How to get this mod setup to work?

Moon_Dew

First time out of the vault
Okay, I think that, instead of putting everything together and try to fix all of the inevitable errors, I think it would be better to discuss the mod set-up I'm wanting to use first.

Here's the list of mods I'm hoping to use.

Fallout 3 Re-Animated
Fallout Street Lights
RH_IronSights
Scavanger Armors
DCInteriors Project
Firefly Ranch - Scary Quest Edition
Franklin Mall
RR Companions Vault
Shadows and Dust 1 & 2
Cybernetics Perk Tree
Perk Steroids
T-2000 Perk
Sydney Follower
TERMINATOR Cybernetic Dawn
Ties that Bind
Abbreviated Effects
Ambient Temperature
Ammo Press at Megaton House
CRAFT
EMP Damage for Power Armour
Enhanced Weather
EVE
Fallout Interoperability Program
Fallout Legacy Perks
Fellout
FNNCQ a fallout 3 slavery overhaul
FO3 Wanderers Edition
Genetic Freak Perk
Imps More Complex Needs
Impervious Power Armour
Marts Mutant Mod
MMM- Monsters perks addon
MTC Wasteland Travellers
Nanotech Perk Pack
New Vegas Perks
No Repair With Uniques
Prebuilt MyImperviousArmors list
Scope Master Perk
See you - Time for Bed
Silver Slugger Melee Perk
Ultimate Perk Pack
Weapon Mod Kits
Weight Lifter Perk
Youre SPECIAL
Enclave Improvement Project
MERC 2
Basic Cooking Perk
Fallout Stutter Remover
Unofficial Fallout 3 Patch
Enhanced Blood Textures
Enhanced Night Sky
eXcalibr
Flora Overhaul Total Devastation Edition
Hi-Res Weapons
NMCs_Texture_Pack
A World Of Pain
Alton IL
Arefu Expanded
My Utility World
Raiders Redone
Wasteland Guards aka DC Defence
Official Fallout 3 Patch
A Note Easily Missed
A Quest for Heaven 1 & 2
An Evening With Mister Manchester
Cube
In the Shadow of the Swamp
The Crimson Caravan
The Institute
The Mantis Imperative
Vault 101 Revisted
CONELRAD 640-1240 - Civil Defense Radio
Existence 2_0
GNR Enhanced
MTUI
ArchiveInvalidation Invalidated
12 new uniques for Point Lookout
20th Century Weapons (possibly 19th and 20th century)
Ammunition Schematics for FWE-WMK-CRAFT-Full CalibrV1_4
Box Magazine XM1014 Shotgun
CALIBR1.4
Classic Fallout Weapons
EMP Weapons
EMPulse Weapons for FWE 603 and WMK for FWE
Godfathers Kewl Unique Weapons
Mose Unique
Unique Guns Arsenal Mod
Unique Junk
Weapon Mod Kits - Unique

Do any of these mods clash with other? Do some of these mods need mods I don't have? Will those additional mods clash with the mods on the list?

I know this is a lot, but it's still under the hard plugin limit, and I managed to get Skyrim working with about this many mods, if not more (albiet with duplicate item crafting recipes), so I'm not too concerned about this many mods not working.

Okay, let's hammer out the details and then the mod-order should be easy as cake (knock on wood)



I was recently informed that several of the quest mods affect the same area and may conflict, which ones are those?
 
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Here's what I'm trying to use now:

GameMode=Fallout3

fallout3.esm=1
anchorage.esm=1
thepitt.esm=1
StreetLights.esm=1
brokensteel.esm=1
pointlookout.esm=1
zeta.esm=1
Unofficial Fallout 3 Patch.esm=1
Enhanced Weather - Rain and Snow.esm=1
CRAFT.esm=1
Ambient Temperature.esm=1
CALIBR.esm=1
Abbreviated Effects.esm=1
FO3 Wanderers Edition - Main File.esm=1
Inventory Access.esm=1
Mart's Mutant Mod.esm=1
Impervious Power Armour.esm=1
IMCN.esm=1
DCInteriors_ComboEdition.esm=1
EVE.esm=1
ArefuExpandedByAzar.esm=1
merc_2.esp=1
CyberneticDawn.esm=1
AWorldOfPainFO3.esm=1
SShop.esm=1
xCALIBR.esm=1
RH_IRONSIGHTS.esm=1
Vault 101 Revisited.esm=1
TheInstitute.esm=1
Sydney Follower.esp=1
UNDCity.esp=1
Companion Core.esm=1
Companion Share & Recruit.esm=1
Project Genesis.esm=1
The Librarian.esm=1
A Devil's Wish.esp=1
tutorial.esp=1
FNNCQ.esm=1
FNNIguana.esm=1
NecronomiconExMortis 5.6.esm=1
Laulas More Food.esp=1
Alton, IL.esm=1
DCXpansion - Stanton Park.esm=1
WastelandGuards01.esm=1
CubeExperimental (EN).esm=1
AltonAddon.esp=1
BLTC Hypo Fix.esp=1
Ambient Temperature HUD.esp=1
CRAFT - Activation Perk.esp=1
Ambient Temperature - OA.esp=1
EMPVision.esp=1
A Devil's Wish - Patch v1_4.esp=1
dD - Enhanced Blood Main.esp=1
Enhanced Weather - Radioactive Rain and Snow Plugin.esp=1
Enhanced Weather - Rain and Snow in Fallout.esp=1
Enhanced Weather - REBOOT.esp=1
Realistic Interior Lighting - OA.esp=1
Fellout-Anchorage.esp=1
DCXpansion - Stanton Park Streetlights.esp=1
Fellout-Full.esp=1
Feng Shui.esp=1
Feng Shui - Keymap Template.esp=1
GNR Enhanced.esp=1
Fellout-BrokenSteel.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Enhanced Weather - Sneak Bonus during Storms.esp=1
Flora Overhaul.esp=1
Sack of Holding.esp=1
MaxLevelWorkaround-HP-BS.esp=1
NewVegasPerks.esp=1
BLTC Immersion Patch.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Clear Cell Buffers (no message).esp=1
UPP - Pack 2.esp=1
FO3_WRP.esp=1
PPA - The Pitt.esp=1
FNNIguana - FWE.esp=1
RH_IronSights_RemoveReticule.esp=1
UPP - Experience Perks.esp=1
Salvagable cars.esp=1
FO3 Wanderers Edition - Main File.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
HZSmoothLight - FO3.esp=1
Nano Alpha.esp=1
RK-Skelette-3.0.esp=1
bigtownupgrade.esp=1
Death Canyon v3.esp=1
BusworldV1.05d.esp=1
FLAK.esp=1
MTC Wasteland Travellers.esp=1
Overpass1.7.esp=1
TheProjectV1.1.esp=1
More Food - Distributed.esp=1
autoshotgun.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
More Food - Broken Steel Patch.esp=1
Scope master for 10 lvl.esp=1
Sydney Follower - Load Order Fix.esp=1
UPP - Quest Perks.esp=1
UUF3P - FWE Patch.esp=1
RH_IronSights_Basic_AnchoragePlugin.esp=1
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1
city on the edge of forever.esp=1
The Yard V1.6 - The Lab.esp=1
The Mantis Imperative - Jello.esp=1
Realistic Interior Lighting.esp=1
HeirApparent.esp=1
Expanding Megaton Mod - Inside - V1.7.esp=1
Ghoul Mansion v3.1.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Shadows and Dust - Volume 2 RH Compatible.esp=1
Shadows and Dust - Volume 2.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
BLTC.esp=1
Classic Fallout Weapons BETA.esp=1
RaidersRedoneModular01.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
TiesThatBind.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
HiVE.esp=1
Arbor.esp=1
Arcenal.esp=1
Realistic Interior Lighting - PL.esp=1
Vault101 overhaul.esp=1
Overseer Secret Stash.esp=1
Unique Weapons Plus.esp=1
Fellout-Zeta.esp=1
Mutant perks for MMM 1.9.esp=1
SShopItems.esp=1
01AtM - Firefly Ranch.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
RH_FWE_Bridge.esp=1
More Food - FWE Patch.esp=1
Imp's More Complex Needs.esp=1
IMCN - MMM Meats, Bloods, and Eyeballs.esp=1
IMCN - FWE Compatibility and Ingestibles.esp=1
EIP.esp=1
UPP - Beverage Perks.esp=1
OverMightyGold.esp=1
2nd Home at Tenpennys [Engl].esp=1
DrivableTruck.esp=1
The Mantis Imperative - Mantis.esp=1
UndergroundHideout.esp=1
DALCO Fixes for Underground Hideout.esp=1
FNNIguana - MMMRC6.esp=1
MM_Chef_Extraordinaire_Perk.esp=1
merc_2_pl.esp=1
NotSoFast.esp=1
Billboard Camps.esp=1
New Uniques-Pack1.esp=1
UniqueWeapons.esp=1
Vault 106 Fixes.esp=1
xCALIBRammo_FWE.esp=1
WeaponModKits.esp=1
RH_WMK_Bridge.esp=1
WeaponModKits - FWE Master Release.esp=1
UWWUT_WT.esp=1
CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=1
whNoRepairWithUniques.esp=1
Powered Power Armor.esp=1
Stealthboy Recon Armor - CRAFT.esp=1
No Scopeless Zooming - PPA Edition.esp=1
PPA - Ambient Temperature.esp=1
PPA - IMCN.esp=1
PPA - Broken Steel.esp=1
PPA - Operation Anchorage.esp=1
PPA - FWE.esp=1
Shadows and Dust - Southwest DC - Public.esp=1
Rivet City Merchants With Point Lookout.esp=1
CALIBRxMerchant.esp=1
TrentonTowers.esp=1
DTOMRC3.esp=1
FNNCQ_Mesmetron.esp=1
MTC Wasteland Travellers (Optional)- Crowded Cities.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
UWWUT_WT - WMK Addon.esp=1
WeaponModKits - BrokenSteel.esp=1
Realistic Interior Lighting - BS.esp=1
UWWUT_WT - BS Addon.esp=1
RH_IronSights_Vanilla_NewWeapons.esp=1
UPP - Original Perks.esp=1
UPP - Pack 1.esp=1
WeaponModKits-Unique.esp=1
RH_IronSights_Basic_ZetaPlugin.esp=1
Busworld and DCInteriors compatibility.esp=1
MissingUniqueWeapons-Enhanced-BS+PL.esp=1
Most Unique.esp=1
magnum.esp=1
EMPWeaps.esp=1
EMPulseWeaps for FWE-WMK-&-WMK-4-FWE-V1.5-18643.esp=1
EMPVisionEffect for EMPulseWeaps for FWE & WMK V1.5-18643.esp=1
Brahmin Dairy Products.esp=1
Unique Junk.esp=1
NewUniquesPack2.esp=1
Point lookout new uniques.esp=1
Water_Tower_Hideout_byOrophin.esp=1
Fellout-PointLookout.esp=1
RH_EVE_Bridge.esp=1
RH_IronSights_Basic_VanillaPlugin.esp=1
godfathersarmory.esp=1
RH_IronSights_Basic_PointLookoutPlugin.esp=1
The Traveler Project.esp=1
RH_IronSights_PL_NewItems.esp=1
IntoTheDeepWoods.esp=1
NewMall.esp=1
ArefuExpandedByAzar-Radio.esp=1
Newoffice.esp=1
Most Unique - DLC Broken Steel.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
Most Unique - DLC Pitt.esp=1
merc_2_pitt.esp=1
merc_2_bs.esp=1
UWWUT_WT - TP Addon.esp=1
RH_IronSights_Basic_PittPlugin.esp=1
RH_IronSights_Basic_BrokenSteelPlugin.esp=1
RH_IronSights_Pitt_NewRifleSights.esp=1
WeaponModKits - Zeta.esp=1
WeaponModKits - PointLookout.esp=1
Most Unique - DLC Point Lookout.esp=1
TheMessenger.esp=1
5uniques.esp=1
CONELRAD 640-1240.esp=1
Most Unique - DLC Mothership Zeta.esp=1
RobCo Universal Battery Charger Kit - Zeta.esp=1
Companion Core DLC Addon.esp=1
FalloutPerks.esp=1
PPA - Mothership Zeta.esp=1

The game's crashing before I'm even getting to the main menu, what's going on?

Oh, and before anyone says anything, this list was sorted using LOOT, not BOSS, simply because LOOT is the program currently being constantly updated, while BOSS had pretty much been abandoned, so let's not talk about how I should be using the out of date BOSS.
 
I'll doubt anyone can really help you with it, as probably nobody is going to search & download all your above mentioned mods just to try it out. If you have any problems with your mods it is usually the best way to disable them all- and then enable them one by one until the problem appears again. This way you can find out which one of the mods is generating the problem. If you want to speed up this process, you disable half of the mods and see if the problem is gone. If it is gone, you enable half of the remaining mods, then again half of the remaining mods, etc. etc.

But beside this, the above is a fucking huge list. Does Fo3 even run with so many mods enabled?
 
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Well, the hard limit's 255, so it can, at least in theory. And I'm not asking people to search and download the mods, just to look through the list for any that may or may not be problematic.
 
Was under the impression that weapons mods were not terribly compatible. FWE conflicting with RH and so on. A multitude of add-on kits and individual guns also messes with that. I've never used more than one gun mod at a time as a result. I think there was some attempt at merging several kinds together, but I doubt they got 'all' of the ones on your list.
 
Being a Fo3 mod list, what Warhawk says is true, Lexx gave you a suggestion for disabling half the mods to see if the game CTD occurs, but you can use Warhawk's suggestion in combination: disable all the weapon mods except one and re-enable them one by one,

... or use this: http://www.nexusmods.com/fallout3/mods/637/? a help guide for the FO3Edit program is here: http://www.nexusmods.com/fallout3/mods/8629/?

Fo3 Edit is an extremely useful tool for searching out mod conflicts. It also enables you to create a "merged patch" once you have created a working mod list. A merged patch helps minimize crashing. Other useful programs are FOSE (which you more than likely have already) and the "large address aware" program: http://www.nexusmods.com/fallout3/mods/6510/?

other useful utilities:
http://www.nexusmods.com/fallout3/mods/20107/?
http://www.nexusmods.com/fallout3/mods/14070/?
http://fose.silverlock.org/

Although LOOT is good, I think there is a newer BOSS system that works very well for both Fo3 and F:NV here: https://github.com/boss-developers/boss/releases/tag/v2.3.0

Hope this helps you out.
 
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Just by looking I can see your load order is screwed. Did you just install all of these at once and hope they worked? Using LOOT or BOSS doesn't make the load order foolproof. Best way to install mods is one at a time. I would start from scratch as others have suggested. I think I see some that are missing patches, probably missing required files, LOOT hasn't been used as long so it may not be as up to date, so many things to go over there.
 
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