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Stable game but crashing near arefu and entering big town


Sujalf

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thanks for the reply.

 

I removed

RH_IronSights_RemoveReticule.esp

Overhaul Modding Guide - Tweaks and Fixes Patch.esp

[X] Goodies.esp Conelrad 640-1240.esp

 

Put milennia ] Millenia_WMK.esp above Millenia_C96_replacer_WMKpatch.esp

 

Select only X] Level50BrokenSteel.esp uncheck the other.

 

the load order now is

 

0 Fallout3.esm 1 Anchorage.esm 2 ThePitt.esm 3 StreetLights.esm 4 BrokenSteel.esm 5 PointLookout.esm 6 Zeta.esm 7 Unofficial Fallout 3 Patch.esm 8 iHUD.esm 9 RH_IRONSIGHTS.esm 10 Project Beauty.esm 11 Project Beauty- Broken Steel.esp 12 Project Beauty- Point Lookout.esp 13 Fallout 3 Redesigned - UF3P Patch.esp 14 No UI Blur.esp 15 AutoGates.esp 16 AnimatedTerminalScreenSavers.esp 17 Realistic Explosions.esp 18 RHKFollowerXP.esp 19 FirstPersonGunFollowCrosshairs.esp 20 CanHasRecoil.esp 21 Stealth Kills Enabled.esp 22 Stealth Kills Enabled - Pitt Compatibility.esp 23 Realistic Death Physics.esp 24 WeightRebalance.esp 25 HZSmoothLight - FO3.esp 26 No Blur Effect.esp 27 RealisticHDRLight.esp 28 Gunfire Sound Range Increased.esp 29 RH_IronSights_Basic_VanillaPlugin.esp 30 RH_IronSights_Basic_AnchoragePlugin.esp 31 RH_IronSights_Basic_PittPlugin.esp 32 RH_IronSights_Basic_BrokenSteelPlugin.esp 33 RH_IronSights_Basic_PointLookoutPlugin.esp 34 RH_IronSights_Basic_ZetaPlugin.esp 35 RH_IronSights_Pitt_NewRifleSights.esp 36 WeaponModKits.esp 37 WeaponModKits - OperationAnchorage.esp 38 WeaponModKits - ThePitt.esp 39 WeaponModKits - BrokenSteel.esp 40 WeaponModKits - PointLookout.esp 41 WeaponModKits - Zeta.esp 42 RH_WMK_Bridge.esp 43 IMPACT.esp 44 IMPACT All DLCs.esp 45 6IXES Clutter Texture Pack.esp 46 schematics2.esp 47 ClearRadSuits.esp 48 body blood replacment.esp 49 AnimatedFanV2f3.esp 50 BornAgain Outcast v3.esp 51 WinterizedT51bDX.esp 52 Tribal_DX.esp 53 Bornagain Zeta Combat Armor Texture Patch.esp 54 FO3_WRP.esp 55 Millenia_C96_replacer.esp 56 Millenia_WMK.esp 57 Millenia_C96_replacer_WMKpatch.esp 58 WMK_Fixes_dlc.esp 59 Mesh and Texture Fixes for Weapon Mod Kits - Millenia's WRP fixes.esp 60 Additional Fixes for Weapon Mod Kits - dlc weapons enabler.esp 61 Fo3HirezdMinigun.esp 62 PlasmaRifleAwesomefiedWMK.esp 63 Fo3HirezdLincolnRepeater.esp 64 sledgehammer textureset.esp 65 superSledgeRetexture Textureset.esp 66 RealisticBulletsWMKtracers.esp 67 RBS -Laser and Plasma Projectiles Optional.esp 68 Level50BrokenSteel.esp 69 UPP - Pack 2.esp 70 ancestor.esp 71 Wadsworth Companion.esp 72 FO3 Quick Start.esp 73 Graveyard Radio.esp 74 Radio Bizarra.esp 75 Existence 2.0.esp

 

 

should i try new game and check if still crashes ? (teleporting to Big town trought console COC command)

 

I or another can teach you how to use spoiler tags.

Or you can edit your post. Just so you areFully aware, the UUF3p And goodies plugins are dead, they have zero content in them. and to prove to you how and what was used and the correct "NOTE" Correct load order they need to be in.

Screenshot-2021-08-30-211956.png

 

Now the thing should work correctly and also note. I did not use FOSE either, got spammed to death with fose messages, despite that there was zero issues found during the purge.

This saved game file should exit zero issues if you understand what I just did and you follow through.

I do not use any master patches at all period. TO Me and only Me, I consider that a waste of time and resources, not to mention talent.

You can NEVER patch a game with a master file period. You may think so but that's not how the game works.

you will never patch every one else's mods, all your doing is creating a big fat bloated mess.

 

All mods draw from the master files, Fallout3.esm and the DLC's, there fore, all mods contain the same bugs if not more and overwrite anything above them. Ergo ? a waste of time.

you can take the advice in any way you feel is what you want. I can't control others thoughts or reasons, all I can control is how the code operates.

 

your welcome, let me know how things go.

 

Kitty Black

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I try it now with your order but still crashes in big town (maybe a texture problem?

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Unofficial Fallout 3 Patch.esm
7 7 RH_IRONSIGHTS.esm
8 8 RH_IronSights_Basic_VanillaPlugin.esp
9 9 RH_IronSights_Basic_AnchoragePlugin.esp
10 a RH_IronSights_Basic_PittPlugin.esp
11 b RH_IronSights_Basic_BrokenSteelPlugin.esp
12 c RH_IronSights_Basic_PointLookoutPlugin.esp
13 d RH_IronSights_Basic_ZetaPlugin.esp
14 e RH_IronSights_Pitt_NewRifleSights.esp
15 f WeaponModKits.esp
16 10 WeaponModKits - OperationAnchorage.esp
17 11 WeaponModKits - ThePitt.esp
18 12 WeaponModKits - BrokenSteel.esp
19 13 WeaponModKits - PointLookout.esp
20 14 WeaponModKits - Zeta.esp
21 15 RH_WMK_Bridge.esp
22 Goodies.esp
thank you deeply for take your time with me (this is my first time modding tought)
Edit: also without goodies.esp unchecked and the Unofficial Fallout 3 Patch.esm unchecked it crashes after enter big town leaving clinic (arefu works fine now tought)
Edited by Sujalf
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I try it now with your order but still crashes in big town (maybe a texture problem?

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Unofficial Fallout 3 Patch.esm
7 7 RH_IRONSIGHTS.esm
8 8 RH_IronSights_Basic_VanillaPlugin.esp
9 9 RH_IronSights_Basic_AnchoragePlugin.esp
10 a RH_IronSights_Basic_PittPlugin.esp
11 b RH_IronSights_Basic_BrokenSteelPlugin.esp
12 c RH_IronSights_Basic_PointLookoutPlugin.esp
13 d RH_IronSights_Basic_ZetaPlugin.esp
14 e RH_IronSights_Pitt_NewRifleSights.esp
15 f WeaponModKits.esp
16 10 WeaponModKits - OperationAnchorage.esp
17 11 WeaponModKits - ThePitt.esp
18 12 WeaponModKits - BrokenSteel.esp
19 13 WeaponModKits - PointLookout.esp
20 14 WeaponModKits - Zeta.esp
21 15 RH_WMK_Bridge.esp
22 Goodies.esp
thank you deeply for take your time with me (this is my first time modding tought)
Edit: also without goodies.esp unchecked and the Unofficial Fallout 3 Patch.esm unchecked it crashes

 

without full disclosure? what manager, what type of mod handler your using, my hands are tied.

I did not check big town.

Leaving anything in the file path checked or not will in fact load in game. people do not realize that but the game engine swipes from the bottom up on load, if anything is sitting in it's path? it's gonna load.

take them out of the games path and retest Big town. Do not rely on automation because automation is what's causing issues.

Be the machine. In FNV, they use *.nam files to force load the dlc's

removing them from the games data folder allows selective loads and thus it is in the file path on game load, removed ? there no way for the newer engine to load them.

fallout 3 is an Oblivion Engine, older type of Havok.

 

Pluss, your running fose code too. As I said, I do not run fose, fose introduces other elements into the games run time and instructions that are not native, so there's no way to purge a game file without knowledge of the version used.

I just as well stick to vanilla and the game that's sold to fix things

Advice? pull anything your not using OUT.

 

Your thought fell to textures ,so that means you are not aware of other things too. So many variables it's impossible to guess.

For instance, I tested you game file with grass settings @ 2 density. I have 89 + FPS game flow. That means almost every square inch of landscape is covered in grass.

That's just the grass. I have not added in my custom tree mod yet.

"Edit: also without goodies.esp unchecked and the Unofficial Fallout 3 Patch.esm unchecked it crashes"

did you make the fake patches and install them yet ? because they need to be in there. The file name is required only, not their content, "Not their programing".

do as I directed. (https://www.nexusmods.com/fallout3/mods/5104?tab=files&file_id=78944)

use that to make blanks.

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Screen-Shot83.png

Screen-Shot84.png

above shows what i mean by spam, otherwise no issues found in big town. on your saved game file

there is maybe 1 thing that might mean a difference? This game is By Microsoft, Not steam, Not GOG, Not anything else .My engine is brand new and debugged too.

How ever, it makes no differences. windows 11 will not allow writes to the game from FOSE period.

all of my code is pure and clean. 1 ini change for grass and that's it.

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Screenshot-2021-08-30-223234.png

Just incase somebody gets a crazy idea. I can afford it, not many can. Windows has gaming overlay's now built in so I don't need 3rd party game modules to require overlays any more.

I own way too much. And i know what to do to mod them too. I have no problems.

Hint: I am also a Writer and have published many many books.

 

Have fun kids.

 

Kitty Black

Edited by Purr4me
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Finally i got it worked now it was FOSE problem, when i use fallout original launcher no crashes

 

<a href="https://ibb.co/r2NHLFv"><img src="https://i.ibb.co/r2NHLFv/big-town.jpg" alt="big-town" border="0"></a>

yeah kinda thought so.

your links do not work. ok in message mode , when your posting < there's a tiny icon for images, when you want to add an image, you first need to make sure that image is on a web site that hosts images

in order to ensure compatibility with the nexus forums software.

 

as for the other thing ? I have no idea what it is. If it's a link to a download? I don't need any more downloads. we are done with that part.

ok even though the message say's v1. or later? do not adhere to the later part, all irritation's of FOSE had issues, that's why there was so many updates, even now it is having big issues.

 

On discord, I read all the DEV discussions about the code from those involved in building the internals for the program and even they have issues , being ironed out.

Nothing is concreate . So, advise not to rely on say so's. You rely on the results. That's what tells you where the issues may lay.

 

Say, a mod author makes his mod using a newer version and this happens a lot----of the very latest FOSE offering, but the older mod scripts are not eligible for the new version, they only run with an older version. They, the authors fight in anguish over why things are not working right. trying to inject Opt code from 1 versions into the game when the current Opt code is from another ?

 

Even xedit's program knows the differences in their works between versions and even tells you what a mod was made with. It a lame way to say version control is involved because it is.

On the FOSe web pages, there is an archived gallery where you can download the original code an author used in their mod in order to make all the code for a particular mod "match"

 

But, UI mods? all were experimental and they also suffered from versions control issues. Big time.

So in this "troubled world" we decide what we want to trouble shoot, the game or some 3rd party component's that is never going to be stable and is always a work in progress , always changing?

the only thing that is always going to be the same IS the game.

 

Now maybe people will get off my back about why I do not use fose or nvse or any script extenders. They are predictable as to failures.

Mod's? a hell of a lot easier to fix.

any way's I'm here for those that help them selves like you did.

 

Kitty Black.

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