Jump to content

Random game crashes


Draakon

Recommended Posts

Load order

[X] Fallout3.esm

[X] ThePitt.esm

[X] Anchorage.esm

[X] GlobalTravelSystem.esm

[X] CALIBR.esm

[X] FOOK.esm

[X] Mart's Mutant Mod.esm

[X] sc_lovers_resource.esm

[X] sc_saving_nova_dep.esm

[X] sc_wasteland_pimp.esm

[X] RRCompanionVault.esm

[X] Unofficial Fallout 3 Patch.esp

[X] MaxLevelWorkaround-HP.esp

[X] radio_fix.esp

[X] WastelandMastery.esp

[X] GTS - The Pitt.esp

[X] FOOK.esp

[X] FOOK - Anchorage.esp

[X] FOOK - The Pitt.esp

[X] FOOK - Owned!.esp

[X] FOOK - Enclave Commander.esp

[X] FOOK - Free Play After MQ.esp

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - FOOK.esp

[X] Mart's Mutant Mod - Increased Increased Spawns.esp

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

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

[X] Mart's Mutant Mod - Hunting & Looting.esp

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

[X] EnclaveCommander-OA.esp

[X] EnclaveCommander.esp

[X] UPP - Pack 1.esp

[X] UPP - Pack 2.esp

[X] UPP - Original Perks.esp

[X] UPP - Experience Perks.esp

[X] UPP - Beverage Perks.esp

[X] UPP - Quest Perks.esp

[X] sc_acquiring_mei.esp

[X] sc_toying_with_angela.esp

[X] sc_wp_captives.esp

[X] sc_wp_arefu.esp

[X] sc_wp_luring_lucy.esp

[X] sc_saving_nova.esp

[X] sc_wp_saving_nova_bridge.esp

[X] sc_blackmailing_silver.esp

[X] RRFOOK.esp

[X] RRVaultPlayersBridge.esp

[X] RR5MoreMales.esp

[X] RR5MoreFemales.esp

[X] Mannequin.esp

[X] DK_BulletTime.esp

[X] GalaxyNewsRadio100[M].esp

[X] F3UmpaAnimation.esp

[X] Owned!.esp

[X] FollowersRelax.esp

[X] FollowersHire.esp

[X] LevelersTruckTrailer.esp

[X] Choose what you need.esp

[X] Skeleton_Key.esp

[X] CD Area 51 WHAT.esp

[X] NAPA-Sneak.esp

[X] Keep Anchorage Equipment.esp

[X] Chimera.esp

 

So yeah, my game crashes randomly every now and then. I wonder why?

Link to comment
Share on other sites

Guys. Conflicts doesn't mean crashes.

 

Crashes happen when a mod doesn't have it's master loaded before it (crash at start).

Crashes happen if there is an error on the structure of a mod (ie, you went trigger happy deleting stuff with fo3edit).

Crashes happen when you have an invalid mesh (ctd when you load a mesh).

Crashes happen when a mod "deletes" something that has already "spawned" in your game (ctd when getting near, entering the cell, or if you're really unlucky, ctd on load because it deleted some part of the landscape).

 

Crashes happen when you have a circular lists (very rare, but it can happen), game freezes i believe on attempt to spawn the list.

 

Crashes happen if you REALLY mess up with a script, most likely through fose (freezes/crashes when that part of the script runs). These are more varied, trying to make an npc shoot the rockit launcher causes ctd, so does calling getweaponammo on a weapon that doesn't use ammo, or additem/removeitem/equipitem with a non-existent / invalid item.. Sometimes the script graciously commits sepuku and the game runs normally, sometimes it just CTDs.

 

Crashes also happen if an area is horribly bloated (many objects, foes, or even extra unnecessary detail on the landscape/infrastructure. These tend to get worse on third person. setting a scene as "complex" really takes off a lot of npc load on a place.

 

Slowdown/Stuttering can happen when loading cells that have many different things with high rez textures, From that point to getting a crash it's just a matter of pushing the engine a little bit more.

 

Crash happens on load when you remove a mod that had a perk, before removing the perk from the player.

 

 

 

Apart from these types of crashes, there are 3 that seem to escape any categorization:

 

Random ctd after playing for a while, no matter what you're doing: This is a weird one that a lot of people suffer, it sounds like bad memory handling on fallout's side. It has been reported that doing THIS may solve them for some people.

 

Crash on save (any kind of save): These things are of mysterious origin, They happen with mods, they happen without mods, it just seems that the game simply left the player data on a bad state. This is one of the reasons why saving constantly is recommended: Loading to an earlier save can and will solve this (tho it may happen again). Damage may extend to some of the previous saves for some unknown reason.

 

Crash on level up: This one i've seen has happened mostly to:

Users who got Anchorage (all of them, so far reported), and has competed it with that character (not confirmed), and users who also have fook (unconfirmed if all the cases have it). The reason for these crashes is still unknown. Removing fook - anchorage or fook entirely didn't seem to fix, removing anchorage however, did the trick.

As a workaround, it is possible to make a backup of anchorage.esm, and use fo3edit to clean it up and remove everything except the new weapons/armor. This has been reported to solve the problem.

Link to comment
Share on other sites

I was getting a bit of trouble earlier, but I just tried restarting my computer, not doing anything else, and just playing the game, that worked fine after that. Same for when I installed the patch the other day.

 

Also, I had open the GECK while playing, think that probably didn't help!

 

Sometimes it might be something stupid! Plus you have loads of plug-ins, wonder if one of them might be conflicting with the other?

Link to comment
Share on other sites

Oh right, so what about if 2/3 plug-ins that some how may effect each other? I.e. a script may be doing some for one plug-in, but is somehow calling another plug-in into action?

 

I'm very basic when it comes to scripting, kinda the re-use, change what I know sorta guy, so I'm sorry if it sounds like I don't know what I'm on about!

 

Defo try the restart comp though, you never know!

Link to comment
Share on other sites

99% mod "conflicts" are just harmless overlapping: mod a makes muties blue, but mod b makes them blurple, if you load a, then b, there will be a conflict, and you'll get blurple muties.

Conflicts can end up in a mod being partially disabled, say, a mod adds a script to stimpaks, and a mod later overwrites stimpaks, your first mod will never trigger what the script was supposed to do. This, however, doesnt cause a crash.

Compatibility projects and patches exist so that you can have both the new modifications of the stimpak, and the script for the first mod so it works. Or adding support or balancing to another mod's weapons/armors.

Link to comment
Share on other sites

Ah that makes sense, so plug-ins can assist other plug-ins, otherwise if this couldn't work then there would be crashes, so by it working means this isn't one of the reasons for game crashes. It's too late at night for me to learn something new :S
Link to comment
Share on other sites

What i mean is that, apart from wrongfully ordering mods so a mod loads before its master (ctd at main menu), the chances of having *crashes* due to load order (of working mods) or due to conflicts, is extremely low. There may be malfunctions, yes, but to get crashes, its unlikely. (only things that come to my mind are circular leveled lists, and those are pretty rare).

What i mean is, any crash during gameplay won't be caused by load order (99% of the time). Tho it may be caused by a mod.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...