:facepalm:

Post » Tue May 17, 2011 7:55 am

I just installed the updates for FOOK2 and FWE...

both at the same time...

without first backing up my Data folder...

and now the game crashes (stops responding) at the end of the opening slide show, without displaying the main menu.

I have a missing master, right?

What apps will flag files with missing masters? I snooped around in FOMM and F3Edit, but I didn't see anything that would do it.

I know... I'm a dolt. If you promise not to take any pictures, I'll let you spank me...

later...

maybe.
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Manuel rivera
 
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Post » Tue May 17, 2011 5:42 am

Where did you get compatibility patches to make FWE and Fook2 to work together?

Usually if you click on a file in FOMM, it will list the mod requirements in the bottom window. For example, FWE (5.04) needs:
Fallout3.esm
CRAFT.esm
CALIBR.esm

(showing a load order never hurts either :P )
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Alexxxxxx
 
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Post » Tue May 17, 2011 1:53 am

Where did you get compatibility patches to make FWE and Fook2 to work together?

Usually if you click on a file in FOMM, it will list the mod requirements in the bottom window. For example, FWE (5.04) needs:
Fallout3.esm
CRAFT.esm
CALIBR.esm

(showing a load order never hurts either :P )

The compatibility patches come from the http://www.fallout3nexus.com/downloads/file.php?id=4968.
Whenever I update one of my big mods, I check to see if any of the patches have been updated.
Then I set the ESM flag in any updated plugins, and rebuild my MergedPatch.esp.

Yeah, I'm running some outdated compatibility patches. I know that I'm missing out on stuff here and there, and maybe a feature or two is getting snuffed, but the most of documented features from everything I have installed come in to play in my game. I just take what is available at the time and run with it. It is a system that has been sucessful... up till now.

I know, too, that a plug-in's masters are listed in it's header, I'm just hoping there is a less cerebral-intensive way of quickly finding a plug-in with a missing master.

Load Order:
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CALIBR.esm[X] CRAFT.esm[X] Project Beauty HD version.esm[X] FOOK2 - Main.ESM[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] CRAFT - Activation Perk.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] Piplight - +200%.esp[X] Piplight - White.esp[X] Replenishment.esp[X] Gifts4Kids.esp[X] SelfSurgeryKit.esp[X] Existence2.0.esp[X] Fellout-Full.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[ ] MyFOOK2 - Black & White Tranquility Lane.esp[ ] [DIK]_DLC_Transition_Hotfix.esp[ ] NVG_Activator_Crash_Fix_[Experimental].esp[ ] PB FOOK2 - Main.esp[ ] PB FOOK2 [DIK].esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[ ] FO3 Wanderers Edition - Followers Enhanced.esp[ ] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[ ] FO3 Wanderers Edition - Alternate Travel.esp[ ] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp[X] FO3 Wanderers Edition - FOOK Support.esp[ ] FWE - FOOK DLC Support.esp[X] WeaponModKits.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FOOK.esp[X] WMKAA12Shotgun.esp[X] Project Beauty- Point Lookout.esp[X] Project Beauty- Broken Steel.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - FOOK2.esp[X] Mart's Mutant Mod - FOOK2 - DIK.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp[X] Mart's Mutant Mod - Project Beauty + FWE.esp[X] PB MMM HD.esp[X] Arwen_MMM_Patch.esp[X] MergedPatch.esp[X] GunnySack.esp[X] SBlackhawkR-WMK.esp[X] MaintenanceShed.esp[X] Ssenkrad'sSecretStash.esp[X] Ssenkrad'sMegatonHouse.esp[X] Ssenkrad's[BigTownGuns]Mod.esp[X] Ssenkrad's[AA12]Tweaks.esp[X] Ssenkrad's[UZI]Tweaks.esp[X] Ssenkrad's[FWE-Drifter]Mod.esp[X] Ssenkrad's[ReservistsRifle]Tweaks.esp[X] Ssenkrad's[AmmoNames]Mod.esp[X] Ssenkrad's[FWE]Tweaks.esp[X] Ssenkrad's[Fallout3]Tweaks.esp[X] Choose your own hairstyle (load this last on FOMM).esp


Thanks for the reply!
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Queen of Spades
 
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Post » Tue May 17, 2011 12:38 pm

That is what I thought (about the patches) but you may run into some issues with running both at the same time :) Anyways, lets get your game working.

Arwen_MMM_Patch.esp - Does this one need any other files?
MergedPatch.esp - Is this one your latest patch? You need to place it last.
Fellout needs to be placed after any files that make changes to interior cells (so before your merged patch would be best.).
Project beauty has been updated, in case you didn't know.
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Irmacuba
 
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Post » Tue May 17, 2011 12:24 pm

I'm just learning to make patches and I found this happened to me with the FOOK2 beta after I attempted to make one for a mod that was already a patch that I wanted to use with FOOK2. All I can say is Orfevs who makes the patches for RI said it had something to do with the order of dlc masters being changed in FOOK2 beta. It probably isn't even the same thing thats causing your problem but you never know. I just thought I'd say in case.
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REVLUTIN
 
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Post » Tue May 17, 2011 12:41 am

That is what I thought (about the patches) but you may run into some issues with running both at the same time :) Anyways, lets get your game working.

Arwen_MMM_Patch.esp - Does this one need any other files?
MergedPatch.esp - Is this one your latest patch? You need to place it last.
Fellout needs to be placed after any files that make changes to interior cells (so before your merged patch would be best.).
Project beauty has been updated, in case you didn't know.

The Arwen_MMM_Patch just edits three SCPT records and two SPEL records from Mart's Mutant Mod.esm.
MergedPatch.esp moved to end or load order.
Fellout modules moved to just before the MergedPatch.esp.
The updated PB files are downloading as I type this...

I'm just learning to make patches and I found this happened to me with the FOOK2 beta after I attempted to make one for a mod that was already a patch that I wanted to use with FOOK2. All I can say is Orfevs who makes the patches for RI said it had something to do with the order of dlc masters being changed in FOOK2 beta. It probably isn't even the same thing thats causing your problem but you never know. I just thought I'd say in case.

I just looked, and the masters for FOOK2 - [DIK] DLC Improvement Kit.ESM / *.ESP are in the correct order...


Ah well... I'm losing my buzz now, anyway, so I'm just gonna go ahead and manually check my plugins to find which one is the culprit.
The FOOK2 update merged some of the modules, so some files were removed from my Data folder before I applied the update. I know what files are not there any more, I just have to find out which mod I still have active is dependant on one of them.

Thanks for the replies, tho.

..oh, and we can discus the spanking thing I mentioned earlier via PMs, k?
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Alexandra Ryan
 
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Post » Tue May 17, 2011 1:57 am


I just looked, and the masters for FOOK2 - [DIK] DLC Improvement Kit.ESM / *.ESP are in the correct order...



That's not what I meant, I'm not saying the dlc's aren't in the right order. FOOK2 has changed the order of dlcs apparently from their previous version and it may affect patches that you have used in a previous game with the previous version of FOOK. You'll understand what I'm trying to say if you have a look at what Orfevs says in the RIPNO thread on the nexus.
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Zoe Ratcliffe
 
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Post » Mon May 16, 2011 11:01 pm

Fellout is now included as part of FOOK2.

Fo3edit will also show you which files don't have the right masters. Just load up your load order with that.
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Ben sutton
 
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Post » Mon May 16, 2011 11:42 pm

FOOK2 has changed the order of dlcs apparently from their previous version and it may affect patches that you have used in a previous game with the previous version of FOOK.
DIK's masterlist order hasn't changed, save the addition of MZ.

Ssenkrad: Does FO3Edit load your entire list or is there a warning like the below in its messages tab?
[00:12] Background Loader: Fatal: 


If there's nothing missing, try renaming/deleting your Fallout.ini or maybe rebuild MergedPatch.esp :shrug:
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Alba Casas
 
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Post » Tue May 17, 2011 3:28 am

Fellout is now included as part of FOOK2.

Fo3edit will also show you which files don't have the right masters. Just load up your load order with that.

I didn't realize Fellout had been merged. Thanks for pointing that out.

...
Ssenkrad: Does FO3Edit load your entire list or is there a warning like the below in its messages tab?
[00:12] Background Loader: Fatal: 


If there's nothing missing, try renaming/deleting your Fallout.ini or maybe rebuild MergedPatch.esp :shrug:


I just went through my load order, and none of the loaded mods are missing a master.
FO3Edit isn't throwing up any warnings, other than usual...
The last line in my Messages Tab is:
[00:49] Background Loader: finished


Rebuilding the MergedPatch.esp (again) didn't help either.

I have a heavily tweaked pair of .ini files... I'll have to print them out and go line by line re-doing the changes if I generate new ones.

I thought this was a simple missing master thing... and posted my OP just looking for an easier way to find the trouble maker.
But since it isn't a missing master, I'm really stuck.
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Brian Newman
 
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Post » Tue May 17, 2011 1:29 am

It is my MergedPatch.esp that is causing the crash.

I disabled all mods, then loaded the game. If the game loaded successfully, I would exit, and enable a group of mods, and launch again.

I finally narrowed it down to MergedPatch.esp.

I'm not doing anything differently than I have done in the past when creating the patch. This is the first time I have experienced a problem with the process.

I've rebuilt it three times since discovering it was what was doing this.

It is not missing a master file, and is at the very end of my load order.

This is what is being written to the FO3Edit Messages Tab when building the patch:
[00:50] Background Loader: finished[MergedPatch2.esp] Adding master "Fallout3.esm"[MergedPatch2.esp] Adding master "Anchorage.esm"[MergedPatch2.esp] Adding master "ThePitt.esm"[MergedPatch2.esp] Adding master "BrokenSteel.esm"[MergedPatch2.esp] Adding master "PointLookout.esm"[MergedPatch2.esp] Adding master "Zeta.esm"[MergedPatch2.esp] Adding master "CALIBR.esm"[MergedPatch2.esp] Adding master "CRAFT.esm"[MergedPatch2.esp] Adding master "Project Beauty.esm"[MergedPatch2.esp] Adding master "FOOK2 - Main.ESM"[MergedPatch2.esp] Adding master "FOOK2 - [DIK] DLC Improvement Kit.ESM"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - Main File.esm"[MergedPatch2.esp] Adding master "Mart's Mutant Mod.esm"[MergedPatch2.esp] Adding master "DarNifiedUIF3.esp"[MergedPatch2.esp] Adding master "CRAFT - Activation Perk.esp"[MergedPatch2.esp] Adding master "CALIBR Ammo Schematics - CRAFT.esp"[MergedPatch2.esp] Adding master "Piplight - +200%.esp"[MergedPatch2.esp] Adding master "Piplight - White.esp"[MergedPatch2.esp] Adding master "Replenishment.esp"[MergedPatch2.esp] Adding master "Gifts4Kids.esp"[MergedPatch2.esp] Adding master "SelfSurgeryKit.esp"[MergedPatch2.esp] Adding master "Existence2.0.esp"[MergedPatch2.esp] Adding master "Project Beauty- Broken Steel.esp"[MergedPatch2.esp] Adding master "Project Beauty- Point Lookout.esp"[MergedPatch2.esp] Adding master "FOOK2 - Main.esp"[MergedPatch2.esp] Adding master "FOOK2 - Project Beauty.esp"[MergedPatch2.esp] Adding master "FOOK - DIK - Project Beauty.esp"[MergedPatch2.esp] Adding master "FOOK2 - [DIK] DLC Improvement Kit.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - Main File.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - DLC Anchorage.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - DLC The Pitt.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - DLC Broken Steel.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - DLC Point Lookout.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - DLC Mothership Zeta.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - Project Beauty.esp"[MergedPatch2.esp] Adding master "FO3 Wanderers Edition - FOOK Support.esp"[MergedPatch2.esp] Adding master "FWE - FOOK DLC Support.esp"[MergedPatch2.esp] Adding master "WeaponModKits.esp"[MergedPatch2.esp] Adding master "WeaponModKits - OperationAnchorage.esp"[MergedPatch2.esp] Adding master "WeaponModKits - BrokenSteel.esp"[MergedPatch2.esp] Adding master "WeaponModKits - PointLookout.esp"[MergedPatch2.esp] Adding master "WeaponModKits - ThePitt.esp"[MergedPatch2.esp] Adding master "WeaponModKits - Zeta.esp"[MergedPatch2.esp] Adding master "WeaponModKits - FOOK.esp"[MergedPatch2.esp] Adding master "WeaponModKits - FWE Master Release.esp"[MergedPatch2.esp] Adding master "WMKAA12Shotgun.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - DLC Anchorage.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - DLC The Pitt.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - DLC Broken Steel.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - DLC Point Lookout.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - DLC Zeta.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - FOOK2.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - FOOK2 - DIK.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - FWE Master Release.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - Project Beauty.esp"[MergedPatch2.esp] Adding master "Mart's Mutant Mod - Project Beauty + FWE.esp"[MergedPatch2.esp] Adding master "Arwen_MMM_Patch.esp"[MergedPatch2.esp] Adding master "GunnySack.esp"[MergedPatch2.esp] Adding master "SBlackhawkR-WMK.esp"[MergedPatch2.esp] Adding master "MaintenanceShed.esp"[MergedPatch2.esp] Adding master "Ssenkrad'sSecretStash.esp"[MergedPatch2.esp] Adding master "Ssenkrad'sMegatonHouse.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[BigTownGuns]Mod.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[AA12]Tweaks.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[UZI]Tweaks.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[FWE-Drifter]Mod.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[ReservistsRifle]Tweaks.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[AmmoNames]Mod.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[FWE]Tweaks.esp"[MergedPatch2.esp] Adding master "Ssenkrad's[Fallout3]Tweaks.esp"[090112E5] [090112E2] [0300469D] Found a REFR reference, expected: ALCH,AMMO,ARMO,BOOK,KEYM,LVLI,MISC,NOTE,WEAPFound a REFR reference, expected: ALCH,AMMO,ARMO,BOOK,KEYM,LVLI,MISC,NOTE,WEAPFound a REFR reference, expected: ALCH,AMMO,ARMO,BOOK,KEYM,LVLI,MISC,NOTE,WEAPFound a REFR reference, expected: ALCH,AMMO,ARMO,BOOK,KEYM,LVLI,MISC,NOTE,WEAP[090112DC] [0901130E] [0303122A] [03031228] [0303122D] [0303122B] [030117FB] [030117FC] [030117FD] [03031228] Error: Can't merge faulty ordered list aaaSIguns2OrderedList [FLST:250158DA]Error: Can't merge faulty ordered list aaaAFgunsOrderedList [FLST:250130EB]Error: Can't merge faulty ordered list aaaAFguns2OrderedList [FLST:250130ED]Error: Can't merge faulty ordered list aaaECgunsOrderedList [FLST:2501522D]Error: Can't merge faulty ordered list aaaECguns2OrderedList [FLST:2501522E]Error: Can't merge faulty ordered list aaaLSgunsOrderedList [FLST:250158D5]Error: Can't merge faulty ordered list aaaLSguns2OrderedList [FLST:250158D6]Error: Can't merge faulty ordered list aaaSCgunsOrderedList [FLST:250158D7]Error: Can't merge faulty ordered list aaaSCguns2OrderedList [FLST:250158D8]Error: Can't merge faulty ordered list aaaSIgunsOrderedList [FLST:250158D9]


I've never noticed the errors before now, so something is going on that is new...
The plug-in with the Mod Index of 03 is BrokenSteel.esm.
The plug-in with the Mod Index of 09 is FOOK2 - Main.esm.
The plug-in with the Mod Index of 25 is WeaponModKits.esp.

Whiskey - Tango - Foxtrot?

Anyone have any ideas about what is going on here?
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SaVino GοΜ
 
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Post » Tue May 17, 2011 9:53 am

There are only really two things that occur to me here. One, that FOOK2 and FWE simply won't work together, I hear; and two, that *if* there was any chance of it happening anyway, my money would be on Gary Bash, and therefore also replacing that dysfunctional Merged Patch with a - quite possibly also dysfunctional! - Bashed Patch. One of the list of advantages with Gary Bash is that it shows you quite vividly certain kinds of conflicts and errors, wtihout even needing to be asked. Then, of course, it can be asked some things. Works well with BOSS* (plus a bit of manual reordering) and FO3MasterUpdate, and - if required - things like FO3Edit.

But really, the first point might be all she wrote. So to speak.


* And one of the strong (+ frequently overlooked) advantages of this is that it tells you a great deal of the current info, re: conflicts and redundancy.
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Zoe Ratcliffe
 
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Post » Tue May 17, 2011 3:08 am

Unrelated but I noticed you are using Gifts4Kids. Just in case you didn't notice, http://www.gamesas.com/index.php?/topic/1044035-relzgifts4kids/page__view__findpost__p__15985473 ;)
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Horror- Puppe
 
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Post » Tue May 17, 2011 2:05 pm

It is my MergedPatch.esp that is causing the crash.
[03031228]

Anyone have any ideas about what is going on here?


I had a similar issue recently. It was due to two patches that use the same master, but the patches were targeted toward different versions of the master, so certain items in the merged patch came up as 'Error: Could not be resolved" . It caused the main menu screen to never appear. In my case, it was FOIP patches for EVE-FWE, and EVE-FWE-WMK, where I had an older version of eve.esp. You may be in a similar situation with some of your other mods.

Right-click on the merged patch and 'check for errors' will give you an idea of where to start looking
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Micah Judaeah
 
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Post » Tue May 17, 2011 12:30 am

*DELETE* Nevermind.
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Jenna Fields
 
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Post » Tue May 17, 2011 11:53 am

There are only really two things that occur to me here. One, that FOOK2 and FWE simply won't work together, I hear; and two, that *if* there was any chance of it happening anyway, my money would be on Gary Bash, and therefore also replacing that dysfunctional Merged Patch with a - quite possibly also dysfunctional! - Bashed Patch. One of the list of advantages with Gary Bash is that it shows you quite vividly certain kinds of conflicts and errors, wtihout even needing to be asked. Then, of course, it can be asked some things. Works well with BOSS* (plus a bit of manual reordering) and FO3MasterUpdate, and - if required - things like FO3Edit.

But really, the first point might be all she wrote. So to speak.


* And one of the strong (+ frequently overlooked) advantages of this is that it tells you a great deal of the current info, re: conflicts and redundancy.

I'm using FOOK2 and FWE together.

The provide some overlapping features, so you have to choose which to load last (I load FWE last) to override the other.
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Samantha hulme
 
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Post » Tue May 17, 2011 6:04 am

Ok, last night I got frustrated and went to bed.
Got up this morning and started looking through the forum for inspiration, and found http://www.gamesas.com/index.php?/topic/1089461-fallout-3-not-starting-sort-of/page__view__findpost__p__15907537.
I reinstalled WMK's stand-alone plug-ins, then installed the FOOK2/WMK CPs over those.
I rebuilt my MergedPatch, and the "Error: Can't merge faulty ordered list ~" didn't come up in the FO3Edit Messages Tab. I did still get a couple "" messages tho.
I went one-by-one through my MergedPatch, and hand edited the offending records.
Then I crossed my fingers, rubbed my Lucky Buddha statue, and hummed a happy melody while launching FO3.

I'm back up and running. :mohawk:

The problem seems to stem from the old FWE CPs. With those disabled, and a couple records in the MergedPatch tweaked, I can get the game to launch.

There are only really two things that occur to me here. One, that FOOK2 and FWE simply won't work together, I hear; and two, that *if* there was any chance of it happening anyway, my money would be on Gary Bash, and therefore also replacing that dysfunctional Merged Patch with a - quite possibly also dysfunctional! - Bashed Patch. One of the list of advantages with Gary Bash is that it shows you quite vividly certain kinds of conflicts and errors, wtihout even needing to be asked. Then, of course, it can be asked some things. Works well with BOSS* (plus a bit of manual reordering) and FO3MasterUpdate, and - if required - things like FO3Edit.

But really, the first point might be all she wrote. So to speak.


* And one of the strong (+ frequently overlooked) advantages of this is that it tells you a great deal of the current info, re: conflicts and redundancy.

I've not looked very closely at Gary Bash, but might just download it to read over the readme to see how it ticks.
FWE and FOOK2 can be coerced into working together, it just isn't easy.

Unrelated but I noticed you are using Gifts4Kids. Just in case you didn't notice, http://www.gamesas.com/index.php?/topic/1044035-relzgifts4kids/page__view__findpost__p__15985473 ;)

Downloaded. Thanks for the heads up, povuholo. I love that mod.

I had a similar issue recently. It was due to two patches that use the same master, but the patches were targeted toward different versions of the master, so certain items in the merged patch came up as 'Error: Could not be resolved" . It caused the main menu screen to never appear. In my case, it was FOIP patches for EVE-FWE, and EVE-FWE-WMK, where I had an older version of eve.esp. You may be in a similar situation with some of your other mods.

Right-click on the merged patch and 'check for errors' will give you an idea of where to start looking

Yup. "Check for errors" on MergedPatch.esp helped me bunches.

Seems the update to FWE changed some records around, so the FormIDs in the plug-ins have changed. When you remove records from a plug-in, you skew the FormIDs, thus nullifying backward compatibility with older mods that are dependant on your plug-in, and will be looking for specific FormIDs in your file. It is more backward-compatible friendly, albeit more messy, to mark those records as obsolete but leave them functional in the plug-in (Wrye's COBL does this).

I'm using FOOK2 and FWE together.

The provide some overlapping features, so you have to choose which to load last (I load FWE last) to override the other.

I load them FOOK2>FWE>MMM, too. It works... with some effort.

Thanks for all the input folks. Your help was appreciated!!!
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Wanda Maximoff
 
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Post » Mon May 16, 2011 11:10 pm

just a tip: use fomm. and do it every time you install a mod.
its magic rollback feature saved my ass very often! :)
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Catherine N
 
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