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Everything posted by ZephyrX
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LOL - nice imagery :biggrin: Let it install to its default directories "C:\Program Files\Bethesda Softworks\Fallout 3". open invitation for UAC to tap-dance on his face. in all reality, this is a bad idea. Sorry, I did not think about UAC. I keep mine off. Turn UAC down to do not notify. If it is just too much danger to handle then you can just use it as a test. I just don't think installing into My Games is a good idea at this point. At least if we are talking about the My Games inside the user directory. I also leave UAC off, just because I grew tired of it popping up every time I played Mass Effect. Anyway, I tried reinstalling under the default directory and it still crashed the same way. I also tried renaming all of the bik files to bik.old, ruling out some video codec incompatibility. Perhaps it is a video driver issue then since it's clearly not audio. Many GTX 275 benchmarks use FO3, so it's not a hardware issue. Do you know what driver works well with FO3 that my card supports that I can test out? I feel like it's not an ideal solution to run on old drivers, but it would be nice to know if that's the problem. EDIT: I tried installing nvidia driver version 186.18 which was said to work well with FO3, but it resulted in the same crash. It could be an SLI problem, but unless there's an easy way to force one card to not take on some load (doesn't enabling SLI only allow the cards to communicate through the bridge, or does it essentially disable one card?) I can't think of anything else to test. ZephyrX
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Small freezes, what's the problem?
ZephyrX replied to empPill's topic in Fallout 3's Mod Troubleshooting
You have a good video card (I'm not sure how much of a performance drop the mobile version is from the full sized one, but if I'm reading your components wrong, just ignore this part) and more RAM than I could imagine anything could require at this time IMO :smile: . I don't know much about your processor, but a quick search seems to show that it's enough. I don't think performance is a problem here, but if you're concerned about that there's a nice utility that gauges your specifications against the recommended settings: http://www.systemrequirementslab.com/cyri Beyond that, I recommend that you leave the game running for however long it usually takes to freeze so that you can determine if it's a specific issue loading a certain area or just running the game engine in general. Otherwise, try running for awhile without mods and see if that fixes the problem. If it does, you can enable them in groups until you find the offending mod. ZephyrX -
Good to know that I can rule out Windows 7 as the problem for sure then. I tried out all of your suggestions, but it managed to crash the same way each time. I usually install to the My Games folder, but I tried creating a new folder within that to ensure that the directory wasn't the problem. Changing the audio setting doesn't change the crash, so I suppose that rules out the sound card (integrated) and audio drivers as the source of this problem. Disabling SLI in the nvidia control panel also has no effect. My mobo forces both video cards to be adjacent to one another so that they both run in x16 lanes which makes it rather difficult to take out the secondary card since the primary one blocks access to the clip that holds the other one in place, making it rather difficult to remove just one card to test it out. Unless you have any other ideas I can try out, I guess I'll have to wait until I find a more opportune moment to reinstall the OS to see if that fixes my problem. Either way, thanks for your suggestions! ZephyrX
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Thanks to both of you for replying! @vforvic - It's never worked before on this machine. I installed it about a month ago right after I got this build stable and didn't really think much about it until now (been playing mostly Mass Effect and Oblivion). Then I tried to launch it a few days ago and found that it would crash. I've done some more research: I don't have ffdshow so no conflict there, tried changing compatibility on fallout.exe, tried rolling back the video drivers to 178.24 but Windows 7 isn't supported by that version. I did another fresh install about a half hour ago, still crashes exactly the same. I'm tempted to reinstall Windows 7 to see if that will fix the problem, but I'm wary of how that will affect other games dependent on GFWL. I'm really not sure what else to try at this point; I vaguely remember having an issue like this on my old computer about a year ago and reinstalling the OS was the solution if I remember correctly, I wonder why that would make it work though? Perhaps leftover registry issues from other programs that I uninstalled before (I had an old version of Nero on this computer to work on a project before I uninstalled it a few days ago)? Even so, I'm probably not knowledgeable enough to delve into such things. @qucksilverva - Funny you mention that, I also saw on the Windows compatibility site that FO3 isn't compatible with Windows 7 (both 32 and 64 bit versions). Still, numerous people have reported being able to play FO3 on their Windows 7 builds; I'm not quite sure what issue mine has with the game. Now that I think about it, I feel like it's not a driver issue since Oblivion runs fine on the latest nvidia drivers. With that said, I'm baffled as to why Oblivion would work fine while FO3 crashes considering how similar the two games are and that FO3 is more recent.
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Anyone? Please? I've tried everything short of reinstalling the OS. Help?
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Try unchecking all of your mods in FOMM and see if that fixes your problem. You might have to leave some mods like the ESMs and perhaps RH Ironsights (that's all I see that it might not load without at a glance). If that works, you have to painstakingly check mods in groups of 3 or 5 and load the game until you find which group causes the problem. Then narrow it down to the specific mod and figure out what to do. Unless someone else knows a specific mod conflict here, that's all you can really do short of reinstalling the game as the files might be missing altogether. ZephyrX
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Hi all. As the topic says, I'm having difficulty launching Fallout 3 on my new computer. When I try to launch it, the screen goes black like it's about to run, then the cursor (blue circle at this point) freezes and the message "Fallout 3 stopped working" appears. At first, I thought it was a mod conflict, so I unchecked all mods besides the Fallout.esm. Even so, it still crashed. Reinstalled and updated to latest version, crashed both times. I'm not quite sure what to do at this point since it ran fine on my old Vista SP2 laptop. I'm running Windows 7 Home Premium now, could that be the problem? That's the only real compatibility difference I can think of between the two computers. Any ideas? Computer specs: (in case it has an effect on this) mobo: MSI NF980-G65 RAM: 2x2GB DDR3 g.skill (running underclocked to 1333mhz 7-7-7-18 iirc) Video: BFG GTX 275 SLI (2-way) Processor: 965 BE (overclocked to 3800mhz) OS: WIndows 7 Home Premium If any more information would be helpful, I'll gladly provide it. Thanks for the help! ZephyrX
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Thanks for the info! IMO, that screenshot looks really nice. I guess I'll be watching that thread then! :biggrin:
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While browsing mods, I've seen a few screenshots that seem to emulate a cel-shading like effect. I've searched high and low for a mod to do this (I had a feeling that it might be a shader of sorts), but to no avail. I think it might have something to do with changing the contrast and brightness, but I don't know what to change them to, or even how to change the contrast for that matter. I'd really like to find out how to get that effect ingame, especially after playing Borderlands (great game, but doesn't last anywhere near as long as Oblivion or Fallout 3). Any ideas?
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Getting Custom Weapons to use Ammo
ZephyrX replied to ZephyrX's topic in Fallout 3's Mod Troubleshooting
Ah well, guess it's not really worth investigating further seeing that the simple solutions have been exhausted. Thanks to both of you anyway! And pkleiss, I'll take your advice and look for better projects to work on; maybe something in the mod requests forums will be within the scope of my meager skills. :biggrin: -
Getting Custom Weapons to use Ammo
ZephyrX replied to ZephyrX's topic in Fallout 3's Mod Troubleshooting
I checked out the other grenade launcher mods, but most of them seem to add their own ammo type rather than use actual vanilla grenades. I have the weapon working, but I haven't been able to work out the ammo issue, that's all. -
Getting Custom Weapons to use Ammo
ZephyrX replied to ZephyrX's topic in Fallout 3's Mod Troubleshooting
I would do that, but I'm trying to use the existing grenades as ammo and I doubt that their explosions will trigger if fired in that way. I'll try out that method later though and post the results. -
I'm making a custom weapon, but I'm not sure how to use items that aren't listed as ammo for that purpose. Is there a Form List that I could add an item to and be able to select it as an ammo type? I've heard about using a Form List as the ammo, but that would result in the item itself being launched from the weapon rather than just firing the weapon. Another way to solve this might be to run a script that removes the item when firing, but I can't seem find an applicable blocktype or function that allows that, let alone run before the weapon actually fires to prevent it from shooting without enough ammo. Help?
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According to that, your best bet is to install FOSE v1.1 beta 9. I'm pretty sure that the FOSE betas are stable so there's little reason not to use them. I suppose you could try to unpatch you game to a version that FOSE v1.1 will accept, but I'm not sure if Steam will allow it to run without trying to patch it.
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Hi everyone. I've been working on a mod for the past few days that allows the player to return to Vault 101 after the quest Trouble on the Homefront. I've cleaned up the vault (no more radroaches and papers lying around :biggrin: ) and connected the doors, but I haven't actually been able to test if it even works at all since my only gamesave is much earlier than that quest. Does anyone have a gamesave that's right before starting Trouble on the Homefront that you can upload?
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I tried the technique of moving the NPCs to a dummy cell and found that it worked perfectly with everything I could think of! I used the getfirstref and getnextref functions to move the NPCs between the cells and took your advice to implement addscriptpackage on the returning script. I couldn't have figured it out without you and I'm really thankful that you took a lot of your time to help me with this! Hope you learned something new and useful from this as I most definitely have. :thanks:
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Hmm, I was hoping to avoid using variables only because they limit the scope of the mod. Then again, my computer would probably explode if I put more than 10 NPCs in a cell at a time, so I guess it doesn't matter :biggrin: . I'll try the moveto method first and then the variable way, but whenever I enable the NPCs through the console they seem to be in the exact same place they were before I left the cell, making me think that they aren't moving. Besides disabling them the NPCs, what do you think about moving the NPCs to a dummy cell that only has an xmarker to move them to when the player leaves the cell? They could be moved back and the script package can be added back to them on return. That way, they would never be disabled so getfirstref and getnextref should work. The NPCs shouldn't be able to leave the cell because there wouldn't be any door leading out.
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I'm kind of confused on what you mean by using moveto, addscriptpackage and enable. Would that go in the same place that enable is now? Also, I think the problem must be that getfirstref isn't targeting disabled refs, maybe changing the last ignore parameter might fix that? EDIT: Adding a 1 for the ignore parameter didn't change anything so it must be something else.
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Hmm, I tried switching the getinfaction command with getdisabled, but the NPCs still aren't being enabled. Maybe both functions don't work on disabled refs. The good thing is that the NPCs aren't evaluating their script packages because of the disabling, but it seems that either those functions can't be used for this. That's strange though because getdisabled can be used in the console on disabled NPCs, which is how I realized that the NPCs were still disabled. It could still be something wrong with the script then since the function should work.
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Thanks, adding those lines stopped the crashing! I tested it out and found that the disabling part works well (I tested it with the console when out of the cell), but the enabling part doesn't seem to initialize. When I reenter the cell, the NPCs are still disabled. I double checked that I made the right additions, but I'm not sure why that part doesn't work. By the way, I was curious about what the lines you added actually do. I never came across that before when reading the GECK pages on scripting, but I guess it works :biggrin: .
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I did some experimenting in the GECK and found that you were right about disabling a cell; it's not possible. After that, I tried to implement your script in a way that would disable the captured NPCs when the player leaves the vault and reenable them when the player reenters. I think I must have done something wrong because Fallout 3 crashes whenever I load my game. Here's the portion of my script: scn VaultInitQuestScript ref prisoner begin gamemode if player.getincell vault == 0 set prisoner to getfirstrefincell vault 200 1 label 10 if prisoner.getinfaction vaultprisonerfaction == 1 prisoner.disable endif set prisoner to prisoner.getnextref goto 10 else set prisoner to getfirstrefincell vault 200 1 label 20 if prisoner.getinfaction vaultprisonerfaction == 1 prisoner.enable endif set prisoner to prisoner.getnextref goto 20 endif end It's running as a quest script that updates practically every frame (I think). Can you help me figure out what's making it crash? Also, I was thinking about when the NPCs evaluate their packages and I wasn't sure if this would work as it's implemented in my mod. Since they seem to change their packages whenever there is some change to the cell (either the player enters or another NPC is sent to the cell) the NPCs can only be reenabled AFTER the change occurs. Perhaps the check that the player is in the cell before the enable function will account for that, but I'm not sure as of now.
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I'm not that great at scripting :smile: , but I think I sort of understand your script. Basically, it targets any NPC in the cell, right? I'm pretty sure that would work when attached to the door. About the getfirstref command, I'm not really sure how that works, but would getnextref be more applicable. Admittedly, I don't know much about either command, only what I could glean from the Construction Set wiki (there wasn't anything in the GECK wiki, maybe since it doesn't include FOSE commands). What do you think about the edit in my last post about disabling the cell? I feel that might be a very simple way to fix this problem if it would work. Also, I was curious on what a parentref is; I feel kind of dumb for asking seeing that you've mentioned it several times already but I tried looking it up but didn't find anything :biggrin: .
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Hmmmm, that is very interesting. Maybe there's a way to disable all of the NPCs in the cell once the player leaves or perhaps in a certain faction. I still have to look into that door script, but I wonder if there's a way to use an object script on the door that affects those NPCs. Do you know of any script functions that affect all of the NPCs of a faction or those in a cell that could be used? EDIT: After thinking about this some more, maybe it might be possible to achieve the same effect of disabling the NPCs by disabling the cell when the player leaves and reenabling the cell when the player enters. Would that still prevent the NPCs from reevalutating their AI packages? Now I even wonder if it's possible to even disable a cell and what affects that would have on the gameworld. For example, if you brought a follower into the cell, would they be able to leave since I'm pretty sure that followers exit the cell AFTER the player leaves the cell. That would mean that the follower would be stuck in the cell, unless it left earlier.
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I'll have to look into the door at Moriarty's to see how that's implemented. That might just work if I can apply it to a sliding door rather than a teleporting one because right now I have the entire vault only taking up one cell. Do you think it would still work on NPCs that leave the cell because sometimes they seem to evaluate their packages before I even reenter the cell?