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FAQ Index

1. Why does the game crash before I even get to the main menu? 2. Help, my game crashes often. 3. I need help with my load order! 4. What are these BIG, RED, TRIANGLES and exclamation points that I'm seeing? 5. My game crashes when I try to save, walk through a door, etc... 6. How do I MasterUpdate my load order? 7. Nightvision isn't working for all power armors. 8. Why can't I use weapon mod kits on all weapon? 9. How do I create a Merged Patch? 10. My game crashes when I use Mez's merged patch! 11. Should I use Mez's merged patch or my own? 12. What actually is a Merged Patch and why is it so important? 13. I'm having (insert problem) when I use FWE and FOOK2 together! 14. Why do I get two skillpoints sometimes when I put one point into a skill? 15. Why don't I receive any karma messages? 16. I would like to have less spawns when using FWE and MMM. 17. FWE is too hard/too easy! 18. FWE is great and all, but I don't like (insert feature/change of your choice here). Is there a way to remove this part of the mod? 19. Why use FWE versus downloading the mods individually? 20. Is (insert mod here) compatible with FWE? 21. Why does the pip-boy say my weapon is doing like 1467 damage!? (or some other absurd number) 22. Where can I find the FWE menu? 23. Fallout won't start anymore after I have installed the FWE DUI Patch. 24. Why do some NPCs have a weird face/body skintone mismatch? 25. When I open my load order in FO3Edit I see TONS of conflicts! 26. Can you integrate mod XYZ into FWE? 27. Why won't I become good/evil? 28. Sprinting sometimes stops working and I will actually get slower when I press the sprint key? 29. Why can't I pick up my Sleeping Bag/Water purifier/Bobble Heads etc... Load Order template

------------------------------------------------------------------------------1. Why does the game crash before I even get to the main menu?

A: A crash on start up is in 99% of all cases caused by a mod missing a master. For example FWE requires CALIBR.esm and CRAFT.esm as master files and they have to be loaded before FWE in your load order. Or sometimes a mod will require you to have a DLC

(for example Mart's Mutant Mod - DLC Broken Steel.esp requires that you have Broken Steel loaded). You can see what master files a mod requires by clicking on the mod in the Fallout Mod Manager. A mods readme will also always state what masters are required. And it's import that your load order is correct. A mod's masters always have to be loaded before the mod itself. Return to Index ------------------------------------------------------------------------------2. Help, my game crashes often.

A: This is a vanilla Fallout problem. Fallout 3 has issues with multicore processors(which kinda everybody has nowadays...), but there is a fix:

Open the folder My documents / My Games / Fallout3 Open the file FALLOUT.ini in a text editor. Inside FALLOUT.ini look for a group called [general]. Inside the general group, after all the configuration parameters(just above the [display] group), just copy and paste the following 2 lines:

bUseThreadedAI=1 iNumHWThreads=2 Now close and save the Fallout.ini Return to Index -------------------------------------------------------------------------------3. I need help with my load order!

A: The description on the FWE and FOIP nexus pages both have example load orders for FOIP mods(FWE, WMK, MMM etc..). Aside from those mods the thumb rule is, all other ESMs should be loaded before the FO3 Wanderers Edition - Main File.esm and all ESPs should be loaded before the FO3 Wanderers Edition - Main File.esp The sole exceptions are new followers and weather mods, those should be loaded towards the bottom, behind all MMM files. You can find a load order template at the bottom of this page Return to Index

-------------------------------------------------------------------------------4. What are these BIG, RED, TRIANGLES and exclamation points that I'm seeing?

A: These means that you are missing models or texture files that FWE or another mod requires, or that you didn't install them to the correct location. In case of FWE, the best solution is to install FWE via the Fallout Mod Manager, that way all meshes and textures will be installed in the correct locations. It's also required that you have Archive Invalidation applied, you can do this through the Fallout Mod Manager. Another common mistake is that many people forget to install the full FWE installation and only install the latest patch, which will cause the same problem since the patch doesnt include any models or textures. Return to Index ------------------------------------------------------------------------------5. My game crashes when I try to save, walk through a door, etc...

A: This is also a vanilla problem, where saves, especially heavily modded ones could get corruped overtime. It's recommend to turn off the autosave function and to not use the quickload button, instead always load the game from the menu. Additionally you can try MasterUpdating your load order. Return to Index ------------------------------------------------------------------------------6. How do I MasterUpdate my load order?

A: 1. Download FO3edit 2. Extract the two files from the archive into your Fallout 3 folder (where the Fallout3.exe is also located) 3. Right click the FO3Edit.exe, hit copy and then paste it again to the Fallout 3 folder. Do this two times. 4. You should now have three copies of the FO3Edit.exe in your Fallout 3 directoy ( probably named FO3edit.exe, FO3edit(1).exe and FO3edit(2).exe ) 5. Rename one of them to FO3MasterUpdate.exe and one of them to FO3MasterRestore.exe (so you end up with FO3Edit.exe, FO3MasterUpdate.exe and FO3MasterRestore.exe) 6. Make sure you don't have Fallout3, FOMM, FO3Edit or the GECK open!

7. Now simply doubleclick the FO3MasterUpdate.exe. You will see a window appear with text running down in it, don't do anything, just let the program do it's thing. Wait until you see at the bottom the following message appear: [00:06] Done saving. [00:06] --= All Done =-[00:06] You have to close this program to finalize renaming of the .save files. [00:06] It is still possible for the renaming to fail if any of your original module files is still open by another process. [00:06] [00:06] !!! Remember to run this program again any time you make changes to your active mods. !!!. 8. Now close the window and you're done. 9. If for some reason you wish to revert the MasterUpdate, simply start FO3MasterRestore.exe IMPORTANT: You need to run MasterUpdate everytime you add a new mod! And recheck your load order after MasterUpdating and MasterRestoring Return to Index ------------------------------------------------------------------------------7. Nightvision isn't working for all power armors.

A: You are missing a Merged Patch, which is required when running multiple DLC modules together. See ' How do I create a Merged Patch' Return to Index ------------------------------------------------------------------------------8. Why can't I use weapon mod kits on all weapon?

A: Not every weapon can accept each modification and some weapons can't be modded at all. Also no unique weapons can be modded with kits, because in FWE they have unique models, textures and powerful stats. Look at the FWE WMK FOIP patch readme to see what weapons exactly can be modded. Also make sure you are using a merged patch, it's a requirement for WMK! See ' How do I create a Merged Patch' Return to Index -------------------------------------------------------------------------------

9. How do I create a Merged Patch?

A: 1. Set up your mods and your load order in FOMM, then close FOMM 2. Download FO3edit if you haven't done so already. 3. Extract the two files from the archive into your Fallout 3 folder (where the Fallout3.exe is also located) 4. Start the FO3Edit.exe, you will see a list appear with all your mods in it, just click ok. 5. It will take a little while until all your mods are loaded. If all mods load succesfully, you will see at the bottom of the message tab "Background Loader: finished". If you instead get an error message, then you are missing a master! 6. Assuming everything loaded correctly, all you need to do is right click anywhere on the left panel and select 'Create Merged Patch' from the context menu. 7. A window appears asking for a filename. Enter anything you like, for example "My Merged Patch". Hit OK. At the bottom of all your mods you should see a new bold mod named 'My Merged Patch.esp' 8. Now close FO3Edit and you will be asked to 'Save changed files:'. Simply hit OK. 9. Now open Fallout Mod Manager and look for your 'My Merged Patch.esp'. Make sure it's activated and loaded at the very bottom of your load order IMPORTANT: Every time you add or remove a mod, you should delete your old merged patch and create a new one, following the steps above! Return to Index ------------------------------------------------------------------------------10. My game crashes when I use Mez's merged patch!

A: You are missing a required master file. Click on the merged patch in Fallout Mod Manager and you will see the exact file names of all requires masters. Return to Index -------------------------------------------------------------------------------

11. Should I use Mez's merged patch or my own?

A: It's preferable to create your own if you know how to do it properly, but Mez's merged patch is perfectly fine if you use a standard FWE+WMK+MMM+DLCs setup. And for gods sake don't use Mez's merged patch and your own at the sametime Return to Index ------------------------------------------------------------------------------12. What actually is a Merged Patch and why is it so important?

A: To put it simple, it can merge content across various mods. I will explain it with Weapon Mod Kits as an example. WMK has a list called aaaSCgunsOrderedList. That list contains what weapons can be upgraded with a Scope mod. Now if you only use the main WMK file, there is no problem. However as soon as you add, for example WeaponModKits - Broken Steel.esp and WeaponModKits - PointLookout.esp you have a problem, because both lists overwrite the aaaSCgunsOrderedList. The Broken Steel version has TriBeam Laser Rifle in it, while the Point Lookout version has the Lever Action Rifle in it. Now assuming you loaded WeaponModKits - PointLookout.esp, you will only be able to add a scope to the Lever Action Rifle, but not to the TriBeam Laser, because only the list of the last loaded mod is used. However if you create a Merged Patch, the lists will be merged together with entries from both mods. Now you will be able to modify all weapons that are in the aaaSCgunsOrderedList, no matter from which mod. Please is a pretty basic example, but I hope it gets the idea across. It's always very important to use a Merged Patch, otherwise you might be missing out on some features of the mods that you have. Return to Index -------------------------------------------------------------------------------

13. I'm having (insert problem) when I use FWE and FOOK2 together!

A: FWE and FOOK2 are not compatible, period. We cannot provide any support if you have FOOK2 installed. Return to Index

-------------------------------------------------------------------------------14. Why do I get two skillpoints sometimes when I put one point into a skill?

A: In FWE you receive overall less skillpoints, but in return you receive two skillpoints when putting a point into a tagged skill. Tagged skills are more important now than just the small flat bonus you get at the beginning of the game. Return to Index -------------------------------------------------------------------------------15. Why don't I receive any karma messages?

A: We've deactivated karma messages for immersion, so you dont let a little box influence your decisions. You can reactivate them via the menu. Return to Index

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16. I would like to have less spawns when using FWE and MMM.

A: Just go into the FWE Control panel -> Supported Mods -> Mart's Mutant Mod There you can configure all of MMMs settings. Return to Index -------------------------------------------------------------------------------17. FWE is too hard/too easy!

A: Use the config tool to adjust the game to your liking. There are also several presets to chose from, where the Harsher Wasteland preset is the most difficult and the vanilla preset is the easiest. Return to Index --------------------------------------------------------------------------------

18. FWE is great and all, but I don't like (insert feature/change of your choice here). Is there a way to remove this part of the mod?

A: FWE includes an in-game Control Panel that let's you customize, enable, or disable many of FWE's core features and gameplay changes. See the Control Panel section for full coverage on how to use the control panel and the availavble options. Return to Index -------------------------------------------------------------------------------19. Why use FWE versus downloading the mods individually?

A: Even without all the integrated mods FWE would still be the biggest overhaul available. We've integrated mods to improve compatibility and balance between the various mods. Also we have continuously improved and updated the integrated mods, longer after the original mods stopped development, fixing any leftover bugs from the original versions and adding many new features. Return to Index --------------------------------------------------------------------------------

20. Is (insert mod here) compatible with FWE?

A: As a thumb rule: A mod that alters any vanilla gameplay settings, items, weapons, monsters and such generally conflict in some way with FWE. Quests, new followers, weather and location mods however will work fine with FWE. There is also a compatibility list here The list isn't and never will be 100% complete since there are thousands of Fallout mods, but with the thumb rule above and that list you should get a good picture what mods will and will not work with FWE. Return to Index --------------------------------------------------------------------------------

21. Why does the pip-boy say my weapon is doing like 1467 damage!? (or some other absurd number)

A: This is a problem with the pipboy display itself, in that it doesn't correctly show weapon damage, particularly for multi-projectile rapid fire weapons, like auto-shotguns. Use the integrated weapon scanner mod (see detailed description section) to display the true weapon stats. Return to Index -------------------------------------------------------------------------------22. Where can I find the FWE menu?

A: It's a item located in your inventory, in the armor tab Return to Index

------------------------------------------------------------------------------23. Fallout won't start anymore after I have installed the FWE DUI Patch.

A: The DUI patch requires DarnUI a11 to be installed, before you install the FWE DUI Patch Return to Index

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24. Why do some NPCs have a weird face/body skintone mismatch? A: This is a general problem mods face in Fallout3. You can fix this by masterupdating your load order. Return to Index --------------------------------------------------------------------------------

25. When I open my load order in FO3Edit I see TONS of conflicts!

A: Conflicts are NOT necessarily something bad. All a conflict means is that it edits the same ressources as another file, which is usually done very deliberatly. For example Mart's Mutant Mod will show many conflicts with NPCs and creatures, but that's intended, since MMM overwrites the vanilla entries with it's own values. --------------------------------------------------------------------------------

26. Can you integrate mod XYZ into FWE?

A: We normally only integrate mods into FWE to improve compatbility, or because it fits into FWE's gameplay vision. We don't want to include mods that are perfectly compatible with FWE anyways(for example weather mods), since that would make FWE incompatible with other mods of that kind. Return to Index

-------------------------------------------------------------------------------27. Why won't I become good/evil? A: It just takes quite a bit longer in FWE to change your alignment. To become Very Good or Very Evil, you really have to dedicate yourself to it, you won't be changing alignment as quickly in FWE. Return to Index --------------------------------------------------------------------------------

28. Sprinting sometimes stops working and I will actually get slower when I press the sprint key?

A: Sprint only stops working under the following conditions: - Your legs are crippled - You have godmode on - You are at your weight limit. Keep in mind that having 149/150 weight would already put you at your weight limit, you would need to drop something to be at 148/150 - You are under the influence of morphine Return to Index

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29. Why can't I pick up my Sleeping Bag/Water purifier/Bobble Heads etc...

A: Read the ingame instruction notes :) You have to hold the grab key (Fallout 3 default is 'Z' or 'Y' depending on your keyboard language) and while holding that you press the use key (default is 'E'). -------------------------------------------------------------------------------Load Order template

Includes: FWE, Project Beauty, Weapon Mod Kits, Mart's Mutant Mod, and EVE Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm

PointLookout.esm Zeta.esm CRAFT.esm CALIBR.esm Project Beauty.esm <---------------------------.esms from all other mods (except follower and weather mods!) FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm <--------------------------- .esms from Follower and Weather mods DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp CRAFT - Activation Perk.esp <--------------------------- .esps from other mods (except follower and weather mods!) FO3 Wanderers FO3 Wanderers FO3 Wanderers FO3 Wanderers FO3 Wanderers FO3 Wanderers FO3 Wanderers (OPTIONAL) FO3 Wanderers Edition Edition Edition Edition Edition Edition Edition Main File.esp DLC Anchorage.esp DLC The Pitt.esp DLC Broken Steel.esp DLC Point Lookout.esp DLC Mothership Zeta.esp Followers Enhanced.esp (Choose BS OR Non-BS Version)

Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP) FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP) WeaponModKits.esp WeaponModKits - FWE Master Release.esp (FROM FOIP) WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, only if using using F3 Wanderers Edition - Optional Worn Weapons.esp!) WeaponModKits - OperationAnchorage.esp (FROM FOIP) WeaponModKits - ThePitt.esp (FROM FOIP) WeaponModKits - BrokenSteel.esp (FROM FOIP) WeaponModKits - PointLookout.esp (FROM FOIP) WeaponModKits - Zeta.esp (FROM FOIP) EVE.esp EVE Operation Anchorage.esp EVE - FWE Master Release.esp (FROM FOIP) EVE - FWE Master Release (Follower Enhanced).esp (FROM FOIP) EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP) EVE - FWE with WeaponModKits.esp (FROM FOIP) Mart's Mart's Mart's Mart's Mart's Mutant Mutant Mutant Mutant Mutant Mod.esp Mod - DLC Mod - DLC Mod - DLC Mod - DLC Anchorage.esp The Pitt.esp Broken Steel.esp Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Project Beauty.esp (FROM PROJECT BEAUTY) Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP) Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP) <--------------------------- .esps from Follower and Weather mods <--------------------------- Your merged patch Return to Index

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