Freshi install with new mods. could someone take a look plea

Post » Mon Dec 05, 2011 7:24 pm

Hi everyone,

Its great to back on Fallout 3 after months and months of my pc being down for the count.

I have reistalled a fresh game since I have no idea where I got to on my old one lol. As you might expect lots of my old mods have been updated or been discontinued so my old mod list no longer works. This is what I am currently running, though I dont know if they are all actually working correctly.

Fallout3.esm
Anchorage.esm
PointLookout.esm
Zeta.esm
ThePitt.esm
BrokenSteel.esm
Unofficial Fallout 3 Patch.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FOOK2 - Main.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
CRAFT - Activation Perk.esp
UndergroundHideout.esp
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
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - UFP Support.esp
Fellout-Full.esp
Fellout-pipboylight.esp
EVE.esp
EVE Operation Anchorage.esp
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.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

Total active plugins: 50
Total plugins: 63

The game starts fine and seems to work ok although I dont even have 1 hours worth of play under my belt yet so its a little early to tell. If anyone can double check my load order and give me some advice on how to check if some mods are working I would really appreciate it.

Thank for all your time.

Regards

Garrison

PS. In the nexus page for Marts MM it says wait for 4 days in a room with no npc's. Does your megaton house count despite the robot butler? If not where is good early on?
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koumba
 
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Post » Mon Dec 05, 2011 3:15 pm

Seems like you are missing the http://www.fallout3nexus.com/downloads/file.php?id=4968. You need FOIP - EVE v96 Package for FWE and FOIP - Marts Mutant Mod RC5 package (if you are using the latest EVE and MMM).

If you use the FOIP patch for MMM and FWE you can disable these MMM optional plugins:

Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp

Also, it's generally not recommended to use FOOK2 and FWE together. I haven't tried it myself though.
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Manny(BAKE)
 
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Post » Mon Dec 05, 2011 5:21 am

Ok doing that now. Foip is downloading as I type. Have a feeling this is gona fudge my load order completely lol.

Thanks for the avice I will keep you posted.

Seems like you are missing the http://www.fallout3nexus.com/downloads/file.php?id=4968. You need FOIP - EVE v96 Package for FWE and FOIP - Marts Mutant Mod RC5 package (if you are using the latest EVE and MMM).

If you use the FOIP patch for MMM and FWE you can disable these MMM optional plugins:

Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp

Also, it's generally not recommended to use FOOK2 and FWE together. I haven't tried it myself though.

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Juanita Hernandez
 
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Post » Mon Dec 05, 2011 6:59 pm

Ok doing that now. Foip is downloading as I type. Have a feeling this is gona fudge my load order completely lol.

Thanks for the avice I will keep you posted.

If you try to use FWE and FOOK2 together it will fudge up, they're mutually incompatible.
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Dawn Farrell
 
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Post » Mon Dec 05, 2011 2:11 pm

Ah man that svcks I rather like those two. Used to use XFO but I think that one is long gone now. Can someone give me the gist of what fook gives you please? If its just eh extra content I might be able to live without it.
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Kim Bradley
 
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Post » Mon Dec 05, 2011 9:55 am

Ok a quick update before I go to work. I have downloaded the foip patchs and copied them into my data folder. However I am now left witha truck load of stuff and im not sure what I can get rid of and what I cant and what order it all needs to be in. If anyone can give me a hand with this now I would be thrilled.

Here is the load order as it stands. Im sure alot of this can be deleted though.

Fallout3.esm
Anchorage.esm
PointLookout.esm
Zeta.esm
ThePitt.esm
BrokenSteel.esm
Unofficial Fallout 3 Patch.esm
CALIBR.esm
CRAFT.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 - Mothership Zeta.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
CRAFT - Activation Perk.esp
UndergroundHideout.esp
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Mothership Zeta.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - UFP Support.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE - FWE Master Release (Follower Enhanced).esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FWE Optional Worn Weapons.esp
Fellout-Full.esp
Fellout-pipboylight.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
MyFOOK2 - Black & White Tranquility Lane.esp
MyFOOK2 - No [censored] Victims.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - No DLC Increased Spawns.esp
Mart's Mutant Mod - No Size Scaling.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Skeleton Decay.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 - FWE Master Release.esp
Mart's Mutant Mod - FWE with EVE.esp
Mart's Mutant Mod - CFW.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
WeaponModKits - FOOK.esp

Total active plugins: 80
Total plugins: 80

Thanks again for all your time.

Regards

Garrison
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Jonathan Egan
 
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Post » Mon Dec 05, 2011 4:48 pm

FWE version of your setup would look something like this:


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esm<--------------------------.esms from all other mods (except follower and weather mods!)FO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esm<--------------------------- .esms from Follower and Weather modsCRAFT - Activation Perk.espDarNifiedUIF3.esp<--------------------------- .esps from other mods (except follower and weather mods!)FO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULESWeaponModKits.espWeaponModKits - FWE Master Release.esp (FROM FOIP)WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, only if using using F3 Wanderers Edition - Optional Worn Weapons.esp!)3WeaponModKits - OperationAnchorage.esp (FROM FOIP)WeaponModKits - ThePitt.esp (FROM FOIP)WeaponModKits - BrokenSteel.esp (FROM FOIP)WeaponModKits - PointLookout.esp (FROM FOIP)WeaponModKits - Zeta.esp (FROM FOIP)EVE.espEVE Operation Anchorage.espEVE - FWE Master Release.esp (FROM FOIP)EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)EVE - FWE with WeaponModKits.esp (FROM FOIP)Mart'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.esp Mart's Mutant Mod - FWE with EVE.esp <--------------------------- .esps from Follower and Weather mods (ie Fellout in this case)<----------------------------Your merged patch

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Dan Stevens
 
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Post » Mon Dec 05, 2011 1:48 pm

I don't mean to hijack this thread, but i would like to hear from Kai if he recommends having followers esp's load after MMM.

Current load order:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmAmyWong.esmXepha's Dynamic Weather.esmCRAFT - Activation Perk.espDarNifiedUIF3.espCASM.espRealistic Death Physics.espNoLockTopic.espBackpacks - SedPL.espCharonImproved.espAmyWong - Load Order Fix.espAmyWong - FOSE.espAmyWong - CALIBR 1.3.espAmyWong - DLCs.espAmyWong - FWE 5.espAll Companions Essential.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Halftime.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release (Follower Enhanced).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.espMart's Mutant Mod - FWE with EVE.espXepha's Dynamic Weather - Main.espXepha's Dynamic Weather - Anchorage.espXepha's Dynamic Weather - The Pitt.espXepha's Dynamic Weather - Broken Steel.espXepha's Dynamic Weather - Point Lookout.espXepha's Dynamic Weather - Night Eye Edition.espMyMergedPatch.esp


Is it advisable to load Charonimproved.esp and the Amy Wong esp's after Mart's Mutant Mod - FWE with EVE.esp?
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Dezzeh
 
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Post » Mon Dec 05, 2011 10:31 am

I don't mean to hijack this thread, but i would like to hear from Kai if he recommends having followers esp's load after MMM.

Is it advisable to load Charonimproved.esp and the Amy Wong esp's after Mart's Mutant Mod - FWE with EVE.esp?

Yeup, like it says in the template. Though with Amy Wong it probably wouldnt matter much where you actually put her. But if you stick with the rule of thumb of putting follower mods pretty far at the bottom of your load order you'll be fine in most any cases.
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April
 
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Post » Mon Dec 05, 2011 4:40 pm

Thanks! :thumbsup:
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Daniel Holgate
 
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Joined: Tue May 29, 2007 1:02 am

Post » Mon Dec 05, 2011 7:05 pm

I'm starting to think that bue to the huge amount of rubbish now in my data folder it would be more sensible to just start fresh. Thoughts?

G
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Chris Jones
 
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Post » Mon Dec 05, 2011 5:11 pm

I'm starting to think that bue to the huge amount of rubbish now in my data folder it would be more sensible to just start fresh. Thoughts?

G

Depends how you installed your mods. If you always simply dragged and dropped all the mods into your Data folder, then yes.
It's advisable to learn how the FOMM package manager works and to install every single mod via FOMM. Because that way you can uninstann and reinstall mods at your leise, without worrying of having leftover files hanging around in your Data folder.
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Joey Avelar
 
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Post » Mon Dec 05, 2011 7:43 am

Unfortunatly I did just copy and paste everything. I will remove all of the mods etc from the folder when I get home tonight. I will leave the Unofficial Patch etc that needs to be there at some point but all the multiple file stuff like fook, mmm and fwe will go. I still have all the original mods file saved in a seperate folder so it shouldnt be an issue to replace them using Fomm. I assume the changes I made for Fose will remain and not need to be redone?
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D IV
 
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Post » Mon Dec 05, 2011 7:28 am

I recommend using kaburke's http://www.fallout3nexus.com/downloads/file.php?id=11200 when you are reinstalling your mods. They give you a lot more control than simply adding files to the Package Manager.
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Teghan Harris
 
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Joined: Mon Mar 05, 2007 1:31 pm

Post » Mon Dec 05, 2011 7:05 am

Hey guys. I have deleted all the rubbish from my data folder and reloaded all of the mods taking into account the new foip files and using the load orders in this thread as a base. Unfortunatly my game now crashes when I start it, I dont even get to the main menu. My load order as it stands is this.

Fallout3.esm
Anchorage.esm
PointLookout.esm
Zeta.esm
ThePitt.esm
BrokenSteel.esm
Unofficial Fallout 3 Patch.esm
CALIBR.esm
CRAFT.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 - Mothership Zeta.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
CRAFT - Activation Perk.esp
UndergroundHideout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - UFP Support.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE - FWE Master Release (Follower Enhanced).esp
Fellout-Full.esp
Fellout-pipboylight.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 - FWE Master Release.esp
Mart's Mutant Mod - FWE with EVE.esp

Total active plugins: 44
Total plugins: 80

Can anyone help with this? I dont think I have deleted anything from the data file that I shouldnt have done and as far as I can tell the load order is good and im not missing anything.

Im very confused lol.

Thanks again everyone.

g
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Izzy Coleman
 
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Post » Mon Dec 05, 2011 6:45 pm

It seems like you don't have WeaponModKits.esp in that load order.

So I guess EVE - FWE with WeaponModKits.esp is the culprit.
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Lovingly
 
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Post » Mon Dec 05, 2011 1:33 pm

You Sir are a LEGEND! That worked perfectly. I have uninstalled it and reinstalled it with all its pieces so the program now starts up fine. Still hvaent tested the mods but im doing a hell of a lot better than I was last night lol.

Thanks so much.

g
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SaVino GοΜ
 
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Post » Mon Dec 05, 2011 8:23 am

You Sir are a LEGEND! That worked perfectly. I have uninstalled it and reinstalled it with all its pieces so the program now starts up fine. Still hvaent tested the mods but im doing a hell of a lot better than I was last night lol.

Thanks so much.

g


Cheers :foodndrink:
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Scott
 
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