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prensa

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Posts posted by prensa

  1. TheChris80 - Hello!

     

    That pink color means a missing texture.

     

    What exactly is that you've paused on that's missing it's texture (pink)?

     

    Are you using any mods that replace textures?

     

    If you are using mods, untick them & see if the problem still occurs.

     

    If it's gone with your mods off then you'll know one of them is the culprit.

     

    In that case turn them back on one at a time checking in game between each to see if the trouble returns. You can find the responsible mod that way.

     

    Make sure your mods textures have ended up placed correctly.

     

    Make sure you've taken care of archive invalidation, not doing so will prevent new mod added textures from showing up.

     

    To fix it, either download & activate:

     

    ArchiveInvalidation Invalidated

     

    http://www.fallout3nexus.com/downloads/file.php?id=944

     

    Or, if you use FOMM click on Toggle Invalidation on the right.

     

    For "New" FOMM you have to go to the buttons at the top & select:

     

    Tools - Archive Invalidation

     

    NMM has a built in Archive Invalidation too.

     

    DON'T USE BOTH METHODS TOGETHER.

     

    Note FOMM/NMM's version often needs to be toggled off & then back on again when you add in a new mod.

     

    If you are not using mods & it's just vanilla textures messing up, check your:

     

    Fallout 3\Data

     

    & make sure that there's a .bsa called:

     

    Fallout - Textures.bsa

     

    If you have Vista or Win7 & Fallout 3 is installed in Program Files, make sure that that .bsa does not have a tiny padlock on it.

     

    If it does have a tiny padlock on it, move it out onto your Desktop & back EXACTLY where it came from. The padlock symbol should then be gone & the .bsa will work normally.

     

    Hope this helps!

     

    Prensa

  2. Pr0ph3t - Hello!

     

    "In my fallout.ini can I do:

     

    bUseThreadedAI=1

    iNumHWThreads=6 or 12 ? or does it HAVE to be 2"

     

    In my experience it's got to be:

     

    iNumHWThreads=2

     

    I tried various numbers like 3 & 4 & it would always freeze.

     

    Only 2 seems to be a guaranteed fix.

     

    Make sure you apply those two lines to the correct .ini file, the one you want to change is:

     

    For XP:

     

    My Documents\My Games\Fallout3\

     

    For Vista & Win7:

     

    Documents\My Games\Fallout3

     

    The file you want will be called:

     

    FALLOUT.ini

     

    Though you're crashing & in a specific location so that does not point to the multi core bug which results in freezing.

     

    My guess would be a mod or mods conflicting.

     

    A quick way to check if this is the case is to run with no mods & see if you can enter that door.

     

    If you can with no mods, you know one is the cause.

     

    In that case, turn your mods back on checking in game between each to see if the CTD returns.

     

    That way you can track the culprit.

     

    There is a problem with your MMM plugins though, it should be:

     

    Mart's Mutant Mod.esm (fine where it is)

     

    Mart's Mutant Mod.esp

    Mart's Mutant Mod - DLC Anchorage.esp

    Mart's Mutant Mod - DLC The Pitt.esp

    Mart's Mutant Mod - DLC Broken Steel.esp

    Mart's Mutant Mod - DLC Point Lookout.esp

    Mart's Mutant Mod - DLC Zeta.esp

    Mart's Mutant Mod - Zones Respawn.esp

    Mart's Mutant Mod - Tougher Traders.esp

    Mart's Mutant Mod - Natural Selection.esp

    Mart's Mutant Mod - Master Menu Module.esp

     

    The other MMM plugins you have are built into the Mart's Mutant Mod - Master Menu Module.esp & you set them from the in game menu.

     

    So untick & delete these:

     

    Mart's Mutant Mod - Feral Ghoul Rampage.esp

    Mart's Mutant Mod - Increased Increased Spawns.esp

    Mart's Mutant Mod - Dynamic Player Scaling.esp

     

    Hope this helps!

     

    Prensa

  3. DrPepper715 - Hello!

     

    Can't see any link to a video. :)

     

    Anyway, is this happening on your mod added NPC's?

     

    It could be that you're in the same or associated faction as the affected NPC's, they will not attack friends or allies.

     

    Entering within an NPC's Aggro Radius means they will attack but only Neutral or Enemy factions.

     

    Their Confidence will also play a part in their willingness to attack.

     

    This pages covers it in detail:

     

    http://geck.bethsoft.com/index.php/AI_Data_Tab

     

    If you meant just NPC's in general within other mods have suddenly started odd behaviour, check to see if you've added any mods altering NPC AI or Factions.

     

    Hope this helps!

     

    Prensa

  4. bronze34 - Hello!

     

    Well the CTD's on saves in & around Rivet City & Project Purity that you mention is probably the bug that's in Unofficial Fallout 3 Patch - Broken Steel.esp.

     

    I see you've found & applied the fix from here:

     

    http://forums.nexusmods.com/index.php?showtopic=401813

     

    However, when I wrote that original fix I had a slightly different version of the Broken Steel patch plugin.

     

    The version that's downloaded now is slightly different in structure which means you may have had difficulty finding where to apply the second part of the fix in FO3Edit.

     

    I did a post that's a little ways on from the fix instructing how to fix the other version but it's a bit buried now.

     

    The first part of the fix works for both.

     

    The second part can be found directly by doing this:

     

    Copy & paste this into the FormID window at the top of FO3Edit:

     

    0001f1f3

     

    & press Enter/Return.

     

    That should take you direct to the setting.

     

    The column you want to make the changes to will be the "Unofficial Fallout 3 Patch - Broken Steel.esp" one.

     

    Just follow the original instructions from:

     

    "Once again it's the Unofficial Fallout 3 Patch - Broken Steel.esp column we want to modify. "

     

    As to your load order there's a slight error with MMM/FWE, you don't need the:

     

    Mart's Mutant Mod - Master Menu Module.esp

     

    As it's replaced by the FOIP FWE/MMM patch:

     

    Mart's Mutant Mod - FWE Master Release.esp

     

    Which seems to be missing from your load order, though you have the FOIP DLC & Project beauty patches.

     

    That means your MMM load order should be thus:

     

    Mart's Mutant Mod.esm (fine where it is)

     

    Mart's Mutant Mod.esp

    Mart's Mutant Mod - DLC Anchorage.esp

    Mart's Mutant Mod - DLC The Pitt.esp

    Mart's Mutant Mod - DLC Broken Steel.esp

    Mart's Mutant Mod - DLC Point Lookout.esp

    Mart's Mutant Mod - DLC Zeta.esp

    Mart's Mutant Mod - Project Beauty.esp

    Mart's Mutant Mod - FWE Master Release.esp

    Mart's Mutant Mod - FWE Master Release + DLCs.esp

    Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

     

    Now to the freezing, that's almost always due to the Fallout 3 multi core bug.

     

    Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading.

     

    I see you've applied the fix, I take it you applied that to the correct .ini? As there are two & it's often applied to the wrong one.

     

    The one you want to change is:

     

    For XP:

     

    My Documents\My Games\Fallout3\

     

    For Vista & Win7:

     

    Documents\My Games\Fallout3

     

    The file you want will be called:

     

    FALLOUT.ini

     

    Open the .ini with Notepad & change this line:

     

    bUseThreadedAI=0

     

    to:

     

    bUseThreadedAI=1

     

    & insert this line under it:

     

    iNumHWThreads=2

     

    Save & close your ini.

     

    Now I do notice you have a customised .ini.

     

    Of note are all the extra lines involving Threads like:

     

    iRenderingThread2HWThread=1

    iRenderingThread1HWThread=0

    iHWThread6=5

    iHWThread5=5

    iHWThread4=5

    iHWThread3=4

    iHWThread2=4

    iHWThread1=4

     

    I don't think that's a good idea, Fallout 3 really hates multithreading across several cores & this could be running counter to what the 2 lines of the standard fix do.

     

    Since you are getting freezing still, something that should not happen with the normal two line fix, I'd try a standard .ini with just the two line fix I mention above in it.

     

    See how you get on with that .ini, you can alwys save your tweaked one & go back to it if prefer it.

     

    "UPDATE 1: Disabled all of my mods on FOMM leaving only Fallout3.esm, Anchorage.esm, The Pitt.esm, Broken Steel.esm, Point Lookout.esm, Zeta.esm checked. I then tried going from Megaton to Rivet City by walking and yay, no crashes. Gonna do trial and error with the other mods, hopefully I can single out which mod(s) is causing this instability on my game. "

     

    That turn off & check method is definitely a good way to identify mod trouble, I often recommend it for bug hunting. :)

     

    Hope this helps!

     

    Prensa

  5. jayhunt87 - Hello!

     

    "Help with game freezes"

     

    Fallout 3 freezing is almost always the multi core bug.

     

    Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading.

     

    So if you have a multi core, that's probably your problem.

     

    There is a fix, you need to edit your Fallout 3 .ini file.

     

    The one you want to change is:

     

    For XP:

     

    My Documents\My Games\Fallout3\

     

    For Vista & Win7:

     

    Documents\My Games\Fallout3

     

    The file you want will be called:

     

    FALLOUT.ini

     

    Open the .ini with Notepad & change this line:

     

    bUseThreadedAI=0

     

    to:

     

    bUseThreadedAI=1

     

    & insert this line under it:

     

    iNumHWThreads=2

     

    Save & close your ini.

     

    That cures the multi core freeze completely.

     

    Hope this helps!

     

    Prensa

  6. PoweredGamester - Hello!

     

    You must have posted twice, I'll copy my reply over. :)

     

    "I have not been able to continue making my mod since for some reason I have no Object Platletts or OPAL, whatever you call it. Any help would be great! "

     

    That's normal, GECK does not come with OPAL in place by default. Which is odd as it's so incredibly useful.

     

    With OPAL you can use pre existing lists of objects or your own custom lists to quickly place items in the Render window.

     

    It makes decorating so much quicker & fun.

     

    There's full instructions on how to use it & set it up here:

     

    http://geck.bethsoft.../Object_palette

     

    At the bottom of that page are a selection of existing Palettes that can be downloaded.

     

    Those .opl files are placed in your Fallout 3 folder within a folder called OPAL:

     

    \Fallout 3\OPAL

     

    Not inside the Data folder.

     

    If you don't have an OPAL folder there, just add it.

     

    The Palettes will now show up in GECK, accessed through World - Object Palette Editing.

     

    You can create your own lists & customise the existing ones to suit your own tastes & needs.

     

    There are some more .opl's here:

     

    http://fallout3.nexu...s.com/mods/4369

     

    Hope this helps!

     

    Prensa

  7. PoweredGamester - Hello!

     

    "I have not been able to continue making my mod since for some reason I have no Object Platletts or OPAL, whatever you call it. Any help would be great! "

     

    That's normal, GECK does not come with OPAL in place by default. Which is odd as it's so incredibly useful.

     

    With OPAL you can use pre existing lists of objects or your own custom lists to quickly place items in the Render window.

     

    It makes decorating so much quicker & fun.

     

    There's full instructions on how to use it & set it up here:

     

    http://geck.bethsoft.com/index.php/Object_palette

     

    At the bottom of that page are a selection of existing Palettes that can be downloaded.

     

    Those .opl files are placed in your Fallout 3 folder within a folder called OPAL:

     

    \Fallout 3\OPAL

     

    Not inside the Data folder.

     

    If you don't have an OPAL folder there, just add it.

     

    The Palettes will now show up in GECK, accessed through World - Object Palette Editing.

     

    You can create your own lists & customise the existing ones to suit your own tastes & needs.

     

    There are some more .opl's here:

     

    http://fallout3.nexusmods.com/mods/4369

     

    Hope this helps!

     

    Prensa

  8. littleviking - Hello!

     

    Glad it's getting better. :)

     

    "other times it freezes in place, and I gotta close it with task manager"

     

    Freezing is almost always the multi core bug, you said you have a quad core so that would affect you.

     

    I think you said you had some trouble with the fix though, might be worth another try now you've sorted out the load order & that Broken Steel fix.

     

    I'll post the instructions for the .ini fix again:

     

    The one you want to change is:

     

    For XP:

     

    My Documents\My Games\Fallout3\

     

    For Vista & Win7:

     

    Documents\My Games\Fallout3

     

    The file you want will be called:

     

    FALLOUT.ini

     

    Open the .ini with Notepad & change this line:

     

    bUseThreadedAI=0

     

    to:

     

    bUseThreadedAI=1

     

    & insert this line under it:

     

    iNumHWThreads=2

     

    Save & close your ini.

     

    Prensa

  9. DrPepper715 - Hello!

     

    Okay, looking at some of the sounds from other weapons I find that some use the same sound for 2D & 3D.

     

    However, it looks like the 2D & 3D (based on what vanilla weapons use) should be different to each other.

     

    2D sounds are stero while the 3D are mono.

     

    Apart from the lack of stereo effect they should sound about the same volume though.

     

    Have you got a sound program to check them in like Audacity?

     

    Audacity is a simple to use (& free!) program for manipulating sound files:

     

    http://audacity.sourceforge.net/

     

    You can check to see if one is mono & the other stereo in that.

     

    The 2D should have two channels in the display & the 3D should have one.

     

    You can even use Audacity to increase the sounds volume in case it's just simply too quiet by going to Effect - Amplify & saving. Make a backup first though!

     

    Hope this helps!

     

    Prensa

  10. littleviking - Hello!

     

    "Before I retry I was reading about using "blackened" instead of FOIP, as its outdated. That sound like a potential fix?"

     

    I don't use FWE so I've not used Blackened patches however they are newer than FOIP & are by BlackRampage so it's certainly worth trying out.

     

    I certainly wouldn't remove the Unofficial patch, few of the issues it fixes were ever adressed by Bethesda patches.

     

    The only issue associated with the UF3P is that Broken Steel plugin bug & if you've done that FO3Edit tweak it'll be fixed.

     

    SpartanVOO1 is correct about the MMM pluigins though, all these:

     

    [X] Mart's Mutant Mod - Zones Respawn.esp

    [X] Mart's Mutant Mod - Tougher Traders.esp

    [X] Mart's Mutant Mod - Natural Selection.esp

    [X] Mart's Mutant Mod - Master Menu Module.esp

     

    Are included in the Mart's Mutant Mod - FWE Master Release.esp.

     

    Updating MMM 6.1 to 6.2 is a good idea though make sure you follow the "clean save" routine properly.

     

    Go inside your Tenpenny or Megaton home, wait 4 game days, save & exit the game.

     

    Turn off all MMM plugins & merged patch.

     

    Load your game, save & exit.

     

    Install the 6.2 update & turn back on all MMM plugins.

     

    Remake your Merged Patch if you use one.

     

    You're then ready to play again.

     

    That's important when updating to 6.2.

     

    Where are you crashing?

     

    The old 6.1 MMM had trouble with live iguana's in containers & by the trash chute in Zeta, the 6.2 fixes those issues though.

     

    Hope this helps!

     

    Prensa

  11. DrPepper715 - Hello!

     

    Have you checked it's setting in GECK as mentioned in my post above?

     

    If so & that's drawn a blank, check the weapons sounds directly in your folder & make sure they sound fine in a media player, taking particular note of the one that's labeled with 3D at the end as that should be the one that you hear when an NPC fires the weapon.

     

    In GECK, call up the 3D sound to the problem weapon.

     

    Now call up the vanilla shotgun sound:

     

    WPNShotgunCombatFire3D

     

    Compare the settings "Minimum Attenuation Distance" as that controls the distance at which the weapon's sound will be the loudest. Make sure it's not too low.

     

    I've found in the past that experimenting with either using 360 LFE, 2D or 2D Radius or combinations of those can help.

     

    Prensa

  12. Flatchester - Hello!

     

    Have you added any large texture replacers recently?

     

    They really eat into your performance.

     

    High settings of anti aliasing will gobble up FPS too.

     

    Balancing anti aliasing & resolution is important, you can lower anti aliasing on higher resolutions, or try lower resolutions with moderate anti aliasing.

     

    You may be pushing it with too high a resolution, try a step down to the next resolution. You might surprised how little it affects the quality but how much more you gain in performance.

     

    Have you defragged your hard drive recently? It may seem obvious but it's amazing how many people don't take care of that.

     

    Fallout 3 can really get spread about after you add in mods. Fragmented meshes & textures will slow down Fallout 3 (or any game).

     

    You use MMM I know, make sure you're not using too high a spawn setting. Massive spawn settings can really slow you down. Modest spawn settings in MMM can be just as much fun. I use quite a low spawn setting in MMM, Slightly increased spawns 1 - 2 & have plenty of enemies to fight but with smooth gameplay.

     

    Make sure you're not running loads of programs in the background, browsers are particularly bad to run while a game is going I find. Anything that access the same hard drive as Fallout will cause delay.

     

    If the game ran fine before & you haven't added in too much new, are you getting louder fan activity during play than you used too?

     

    I recently started to get a very noisy fan not long after just starting to play Fallout 3 when before it was quiet. I checked my graphics card temps in CCC during play & they were bad.

     

    Turned out my graphics card was chock full of dust, on the inside where it was not viewable.

     

    Only found it when I took out the card, took it apart & cleaned it. If you know what you're doing it's worth giving your computer a good dusting. Increased dust means icreased heat which means poor performance.

     

    Even just opening up the case & giving it a basic dust out can help.

     

    Other than that, it's possible your mod list has grown very large. If that's the case you may want to go through the list & make sure you need everything on the list.

     

    Hope this helps!

     

    Prensa

  13. Jackieyena - Helllo!

     

    "I simply don't know enough about modding, or files, or computer stuff in general to know how to get it up and running."

     

    You picked quite a complex mod to try out first. :)

     

    I don't use FOOK2 so I can't get too detailed but I can point you in the right direction.

     

    Firstly that link looks like an older version, go here on the Nexus to get FOOK2 1.2:

     

    http://fallout3.nexusmods.com/mods/4448

     

    On the Description page is an installation guide that should help you out.

     

    If you've got any problems, post questions on the comments section there as you're more likely to get people who know FOOK2 answering you.

     

    It's still an active comments, I see freddy_farnsworth is on there helping people out.

     

    Hope this helps!

     

    Prensa

  14. littleviking - Hello!

     

    "Hey Presna I dont see "placed object" under

    Worldspace

    000003c Wasteland

    00002DB4 Cell

    Persistent

     

    There is a placed creature, and tempgotorivetcity. Otherwise only placed NPC's. Did I mess up the first part? Hope not. "

     

    No you didn't mess up. :)

     

    I wrote that original fix & I had a slightly different version of the Broken Steel patch plugin.

     

    The version that's downloaded now is slightly different in structure.

     

    I did a post that's a little ways on from the fix instructing how to fix the other version but it's a bit buried now, I should probably tag it onto the main post for ease of finding.

     

    The first part of the fix works for both & it sounds like you got that okay.

     

    The second part can be found directly by doing this:

     

    Copy & paste this into the FormID window at the top of FO3Edit:

     

    0001f1f3

     

    & press Enter/Return.

     

    That should take you direct to the setting.

     

    The column you want to make the changes to will be the "Unofficial Fallout 3 Patch - Broken Steel.esp" one.

     

    Just follow the original instructions from:

     

    "Once again it's the Unofficial Fallout 3 Patch - Broken Steel.esp column we want to modify. "

     

    Hope this helps!

     

    Prensa

  15. alexpaz92 - Hello!

     

    I've never done that so I can't give first hand advice.

     

    However it seems like a bad bone connection, I've seen weird things like that happen when copying & pasting creature .nif's.

     

    Make sure the nodes are named correctly, often when cut & pasted they take on new incorrect names. Compare it to the vanilla armor you based it on.

     

    There is a detailed guide here:

     

    http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_1

    http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2

     

    Specifically exporting:

     

    http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout._Part_2#Export_the_armour

     

    Hope this helps!

     

    Prensa

  16. superdave - Hello!

     

    "Thats the problem. I want them to explode on contact with the ground. I've tried using playexplode in a scripted trigger, making the motorcycle a creature, and dropping grenades at the same time."

     

    Well if I were going to do it I'd take advantage of the already built in Destruction settings on motor bikes.

     

    Give the motor bike a unique reference & set it to persistent.

     

    Call it for example:

     

    BigBoom01

     

    I'd then use this line to detonate it:

     

    BigBoom01.DamageObject 83

     

    I chose 83 as the amount to damage the bike because that's where the Bikes Destruction data is set to trigger it's explosion.

     

    I tried this with the script attached to a trigger that was set off by the player entering.

     

    Obviously you'd just use a version incorporated into your dropping the bike script.

     

    You could give each bike it's own Reference name so that you can trigger them at different times.

     

    " I want them to explode on contact with the ground."

     

    I'd just use a float timer so the bike does not detonate in the air.

     

    You can play with the timer length to see how long it takes to hit the floor.

     

    It won't be exploding because it's hitting the floor but if you time it right it will appear to be.

     

    Sample script (with no drop) to demonstrate what I'm talking about, the script is on a trigger zone with a vanilla bike set up as mentioned above:

     

     

     

    SCN BigBoomBikeScript

     

    float timer

    short HasFallen

     

    ; My example is just started by the player entering a trigger

    ; you can use what you like to initiate this

    ; Sets the short to 1 to say the bike is falling

     

    Begin ontriggerenter

     

    set HasFallen to 1

     

    end

     

    begin gamemode

     

    ; If the bike is falling, that's set to 1, check timer to see if it's allowed to explode

    ; just change the 5 in there to what ever time you need for the drop to the floor to be over

     

    if HasFallen == 1

    if timer < 5

    set timer to timer + getSecondsPassed

    else

    BigBoom01.DamageObject 83

    set HasFallen to 2

     

    endif

    endif

     

    end

     

    As is normal anything with ; is just explanation & can be left out.

     

    This is just a quick throw together to illustrate what I'm talking about rather than your finished script.

     

    This script works as long as you've set up the trigger & the bike accordingly though.

     

    Hope this helps!

     

    Prensa

     

    EDIT: "Grenades work okay, except they take to long to explode. "

     

    If you want a grenade that explodes on impact you need to erase the time in the timer setting & tick "Trigger on impact" instead of Alt Trigger, you change those settings on the Grenade Projectile as that is the actual object that explodes rather than the version you hold.

  17. DrPepper715 - Hello!

     

    Are there two sounds for the weapon?

     

    There should be two sounds assigned under the Art & Sound tab of the weapon in GECK, one is what the player hears when an NPC fires:

     

    Attack Sound

     

    The other is what the player hears when they fire:

     

    Attack Sound (2D)

     

    The sound files themselves can actually be identical just with different names.

     

    Fallout 3 seems to be a bit fussy about naming though & I've seen it ignore improperly named sound files so I always stick to the naming convention set in vanilla sounds.

     

    The Attack Sound (2D) sounds should be named something like:

     

    WPNNameofyourWeaponFire2D

     

    The Attack Sound should be named something like:

     

    WPNNameofyourWeaponFire3D

     

    Obviously that middle "NameofyourWeapon" is up to you. :)

     

    Check in GECK that the path set for the sounds matches where they have been placed in the Data folder.

     

    If it's the NPC fire sound missing then take particular note of the WPN 3D one.

     

    Check to see if the WPN 3D plays in GECK, go to it in Sounds.

     

    Also, in GECK, the Attack Sound (2D) should have:

     

    2D Radius

    360 LFE

     

    Ticked, at least normally.

     

    The other Attack Sound normally has neither ticked & no other setting ticked (just No Looping set).

     

    Hope this helps!

     

    Prensa

  18. finakechi - Hello!

     

    Have you taken care of archive invalidation?

     

    If not that would prevent the new textures from showing up properly.

     

    To fix it, either download & activate:

     

    ArchiveInvalidation Invalidated

     

    http://www.fallout3nexus.com/downloads/file.php?id=944

     

    Or, if you use FOMM click on Toggle Invalidation on the right.

     

    For "New" FOMM you have to go to the buttons at the top & select:

     

    Tools - Archive Invalidation

     

    NMM has a built in Archive Invalidation too.

     

    DON'T USE BOTH METHODS TOGETHER.

     

    Note FOMM/NMM's version often needs to be toggled off & then back on again when you add in a new mod.

     

    Hope this helps!

     

    Prensa

  19. littleviking - Hello!

     

    "Its really bad right now. occasional up until Rivet city. Now it crashes every time I try to leave. "

     

    The Unofficial Fallout 3 Patch - Broken Steel.esp has a bug that will cause CTD's on fast travel, saves & autosaves including on exiting doors in the Rivet City/Project Purity area.

     

    There's a fix for it using FO3Edit here:

     

    http://forums.nexusmods.com/index.php?showtopic=401813

     

    "Its a quad core."

     

    If it is freezing, the complete lock up of your game rather than a CTD (Crash To Desktop) you're having & since you have a quad core that would be the Fallout 3 multi core bug.

     

    Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading.

     

    There is a fix, you need to edit your Fallout 3 .ini file.

     

    The one you want to change is:

     

    For XP:

     

    My Documents\My Games\Fallout3\

     

    For Vista & Win7:

     

    Documents\My Games\Fallout3

     

    The file you want will be called:

     

    FALLOUT.ini

     

    Open the .ini with Notepad & change this line:

     

    bUseThreadedAI=0

     

    to:

     

    bUseThreadedAI=1

     

    & insert this line under it:

     

    iNumHWThreads=2

     

    Save & close your ini.

     

    Hope this helps!

     

    Prensa

  20. Qualanqui - Hello!

     

    My advice would be to do the old fashioned but effective "turn off & check" as it's most likely a mod causing this.

     

    Turn off a mod at a time & check in game between each to see if the Rivet City CTD occurs.

     

    When there is no CTD, you will know which mod is the culprit.

     

    Since you have a lot of mods, you can uncheck a group at a time instead to quickly narrow it down.

     

    First I always run with no mods & check for the bug, if it's not there without mods you know it's definitely not the vanilla game.

     

    Any mods making changes in the Rivet City & Project Purity are, no matter how seemingly benign, should be high on the list to untick first.

     

    Sometimes Fallout 3 reacts bdly to things being changed in specific areas.

     

    Hope this helps!

     

    Prensa

  21. totole1234 - Hello!

     

    I've got a quad core i7 & the .ini tweak works for me.

     

    It is very important that you edit the correct Fallout 3 .ini file as there is one in the Data folder that's actually the default .ini & not the one in use.

     

    The one you want to change is:

     

    For XP:

     

    My Documents\My Games\Fallout3\

     

    For Vista & Win7:

     

    Documents\My Games\Fallout3

     

    The file you want will be called:

     

    FALLOUT.ini

     

    Open the .ini with Notepad & change this line:

     

    bUseThreadedAI=0

     

    to:

     

    bUseThreadedAI=1

     

    & insert this line under it:

     

    iNumHWThreads=2

     

    Save & close your ini.

     

    That completely cures the Fallout 3 multicore freeze bug.

     

    Hope this helps!

     

    Prensa

  22. N7Commando - Hello!

     

    Sounds like a mod caused issue, either a mod clash or one mod with a dirty edit.

     

    You need to play detective, ask yourself a few questions:

     

    When did this issue first start?

     

    Which new mods have I added recently?

     

    Compare the answers to those two questions & try unticking mods installed recently around the time the bug cropped up.

     

    If you can't narrow down when it started, simply unticking a clump of mods at a time & checjing in game to see if things have returned to normal can be another quick way to isolate the mod responsible.

     

    Mods editing Dialogue/adding NPC's would be top of the list of suspects.

     

    Hope this helps!

     

    Prensa

  23. Qualanqui - Hello!

     

    That's odd, I would have said it was the bug in the Unoffical Broken Steel patch plugin as it causes CTD's on fast travel, saves & autosaves around Rivet City & Project Purity.

     

    The fix for which is here:

     

    http://forums.nexusmods.com/index.php?showtopic=401813

     

    But you've not got the UF3P in your load order so that's odd.

     

    I see you mention having used it, you don't have a Merged Patch in there from when you had the UF3P Broken Steel plugin installed do you?

     

    The only other thing I can think of is going by what caused the problem in the UF3P Broken Steel plugin, deletion of a few items in the Rivet City & Project Purity area, & looking to see if you have any other mods making changes in that area like that.

     

    If you know how to use FO3Edit, take a look in there to see if something is deleting a reference in the BrokenSteel.esm.

     

    Expand BrokenSteel.esm's details, go to Worldspace & expand that.

     

    Look through there to see if something is color highlighted & being changed.

     

    Clicking on it will bring it up in the right window & list in columns the mods making changes.

     

    Deletions of items in worldspaces are not good, they are best set to initially disabled or sunk out of view.

     

    That should help you to identify if another mood is doing something there.

     

    Hope this helps!

     

    Prensa

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