Need Help With Mods

Post » Sat May 28, 2011 7:22 pm

I just downloaded these mods:

Fellout
Megaton Lighting Overhaul
Fallout Street Lights
Fallout Street Lights- Wasteland

And now, every time I try to save, my game crashes to desktop. It seems that disabling Fallout Street Lights- Wasteland stops the problem, but I really want to be able to use that mod. Here's my load order that is active:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
megalight.esp
StreetLights.esm
StreetLights - Wasteland.esp (Inactive)
PyromaniacFix-Both-BS.esp
MZ_OvercoatFix.esp
WeaponFixMod.esp
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Emily Jones
 
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Post » Sat May 28, 2011 3:40 pm

Some say it doesn't matter, but I like an orderly load order. You've an esm among your esps. Streetlights. I use an earlier version of Streetlights, without the additional esps. Just the esm. I don't think it matters where it goes in relation to Fellout.


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmStreetLights.esmStreetLights - Wasteland.esp (Inactive)Fellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espFellout-pipboylight.espmegalight.espPyromaniacFix-Both-BS.espMZ_OvercoatFix.espWeaponFixMod.esp


In my load order I've small tweak mods loading fairly early (unless I specifically want something to override FWE or WMK then it's after them). But with such a short line up I don't think it really matters. It's only when there are overhauls that things need to be shuffled around a bit.
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Felix Walde
 
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Post » Sat May 28, 2011 3:51 pm

also, try getting BOSS-F to sort your mods automatically.
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 11:32 pm

Some say it doesn't matter, but I like an orderly load order. You've an esm among your esps. Streetlights. I use an earlier version of Streetlights, without the additional esps. Just the esm. I don't think it matters where it goes in relation to Fellout.


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmStreetLights.esmStreetLights - Wasteland.esp (Inactive)Fellout-Full.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espFellout-pipboylight.espmegalight.espPyromaniacFix-Both-BS.espMZ_OvercoatFix.espWeaponFixMod.esp


In my load order I've small tweak mods loading fairly early (unless I specifically want something to override FWE or WMK then it's after them). But with such a short line up I don't think it really matters. It's only when there are overhauls that things need to be shuffled around a bit.


I'm pretty sure that in order for Fellout to work correctly with the streetlights mod, Fellout has to load first. I'm not totally sure, though.
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IsAiah AkA figgy
 
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Post » Sat May 28, 2011 5:24 pm

also, try getting BOSS-F to sort your mods automatically.

Is that the one that's bundled into FOMM? If so, that's not always right. Especially with the order of the DLC esms. Point Lookout does not come first. I think the thread has since been pruned, but someone once said 'DLC's go in order of release.'
I ran that once, to see what it would do to my correct load order and what it suggested wasn't right at all.

But, I suppose it's alright for those new to mods or have no idea how to arrange a load order. It's more of a guide, rather than a 'this is how it is supposed to be,' right?

Anyway.

@Dark Link: As Fellout has no esm it doesn't really matter. My Streelights have no esps so it can't go after Fellout.
Everyone has their own opinion. If it works for you that's all that matters :)
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Clea Jamerson
 
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Post » Sat May 28, 2011 5:44 pm

Is that the one that's bundled into FOMM? If so, that's not always right. Especially with the order of the DLC esms. Point Lookout does not come first. I think the thread has since been pruned, but someone once said 'DLC's go in order of release.'
I ran that once, to see what it would do to my correct load order and what it suggested wasn't right at all.

Either that or as standalone application: http://www.fallout3nexus.com/downloads/file.php?id=10193
That bug was fixed long ago, and as far as i can remember it was only present in FOMM.
If you use the fomm feature make sure you update your load order template via Help/Update
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TASTY TRACY
 
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Post » Sat May 28, 2011 7:52 pm

I tried re-sorting my files so the .esms were separated from the .esps, but it's still doing it. I'm going to try to re-download it.

EDIT: That didn't work... anyone else have suggestions? Reading the comments on the mod's page, I guess I'm not the only one with this issue.
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Adrian Powers
 
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Post » Sat May 28, 2011 10:46 am

Just a shot in the dark (pun not intended) but try running megalight lower than streetlights and streetlights-wasteland.

I'm using those mods along with some other lighting mods without issues, maybe it's just that megalight needs to be loaded after streetlights, worth a shot.
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Laura Samson
 
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Post » Sat May 28, 2011 7:05 pm

Just a shot in the dark (pun not intended) but try running megalight lower than streetlights and streetlights-wasteland.

I'm using those mods along with some other lighting mods without issues, maybe it's just that megalight needs to be loaded after streetlights, worth a shot.


Tried that, didn't work =/. What exactly is your load order?
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sarah taylor
 
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Post » Sat May 28, 2011 3:08 pm

What patch version do you have?
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Annick Charron
 
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Post » Sat May 28, 2011 10:53 am

Tried that, didn't work =/. What exactly is your load order?


I'm not gonna post the whole load order, but for the lighting stuff it's basically the streetlights.esm, then the fellout.esp's and then further down the line it's wasteland-streetlights and then megalight right after it.
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Ells
 
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Post » Sat May 28, 2011 9:59 am

I'm not gonna post the whole load order, but for the lighting stuff it's basically the streetlights.esm, then the fellout.esp's and then further down the line it's wasteland-streetlights and then megalight right after it.


That's pretty much exactly like I have it now, and the only other mods I'm currently using just fix bugs, pretty much. That's rather annoying.

Also, pretty unrelated, but you said you use other lighting mods- do you know of any good interior lighting mods? It's kind of flow-breaking when you go from the pitch-black night of Fellout to a warmly-lit metro tunnel.
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Laura Ellaby
 
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Post » Sat May 28, 2011 7:45 am

That's pretty much exactly like I have it now, and the only other mods I'm currently using just fix bugs, pretty much. That's rather annoying.

Also, pretty unrelated, but you said you use other lighting mods- do you know of any good interior lighting mods? It's kind of flow-breaking when you go from the pitch-black night of Fellout to a warmly-lit metro tunnel.


Darker Interiors.
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suzan
 
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Post » Sat May 28, 2011 7:50 am

Darker Interiors.


Well, I didn't mean just darker- simply more realistically shaded.
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Harry Hearing
 
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Post » Sat May 28, 2011 10:12 pm

http://www.fallout3nexus.com/downloads/file.php?id=9250 There's only really light when there are light sources, with some ambient light depending on the areas. Very immersive.

http://i379.photobucket.com/albums/oo232/71boss351/fallout3/ScreenShot317.jpg
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Richard
 
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Post » Sat May 28, 2011 9:10 pm

Well, I didn't mean just darker- simply more realistically shaded.

and in case you want a replacement for the floodlight from your pipboy, try this: http://www.fallout3nexus.com/downloads/file.php?id=9084
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Alexxxxxx
 
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Post » Sat May 28, 2011 4:44 pm

http://www.fallout3nexus.com/downloads/file.php?id=9250 There's only really light when there are light sources, with some ambient light depending on the areas. Very immersive.


I'll be sure to download that... does that note in the description about the masters still apply, and if so, where can I get something to make them plugins?
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RUby DIaz
 
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Post » Sat May 28, 2011 12:30 pm

I'll be sure to download that... does that note in the description about the masters still apply, and if so, where can I get something to make them plugins?

quite the contrary is the case.
esms and esps are basically the same, they will just be handled differently by the game.

best would be to make a master update.
download http://fallout3nexus.com/downloads/file.php?id=637, make a copy of the exe, rename it to "FO3MasterUpdate.exe" and run it.

just make sure, you do this every time you add a new mod to the mix.
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Rachel Cafferty
 
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Post » Sat May 28, 2011 8:30 pm

I heard that you can make them normal plugins getting rid of the .esm flag in FO3Edit, any idea how I do that?
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Claire Vaux
 
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Post » Sat May 28, 2011 11:00 am

I heard that you can make them normal plugins getting rid of the .esm flag in FO3Edit, any idea how I do that?

yes... but it's actually safer to make them all esm's.
and that's what FO3MasterUpdate is doing, apart from some other small editing.

anyway, to remove the flag, simply load the mod in FO3Edit, go down to Header, right click onto Flags and deselect ESM.
Save the file by quitting FO3Edit.
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butterfly
 
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