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Bug Fixes


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#71
JKDC

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Sunny is stuck for me and won't move. I tried other fixes in here but nothing works. The description needs to be updated since there are several esp files not on the load order suggestion. Easy Pete never went to bed either and sits in the saloon and I haven't seen the bar lady yet either. Combat seems to work fine though.
It seems just about everyone is broke. Lucas simms won't leave the initial spot either.

Edited by JKDC, 14 September 2011 - 12:38 AM.


#72
Fallout10mm

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Anyone got a fix for the bottlecap mine ctd? I'm thinking just removing the Fo3 custom weapon build menu and supplementing it with some crafting schematics would work but I'm not familiar enough with the GECK to make the fix myself.

#73
assasin98

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Hey the fallout 3 weapons doesnt have ironsight and the assaukt and chinese assault rifle have dummy textures.Plz help


#74
HaroldyBob

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@justen99

hello, can you please upload the fix for the freeside thug hideout crash ? i cant continue my game without it, thank you

#75
pwoo1108

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I can's enter the superduper mart every time when I try to enter there game crashes.


#76
FrontArthur

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Any solutions for view distance? After installation my view distance droops radically so shooting from distance is impossible.


#77
hammerhorde

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For the people crashing while approaching the jefferson memorial. I found that deleting the centaurs outside of the memorial with the geck fixed the crashing problem for me in an earlier version. It may help in the latest version also.

#78
Dandys

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Problem: "Slave Guard" appearing (test NPC from The Pitt)
Solution: Remove packages from DLC01testSlaveGuard01 and DLC01testSlaveGuard02 in GECK that made them initiate dialogue with the player (or disable them, etc.)

I'll come up with more fixes as I get into the game more.

#79
viennacalling

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Problem: "Slave Guard" appearing (test NPC from The Pitt)
Solution: Remove packages from DLC01testSlaveGuard01 and DLC01testSlaveGuard02 in GECK that made them initiate dialogue with the player (or disable them, etc.)


Interesting they showed up, the GECK has them in what looks like a test worldspace. On a general note, I haven't seen this mentioned anywhere so I'll leave this technical info here:

For the issue of Fallout 3 NPCs appearing out of place and initiating dialogue with the player, the primary reason appears to be the loss of their Trigger Location information in their dialogue package. In New Vegas the information as it is stored in Fallout 3 seems to be ignored by the game. I could only find a brief mention of this sort of thing in the old discussion thread for FNVEdit, with someone proposing that the records holding the data are the same size but are now structured differently. Anyhow, the optimal fix for NPCs people do care about would be to create a plug-in using the GECK that overrides the dialogue package and adds the trigger location information back.

#80
dosbox1

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any one have a fix on all things like the view distance and music , sounds, not seeing buildings,not seeing towns,voices




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