can someone check this out please?

Post » Sat Feb 19, 2011 7:26 am

hello after a brief sojourn to the Mojave desert i have decided to return to the Capital Wasteland until obsidian/bethesda release a new update fixing the bugs . any way could someone look at my load order please and tell me why i am freezing up at the main menu?

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  unofficial fallout 3 patch.esm  [Version 1.2.0]07  craft.esm08  calibr.esm  [Version 1.4]09  fo3 wanderers edition - main file.esm0A  mart's mutant mod.esm0B  StreetLights.esm0C  eve.esm0D  unofficial fallout 3 patch - operation anchorage.esp  [Version 1.2.0]0E  unofficial fallout 3 patch - the pitt.esp  [Version 1.2.0]0F  unofficial fallout 3 patch - broken steel.esp  [Version 1.2.0]10  unofficial fallout 3 patch - point lookout.esp  [Version 1.2.0]11  unofficial fallout 3 patch - mothership zeta.esp  [Version 1.2.0]12  BetterGamePerformance.esp13  StreetLights - Wasteland.esp14  casm.esp15  fo3 wanderers edition - main file.esp16  fo3 wanderers edition - dlc anchorage.esp17  fo3 wanderers edition - dlc the pitt.esp18  fo3 wanderers edition - dlc broken steel.esp19  fo3 wanderers edition - dlc point lookout.esp1A  fo3 wanderers edition - dlc mothership zeta.esp++  FO3 Wanderers Edition - Optional Restore Tracers.esp1B  weaponmodkits.esp1C  weaponmodkits - fwe master release.esp1D  weaponmodkits - operationanchorage.esp1E  weaponmodkits - thepitt.esp1F  weaponmodkits - brokensteel.esp20  weaponmodkits - pointlookout.esp21  weaponmodkits - zeta.esp22  wmkaa12shotgun.esp23  JHB House Robots Can Repair.esp24  eve.esp25  eve operation anchorage.esp26  eve - fwe master release.esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp27  mart's mutant mod.esp28  mart's mutant mod - dlc anchorage.esp29  mart's mutant mod - dlc the pitt.esp2A  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp2B  mart's mutant mod - dlc zeta.esp++  Mart's Mutant Mod - Zones Respawn.esp++  Mart's Mutant Mod - Tougher Traders.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Master Menu Module.esp2C  mart's mutant mod - fwe master release.esp++  Fellout-pipboylight.esp2D  Fellout-Full.esp++  Fellout-Anchorage.esp++  Fellout-BrokenSteel.esp2E  Fellout-PointLookout.esp2F  Fellout-Zeta.esp30  Weight.esp++  Containers Respawn.esp++  Trader100%Repair.esp++  Ammo Box Respawn.esp++  Moira.esp++  Enclave Ammo Box Respawn.esp31  personalterminal.esp++  medkit and toolbox respawn.esp32  CALIBR-Cabinet.esp++  MerchantsUnlimitedCaps.esp33  enhancedsnipersandsilent.esp  [Version 1.1]34  bzfatigues.esp35  mart's mutant mod - fwe master release + dlcs.esp36  bashed patch, 0.esp

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Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Sat Feb 19, 2011 8:19 am

FWE and EVE 0.97 weren't compatible last time I looked.

Between EVE 0.96 and 0.97 the mod was split from an ESP into an ESM and ESP, so the patch is looking for things in the ESP that are now located in the ESM.

Try disabling EVE or rolling back to 0.96 and see if that helps.

Additionally, these shouldn't be active as they are handled by the FWE-MMM patch:

++ Mart's Mutant Mod - Zones Respawn.esp
++ Mart's Mutant Mod - Tougher Traders.esp
++ Mart's Mutant Mod - Natural Selection.esp
++ Mart's Mutant Mod - Master Menu Module.esp
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Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm


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