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Everything posted by Billy1969
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The coprocessor thingie in other devices is strange, do you have an intel or AMD processor? If it's an intel then try to install the latest intel drivers from their website, if that doesn't work you can try to right click on the coprocessor, select uninstall this device and then reboot, windows should detect it again and hopefully install it right this time.
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Crashing on Loading Screen upon Leaving Vault 101
Billy1969 replied to Iameggman's topic in Fallout 3's Mod Troubleshooting
Glad to hear it is working now, if you ever crash again when entering a outside worldspace, MMM is likely the culprit with too many spawns active, you can prevent this by lowering them in it's menu and the bashed patch as I wrote in my previous post -
Crashing on Loading Screen upon Leaving Vault 101
Billy1969 replied to Iameggman's topic in Fallout 3's Mod Troubleshooting
Try to disable just Mart's Mutant Mod and see if it still crashes. If it doesn't and you want to keep Marts then you have to crank down the values of increased spawns in it's menu. The bashed patch of Wrye Flash for Fallout 3 lets you also set the maximum active actors parameter, it should never be bigger than 30, lower is even better. -
Fallout 3 FOSE crashes with ENB
Billy1969 replied to Ray1235's topic in Fallout 3's Mod Troubleshooting
I have a shortcut on my desktop to fose_loader.exe and it runs fine with my ENB, you have to set it to "run as administrator" in the shortcut properties though, if you have done that and it still doesn't work then I'm puzzled -
Windows 10 ENB problems
Billy1969 replied to nutellamage's topic in Fallout New Vegas's Mod Troubleshooting
I can only say I run FNV with ENB fine on windows 10, no problem whatsoever, didn't change a thing after the upgrade and it launched fine, my enb version is 0.263 though not the latest 0.278, maybe that one causes problems?- 4 replies
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- windows 10
- enb
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call me crazy but I notice a 10fps increase in windows 10 both in FO3 and NV compared to windows 8.1
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You can alter it in Wrye Flash "tweak settings" from the bashed patch by increasing the "maximum deadactors" value
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Arkngt pretty much nailed the essentials in his list. Only one I'm not using in his list is weapon mod kits, but that's because my load order is crack full and I don't have room for more before the game becomes unplayable or crashes. If you like quests then you should try all Puce Moose Mods, A quest for heaven series especially the third part which is imo the best mod I ever played for Fallout 3, Alien Resurrection part one and more, just look in the files section under categories, quests. If I should pick only one companion mod it would be Brisa, hands down, most configurable one for fallout 3. Then you have Amy Wong and the 187Gurlz mod who complete my top 3, if you prefer quantity and choice over more personalised companions like the previous ones, then you have RR Companions mod who places a truckload of companions throughout the game (check out Herculines mods for it) If you like weapons, try to find XCALIBR Universe from Erache, or Apocalypse Armory or 20cth Century Weapons, I use all three + some other ones lol, did I mention I like weapons? If you use a lot of mods together you definitely need the blackened patches and I would recommend using the unofficial fallout 3 patch also as it corrects a truckload of bugs in the original game. That's about all I can give off the top of my head atm.
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NPC Male Skin Glitch
Billy1969 replied to StormNV's topic in Fallout New Vegas's Mod Troubleshooting
I'm having that problem with Breezes males for years now (In FO3 and now also in Vegas), it seems this texture bug only happens with male clothes that have short sleeves and that aren't part of Breezes armor fixes, iow every custom male armor that has short sleeves... been looking for ages for a fix, never found one. -
Fallout 4 Mods you'd like to see
Billy1969 replied to charwo's topic in Fallout New Vegas's Discussion
As long as someone makes a Pipboy Readius, I'm happy, I wouldn't stand that big metal thing on my arm for one second after 8 years of playing Fallout 3 with the handheld readius.... -
Grey texture on right arm?
Billy1969 replied to sabianserade's topic in Fallout New Vegas's Mod Troubleshooting
I'm having the exact same issue... since Fallout 3, years ago.... still looking for a solution... -
Issues with head showing through cap - and the cap
Billy1969 replied to Arkngt's topic in Fallout 3's Mod Troubleshooting
I have something similar happening with my main character, but it's due to the custom hair mesh I use, at least I think so, she can't wear head wraps or the enclave officer hat for example without her hair and sometimes her whole head clipping through everywhere, but the combat helmet or cowboy hat work fine and also the radsuit you show in your pics (I also use Type 6 body but a custom head mesh), I never deeply looked into it, I just don't wear any hats anymore to avoid it :/ edit: the texture problem is weird, I suppose your archiveinvalidation is ok, I have it happening with one weapon in the game also: every texture, even high resolution ones for every armor, weapon, terrain, furniture etc etc work flawlessly with the exception of the sledgehammer, no matter what that weapon is flickering like mad and has the texture bug just like your head wrap in your pics. -
Help with creating a patch for Texture X to display in Mod Y
Billy1969 replied to Thom293's topic in Fallout 3's Discussion
directly editing your bashed patch is not a good idea as you will lose your edits every time you regenerate it. It's better to "copy as deep override" with FO3Edit the records you want to preserve into a new .esp file that you put after the bashed patch in your load order. For example if you want to preserve the stats of a weapon modified by FWE but have it display the textures another mod gives it, you would copy as override the FWE weapon in your blank .esp then view the record and edit the texture paths with the ones in the other mod, you can do this as easily as selecting the value then slide it to your new esp. This way I managed to create personal esp's that makes mods coexist that officially aren't even compatible, I just did this for Fallout New Vegas to Mikoto Beauty, Lings, T6M NPC's, Cross Wing Dolls and Mojave Delight to make the best npc edits from each mod work together, these mods are supposedly incompatible with each other, and they are indeed unless you roll up your sleeves and create the custom esp(s) that make them work together, kinda like the blackened patches for Fallout 3. For Fallout 3 I did this for FWE, XCALIBR, CALIBR, Apocalypse Armory and 20th Century Weapons also. The Bashed patch from Wrye is a good tool but eventually it will respect the load order of your mods and the last mod loaded will win, this is a way to bypass that. For example you need to load XCALIBR before FWE in your load order or it will lead to crashes or errors, both mods have the bash tag "stats" so your bashed patch will respect load order and import the FWE stats last overwriting the XCALIBR ones, yet you prefer those ingame, only way to get them is to "overwrite" the bashed patch again with them with an esp you load after it, the same goes for all records, for all mods, well in general, if you don't know what you're doing you can create an esp that will just make your game ctd on load, when you create such an esp don't forget to sort it's masters in FO3Edit if you make overrides to several mods. Edit: the only mods so far I found to be not able to co-exist no matter what are FOOK and FWE, don't try it, it's just not feasable. Also mods that edit the same worldspace or cell aren't easily made compatible without editing them in the geck and make a compatibility patch but that's a given. I hope this somewhat answered your question, at least it should give you an idea on how to make preferential overrides possible ingame ( for your T6M armor you want to preserve etc) -
Do you use the 4Gb patch? If not, you should it helps the game a lot memory wise when you have a lot of mods loaded, with it activated try to enter a building again and see if it crashes or not, if that doesn't help before entering the building open the console and type PCB followed by enter, then try to enter the building again.
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Don't know what it is but it seems one of your mods added that, to find out which one, deactivate them one by one until you find it, to make ui mods and mods that add ui elements play nice together there's uHud mod or the newer uio which I use in Vegas but not in Fallout 3.
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It's not that hard to do. Open the NV file in Wrye Bash for Fallout 3, it will complain about the file header, don't pay attention to it, click in the panel on the right where the master files are, Wrye will change the fallout NV to fallout, click save. Next, open the file in FO3Edit and replace the header version 1.x from falloutnv to 0.940000, exit and save. Next, copy the data files from the NV mod to your fallout data directory Next, start a new game or open the race menu in console and select the moonshadow elves, and done. Since it's just a race mod it will work like I described, for weapon mods or armor mods there's more to it though, a lot more.
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I have the same issue of crashing when I choose a new game, old saves load fine. My solution was to disable my enb and put the d3d9.dll from the intel bypass mod (and I have a Nvidia card but it works! don't ask me why) until the intro and character creation are finished, then as an infant in the play pen I save my game and enable my enb again replacing the intel bypass d3d9.dll with the one from the enb again, and then I'm good to go, no more crashes. I had to look for days on end until I found this fix, I hope it works for you. Edit: even if you don't use an ENB it's still worth to try the intel bypass .dll, once you have one savegame it won't crash again If the above doesn't work for you here's another potential fix : disable all your mods in FOMM or NMM or Wrye whatever you use and just load the bare vanilla game (fallout.esm and all the DLC's with nothing else, no FWE, etc etc, and if you use a custom race for your character also the .esm or .esp with the race but nothing else), once you have your first savegame you can enable them all again.
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Fallout 3 Crashes after seconds - FWE/MMM/WMK
Billy1969 replied to WulfMangetsu's topic in Fallout 3's Mod Troubleshooting
1. Uninstalled every mod and installed FWE only, without any DLC's and such, still crashes, even if I just try to walk towards Silver's house. 2. Did, four times now... this really refuses to work with me no matter what I try... try to use just the fallout.esm, the bare game with no mods installed, do you still crash? If no, good, enable one mod at a time and try again until you find the one causing the crash if yes, then I suspect you have a corrupted mesh or corrupted texture somewhere in your data folder, I'll tell you how to look for it, but let's hope it's not the case- 13 replies
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- fallout 3
- fallout wanderes edition
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Funny Paladin Cross Glitch
Billy1969 replied to velociraptor24's topic in Fallout 3's Mod Troubleshooting
that's an animation from animated prostitution interfering with her idle behaviour, I had the same thing happening to npc's from the rat trap remastered mod until I removed the conflicting idle -
Never heard of that particular thing happening, unless you choose the amnesia perk (not sure if this is vanilla or added by a perks mod) that effectively erases every discovered map marker so you gain xp by visiting them again, did you choose that perk?
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Crash near jury street metro station
Billy1969 replied to Valen010's topic in Fallout 3's Mod Troubleshooting
Try to disable your mods one by one (or five by five or more if you have a huge load order) until you locate the one that makes you crash near that location, try disabling MMM first if you use it, report back when you found the culprit. -
Player is running very fast compared to the vanilla game.
Billy1969 replied to dmxdex2020's topic in Fallout 3's Discussion
LOOT is not recommended for Fallout 3, the game is too old, while it works for Vegas and Skyrim it's not adapted to Fallout 3 and will make a mess out of your load order. It's better to use BOSS and even better to do everything manually, check conflicts in FO3edit and make a bashed patch with wrye flash. Even then it's necessary to either use Blackened to resolve the last conflicts by loading after the bashed patch or create a blank .esp yourself and make the necessary adjustments, this is the only way to make my game run fine (I have over 300 merged mods, leaving 186 esm/esp's to load into the game, only CTD I still have sometimes is when MMM increased spawns decide to battle it out with EVE new energy weapons fatality effects, then the game goes tilt and runs out of memory, for the rest everything runs like clockwork) -
No, they're not standard containers respawn every 3 days. You better stash your stuff in containers in player houses that are marked <empty> the first time you use them
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Fallout 3 keeps on crashing
Billy1969 replied to Stefo213's topic in Fallout 3's Mod Troubleshooting
Do you crash always at the same point? I mean when approaching a certain area in the game or entering the same building or are your crashes random? Anyway a load order with your current mods would be helpful.