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Post » Fri May 04, 2012 5:36 am

Load order report from FOMM? It complains about the 426 duplicate entries with just the main game and DLC's loaded, don't worry about it. Not sure about it not recognizing the mods though, I don't use FOMM to install mods or to check load orders, it's probably nothing to worry about. If you managed to create a merged patch without problems then you're probably okay.
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Victoria Vasileva
 
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Joined: Sat Jul 29, 2006 5:42 pm

Post » Fri May 04, 2012 12:55 am

Dont know if this heps in the slightest but ive just rebuilt fallout 3 with mods and everything is working (no ctd's etc),

heres my mods and load order:

Spoiler

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
Project Beauty.esm
ArefuExpandedByAzar.esm
Vault 101 Revisited.esm
Mothership Crew.esm
Advanced Recon Tech.esm
EVE.esm
Apocalypse Armory.esm
Mart's Mutant Mod.esm
Arwen_Core.esm
Companion Core.esm
RobCo Certified v2.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
RTS NW.esm
DCInteriors_ComboEdition.esm
DCInteriors_SideQuests.esm
SeducingWomen.esm
EnhancedChildren.esm
AliciasCuteShop.esm
RH_IRONSIGHTS.esm
Zumbs' Overhauled Real Time Security.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
DarNifiedUIF3.esp
Alternate Start - Roleplayers.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
YearlingsGlasses.esp
CRAFT - Activation Perk.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_PL_NewItems.esp
ArefuExpandedByAzar-Radio.esp
GNR Enhanced.esp
GeneratorSound.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Original Perks.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
UPP - Beverage Perks.esp
MegatonContracts.esp
TecVault.esp
DisplayedAmmoWeight.esp
RTS NW - Volume 1st.esp
RTS NW - Volume 2nd.esp
RTS NW - Volume 3rd.esp
MaintenanceShed.esp
CrowdedCities_v2_lessNPCs.esp
MTC Wasteland Travellers.esp
MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp
AliciasCuteShopDoorOverride.esp
ArefuExpandedByAzar-FixMisc.esp
ArefuExpandedByAzar-FixOptRemOld.esp
ArefuExpandedByAzar-FixOptAddNew.esp
DCInteriors_DLC_Collectables.esp
megalight.esp
UndergroundHideout.esp
Vault 89 (player home) V1-35.esp
WeightAmmo.esp
Apocalypse Armory.esp
Apocalypse Armory - DLC Enhancements.esp
Apocalypse Armory - Optional Historical Names.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WMK-RH IronSights.esp
Apocalypse Armory + WMK.esp
MissingUniqueWeapons-Standard-BS+PL.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
MissingUniqueArmorClothing-Enhanced-NSF.esp
Stealthboy Recon Armor - CRAFT.esp
Brahmin Dairy Products.esp
KarmaRevamp1010.esp
ZORTS - Custom HP.esp
ZORTS - Enable minigames.esp
Companion Core DLC Addon.esp
RobCo Certified v2 Mechanist's Edition.esp
RobCo Certified v2 Zeta Addon.esp
Mr Smith's Scrapyard.esp
EVE.esp
EVE Operation Anchorage.esp
Apocalypse Armory + EVE.esp
RH_EVE_Bridge.esp
Apocalypse Armory - CRAFTing.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 - Zones Respawn.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Project Beauty.esp
SeducedDLC03.esp
SeducingWomen_patch_156.esp
ColeensTent.esp
Owned!.esp
RTS NW - Volume 4 Stone.esp
Whose been sleeping in my Bed.esp
Arwen_Realism_Core.esp
Arwen_GOTY_Realism_Core.esp
Arwen_Hard-Core.esp
Arwen_GOTY_Hard-Core.esp
Arwen_Encumbrance.esp
Arwen_Med-Tec.esp
Arwen_GOTY_Med-Tec.esp
Arwen_MMM_Med-Tec_Patch.esp
Arwen_EVE_Patch.esp
Arwen_Brahamin_Med-Tec_Patch.esp
dD - Enhanced Blood Main.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - REBOOT.esp
Xepha's Dynamic Weather - Main + DLC Merged.esp
Xepha's Dynamic Weather - Rain.esp
RobCo Certified v2 EVE.esp
WeightMisk.esp
NoFastTravel.esp
EssentialFollowers+Caravans.esp
Merged Patch.esp
Total active plugins: 142
Total plugins: 156
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Benito Martinez
 
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Post » Fri May 04, 2012 4:26 am

/snip
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jasminε
 
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Post » Fri May 04, 2012 5:42 am

I don't think I would use Classic Fallout weapons with FWE, it's already included and there would be a lot overlap with weapons and potential issues could crop up. In fact check out the FWE http://sites.google.com/site/fo3wanderersedition/homeand look through the Credits+Contributors and the Compatibility List pages to see what mods are already included and which mods are incompatible.
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Tom
 
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Post » Fri May 04, 2012 2:59 pm

/snip
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Richard Dixon
 
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Post » Fri May 04, 2012 12:24 pm

Wow I guess somebody else is having the same problems I'm having *points above* As a little update for me, I still havent even managed to get the vanilla game to run sucessfully let alone with mods. So I'm still a ways off. I am still following my thread though!
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Katie Louise Ingram
 
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Post » Fri May 04, 2012 12:36 pm

/snip
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Adam Kriner
 
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Post » Fri May 04, 2012 7:31 am

Sorry about that, mudpuppy510. This is your topic.

1) How can I figure out what order to load up mods in?
Knowing the order of mods is about experience and knowledge. I don't know where to get the knowledge, but the experience from other modders comes from a program called BOSS that you can get on nexus. Use that and it will order your mods based on where pros say it should be based on their time looking at the workings of mods. To be sure, it's best to use it with Wrye Bash so that it can add tags and merge them into a bashed patch.

2) is it advisable to add one at a time and then check the game to see if things are working out or should I just add them all at once? How important is it to only add mods to a "fresh" game? In other words am I going to have to restart the game over and over again at the begining?
Do not throw mods at your setup all at once! This is like driving 10 cars with fuel leaks and trying to predict which one will blow you up when it sparks. My self policy is to add one and play one hour. That way, when there is a crash or some other problem then it is likely the last mod added. Only some rare, few mods require a new save, just take the time to read the descriptions.

3) I dont know if it worked this way on the pc or not but on the 360 when I added in DLC like "The Pitt" all those fancy new raider armors were only used by raiders in "The Pitt" and didn't spawn on raiders outside in the regular wasteland. Will mods be like that? I saw a neat one called armagheddon (or something like that - yeah my spelling is bad lol) armory on nexus and from the description it sounded like the new guns were going to be everywhere. Is that how it works?
Most mods affect the base game. If a mod is made specifically for a DLC then it will say so in it's name or can be filter searched at nexus. Look for the requirements section in the description. Yes, more reading.

4) Those mods where they change the way npcs in the game look are pretty neat but all of them seem to be a bunch of naked people. Im not a prude or anything but it would be neat to be able to have some mods that made characters in the game look better without the game turning into a cinimax skin flick. Are there mods like that floating around somewhere? I saw one called fallout beautification or something like that but I didn't see any noticable (im my opinion anyway) improvement over the vanilla game.
You're talking about FO3 Redesigned, which used to be Project Beauty. No nudity there, just faces to be imported onto npcs via Wrye Bash. This is a very good npc face mod that affects raiders, town npcs, talon mercs and lawbringers, pretty much everyone. They changed the name from Project Beauty so that it isn't mistaken for a pretty up mod. There is another that I have, Anthony Ling's Pretty Things, but I've been waiting for the author to update it. I think the file is in moderation limbo right now. But that mod added new wardrobes to npc's, mostly women or only women, so that the wasteland could be a little more advlt. Not that having that mod makes one advlt, but it needs a mature person to appreciate it. Basically, making sixual into normal, because people want to do that to their game. Many, many people.
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Emma Copeland
 
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Post » Fri May 04, 2012 6:37 am

Oh, thats ok i made this topic for everyone not just for me! update #2: I have managed to get the vanilla game to run succesfully and am going to start gathering the moding tools you all mentioned and then try to put some on and see what happens!
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sarah taylor
 
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Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri May 04, 2012 3:52 pm

I've decided to give the Unofficial Patch a try in hopes that I can actually unbanish MMM from my load order. Apparently the Unofficial Patch has one major bug that causes ctd around the Rivet City area when saving. The link to the fix via FO3Edit is in the comments section posted by Prensa on March 25.
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daniel royle
 
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Joined: Thu May 17, 2007 8:44 am

Post » Fri May 04, 2012 1:46 am

ok so I have some mods in my game and they run! I've put in two of them. New Questions:

1) How exactly do I use BOSS? I mean I've ran the thing but I dont really understand what it is I'm looking at. Same thing goes with Fallout3 Editor. I found the readme files for both programs unclear. I'm asumeing the writers figured a person wouldnt get it without knowing what it does.. lol

2) Along the same lines I get the idea that fallout 3 editor is for making joint patches so mods work together? How do I know when I need one. How do I make one?

3) Not strictly related to modding but where the heck is this console command dohicky and how do I use it? What di I need it for?

4) I dont have the geck. Do I need it?
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Alyce Argabright
 
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Post » Fri May 04, 2012 3:24 pm

What we need is for someone like Gopher to do a series of Fallout 3 modding videos ala his New Vegas and Skyrim modding videos.
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emma sweeney
 
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Post » Fri May 04, 2012 6:34 am

Ok, so for anyone else who is new to this stuff besides me i figured out this BOSS thing. When you run the program it puts your mods in the order you should load them in, Then you just drag them up and down the list in FOMM so the order matches what you see in BOSS. This took me a long time to figure out because the mods just happened to line up in the correct order for me in FOMM without me having to move them around for the first two mods I installed into my game.

I have successfully added Apocolypse Armory, DC Interiors & Marts Mutant Mod to my game. They seem to run just fine together despite the lack of a merged patch thingie (FO3 Edit still confuses me.) Thanks to everyone who gave me input and advice on getting this done. I couldnt have done it without all of you.

A decent modding video probably would have helped a considerable amount Browncoat. I tried watching some how to use mods videos on youtube and they were all very poorly done.

Just as one final plug the 3 mods I installed are AMAZING and work really well together. People new to modding FO3 should really take a look at these:

Apocolypse Armory: Its a huge mod but it adds a ton of new weapons to the game. It isnt a replacer so all of the orginal weapons are still there. Due to all of these new weapons enemy raiders, super mutants and those talon company people all become quite a bit more challenging. Also with a bigger variety of weapons it makes encounters quite a bit less stale.

DC Interiors: quite a few buildings all over the wasteland that were boarded up in the vanilla game can be entered and explored with this mod. Its fun to look around and loot new buldings. Some of the buildings have fun little stories in them. I saw one where it looked like a scientist was trying to study super mutants and another one where a raider was celebrating her birthday.

Marts Mutant Mod: This one adds new enemy types to the game. SOme of them I recognized from earlier Fallouts like the Floaters and some were from later games like the mutant geckos. A larger variety of enemies is something fallout 3 really needed and this mod delivered. A fun thing about this mod is you can tweak some of its functions via the pip boy. I thought this was a pretty clever feature.

Just my two cents. Thanks again everybody!
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Jade Barnes-Mackey
 
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Post » Fri May 04, 2012 2:56 am

There is a BOSS activation in the tools within FOMM. It will do it automatically. You do not need to try and match anything up by hand. As long as BOSS is in your FO3 folder, that's it. The only thing you manage the game from is FOMM and FO3Edit. Then launch the game via SKSE, from within FOMM. After you use FO3Edit to create the Patch file, you have to go back into FOMM anyway to activate it.
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Nicole Kraus
 
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