells
 
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Post » Sat Feb 19, 2011 6:59 am

to LordGrievious:
-what is FACE2.esm ? Is it changing npc's appearance ? If yes, is it compatible with Project Beauty HD ?

-also, is project beauty compatible with FWE ? I don't think it is.


The only question I can answer is about Project Beauty, this was taken from the http://www.gamesas.com/bgsforums/index.php?showtopic=1056342 page.

Project Beauty | FO3 Nexus | [FWE Incompatible]
The name is a little mis-leading, as project beauty doesn't specifically make people "prettier," but rather much more realistic and characterful. Tweaks most named NPC's as well as the faction templates for more diversity and distinction.


...But if you want to use it, just follow the load order in the first post with the proper patch :)
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Catharine Krupinski
 
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Post » Sat Feb 19, 2011 2:37 am

Thx for the info, although I'm not using it, I know what Project Beauty is but I'm still wondering from where is the FACE2.esm coming...
Judging from the name, it's probably editing npc's faces and so could be incompatible with Project Beauty (unless it's a part of it).
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Chris Ellis
 
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Post » Fri Feb 18, 2011 9:33 pm

Little help? As soon as I hit the .exe the game crashes.


Fallout3.esm
CRAFT.esm
CALIBR.esm
Project Beauty HD version.esm
FOOK2 - Main.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
CRAFT - Activation Perk.esp
DarNifiedUIF3.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FO3 Wanderers Edition - Main File.esp
KH_FWE Fixes.esp
FO3 Wanderers Edition - FOOK Support.esp
EVE - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FWE with EVE.esp
Mart's Mutant Mod - XFO.esp
Fellout-Full.esp
XFO_Immersion_Necessities.esp
XFO_Weapon_Jamming.esp
XFO_rarity_ammo_high_FOOK.esp
XFO_Weapskill_accuracy_notdmg_high_FOOK.esp
1PipboyPDA.esp
dD-More Gore.esp
FO3 Wanderers Edition - More Gore.esp
dD-Smaller Spatters.esp
dD-Smaller Wounds.esp
PipboyLantern.esp
XFO_food_water_changes.esp
Realistic Explosions.esp
knockdowns.esp
ek.FOOK.fix.v2.esp
CTR Stealth PwrArmor.esp
Project Beauty.esp
CTR Stealth v2.1.esp
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Jodie Bardgett
 
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Post » Sat Feb 19, 2011 5:53 am

-XFO is in part integrated in FWE, you shouldn't use both.
-Also look for FOIP on fallout Nexus and check your installation of FWE, it seems to me that you have to little plugins with the FWE label.
-Are you using the FOOK-FWE merger ? It's available on Nexus.
-A crash on startup is often caused by a missing master, you can check what masters are needed by each plugin with FO3EDIT.
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Lindsay Dunn
 
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Post » Fri Feb 18, 2011 11:58 pm

so which is the best place in the OP's list to put companion mods?
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Daniel Brown
 
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Post » Fri Feb 18, 2011 5:55 pm

k i downloaded all the mods on that list, installed em the same way and i get a crash on startup, id post a list of the load order but i dunno how

edit: nvm i had a mod on without a master
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Amanda savory
 
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