stable FWE build, but still some issues

Post » Thu May 03, 2012 5:14 pm

Hi everyone,

I installed a stable fwe build, but being a perfectionist, there are still two issues that bug me. I hope, someone has a hint.

- Missing meshes (exclamation marks) on practically all raiders and Micky (sitting in front of Megaton)
I replaced the missing-mesh-mesh, so that at least doesn't show, but it still bugs me :) My guess is, that this is due to the missing "FWE - rusted weapons", but I'm not sure, since it doesn't exist anymore.

- doubled up ammo types (like "762mm" and "7.62 mm")
I have AA under suspicion here, but again, not sure.


Here's my loadorder, mayby I missed something:

Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
Mothership Crew.esm
EVE.esm
Apocalypse Armory.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
FO3 Wanderers Edition - Alternate Travel.esp
EVE - FWE Patch.esp
EVE - MMM Patch.esp
Fellout-Full.esp
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
StreetLights - Wasteland.esp
GNR Enhanced.esp
Apocalypse Armory.esp
Apocalypse Armory - Optional Historical Names.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.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 - Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
Fallout Remastered.esp
Fallout Remastered - Mothership Crew.esp
Fallout Remastered - FWE.esp
Fallout Remastered - EVE (Paradox Ignition Merge).esp
Fallout Remastered - FWE + Project Beauty.esp
Fallout Remastered - FWE + EVE (PI Merge).esp
Fallout Remastered - MMM + EVE (PI Merge).esp
Fallout Remastered - Mart's Mutants Mod.esp
Fallout Remastered - FWE + MMM.esp
Merged Patch.esp


00h
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Jennifer Munroe
 
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Post » Thu May 03, 2012 6:41 pm

Fallout Remastered - EVE (Paradox Ignition Merge).esp, Fallout Remastered - FWE + EVE (PI Merge).esp, Fallout Remastered - MMM + EVE (PI Merge).esp. These are to used ONLY if you have Paradox Ignition EVE>
This is probably your problem. Also, patches are to be loaded after the esp's they are patching. You should get BOSS and run it to get your load order correct. What you are seeing with the red areas with "!" are missing meshes. In FOMM, you should uncheck ArchiveInvalidation Invalidated! and shut down FOMM. Restart FOMM and than place a check mark next to ArchiveInvalidation Invalidated!. This should correct your missing meshes.
By the way, with the problems you have, you do not have a stable build.
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Horror- Puppe
 
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Post » Thu May 03, 2012 7:14 pm

hm.. i'll replace eve(pi) with standard eve0.97b and remove the foips. maybe that's it.

well, coming from oblivion-fcom, i call any build stable, that doesn't ctd within the first few hours of playtime. :)


00h
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Scarlet Devil
 
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Joined: Wed Aug 16, 2006 6:31 pm

Post » Thu May 03, 2012 3:54 pm

nope. didn't work. i removed eve(pi) and the foips and reinstalled eve(0.97b standard) with fomm.

-> raider (and micky) meshes still missing.

-> ammo description still inconsistent.


still not critical, but annoying.
does anyone have a clue? i found a bunch of posts that describe the mesh problem, but never a solution...

i'd appreciate some feedback, if anyone has found a solution. :)


00h
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sw1ss
 
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Joined: Wed Nov 28, 2007 8:02 pm

Post » Fri May 04, 2012 6:22 am

Have you ever had the game run without the mods? If so, disable all your mods and toggle archiveinvalidation invalidated! Add you mods one at a time, toggling ArchiveInvalidation Invalidated between each mod.
As you add a mod, check to make sure the game runs. If everything runs good, than add a mod. This is the way is should be done. That way you will know immediately when a mod is incompatible.
My guess is that you either did not install FWE properly or your load order is not right. As far as any of us finding a solution, that is something that has to be done in front of the computer.
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Quick Draw III
 
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Post » Fri May 04, 2012 12:04 am

What did BOSS say about your load-order?
Have you tried with a Bashed patch as well?
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Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Thu May 03, 2012 4:58 pm

i used a merged patch (fo3edit), not batched (bash).

anyway, something is fundamentally wrong.

additionally, a few hours into the game and i have robots appearing out of nowhere... very strange.


well, i am completely reinstalling now...


00h
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Lisa
 
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Post » Thu May 03, 2012 9:33 pm

If you're starting all over with a fresh install then I have some advice to share:

Start with the few core mods, the ones most important to your gameplay. As few as possible and that you have done the reading to know that they work together. Go through the tutorial part until you get outside. Make a new save, it will mark the time. If you can play with no crashes or other problems from the time on that save to two hours later then you can count your mod setup stable. At this point I like to console `savegame Stable001. From there add as few mods at a time as possible, one is optimal. Play again until you are satisfied it is still stable and there are no errors / missing meshes / etc. That way you can slowly add mods and continue to make progressive, numbered Stable saves.
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Sammie LM
 
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