Question about BOSS masterlist and load order

Post » Sat Feb 19, 2011 11:07 am

Is there a new masterlist for BOSS and if so, could someone provide a link? Thanks. I ask b/c BOSS doesn't know where to place the following files in the load order, so maybe an update masterlist would enable BOSS to better configure my load order.




Unknown mod file: Mart's Mutant Mod - FWE Master Release + DLCs.esp
Unknown mod file: RH_IronSights_PL_NewItems.esp
Unknown mod file: KillableChildren.esp
Unknown mod file: KillableChildren - MMM.esp
Unknown mod file: EVE.esm
Unknown mod file: WMK-RH IronSights.esp


My game is locking up pretty consistently so I'm thinking it might be related to load order. Here's my load order from FOMM and below that is my BOSS log.


Spoiler



[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[ ] Impervious Power Armour.esm
[X] CRAFT.esm
[X] CALIBR.ESM
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Xepha's Dynamic Weather.esm
[X] RH_IRONSIGHTS.esm
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] EVE.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] DarNifiedUIF3.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] CALIBRxMerchant.esp
[X] More Hotkeys.esp
[ ] RH_IronSights_Basic_VanillaPlugin.esp
[ ] RH_IronSights_Basic_AnchoragePlugin.esp
[X] RH_IronSights_Basic_PittPlugin.esp
[ ] RH_IronSights_Basic_BrokenSteelPlugin.esp
[X] RH_IronSights_Basic_PointLookoutPlugin.esp
[X] RH_IronSights_Basic_ZetaPlugin.esp
[X] RH_IronSights_Pitt_NewRifleSights.esp
[X] RH_IronSights_RemoveReticule.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
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional VATS Realtime.esp
[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] RH_FWE_Patch.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] WMKAA12Shotgun.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] EVE.esp
[X] EVE Operation Anchorage.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
[ ] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[ ] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Anchorage.esp
[X] Xepha's Dynamic Weather - The Pitt.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - Point Lookout.esp
[X] Xepha's Dynamic Weather - Sandstorm.esp
[X] Xepha's Dynamic Weather - NightTime SneakBoost.esp
[ ] Merged Patch.esp
[ ] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] RH_IronSights_PL_NewItems.esp
[X] KillableChildren.esp
[X] KillableChildren - MMM.esp
[X] WMK-RH IronSights.esp
[X] Bashed Patch, 0.esp




Anchorage.esm

ThePitt.esm

BrokenSteel.esm
. Bashed Patch tag suggestion: {{BASH: Actors.AIPackages}}

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm
. Bashed Patch tag suggestion: {{BASH: Deflst,Delev,Relev,Factions,Invent,Names,Relations,Stats}}

Impervious Power Armour.esm

CRAFT.esm

CALIBR.esm

FO3 Wanderers Edition - Main File.esm
. Bashed Patch tag suggestion: {{BASH: Actors.ACBS,Actors.Stats,Deflst,Delev,Invent,Names,Relations,Relev,Stats}}
. Requires: CRAFT.esm
. Requires: CALIBR.esm

Mart's Mutant Mod.esm
. Bashed Patch tag suggestion: {{BASH: Invent,Relations,Delev}}

Xepha's Dynamic Weather.esm
. Bashed Patch tag suggestion: {{BASH: C.Climate,Sound}}

RH_IRONSIGHTS.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp
. Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
. Requires: Anchorage.esm

Unofficial Fallout 3 Patch - The Pitt.esp
. Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
. Requires: ThePitt.esm

Unofficial Fallout 3 Patch - Broken Steel.esp
. Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
. Requires: BrokenSteel.esm

Unofficial Fallout 3 Patch - Point Lookout.esp
. Bashed Patch tag suggestion: {{BASH: Deflst,Names,Invent,Stats}}
. Requires: PointLookout.esm

Unofficial Fallout 3 Patch - Mothership Zeta.esp
. Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
. Requires: Zeta.esm

DarNifiedUIF3.esp

CASM.esp

CRAFT - Activation Perk.esp
. Requires: CRAFT.ESM

CALIBRxMerchant.esp
. Requires: CALIBR.ESM

More Hotkeys.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_RemoveReticule.esp

FO3 Wanderers Edition - Main File.esp
. Bashed Patch tag suggestion: {{BASH: Deflst,Delev,Relev}}

FO3 Wanderers Edition - DLC Anchorage.esp
. Bashed Patch tag suggestion: {{BASH: Deflst}}

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp
. Bashed Patch tag suggestion: {{BASH: Relev,Delev}}

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
. Conflicts with: FO3 Wanderers Edition - Followers Enhanced.esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - Optional VATS Realtime.esp

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

RH_FWE_Patch.esp

WeaponModKits.esp
. Bashed Patch tag suggestion: {{BASH: Names}}

WeaponModKits - FWE Master Release.esp
. Bashed Patch tag suggestion: {{BASH: Deflst,Relev}}

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

WMKAA12Shotgun.esp
. Bashed Patch tag suggestion: {{BASH: Graphics}}

Stealthboy Recon Armor - CRAFT.esp

EVE.esp
. Bashed Patch tag suggestion: {{BASH: Graphics,Sound,Scripts}}

EVE Operation Anchorage.esp
. Bashed Patch tag suggestion: {{BASH: Graphics,Sound}}
. Requires: Anchorage.ESM

Mart's Mutant Mod.esp
. Bashed Patch tag suggestion: {{BASH: Delev}}
. Requires: Mart's Mutant Mod.esm

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

Mart's Mutant Mod - DLC The Pitt.esp
. Bashed Patch tag suggestion: {{BASH: Delev}}
. Requires: ThePitt.ESM

Mart's Mutant Mod - DLC Broken Steel.esp
. Bashed Patch tag suggestion: {{BASH: Delev,Relev}}
. Requires: BrokenSteel.ESM

Mart's Mutant Mod - DLC Point Lookout.esp
. Bashed Patch tag suggestion: {{BASH: Delev,Relev}}
. Requires: PointLookout.ESM

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

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - FWE Master Release.esp
. Bashed Patch tag suggestion: {{BASH: Invent,Relations}}

Xepha's Dynamic Weather - Main.esp
. Bashed Patch tag suggestion: {{BASH: C.Climate}}

Xepha's Dynamic Weather - Anchorage.esp
. Bashed Patch tag suggestion: {{BASH: C.Climate}}
. Requires: Anchorage.esm

Xepha's Dynamic Weather - The Pitt.esp
. Bashed Patch tag suggestion: {{BASH: C.Climate}}
. Requires: ThePitt.esm

Xepha's Dynamic Weather - Broken Steel.esp
. Bashed Patch tag suggestion: {{BASH: C.Climate}}
. Requires: BrokenSteel.esm

Xepha's Dynamic Weather - Point Lookout.esp
. Bashed Patch tag suggestion: {{BASH: C.Climate}}
. Requires: PointLookout.esm

Xepha's Dynamic Weather - Sandstorm.esp

Xepha's Dynamic Weather - NightTime SneakBoost.esp

Merged Patch.esp

Bashed Patch, 0.esp

User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Fri Feb 18, 2011 11:08 pm

Is there a new masterlist for BOSS and if so, could someone provide a link? Thanks. I ask b/c BOSS doesn't know where to place the following files in the load order, so maybe an update masterlist would enable BOSS to better configure my load order.

Unknown mod file: Mart's Mutant Mod - FWE Master Release + DLCs.esp
Unknown mod file: RH_IronSights_PL_NewItems.esp
Unknown mod file: KillableChildren.esp
Unknown mod file: KillableChildren - MMM.esp
Unknown mod file: EVE.esm
Unknown mod file: WMK-RH IronSights.esp



Anytime you have mods that come up as unknown mods in boss, moving them up with similar mods is usually a pretty safe thing to do. The Mart's Mutant Mod esp I'd probably put at the bottom of the other Mart's esps. Same with the RH Ironsights esp (at the bottom the other RH esps). The eve.esm probably wouldn't be causing problems where it is. You have a fwe esp high up in your mod list (FO3 Wanderers Edition - Alternate Travel.esp). It's up with the esms. I'd move that down with the other fwe esps ( Just below the FO3 Wanders Edition dlc esp is where boss should have put it). The WMK-RH Ironsights.esp patch, I'd probably put below the WMK esps. Not sure but it's a compatibility patch for wmk and rh, so you'd probably want it below both of them. The Killable children I've never used but it has an mmm patch so I'd probably make sure it's below mmm. Also, if you're using bash you don't need the merged patch from fo3edit. Just make sure you include form id's and leveled lists in your bashed patch or the wmk esps will overwrite each other. Hope that helps some.
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Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Fri Feb 18, 2011 9:55 pm

Are you using stand-alone BOSS to sort or FOMM?

FOMM will update the BOSS masterlist with the HELP > Check for Update option.

Otherwise you can get it here: http://code.google.com/p/better-oblivion-sorting-software/source/browse/data/#data/boss-fallout
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sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Sat Feb 19, 2011 4:52 am

Thanks folks. Basic question- should I set my load order in FOMM or Wrye Flash? I've run into problems where I thought I'd set it in FOMM but BOSS or Wrye Flash then undid that order.
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Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Sat Feb 19, 2011 9:04 am

Doesn't matter as long as you choose one or the other. In Wrye Flash you'll probably want to turn off the "Lock Times" feature if you are going to use FOMM for sorting. It's designed to prevent other programs from changing your load order.
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Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Sat Feb 19, 2011 7:53 am

Showler - Just wanted to say thanks for the masterlist.txt link. Didn't know about that link. It's definitely more up to date than the masterlist on tesnexus.
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Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Sat Feb 19, 2011 7:03 am

I'm behind on BOSS quite a bit, but it looks like there's a BAT file in the BOSS package now that will auto-update your masterlist as well.

I can't confirm that myself, though.

Looks like a lot of change in BOSS in the last few months.
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Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Sat Feb 19, 2011 3:59 am

Yeah get version 1.63 - it will update the masterlist when you use the .bat file called update.

Wrye Flash can use the newest version but FOMM is behind as it changed the implementation of BOSS for use with FOMM.

It also has an extremely simple to use addition called the userlist where it will search for overrides and additions to put in your load order after the masterlist is scanned. This is simply a txt file that it reads in addition to the masterlist. For defining plugins not on masterlist.
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Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Sat Feb 19, 2011 4:24 am

Yeah get version 1.63 - it will update the masterlist when you use the .bat file called update.

Wrye Flash can use the newest version but FOMM is behind as it changed the implementation of BOSS for use with FOMM.

It also has an extremely simple to use addition called the userlist where it will search for overrides and additions to put in your load order after the masterlist is scanned. This is simply a txt file that it reads in addition to the masterlist. For defining plugins not on masterlist.


The version on tesnexus (http://www.fallout3nexus.com/downloads/file.php?id=10193) is 1.41. Is this updated somewhere else now?

Nevermind, just found the newer version on the oblivion section of tesnexus.
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Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Sat Feb 19, 2011 5:42 am

Are you using stand-alone BOSS to sort or FOMM?

FOMM will update the BOSS masterlist with the HELP > Check for Update option.

Otherwise you can get it here: http://code.google.com/p/better-oblivion-sorting-software/source/browse/data/#data/boss-fallout

Nevermind- updated new masterlist from the current version of BOSS. I was running the older version of BOSS that didn't include this autoupdate capability.
Thanks.
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lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Fri Feb 18, 2011 8:56 pm

Just make sure you include form id's and leveled lists in your bashed patch or the wmk esps will overwrite each other. Hope that helps some.



Thanks Cooper, it does help, a lot. :-) I did check both the form id and leveled lists checkbox in Wrye Flash when rebuilding my bashed patch.

My game is still locking up after a few minutes and just crashed to desktop after a few minutes during my last play through, and it could be because for some reason I still am not successfully manually setting the load order of several esp files BOSS doesn't know what to do with (RH_IronSights, KillableChildren, KillableChildren-MMM). I set them in FOMM as per the load order advice in this thread, made sure that Lock Times was unchecked in Wrye FLash, and ran BOSS. That doesn't seem to have worked though, since they are still appearing after my bashed patch.

Also, what is the significance of -> Delinquent MASTER: RH_IronSights_PL_NewItems.esp? That seems to imply some necessary .esm file is missing?I do have the three required esms for this mod loaded:
Fallout3.esm
PointLookout.esm
RH_IRONSIGHTS.esm


Also:
1) when I manually set my load order in FOMM, do I need to rebuild my bashed patch in Wrye Flash?

2) will running BOSS mess up the load order I set in FOMM? BOSS does seem to be placing
RH_IronSights_PL_NewItems.esp KillableChildren.esp [Version 1.5] and KillableChildren - MMM.esp after my Bashed patch every time, which is incorrect.

Thanks.

Active mod list below.

Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  BrokenSteel.esm04  PointLookout.esm05  Zeta.esm06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]07  Impervious Power Armour.esm08  CRAFT.esm09  CALIBR.esm  [Version 1.3]0A  EVE.esm0B  FO3 Wanderers Edition - Main File.esm0C  Mart's Mutant Mod.esm0D  Xepha's Dynamic Weather.esm0E  RH_IRONSIGHTS.esm0F  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]10  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]11  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]12  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]13  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]14  DarNifiedUIF3.esp15  CASM.esp16  CRAFT - Activation Perk.esp17  CALIBRxMerchant.esp18  More Hotkeys.esp++  RH_IronSights_Basic_VanillaPlugin.esp++  RH_IronSights_Basic_AnchoragePlugin.esp19  RH_IronSights_Basic_PittPlugin.esp++  RH_IronSights_Basic_BrokenSteelPlugin.esp1A  RH_IronSights_Basic_PointLookoutPlugin.esp1B  RH_IronSights_Basic_ZetaPlugin.esp1C  RH_IronSights_Pitt_NewRifleSights.esp1D  RH_IronSights_RemoveReticule.esp1E  FO3 Wanderers Edition - Main File.esp1F  FO3 Wanderers Edition - DLC Anchorage.esp20  FO3 Wanderers Edition - DLC The Pitt.esp21  FO3 Wanderers Edition - DLC Broken Steel.esp22  FO3 Wanderers Edition - DLC Point Lookout.esp23  FO3 Wanderers Edition - DLC Mothership Zeta.esp24  FO3 Wanderers Edition - Alternate Travel.esp25  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp++  FO3 Wanderers Edition - Optional Restore Tracers.esp26  FO3 Wanderers Edition - Optional VATS Realtime.esp++  FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp27  RH_FWE_Patch.esp28  WeaponModKits.esp29  WeaponModKits - FWE Master Release.esp2A  WeaponModKits - OperationAnchorage.esp2B  WeaponModKits - ThePitt.esp2C  WeaponModKits - BrokenSteel.esp2D  WeaponModKits - PointLookout.esp2E  WeaponModKits - Zeta.esp2F  WMK-RH IronSights.esp30  WMKAA12Shotgun.esp31  Stealthboy Recon Armor - CRAFT.esp32  EVE.esp33  EVE Operation Anchorage.esp34  Mart's Mutant Mod.esp35  Mart's Mutant Mod - DLC Anchorage.esp36  Mart's Mutant Mod - DLC The Pitt.esp37  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp38  Mart's Mutant Mod - DLC Zeta.esp++  Mart's Mutant Mod - Master Menu Module.esp39  Mart's Mutant Mod - FWE Master Release.esp++  Mart's Mutant Mod - FWE Master Release + DLCs.esp3A  Xepha's Dynamic Weather - Main.esp3B  Xepha's Dynamic Weather - Anchorage.esp3C  Xepha's Dynamic Weather - The Pitt.esp3D  Xepha's Dynamic Weather - Broken Steel.esp3E  Xepha's Dynamic Weather - Point Lookout.esp3F  Xepha's Dynamic Weather - Sandstorm.esp40  Xepha's Dynamic Weather - NightTime SneakBoost.esp41  Bashed Patch, 0.esp----> Delinquent MASTER: RH_IronSights_PL_NewItems.esp42  RH_IronSights_PL_NewItems.esp43  KillableChildren.esp  [Version 1.5]44  KillableChildren - MMM.esp  [Version 1.5]

User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Sat Feb 19, 2011 8:50 am

Hmm Ok the FONexus page is not the most current BOSS available.

Use the http://www.tesnexus.com/downloads/file.php?id=20516 instead. Yes Fallout 3 compatible.

I'll let Pacific Morrowind know that FO3Nexus is old.
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Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Fri Feb 18, 2011 9:08 pm

Also, what is the significance of -> Delinquent MASTER: RH_IronSights_PL_NewItems.esp?

1) when I manually set my load order in FOMM, do I need to rebuild my bashed patch in Wrye Flash?

2) will running BOSS mess up the load order I set in FOMM? BOSS does seem to be placing
RH_IronSights_PL_NewItems.esp KillableChildren.esp [Version 1.5] and KillableChildren - MMM.esp after my Bashed patch every time, which is incorrect.
The Delinquent Master is because that file "RH_IronSights_PL_NewItems.esp" is now loading after your bashed patch but was before your bashed patch when you built the patch.

You should rebuild the bashed patch every time you change your load order.

Running BOSS will change your load order as set in FOMM. In particular, any mod not recognized by BOSS will be put at the bottom. That's probably what's happening with those three mods you are having trouble with. As Psymon mentioned earlier, BOSS now has a userlist override file that you can use to control where unrecognized mods are sorted by BOSS. There must be instructions included for how to make that work.
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Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Sat Feb 19, 2011 9:14 am

Thanks. I read about the userlist.txt and have BOSS 1-63 Beta 20516 installed. I checked my BOSS folder and don't see the userlist.txt file there however, contrary to what the BOSS read me states ("The files that are used and created by BOSS are all found in the ..\Data\BOSS folder, and they are: userlist.txt - This file contains your custom rules to be implemented by the User Rules feature.")

I see the following in my BOSS folder: readme, user rules readme, log, masterlist, modlist/old, and modlist. Any ideas how to make the userlist appear?
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Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Sat Feb 19, 2011 12:51 am

It is really simple even taking a blank txt file and filling in like so (this is a sample from my Oblivion install - since I have BOSS commit rights I just add them to the F3 masterlist and commit myself):
Spoiler
ADD: Environment Mods - Merged.espAFTER: Atmospheric Loading Screens - Random Quotes.espADD: UI Mods Merged.espAFTER: Streamline 3.1.espADD: Home Care Mods Merged.espAFTER: Ayleid Loot EXtension - OOO Dungeons.espADD: CNRP 4 OOO.espAFTER: Home Care Mods Merged.espADD: Armor and Weapon Quests.esp AFTER: Enhanced Hotkeys.espADD: HorseGearBags.espAFTER: ClassyClothingCompendium.espADD: Ulrim's Horses - Commands.espAFTER: HorseGearBags.espADD: EQR_-_FCOM.esp AFTER: Enhanced Quest Roleplaying.espADD: Dungeons Merged.espAFTER: EQR_-_FCOM.esp ADD: SI Dungeons Merged.esp AFTER: Dungeons Merged.espADD: SM Plugin Refurbish Minus BH-Orrery-Vile-Thieves.espAFTER: KotN Wayshrine Fix.esp ADD: Tamriel Houses Merged.espAFTER: ElsweyrAnequina.esp ADD: SI Homes Merged.espAFTER: Tamriel Houses Merged.espADD: Oblivifall - Losing My Religion CATH CHANGES.espAFTER: Oblivifall - Losing My Religion.espADD: Dialogue and Messages Merged.espAFTER: Enhanced Vegetation [125%].espADD: Game Tweaks Merged.espAFTER: Dialogue and Messages Merged.espADD: Stealth Mods Merged.espAFTER: Game Tweaks Merged.esp ADD: Progress Plugins Merged.espAFTER: nGCD.esp ADD: Let There be Darkness-Merged.esp BEFORE: Item interchange - Placement for FCOM.esp OVERRIDE: Duke Patricks - Actors Can Miss Now.espAFTER: Bashed Patch, 0.espOVERRIDE: Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp AFTER: Duke Patricks - Actors Can Miss Now.espOVERRIDE: Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp AFTER: Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.esp OVERRIDE: Duke Patricks - Fresh Kills Now Alert The NPCs.espAFTER: Duke Patricks - Near Miss Magic And Arrows Alert The Target.espOVERRIDE: Duke Patricks - Basic Combat Geometry.espAFTER: Duke Patricks - Fresh Kills Now Alert The NPCs.espOVERRIDE: Duke Patricks - Momentum Damage And Jump Risk.espAFTER: Duke Patricks - Basic Combat Geometry.espOVERRIDE: Duke Patricks - SCA Shield Tricks.espAFTER: Duke Patricks - Momentum Damage And Jump Risk.espOVERRIDE: Duke Patricks - SCA Melee Combat with NO RECOIL.espAFTER: Duke Patricks - SCA Shield Tricks.espOVERRIDE: Duke Patricks - Combat Archery.espAFTER: Duke Patricks - SCA Melee Combat with NO RECOIL.espOVERRIDE: Duke Patricks - Double Arrow Nock Shot.espAFTER: Duke Patricks - Combat Archery.espOVERRIDE: Duke Patricks - Smash Of The Titans.espAFTER: Duke Patricks - Double Arrow Nock Shot.espOVERRIDE: Duke Patricks - BASIC Script Effect Silencer.espAFTER: Duke Patricks - Smash Of The Titans.esp

ADD means add to the load order - OVERRIDE means use instead of what the masterlist has.
If any esp is added after a mod that is not present it can throw it off.
If a mod is not present which is described as ADDed or OVERRIDE then it just doesn't happen.
If you use the rule ADD when the plugin already is on the masterlist it may malfunction (but not badly and that should be addressed as of 1.63).

Keep the Userlist.txt in the BOSS folder.

[edit] clarified my points and spelling and grammar.
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dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Sat Feb 19, 2011 2:44 am

Sorry didn't see your post above - just keep the userlist in the BOSS folder and when running BOSS it should access it.

If you had an older version of BOSS best to first remove all its parts before using the new one.
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Nicholas
 
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Joined: Wed Jul 04, 2007 12:05 am

Post » Sat Feb 19, 2011 3:56 am

Man, these forums...blah. They log you out after a few minutes, even while you are typing up your reply. Not cool. Thanks for the advice, and my bad for not reading the other readme in the BOSS install.

I created the userlist.txt file, with the following:

ADD: RH_IronSights_PL_NewItems.esp
AFTER: RH_IronSights_RemoveReticule.esp

ADD: KillableChildren.esp
AFTER: Mart's Mutant Mod - FWE Master Release + DLCs.esp

ADD: KillableChildren - MMM.esp
AFTER: KillableChildren.esp


My game is still crawling to a halt after a few minutes. It runs really really smoothly, easily above 30fps, for a few minutes and then slows to crawl or freezes, either for 30sec to a minute, or just locks up.

Anyone got any thoughts?


Posting my BOSS log below. No unrecognized files this time.
I wonder why it states that FOOK2 is not found- could it be that there's some residual FOOK data in my install that BOSS is finding, and thus notifying me that FOOK2 isn't installed? I did remove all the FOOK2 plugins, but there were other components from the FOOK2 install, mainly textures, sounds, and meshes data, that might still be there.

Just wondering why my game slows down so dramatically after running so well for a few minutes.

Userlist Messages

"RH_IronSights_PL_NewItems.esp " has been sorted after "RH_IronSights_RemoveReticule.esp ".

"KillableChildren.esp " has been sorted after "Mart's Mutant Mod - FWE Master Release + DLCs.esp ".

"KillableChildren - MMM.esp " has been sorted after "KillableChildren.esp ".



Recognised And Re-ordered Mod Files

Fallout3.esm

Note: Masterlist Revision: 1859

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

Bashed Patch tag suggestion: {{BASH: Actors.AIPackages}}

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

Bashed Patch tag suggestion: {{BASH: Deflst,Delev,Relev,Factions,Invent,Names,Relations,Stats}}

Impervious Power Armour.esm

CRAFT.esm

CALIBR.esm

EVE.esm

Bashed Patch tag suggestion: {{BASH: Graphics,Sound,Scripts}}

FO3 Wanderers Edition - Main File.esm

Bashed Patch tag suggestion: {{BASH: Actors.ACBS,Actors.Stats,Deflst,Delev,Invent,Names,Relations,Relev,Stats}}
Requires: CRAFT.esm
Requires: CALIBR.esm

Mart's Mutant Mod.esm

Bashed Patch tag suggestion: {{BASH: Delev,Invent,Names,Relations,Scripts}}

Xepha's Dynamic Weather.esm

Bashed Patch tag suggestion: {{BASH: C.Climate,Sound}}

RH_IRONSIGHTS.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
Requires: Anchorage.esm

Unofficial Fallout 3 Patch - The Pitt.esp

Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
Requires: ThePitt.esm

Unofficial Fallout 3 Patch - Broken Steel.esp

Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
Requires: BrokenSteel.esm

Unofficial Fallout 3 Patch - Point Lookout.esp

Bashed Patch tag suggestion: {{BASH: Deflst,Names,Invent,Stats}}
Requires: PointLookout.esm

Unofficial Fallout 3 Patch - Mothership Zeta.esp

Bashed Patch tag suggestion: {{BASH: Deflst,Names}}
Requires: Zeta.esm

DarNifiedUIF3.esp

CASM.esp

CRAFT - Activation Perk.esp

Requires: CRAFT.ESM

CALIBRxMerchant.esp

Requires: CALIBR.ESM

More Hotkeys.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_RemoveReticule.esp

RH_IronSights_PL_NewItems.esp

FO3 Wanderers Edition - Main File.esp

Bashed Patch tag suggestion: {{BASH: Deflst,Delev,Relev}}

FO3 Wanderers Edition - DLC Anchorage.esp

Bashed Patch tag suggestion: {{BASH: Deflst}}

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

Bashed Patch tag suggestion: {{BASH: Relev,Delev}}

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

Incompatible with: FO3 Wanderers Edition - Followers Enhanced.esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - Optional VATS Realtime.esp

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

RH_FWE_Patch.esp

WeaponModKits.esp

Bashed Patch tag suggestion: {{BASH: Names}}

WeaponModKits - FWE Master Release.esp

Bashed Patch tag suggestion: {{BASH: Deflst,Relev}}

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

WMK-RH IronSights.esp

WMKAA12Shotgun.esp

Bashed Patch tag suggestion: {{BASH: Graphics}}

Stealthboy Recon Armor - CRAFT.esp

EVE.esp

Bashed Patch tag suggestion: {{BASH: Graphics,Sound,Scripts}}

EVE Operation Anchorage.esp

Bashed Patch tag suggestion: {{BASH: Graphics,Sound}}
Requires: Anchorage.ESM

Mart's Mutant Mod.esp

Bashed Patch tag suggestion: {{BASH: Delev}}
Requires: Mart's Mutant Mod.esm

Mart's Mutant Mod - DLC Anchorage.esp

Bashed Patch tag suggestion: {{BASH: Scripts}}
Requires: Anchorage.ESM

Mart's Mutant Mod - DLC The Pitt.esp

Bashed Patch tag suggestion: {{BASH: Delev,Scripts}}
Requires: ThePitt.ESM

Mart's Mutant Mod - DLC Broken Steel.esp

Bashed Patch tag suggestion: {{BASH: Delev,Relev,Scripts}}
Requires: BrokenSteel.ESM

Mart's Mutant Mod - DLC Point Lookout.esp

Bashed Patch tag suggestion: {{BASH: Delev,Relev,Scripts}}
Requires: PointLookout.ESM

Mart's Mutant Mod - DLC Zeta.esp

Bashed Patch tag suggestion: {{BASH: Scripts}}
Requires: Zeta.ESM

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - FWE Master Release.esp

Bashed Patch tag suggestion: {{BASH: Invent,Relations}}
Requires: FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod - FWE Master Release + DLCs.esp

Bashed Patch tag suggestion: {{BASH: Invent,Relations,Scripts}}
Requires: ThePitt.esm
Requires: BrokenSteel.esm
Requires: FO3 Wanderers Edition - Main File.esm

KillableChildren.esp

KillableChildren - MMM.esp

Xepha's Dynamic Weather - Main.esp

Bashed Patch tag suggestion: {{BASH: C.Climate}}

Xepha's Dynamic Weather - Anchorage.esp

Bashed Patch tag suggestion: {{BASH: C.Climate}}
Requires: Anchorage.esm

Xepha's Dynamic Weather - The Pitt.esp

Bashed Patch tag suggestion: {{BASH: C.Climate}}
Requires: ThePitt.esm

Xepha's Dynamic Weather - Broken Steel.esp

Bashed Patch tag suggestion: {{BASH: C.Climate}}
Requires: BrokenSteel.esm

Xepha's Dynamic Weather - Point Lookout.esp

Bashed Patch tag suggestion: {{BASH: C.Climate}}
Requires: PointLookout.esm

Xepha's Dynamic Weather - Sandstorm.esp

Xepha's Dynamic Weather - NightTime SneakBoost.esp

Bashed Patch, 0.esp
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Sat Feb 19, 2011 1:50 am

Well right off - the last time I checked there was no ironsight mod compatible with FWE much less WMK.

That would not be causing issues of 'slowing' ... ahh in order to get help you need details about the symptom.

What exactly is happening? Crashing? Freezing?

Are you using stutter remover? Does it happen if you remove it? If so maybe change settings in its ini.

Can you fast travel?

[edit] If you had FOOK2 installed and not FWE then it would state FWE not found.
User avatar
Tessa Mullins
 
Posts: 3354
Joined: Mon Oct 22, 2007 5:17 am

Post » Sat Feb 19, 2011 2:11 am

OK, here's what happens- the game starts with fluid frames, then after a minute or two, slows down dramatically, and then freezes up, forcing me to CTRL+ALT+DELETE. I haven't tried fast travelling yet. Also, when I start a new game and begin in the shack to set my character traits, the game locks up right when CASM is saving. I wonder if it's related to that? I will disable CASM and see what happens.

Yes, I am using Stutter Remover. I will remove it and see what happens. I am also using FO3 3Gig RAM enabler ( I placed my f3.exe into the FO3 3gig folder and ran the application, where presumably it altered the .exe to allow for 3Gig RAM).

PS- RH Iron sites seems to be working correctly so far with FWE- I do have the ability to zoom my pistol more than if I wasn't using RH Iron sites.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Sat Feb 19, 2011 2:22 am

The only saves I ever use are hard and full saves I make myself. I've read of others having issues with CASM but never used it myself - don't trust it.

Yeah try first removing FSR and if that does not solve the issue don't put it back till you do solve it. If it does then try changing the iHeapAlgorithm to another option.

RH ironsights will work with FWE on vanilla guns but FWE added guns and guns altered by WMK will be funky. I've seen guns actually block the entire screen once you press right mouse button. So it works great until ...
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sat Feb 19, 2011 8:07 am

Game is still locking up after a few minutes' play, so I am removing the CASM.esp entirely. FSR is still removed from my fose folder.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Sat Feb 19, 2011 12:10 am

Hooray- I removed CASM.esp and my game isn't locking up anymore, but I am still getting some pretty wicked slowdown sometimes, usually outside. I wonder if some of NMC's hi-res landscape/terrain textures are the cause? What's odd is that the game runs really well for awhile nad then just chokes. I'd think that if the textures where the problem, that the frames would be consistently low.

I lowered my resolution to 1280x760 and the lag remains just as badly, so not sure what to do.

Any thoughts? Maybe certain advanced visual settings in the FO3 launcher configuration would address this?
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Sat Feb 19, 2011 12:54 am

Well I'd go further and test only with saves made by going through the menus.

Just removing it may not be the source it may be bad saves.

But then there are other things to test:
1. without bashed patch.
2. In a new area (don't test the same cell over and over again).
3. Test after respawning by waiting in an isolated cell for 9 days.
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Sat Feb 19, 2011 7:44 am

Damn, spoke too soon. Began a new game in the shack after the intro movie and sure enough the game locked up when I was moving my cursor/pov quickly around. The game does seem to lockup/stutter more so when I am panning my cursor/POV rapidly around.

Might that be a graphics issue?

I have 4GB of RAM, which I assume is enough b/c the game doesn't access more than 2GB...just wondering what hardware factors might be causing the game to run so very sluggishly.
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Sat Feb 19, 2011 9:42 am

First have you been able to run a successful modded F3 game on that computer before? If you have never ran a modded game on the computer before then start with vanilla and build from there.

Before you go into hardware configurations or tweaking the exe to use more ram it is probably best to make sure it is not a mod. This may involve disabling groups of them at a time until the problem goes away.

And I can't repeat this information enough - when doing character generation whether in the vault or in the shack it is a good idea to have as many mods disabled as possible until the chargen is over.

You could also try cutting your ini to a temporary location and let the game create a new one - called regenerating the ini. Sometimes changes are made (either by mod or user) that can cause issues.
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

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