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Help with load order?

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Klldarkness
Posts: 2
Joined: Sat Dec 15, 2012 11:16 pm

Help with load order?

Post by Klldarkness » Sat Dec 15, 2012 11:33 pm

Hello, everyone. I'm new to TTW, and first, i have to say, this is awesome. FO3 is now playable for me. I enjoyed it, but, the iron sights from NV makes it really fun, now. :D


 


I've come across two different issues, that have stalled me, for now.


 


My load orders:


 


Normal:


 


 



falloutnv.esm


fallout3.esm


deadmoney.esm


honesthearts.esm


oldworldblues.esm


lonesomeroad.esm


gunrunnersarsenal.esm


classicpack.esm


mercenarypack.esm


tribalpack.esm


anchorage.esm


thepitt.esm


brokensteel.esm


pointlookout.esm


zeta.esm


taleoftwowastelands.esm


aworldofpain(preview).esm


caravanpack.esm


mikotobeauty.esm


more perks.esm


project nevada - core.esm


project nevada - equipment.esm


momod.esm


mart's mutant mod.esm


roleplay start 1.2.esp


awopmonsterpatch.esp


momod-aliens.esp


momod-terminators.esp


populatedcasino.esp


the new bison steve hotel.esp


perkeverylevel.esp


project nevada - rebalance.esp


project nevada - cyberware.esp


newvegasbounties.esp


newvegasbountiesii.esp


more perks update.esp


falloutnvcheatterminal.esp


sorter - combined.esp


weaponmodsexpanded.esp


eve fnv.esp


mikotobeauty.esp


ttw_bobbleheads.esp


ttw_dlcmessagesuppression.esp


 


 


 


 


With marts mutant mod:


 


falloutnv.esm


fallout3.esm


deadmoney.esm


honesthearts.esm


oldworldblues.esm


lonesomeroad.esm


gunrunnersarsenal.esm


classicpack.esm


mercenarypack.esm


tribalpack.esm


anchorage.esm


thepitt.esm


brokensteel.esm


pointlookout.esm


zeta.esm


taleoftwowastelands.esm


aworldofpain(preview).esm


caravanpack.esm


mikotobeauty.esm


more perks.esm


project nevada - core.esm


project nevada - equipment.esm


momod.esm


mart's mutant mod.esm


roleplay start 1.2.esp


awopmonsterpatch.esp


momod-aliens.esp


momod-terminators.esp


populatedcasino.esp


the new bison steve hotel.esp


perkeverylevel.esp


project nevada - rebalance.esp


project nevada - cyberware.esp


newvegasbounties.esp


newvegasbountiesii.esp


more perks update.esp


falloutnvcheatterminal.esp


sorter - combined.esp


weaponmodsexpanded.esp


eve fnv.esp


mikotobeauty.esp


ttw_bobbleheads.esp


ttw_dlcmessagesuppression.esp


mart's mutant mod - master menu module.esp


mart's mutant mod - natural selection.esp


mart's mutant mod - tougher traders.esp


mart's mutant mod - dlc anchorage.esp


mart's mutant mod - dlc point lookout.esp


mart's mutant mod - dlc the pitt.esp


mart's mutant mod - dlc broken steel.esp


mart's mutant mod - dlc zeta.esp


mart's mutant mod.esp


 


 


 


 


-------------------------------------------------------


 


Now, what's happening is twofold:


 


 


 


1. With the normal load order, when i take the train to NV, after i talk to Doc, i lose my Pipboy. My arm comes up, and the sounds are correct, but, it's invisible. D:


 


2. If i load in Marts Mutant Mod for FO3, the game makes it to the NV start screen, but new, load, continue, ect. ect., never pop up. Now, this already happens to me without it, but for only 30 seconds. With marts mutant mod, i've waited 30 minutes, and nothing. It seems like less of a loadtime issue, and more of an actual crash. See, i removed AWOP, and mo'mod, to give the game less things to load, while activating MMM, but, same issue.


 


Any help would be apreciated. :]


thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

Historically, MMM hasn't

Post by thermador » Sun Dec 16, 2012 2:25 am

Historically, MMM hasn't really worked with any of the incarnations of RFCW or TTW.


Even with vanilla FO3, it has its issues.  It is a hugely complex mod that will need some kind of patching to really work with TTW.


Regarding the PipBoy, I'm not sure.



Klldarkness
Posts: 2
Joined: Sat Dec 15, 2012 11:16 pm

Oh, i honestly doubt MMM will

Post by Klldarkness » Sun Dec 16, 2012 5:52 am

Oh, i honestly doubt MMM will ever fully work with TTW. It's one of the bigger, more complex mods for FO3. And trying to get it to run in New Vegas is probably a pipe dream. xD


 


But the pipboy issue is driving me crazy. I'm certain it's one of the mods i'm running, but, i can't really figure out which one.


 


I'll probably just need to uninstall all of them, and put them in, one, by one. D:



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