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Fallout 3 Modding Help

post #1 of 10
Thread Starter 
After waiting awhile I got myself another copy of Fallout 3 GOTY. This time I want to play it through with a ton of mods. I already have all the mods picked out that I plan on installing, I just need some guidance on compatibility.

I did find the FOIP section on Fallout 3 Nexus but most of the options only merge two different mods and I basically have all of them that won't be compatible together.

Update 1.7
Fallout Mod Manager
Fallout Script Extender
Fallout Overhaul Kit
Fallout Wanderers Edition
Marts Mutant Mod
NMC's Texture Pack
Fallout Re-animated
Fellout
Enhanced Weather

Could anyone help me out on which patches/mergers I would need to have all these mods compatible with each other and in which order should I install them? I do already have the FWE + FOOK Merger.
Edited by Sam1990 - 8/17/11 at 8:06pm
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post #2 of 10
I've never modded FO3 (played it on 360) but I'm just dropping by to say FO3 is a wonderful game. + Free bump since no one is taking time to answer. biggrin.gif
post #3 of 10
I haven't played FO3 for a while but I am playing new vegas, you can use BOSS (Better Oblivion Sorting Software, there are versions for FO3 and NV) to sort the load order out for you. As to which to install first, texture packs are going to be your only problem as they may overwrite each other, one thing I have found is that weapon mod kits (for both FO3 and NV) don't agree with new gun textures very often. Also you will need to use Archive Invalidation with any texture packs etc. so that you dont get bugged textures (I've had face textures on my guns before).

Using FOMM and the package manager will make installation a breeze, some mods may require you to tick the odd box for options but its all pretty straight forward.

At a rough guess I would have to say Fellout and Enhanced Weather may conflict in some places but im not 100% sure.

Im not too sure but there may be Wyre Bash for FO3 and NV, im going to check it out soon, but if so it should fix any problems between mods. (sure helped when I had 60 odd mods for oblivion tongue.gif)
Edited by Krazzar - 8/15/11 at 10:39am
    
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post #4 of 10
Thread Starter 
Quote:
Originally Posted by Krazzar;14589981 
I haven't played FO3 for a while but I am playing new vegas, you can use BOSS (Better Oblivion Sorting Software, there are versions for FO3 and NV) to sort the load order out for you. As to which to install first, texture packs are going to be your only problem as they may overwrite each other, one thing I have found is that weapon mod kits (for both FO3 and NV) don't agree with new gun textures very often. Also you will need to use Archive Invalidation with any texture packs etc. so that you dont get bugged textures (I've had face textures on my guns before).

Using FOMM and the package manager will make installation a breeze, some mods may require you to tick the odd box for options but its all pretty straight forward.

At a rough guess I would have to say Fellout and Enhanced Weather may conflict in some places but im not 100% sure.

Im not too sure but there may be Wyre Bash for FO3 and NV, im going to check it out soon, but if so it should fix any problems between mods. (sure helped when I had 60 odd mods for oblivion tongue.gif)

Updated to 1.7. Installed Fallout Script Extender, Invalidated Invalidate and Fallout Mod Manager.

Before installing any mods I opened up Fallout Mod Manager and the following show up on there (in that order and checked):

Anchorage.esm
Fallout3.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

I'm assuming I leave those alone?

Now to install mods I just go to Package Manager and select the .zip folder of the mod and everything should be done automatically, correct?

After doing that with all the mods though, should I start activating all of them one by one? Does the order matter?
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post #5 of 10
Quote:
Originally Posted by Sam1990;14623050 
Updated to 1.7. Installed Fallout Script Extender, Invalidated Invalidate and Fallout Mod Manager.

Before installing any mods I opened up Fallout Mod Manager and the following show up on there (in that order and checked):

Anchorage.esm
Fallout3.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

I'm assuming I leave those alone?

Now to install mods I just go to Package Manager and select the .zip folder of the mod and everything should be done automatically, correct?

After doing that with all the mods though, should I start activating all of them one by one? Does the order matter?

The installation is just like you've said, just remember certain mods may ask what files you want, some mods I remember doing this are ones that increase spawn rates, add more enemies etc. so you choose what you want and it does the rest and yes you leave the main esm files alone. Manual installation of mods is also easy if you want to use that route, I do it for the larger mods as it gives me more control, you just need to be careful if you aren't meant to use certain esm/esps together.

The load order is critical to get the mods to work correctly. I advise using BOSS to sort it out for you and its all automated so requires no input. The only time BOSS would not work is if you are using multiple overhauls at once in a convergence such as FCOM for oblivion or nVamp for new vegas. (not sure if there is a FO3 overhaul convergence so I used other examples)

Wyre Bash works for new vegas, I am 100% sure theres a version for FO3 as well (would look now but the website blocking at work is harsh tongue.gif), its got another name Wyre Flash or something, it can get a little complicated but if you ever start using large amounts of mods I advise using it highly.
    
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post #6 of 10
Thread Starter 
I'll give it a go then, thanks.
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post #7 of 10
Thread Starter 
This is stupid, I thought modding this game was supposed to be easy. I only installed two mods (FOOK2 + FWE), actually wait, I only installed FOOK2 and the game froze. I then installed FWE and now it doesn't even start, it just crashes automatically.

This is my sort order.

unlediy.png
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post #8 of 10
Quote:
Most big mods will have Compatibility Patches to eventually use with FOOK2, but be careful - some, like Fallouts Wanderer Edition, will never play nice with FOOK2. Others, like Marts Mutant Mod, will just need the appropriate CP to work wonderfully with FOOK2.

Taken directly from the mod page, as to be expected with large overhauls there will be compatibility issues. It doesn't look like FOOK will be maintained and that will be the last release, the creators have stated that they have moved onto New Vegas modding.

As to the game freezing or crashing upon start up you need to make sure you have all the files required for the mods and the load order is correct, missing even 1 file can mean it will not work.

You have a number of options available currently, FWE adds quality while FOOK2 gives you quantity, personally I would go for FWE and the compatibility patches available, which you will find here, a full list of mods that will or won't work with it are here.

If however you want to use FOOK2, this mod gives you WMK compatibility (very good mod in my opinion) and this gives MMM compatibility, beware of the difficulty increase this mod can bring. You may need to use Wrye Flash to make some of the mods work together, if you need help in how it works i'll try my best to explain it.

You can remove unwanted .esp or .esm files from your load order by right clicking them in FOMM and then selecting delete, this helps clear up the load order. Also make sure you download BOSS and use that for your load order, under Load Order at the top of FOMM you will find the option to run BOSS as long as you have it installed.

In the end you will need to be careful with what mods you use, some will be compatible and others will cause the game to crash repeatedly due to conflicts.
    
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post #9 of 10
Thread Starter 
Quote:
Originally Posted by Krazzar;14634486 
Taken directly from the mod page, as to be expected with large overhauls there will be compatibility issues. It doesn't look like FOOK will be maintained and that will be the last release, the creators have stated that they have moved onto New Vegas modding.

As to the game freezing or crashing upon start up you need to make sure you have all the files required for the mods and the load order is correct, missing even 1 file can mean it will not work.

You have a number of options available currently, FWE adds quality while FOOK2 gives you quantity, personally I would go for FWE and the compatibility patches available, which you will find here, a full list of mods that will or won't work with it are here.

If however you want to use FOOK2, this mod gives you WMK compatibility (very good mod in my opinion) and this gives MMM compatibility, beware of the difficulty increase this mod can bring. You may need to use Wrye Flash to make some of the mods work together, if you need help in how it works i'll try my best to explain it.

You can remove unwanted .esp or .esm files from your load order by right clicking them in FOMM and then selecting delete, this helps clear up the load order. Also make sure you download BOSS and use that for your load order, under Load Order at the top of FOMM you will find the option to run BOSS as long as you have it installed.

In the end you will need to be careful with what mods you use, some will be compatible and others will cause the game to crash repeatedly due to conflicts.

Well that explains it. I only installed one mod at first which was FOOK2 and the game just kept freezing up after launching. I'll skip the FOOK2 mod and do the rest, hopefully won't have any problems then.

Thanks for the help.
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post #10 of 10
I'm not sure if this is still necessary or even up to date since its been quite a while since I last played FO3 but you may need FOIP. Its a compatibility patch for the most common mods. It has one for FWE, MMM, and Project Beauty which I highly recommend.

GNR more where that came from is one of my must have mods. I use this music in New Vegas too.

I also really liked EVE, DC Interiors, Ultimate Perk Pack, and zoomable scopes. Eve may require a compatibility patch with FWE. The rest won't interfere with any mods that you are using.

I would also uninstall FOOK. I really used to like fook 1.6 but that mod kind of went downhill with 2.0. and support really slowed down. FWE is much more customizable and better maintained mod anyways.
Edited by BababooeyHTJ - 8/18/11 at 6:41pm
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