Just got the game today

Post » Sun Feb 27, 2011 8:35 am

I know that my computer can run that game, so let's cross that one off the list.

From some reccomendations, I installed (Or tried too! :P ) FOOK2, MMM, and WMK. I also installed FOSE and FOIP.

The one thing I didn't do was make my DLC playable off of GFWL, because I already saw some DLC files in the DATA folder, and thought that that would work. This may be the problem, but I have no idea how to play it offline of GFWL.
Spoiler

Mod load order report
! Warning: current load order template contains 13 duplicate entries

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm
* The current load order of this mod does not match the current template

Zeta.esm

CALIBR.esm

FOOK2 - Main.esm

FOOK2 - [[censored]] World And Neighbourhood Kit.esm

FOOK2 - [DIK] DLC Improvement Kit.esm

Mart's Mutant Mod.esm

FOOK2 - Main.esp

FOOK2 - [EVE] Energy Visuals Enhanced.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Mothership Zeta.esp

MyFOOK2 - No [censored] Victims.esp
* This mod does not exist in the current template

MyFOOK2 - Black & White Tranquility Lane.esp
* This mod does not exist in the current template

WeaponModKits.esp

WeaponModKits - OperationAnchorage.esp
Requires Anchorage.ESM

WeaponModKits - ThePitt.esp
Requires ThePitt.ESM

WeaponModKits - BrokenSteel.esp
Requires BrokenSteel.ESM

WeaponModKits - PointLookout.esp
Requires PointLookout.ESM

WeaponModKits - Zeta.esp
Requires Zeta.ESM

WeaponModKits - FOOK.esp

Mart's Mutant Mod.esp
Requires Mart's Mutant Mod.esm

Mart's Mutant Mod - DLC Anchorage.esp
Requires Anchorage.ESM

Mart's Mutant Mod - DLC The Pitt.esp
Requires ThePitt.ESM

Mart's Mutant Mod - DLC Broken Steel.esp
Requires BrokenSteel.ESM

Mart's Mutant Mod - DLC Point Lookout.esp
Requires PointLookout.ESM

Mart's Mutant Mod - DLC Zeta.esp
Requires Zeta.ESM

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - FOOK2.esp
Requires FOOK2 - Main.ESM and Mart's Mutant Mod.esm

Mart's Mutant Mod - FOOK2 - DIK.esp

Mart's Mutant Mod - FWE Master Release.esp (Inactive)
Requires FWE.

Mart's Mutant Mod - FWE with EVE.esp (Inactive)
* The current load order of this mod does not match the current template

Mart's Mutant Mod - CFW.esp
* This mod does not exist in the current template

Mart's Mutant Mod - Project Beauty (HD Addition).esp (Inactive)
* This mod does not exist in the current template

Mart's Mutant Mod - Project Beauty + FWE.esp (Inactive)
* This mod does not exist in the current template

Mart's Mutant Mod - Project Beauty.esp (Inactive)
* This mod does not exist in the current template

Mart's Mutant Mod - XFO.esp (Inactive)
* This mod does not exist in the current template

The order that the current template suggests is as follows:
fallout3.esm
pointlookout.esm
anchorage.esm
thepitt.esm
brokensteel.esm
zeta.esm
calibr.esm
fook2 - main.esm
fook2 - [[censored]] world and neighbourhood kit.esm
fook2 - [dik] dlc improvement kit.esm
mart's mutant mod.esm
fook2 - main.esp
fook2 - [eve] energy visuals enhanced.esp
fook2 - [dik] dlc improvement kit.esp
fook2 - mothership zeta.esp
myfook2 - no [censored] victims.esp
myfook2 - black & white tranquility lane.esp
weaponmodkits.esp
weaponmodkits - operationanchorage.esp
weaponmodkits - thepitt.esp
weaponmodkits - brokensteel.esp
weaponmodkits - pointlookout.esp
weaponmodkits - zeta.esp
weaponmodkits - fook.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 - hunting & looting.esp
mart's mutant mod - natural selection.esp
mart's mutant mod - tougher traders.esp
mart's mutant mod - fook2.esp
mart's mutant mod - fook2 - dik.esp
mart's mutant mod - fwe with eve.esp
mart's mutant mod - fwe master release.esp
mart's mutant mod - cfw.esp
mart's mutant mod - project beauty (hd addition).esp
mart's mutant mod - project beauty + fwe.esp
mart's mutant mod - project beauty.esp
mart's mutant mod - xfo.esp

User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Sun Feb 27, 2011 9:15 am

See some comments below

The order that the current template suggests is as follows:
fallout3.esm
pointlookout.esm
anchorage.esm
thepitt.esm
brokensteel.esm
zeta.esm
calibr.esm
fook2 - main.esm
fook2 - [[censored]] world and neighbourhood kit.esm
fook2 - [dik] dlc improvement kit.esm
mart's mutant mod.esm
fook2 - main.esp
fook2 - [eve] energy visuals enhanced.esp
fook2 - [dik] dlc improvement kit.esp
fook2 - mothership zeta.esp
myfook2 - no [censored] victims.esp
myfook2 - black & white tranquility lane.esp
weaponmodkits.esp
weaponmodkits - operationanchorage.esp
weaponmodkits - thepitt.esp
weaponmodkits - brokensteel.esp
weaponmodkits - pointlookout.esp
weaponmodkits - zeta.esp
weaponmodkits - fook.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 - hunting & looting.esp
mart's mutant mod - natural selection.esp
mart's mutant mod - tougher traders.esp
mart's mutant mod - fook2.esp
mart's mutant mod - fook2 - dik.esp
mart's mutant mod - fwe with eve.esp .....DON't USE . . . you don't have FWE
mart's mutant mod - fwe master release.esp .....DON't USE . . . you don't have FWE
mart's mutant mod - cfw.esp .....DON't USE . . . you don't have Classic Fallout Weapons
mart's mutant mod - project beauty (hd addition).esp .....DON't USE . . . you don't have Project Beauty
mart's mutant mod - project beauty + fwe.esp .....DON't USE . . . you don't have Project Beauty
mart's mutant mod - project beauty.esp .....DON't USE . . . you don't have Project Beauty
mart's mutant mod - xfo.esp .....DON't USE . . . you don't have XFO


Beyond that, I can't comment on all the FOOK files.
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Sun Feb 27, 2011 3:59 pm

See some comments below



Beyond that, I can't comment on all the FOOK files.


Well, I had deactived most of those, except for the MMM-CFW one. Thanks for point that out! Hopefully I won't be back here for awhile, though something tells me I will soon enough :batman:
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Sun Feb 27, 2011 3:35 pm

Until the new version of FOOK comes out you will be needing http://www.fookunity.com/forum/showthread.php?t=2576
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sun Feb 27, 2011 3:28 am

I hope you did not use all those mods for your first playthrough!
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Sun Feb 27, 2011 4:28 pm

I wondered that, too. But no, http://www.gamesas.com/index.php?/topic/1083109-should-i-get-it/.
User avatar
Tikarma Vodicka-McPherson
 
Posts: 3426
Joined: Fri Feb 02, 2007 9:15 am

Post » Sun Feb 27, 2011 4:42 pm

I'm back! Yay, new crashing issues. The only mods I have installed since my last post are Fellout, MiniHideout, GNR MWTCF, and UPP.

It happens in the same area every time. From Spingvale's house, whenever I walk to the west for about 20 seconds, I crash. It usually happens around the highway overpass.

EDIT: Now I can't walk outside for more than 10 seconds, in any location.

Spoiler

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
Mart's Mutant Mod.esm
Fellout-pipboylight.esp
GalaxyNewsRadio40[M].esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
MiniHideout.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Mothership Zeta.esp
MyFOOK2 - No [censored] Victims.esp
MyFOOK2 - Black & White Tranquility Lane.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FOOK.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 - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp

Total active plugins: 46
Total plugins: 46

User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Sun Feb 27, 2011 7:47 am

I believe it may be minihideout. You may have to turn it into a master, and there should be directions in the readme :)
User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Sun Feb 27, 2011 6:23 pm

I believe it may be minihideout. You may have to turn it into a master, and there should be directions in the readme :)


Really? That's interesting, it was the absolute last thing I would ever suspect! I'll be back in a couple minutes with my findings.

EDIT: That seems to be it. Thanks!
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Sun Feb 27, 2011 6:47 pm

You are welcome :) I remember people used to have the same problem as you just described. Have fun playing!
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Sun Feb 27, 2011 4:18 am

I'd suggest first testing the game as is out of the box to see if it even runs at all. I also didn't notice if you had FOMM or the ArchiveInvalidation switched on.

go on the nexus and grab Fallout Mod Manager. Then when its up and running. Toggle the ArchiveInvalidation in its menu. Then yer all set....assuming you get your load order in check =)
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Sun Feb 27, 2011 11:56 am

I'd suggest first testing the game as is out of the box to see if it even runs at all. I also didn't notice if you had FOMM or the ArchiveInvalidation switched on.

go on the nexus and grab Fallout Mod Manager. Then when its up and running. Toggle the ArchiveInvalidation in its menu. Then yer all set....assuming you get your load order in check =)


Thanks, but I already got it all set. Finnaly got stable setup too. Now I just have to decide between FOOK and FWE :/
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Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm


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