There is BOSS for optimized load order checks. I never used it so I cannot say that much.
I use BRUTE FORCE
Uncheck all mods except the Bethesda 5.
-- If it runs then recheck half the mods and see if it still runs.
--If so check half of the half remaining and reload your game
Somewhere you should encounter the mod thats stopping everything.
Process of elimination to see where the mods are that stops the game....Then kick the offender to the curb and PLAY.
This method is available for indepth mod troubleshooting ( @mechine ):
http://www.thenexusforums.com/index.php?/topic/148442-enclave-commander-game-crash/
It takes time but the main thing seems to be opening each mod up in FO3edit and attempting to make each entry "green" as below:
First step
1. delete an remove every compatibility patch you have in the load order, every one of those crappy things.
2. You kind of want to have your load order like mine, with UFP (unofficial fallout patch) right after the .esm's
Then FOOK right after the UFP, the reason being is that there are so many entries you can pretty much
fix 80% of your load order just working in these two mods, because they are both super huge.
The rest of the load order is up to you.
3. uh, FO3edit, download it because you need it to fix this, and other cool stuff.
Okay so it would probably be a good idea to forget about everything you ever learned about load orders.
The basic rules still apply though somewhat.
Esm's
UFP
FOOK
Other huge mods, I mean really huge
This area is the place where the tiny stuff that just adds or does a few things go
Fellout and Weather
MMM
Get something you think it pretty good as far as load order.
Open the whole list with FO3edit, look here an there an see if there is anyway you could make the load order better
Like some mods that you know you want to use over other ones, which the one you want would load after the one you don't
so it will overwrite it, catch my drift yet?
Ah that's okay for a load out, I've seen worse...
Now you perform the merge patch, like all the really great uber players told me to
I'll paste in the post I got that told how to do it.
I didn't do it like they said though, so see my method below.
--------------------------
*Quote*lol.
you hardly seem the same person when posting problems instead of answering them.
load all that into FO3Edit, wait until 'finished', click on left window, ctrl-A to select all, right click, choose 'Create Merged Patch', name it and it will add all the masters it needs and spew out the troublesome conflicts in a handy .esp, open it and have a good look at what's in there, right click and remove anything vestigial or redundant from the original .esp (not the merged patch), close FO3Edit without saving the Merged Patch, rinse and repeat...
you really should install the 1.7 update, if the masterupdate thing is putting you off doing it, just alter the File Header for each mod back to .esp...
when you do have a Merged Patch that you are satisfied with (the first attempt might achieve this), close FO3Edit and Save it, launch FOMM, tick the 'Merged-Patch'.esp and always ensure that it is last in load order.
if you change your load-order, best to delete the patch and make a new one, each and every time (with a clean non-auto non-quick save between).
CTDs should be greatly reduced. *End Quote*
----------------------------------------
Okay so I kind of took into account what was said, but I knew things so I changed it a bit.
For one I didn't remove any entries, or remove anything for the matter even if it's redundant, or bad.
I fixed everything so it matched, an picked what I wanted as the entry based off the others.
I opened FO3edit, Ctrl A then right click an create merge patch, you can name it whatever, but nameing it mergepatch something will let you know what it does.
Save it, an idk don't pay attention to the weird errors if it has some in the process of creating the merge patch
the only thing you want to pay attention to is that the whole list of mods was listed in the adding master information or adding master
make sure all the mods are listed, then save it... Close FO3edit which brings up the save check or uncheck.
Now run FOMM an turn Merge patch on or check it, last in the load order, exit FOMM.
Go to FO3edit an launch it (each time you create a new Override you'll have to do this, don't forget)
All it does is makes it so that you don't have to select anything when you launch FO3edit
Okay so load the whole load order again with FO3edit.
Scroll down to the merge patch
open it up, start at the top an work your way down the entries
doing what you have to do in order to get them all green
look in the info tab at the bottom of FO3edit to find out what the pretty colors actually mean (important)
You kind of have to make desisions on which version of the entry you want to use, there's 12 entries for idk
a creature, pick the best one, an either copy paste the data in the entry so that they all match, or you can also
drag an drop, this is left to right as the last entry the furthest to the right is the one Fallout 3 will use.
Takes about a hour or so to fix the merge patch, remember not to remove any entries, you can delete
parts of a entry, like if one small part is causing a conflict, but you can't put it in all the entries
because those don't use that mod as a master like the merge patch does, so you should be able to put
anything in the merge patch, while not everything in the other entries, so say
Ghoulification has something in it, I drag that over to the merge patch entry, yay it worked
now it's a conflict though because the other ones don't and can't have it, I remove the data in the ghoulification entry
in order to fix, it's still in ghoulification, but it's not in the entry for this one item, however it's in merge patch so it's still there.
I don't delete the whole entry just the small part that caused the conflict after I added it to the merge patch. Git it?
blah blah blah, go down an fix the whole merge patch, then save it, or save as you go.
When you get done save it, then load the whole list again, an right click the merge patch an choose
check for errors, if no errors or conflicts are displayed then yay, if there are then fix them
sometimes scripts an other things don't take the first time you enter them into a override or merge patch
so do it again an it usually takes the second time.
Once you get the merge patch 100% fixed, you want to add a folder to your harddrive not your desktop
This is where you open your data folder, and make a copy of all your .esm an .esp files to place in the new file
on the hard drive as a back up, (if you screw up you'll want to start over without having to reinstall anything)
The reason I never remove or delete anything as far as a main entry, an by that I mean you open FO3edit, go to creatures
and open it then click on the red one, there's 12 main entries in there that follow the load order
Fallout3.esm, UFP, FOOK, Nailed to death, MMM
each of those are inside a mod, and yes they are redundant, but say I remove or delete the UFP one
it also removes all references to that entry inside UFP, GECK will warn you when you do this, FO3edit won't
True you can remove an delete stuff an it not effect anything, but every so often you will delete one that will end up
being a land mine and causing mass chaos conflicts across the whole load order (where did that come from)
So yeah, just fix what is there, don't remove the main entry, even though delete an remove is the easy fix, you'll get into trouble.
Now that it's out of the way....
Open FO3edit, load everything up, an always wait for the finished part to show up in the message box.
Waiting Waiting, ZOMG is it ever going to finish.
Lolz it only takes 30 seconds on a huge load order.
You want to start with UFP (unofficial fallout patch)
Open it an find your first conflict an start trying to fix the entries.
Eventually you are going to hit a wall, an something can't be used without adding something as a master to another mod.
This is why when you fix something an it's good or fix a few things you save it often, usually you end up saving like 12-24 .esp at a time.
So you save an load FO3edit many many times, always be working with a known good save.
If you screw up hit the X an don't save anything, even if you have to redo 24 entries or a whole mod.
It would be more easy to re do that than fix your screw up.
You never want to change what the actual mods use as masters.
(adding say UFP as a master to MMM will overwrite MMM's stuff with UFP stuff besides the part you wanted to fix)
(Also adding masters to actual mods will cause weird problems, sometimes causing more conflicts, an more to fix, a nightmare)
(So it's safe to say, never add another mod to a actual mod as a master)
You add masters to a mod in the file header in the block list to the left, they are listed, all you do is right click the top entry for master file.
But you only need to know how to do this in order to add masters to the Overrides you'll create.
Okay so You got to a entry in UFP you can't fix from doing normal stuff like copy paste or drag and drop
It's probably something that is contained inside a mod, which is all the really cool stuff
Awe man that cool thing hasn't been used the whole time I've been playing, ZoMg
What you do is
inside the window to the right in FO3edit where the multiple entries are displayed
Each entry has a very top which is the name of the mod, you right click the name of the mod
and select, copy as override into, then scroll down an pick "new file"
Name the file what it is that you are working on so you can keep up with it an also keep them seperate
(too many masters in a OverRide plug in will cause problems, so idk maybe 10-12 per Override, or hey just 3 masters to a override it's up to you)
The more split up into seperate plug in's the better it will work is what I'm saying
Okay so you copied as override into a new override file you created an named good
OverrideV1Creatures.esp this is your generic creature Override, and will probably have to use
the creature mods as masters, like FOOK, Nailed to death, ultra onley, MMM, UFP
What you do is get a piece of paper, and write down the names of the mods in the whole conflicting entry in UFP or whatever
then one by one enter them in, inside the file header in the block list of your OverrideV1Creatures.esp at the bottom of the list
in FO3edit, However it's hard to type them out an you can get it wrong which will cause it to error when you load the load order in FO3edit
You can either scroll up an look at the name, or if it's difficult minimize FO3edit, then open the data file
go to that mod, and open up the name like you were going to rename it, only copy that to clipboard don't change it
, since when you rename it selects all highlights the whole name by default it's easy.
Go back to FO3edit, then paste that in as a master to your Override, but don't ever forget to add the .esp or .esm at the end of the name
the name has to be exactly right, and if you ask me we name stuff [censored] sometimes, Geez, FOOK_I"m_A_DOOb_*space*X1V3test.esp
After you have all the masters added to the Override, save it, and then make it load automaticly via FOMM an launch FO3edit again
If you screw up FO3edit will tell you an just delete the .esp an start over.
Now, Remember how I said never remove/delete a Main entry inside FO3edit's Mulitiple entry list
Well you can delete an remove entries you make into the Override.esp you make
In fact you can use anything to create a Override an then delete everything inside the Override just so that you can create a new .esp
to make a Override out of. Like say you knew you were going to make one, just click a entry, it doesn't even have to conflict with anything
create the override, then go to the override in the block list a delete the container or creatures in the block list, edit the header as you like
and save it, then start overriding.
Pretty much you create the override then go back to the mod you were fixing like UFP and view that conflict list entry
the OverrideV1Creatures is now at the end of the list an it also can use everything and anything from any of the mods in the conflict list
or multiple entry list, it's also very last in the load order so represents what fallout 3 will use, so at this point it's only a matter of making the
decisions for what you want that entry to look like.
An example of this is takeing whiskey, which like 20 mods change the whiskey.
Using Overrides you can make the last entry look like the mod with the best whiskey stats
while also the really cool part is you can make a whiskey that has distruction data from FOOK,
Get's you drunk from inebriation-Fose (the screen gets blury an you can't walk), Give you a empty bottle for metal salvage,
Quinches thirst for primary needs, And jesus even has the Overdose capablity of BLTC or more.
Lolz MMM Glowing one ghouls with the UFP fix for glowing one's script in it
RI primary needs addictions, and BLTC addictions combined in the doctor script to remove addicitons
Ghoulifications join the ghoul faction an have them as followers added to MMM's great textures an fighting types
FOOK toughter enemys added to nailed to death, added to ultra onley, added to ghoulification, added to MMM
Geez, STALKER added to 20th century weapons, FOOK, WMK, FWE, XFO
Pretty much you can make any mod work with anything and everything.
You'll see,
UFP (unofficial fallout patch) takes a hour or few hours to fix, but fixes maybe 1/4 of the load order
FOOK probably fixes half the load order
So after you get past the huge mods at the start, it all goes downhill
you actually get tired of not seeing any conflicts, but it gets hard to find them
I still have some I got tired of looking for
I guess you could right click an check for errors as a guide
I think I'll try that.
You also wana take notes for one
I wrote a note to add all the 7 other food mods I have to the primary needs Override so they will make the player not hungry
or that the doctor addictions script was located in the RI_base3.esp incase I messed it up adding all those things from other mods.
After you get it finished or 98% finished, you probably want to start a new game
sometimes old games get messed up, but then sometimes new games get messed up
I had to restart like 3-4 times just to get a clean start I knew wasn't going weird
that's not our fault the game engine just does that because of the vast amount of data
heck you can just have a bad load up of Fallout 3 an it causes a crash
reboot an try again to fix it, heh doesn't that svck
but after you get a good new game start then you just avoided most of the problems in the future.
Shoot I even master updated my Override load order, an I have 1.7
I had these glitchy static popping sounds, I did many settings changes an found out that it was just the settings in the launcher for fallout
I set them to ultra an then moved them back down where they were an it fixed it.
The first thing you want to do is make the new game start, and then test an make sure that it's a good one
without any problems, this is your clean save for the future references in order to get a diagnosis for a problem.
It's a huge huge game, so the start is the most important as far as avoiding crashes.