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Unrendered creatures or rendered below ground surface


mechine

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I've been playing Fallout 3 for a few months.

Just with the patches from Bethesda.

Man, Bethesda sure has come a long way from drag racing PC games.

Fallout rocks, even vanilla thanks to GECK.

If you don't pull your hair out an run screaming out of the house from using geck the first week.

I had a lot of fun making vanilla guns, 4 damage pistols that fire like a glock 18 around 1300 per minute.

I made around 20 esp files with geck, but none of it really worked well, being new.

But I learned alot, and had fun freaking havok out with 6 shelfs of stacked ammo boxes and stuff.

It ended up shooting boxes an mini nukes or 556 clips up into the air when I picked up something.

I was stuck in a 3 FPS rainstorm of 10mm ammo boxes (50 shells each) an 556 (24)

It was sort of fun, but it all ended up in a pile on the floor about half as tall as the charicter.

After failing/learning with the GECK for about a week I turned to the net.

 

I finally found a place to get really great mods. Which was falloutnexus, props to all, it's really great.

Got the first batch of mods set up which took some time, and then ran into problems.

I figured them out from reading on the net mostly on Nexus.

I got it to load up an even started a charicter.

I ran into the crash at megaton exit though.

Updated drivers, defraged, cleaned up.

 

I had to start another charicter though.

I noticed that both times I couldn't see the radroach in the vault 101 reactor level.

So it was hard both times to get out of the vault.

The radroach wasn't targetable in VATS.

It brought up the VATS interface, but with radroach displayed at 0% chance.

So I pretty much just shot bb's over an over free fire.

Peeou Peeou Peeou! CHA CHING!

 

Later on I even used the megaton exit to see if it would crash again.

It didn't (thanks to drivers) Then I headed toward a quest.

Got up on a hill, not really a large one, then I heard a yao guai.

I looked around but didn't see one, then I got hit from it an ran.

Then I heard a radscorpion, that I didn't see as well

Maybe even heard the yao an scorpion fighting each other.

I was running either way, but right when I jumpped for the rocks.

I got hit with something that took 3/4 health.

Turned around an didn't see anything.

 

The main problem is the unrendered creatures or rendered below ground level.

It's happened before with just running the patched version of Fallout 3 unmodded.

I've seen a giant fire ant stuck in a clutter pile. Free fire shot a few times an grenades.

Which worked it out onto ground level where it was rendered as viewable, and also

allowing VATS attack with a chance to hit %. I've seen giant radscorpions that when

they run the head is under ground leaving the back end up in the air when it runs

around or when it's killed it's underground or rendered below ground level.

 

I'm not sure if the problem with the invisable yao guai an radscorpion is the same as the

vanilla fallout 3 glitch. I went an downloaded the latest patch from the Bethesda Fallout 3 site.

I'm using FOMM and FOSE (which are awesome)

The only invalidation is from the toggle one in FOMM

 

I'm using the load order I sort of trial an errored over an over while reading on Nexus to get it to work.

It's probably not right. At first I didn't under stand the difference an got increased spawns an increased increased

Mixed up because the complete files names weren't displayed. So I switched to increased increased which is what

I wanted in the first place. Then I saw somewhere someone was using MMM gone wild and even both the increased

spawns. I'm not sure but it looked like MMM gone wild might be outdated or even replaced by Natural Selection.

I probably need the level scale starting out with nothing anyway so I'm going to try to just run increased increased spawns.

In the hope that it might be the cause of invisable like creatures, but also I've sort of realized that most of these mods

are to make the wasteland more cool. There isn't any that really deal with Patching glitches or bugs.

It's a start though. Would you recomend any mods for either fun or function. I noticed I had a few extra from Mart's mod.

no geckos, no ghoul raise, no wanamingos, no floaters. Would any of these deal with the invisable roaches an yao's.

 

Before mods I was running on max settings, I ended up turning shadows down, but that messed up the charicters hair lines.

Now with all this other stuff I just turned down the distance about 10-20 on everything an put max shadows at half.

Also I turned off Vsync. I'm running a 550 Pentium 4 HT, Asus P5N-D, old raptor and non raid seagate with the page file

SLI, 2 PNY 8800 GT's, Audigy A2S, Windows XP Home, 2Gb Ram overclocked supertalent DDR2 adjusted voltage,

Adjusted voltage on stock clocked CPU, 8 fans, 7.1 gigaworks, Dell USharp 20 LCD, 1600x1200.

Formated drives a few months back from computer death an file coruption so it's a clean install,

Nvidia's firewall acts up and spikes the CPU sometimes not enough to be a pain though.

I'm useing the new drivers I got from the Nvidia website now though.

I started turning stuff down because sometimes I noticed things were taxing the system slowing framerates.

Probaby mostly from Havok dealing with the havok that was going on ingame at the time LOL

I'm sure it's going to have to be turned down when I get things cooking again.

I think it's like 2AA an maybe 7 AF. Idk half of what ultra default is. I should probably turn that off.

I lost save games one way or the other. From dead ends to just trying to stop cheating.

Plus a lot of is was just learning Fallout3 an GECK stuff. The last one was from the megaton exit crash.

Thanks for the help I'll try to turn off a couple of things to see if the render problem goes away.

 

 

00 Fallout3.esm

01 GlobalTravelSystem.esm

02 CALIBR.esm

03 FOOK.esm

04 Mart's Mutant Mod.esm

05 FOOK.esp

06 FOOK - Tougher Enemies.esp

07 FOOK - Enclave Commander.esp

08 FOOK - Additional Power Armor Training.esp

09 FOOK - Test Container.esp

0A FOOK - Free Play After MQ.esp

0B FOOK - Owned!.esp

0C Mart's Mutant Mod.esp

0D Mart's Mutant Mod - FOOK.esp

0E MMM GONE WILD-ver2.esp

0F Mart's Mutant Mod - Increased Spawns.esp

10 Mart's Mutant Mod - Increased Increased Spawns.esp

11 Mart's Mutant Mod - Feral Ghoul Rampage.esp

12 Mart's Mutant Mod - Natural Selection.esp

13 Mart's Mutant Mod - Hunting & Looting.esp

14 Mart's Mutant Mod - No Corpse Flies.esp

15 Mart's Mutant Mod - Tougher Traders.esp

16 Mart's Mutant Mod - Zones Respawn.esp

17 WeaponModKits.esp

18 WeaponModKits - FOOK.esp

19 GTSMapMarkers.esp

1A UsableCigarettes.esp

1B MPammo.esp

1C mk23.esp

1D VZ61.esp

1E VashDeagleV5.esp

1F 14mmPistolMod.esp

20 LongerDeathCamera.esp

21 MaxLevel100.esp

22 KaBOOM.esp

23 LessBouncyGrenades.esp

24 Melee-UnarmedPACKeng.esp

25 suitcase_nuke.esp

26 Inebriation-FOSE.esp

27 RecieveTenpennySuite.esp

28 DK_BulletTime.esp

29 JQ-DuncanSword.esp

2A Rivens_Eyescapes.esp

2B ImportedRifle.esp

2C ValhallaRifle.esp

2D Explosives_Pack.esp

2E HZ_MoreShells_Extreme.esp

2F Nitem4re_M4A1.esp

30 Modern weapons.esp

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I removed the MMM gone wild esp and increased spawns esp

from the list above.

 

Same load order, and increased increased was in the same spot.

 

I could see the radroach in the vault 101 reactor level.

 

One of the radroaches that is on butch's Mom I couldn't see.

 

Got out of the vault. Went to the same spot where I ran into the invisible yao an scorpion

 

The scorpion was still there, jumpped on the rocks an Went into VATS to find it.

 

VATS showed it to be rendered under ground or down at the ground with 0% chance.

 

Exited VATS fired off a few rounds didn't hit anything.

 

With the radroaches on Butch's mom I just hit the bed around where

the radroach should be to kill it, It was funny though knocked butch's

mom around a bit just trying to kill the roaches.

There's no way to hit the scorpion though.

I thought if I moved down the hill maybe it would pop out, but it didnt' move at all.

I could hear it's legs moving though.

 

I just ran down the hill toward the quest.

Things started to slow down FPS wise.

I was headed toward the get food an meds for the wastelanders guide quest.

Then it crashed, but at least I have a save point this time. :D

 

Any Ideers?

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Remove fook enclave comander esm found it causing a ! triangle, because I don't have enclave comander.

 

I've kept going a bit. It seems now I can't see mutants. There was a brute an I tried to duplicate it.

 

I did find that another brute further down the river wasn't rendered

 

I could hear him an he attacked but couldn't see him invisiable

 

Also there was a dog that was just eyeballs, but at least I was able to VATS him

 

I'm really not sure at all what's causing some creatures to not be rendered.

 

I think maybe I've got too much going to start out with.

 

I'm going to try starting over an load out one thing at a time.

 

There's a bunch of stuff in there I probably don't need anyway.

 

Any help though would be great.

 

Mod sugestions, performance settings, anything really

 

Thanks

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Ok so I kept at it for a while an got really tired.

 

I was about to start loading one mod at a time.

 

I tried one more time an got a better load order.

 

The main problem though was the non rendered creatures.

 

Which was silly an mostly all my fault.

 

I started out with too many mods.

 

There's just too much information to get it all right the first time.

 

So anyway I started another new charicter with the new load list.

 

Then I remembered what Mort said about waiting for 3 days inside.

 

Duh, it makes sence, some of the creatures texture was replaced,

 

I guess waiting for the respawn indoors somewhere loads those textures up.

 

So I go thru the same thing I did before, and saw a couple of new textures on

 

creatures that were invisable. Which is really cool. I had been working toward

 

getting away from being a cheat addict, but this last time I traded for some

 

better guns an ammo. So when I did get to the Raider Mart, I didn't get pwned as bad

 

this time until I went inside LOL. I guess the first rule for the Mod NoobNoobs is

 

"One mod at a time"

 

 

Fallout3.esm

GlobalTravelSystem.esm

CALIBR.esm

FOOK.esm

Mart's Mutant Mod.esm

GTSMapMarkers.esp

FOOK.esp

FOOK - Tougher Enemies.esp

FOOK - Additional Power Armor Training.esp

FOOK - Free Play After MQ.esp

FOOK - Owned!.esp

FOOK - Test Container.esp

WeaponModKits.esp

WeaponModKits - FOOK.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Increased Increased Spawns.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - No Corpse Flies.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - FOOK.esp

RecieveTenpennySuite.esp

Melee-UnarmedPACKeng.esp

Rivens_Eyescapes.esp

Inebriation-FOSE.esp

UsableCigarettes.esp

MaxLevel100.esp

KaBOOM.esp

LessBouncyGrenades.esp

LongerDeathCamera.esp

suitcase_nuke.esp

DK_BulletTime.esp

JQ-DuncanSword.esp

ImportedRifle.esp

ValhallaRifle.esp

Explosives_Pack.esp

HZ_MoreShells_Extreme.esp

Modern weapons.esp

Nitem4re_M4A1.esp

MPammo.esp

mk23.esp

VZ61.esp

VashDeagleV5.esp

14mmPistolMod.esp

 

Total active plugins: 46

Total plugins: 55

 

 

Jesus that's way too many, lets put in some more...

 

Thanks

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Had problems with Frame rates that got almost stopped at certain areas, an I could tell there were NPC's around

Because that seemed to be the reason, loading up or what not. When it would happen I would just stay still an let

the system catch up an move on in, but there were issues with crashing, which was random crashes.

You know I couldn't really tie it to anything, so I looked around an read a bunch more.

 

I tried fixing it, and then gave up. Uninstalled an deleted everything. Kept most of the RAR's anyway.

Since I had screwed up the file so bad the first time loading stuff. It wasn't such a big deal to follow

the ultimate load order. IDK it might be a bit outdated, but things move so fast nowdays.

Besides the author made it fun or at least funny.

 

I pretty much followed the ultimate load order, but there's two parts. You do a basic load order which are mostly all

optional esp's. Then he has you create a temp "data" file on the desktop an sort of unpack stuff into it.

So I just unpacked all that in there, but didn't move it to the games data file yet. Instead I dumpped FOOK

into the data folder then MMM after that, then checked ultimate load order after those. Each step going into the game

checking it out a bit an creating a new save. On MMM though you sort of have to run insinde an wait for 3 days

So that one actually had more of a purpose going ingame right after installing. Anyway so after I had that stuff

in with a bit more reading on 0 1 2 3 4 class mods an how some it's either one or the other. I dumpped whatever

else I had in the games data file that was left over from the privious screw up. I think I put the Ultimate Load Order's

temp data file in right after MMM. It's a lot better now.

 

A lot to do with it probably is Ultimate Load Orders uninstall an move the game data file out of program files, and

that most of Ultimate Load Order's Modlist is a good package, Plus I used Unof fallout patch and didn't use the new

bethesda patch. It all worked really well. I got a lot of drag in movement though when I turned

left to right from the ground textures, Megaton was like 1 FPS when I walked in the first time, It looked good yeah,

but the FPS for it was awful. I mean When I'm running around in the wastes I'm not even looking at the ground.

The last thing I need when 27 Raiders are shooting at me is for the left to right movement to stick, even if it's just .25

of a second. So I deleted the megaton, rivet city, and ground textures in the windows dumpster.

Went back in an the turn glitch was gone, Megaton was at normal FPS, I didn't even go to Rivet city to see it.

If things calm down a bit an there isn't so many targets Maybe I take some stuff out an put that in.

It did look really cool, but I haven't been playing long enough to find a sweet spot for grapics yet.

Still working on that.

 

Play in realtime doesn't seem to work, the decrease view distance felt like it created smoke which caused lag, that

or there wasn't enough of a FPS gain to blot out half the wastes. Most of that stuff far off is without details an blured

anyway so maybe it's depth of feild Idk, The bullets have no tracers didnt' work, Maybe that's just for the vanilla guns

but I'll drop that next probably, I was trying to find ways to unload the system while running wild battles 10 vs 20.

I know it works a lot better this time. It's on a par with running the game like I was a week or so ago.

There is still some zones that lag a bit when loading, but I don't notice as much. Not a crash yet, but that's using the

old patch an the Unof patch. To tell the truth I don't know what half of this stuff does. I did load No Geckos, No Wanamingos

,No Floaters on MMM this time, but only because I'm level 1 an don't have guns or anything yet.

GAWD Wanamingo Packs scare the crap out of me LOL

I'm not really sure about a couple of these, just testing them right now.

No crashes though which is the main thing.

GTS worked great I kept it, but unloaded it because I can't really get far out in the wastes yet.

Because It's so Freaking dangerous out there. Yeah!

At night It's even worse. Don't go out there.

I would say it's just like being downtown, only your not your out in the wasteland

Really it's worse than being downtown.

And Downtown, I can't go there, I wouldn't go there with a army.

Or well maybe if they went first...

 

 

Fallout3.esm

CRAFT.esm

CALIBR.esm

FOOK.esm

Mart's Mutant Mod.esm

Sharing and Caring Companions.esm

RI_Core.esm

Unofficial Fallout 3 Patch.esp

FOOK.esp

FOOK - Tougher Enemies.esp

FOOK - Test Container.esp

FOOK - Free Play After MQ.esp

FOOK - Owned!.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Increased Increased Spawns.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - No Corpse Flies.esp

Mart's Mutant Mod - No Geckos.esp

Mart's Mutant Mod - No Wanamingos.esp

Mart's Mutant Mod - No Floaters.esp

Mart's Mutant Mod - FOOK.esp

EnclaveCommander.esp

FOOK - Enclave Commander.esp

RI_Base3.esp

RI_FOSE.esp

CUSTOM RACES.esp

DIM CUSTOM RACES V2.esp

CRAFT - Activation Perk.esp

Stealthboy Recon Armor - CRAFT.esp

CALIBR Ammo Schematics - CRAFT.esp

Modern weapons.esp

ImportedRifle.esp

ValhallaRifle.esp

1alexscorpionsnipergear.esp

JQ-DuncanSword.esp

suitcase_nuke.esp

Explosives_Pack.esp

WieldableTorches.esp

Melee-UnarmedPACKeng.esp

Wasteland Weather Overhaul .9 (no interiors).esp

LongerDeathCamera.esp

KaBOOM.esp

LessBouncyGrenades.esp

HZ_MoreShells_Extreme.esp

MaxLevel100.esp

VatsLongerDistance.esp

VATS - MCE.esp

Inebriation-FOSE.esp

UsableCigarettes.esp

RecieveTenpennySuite.esp

DK_BulletTime.esp

Vanity Camera Mod.esp

megatonquick.esp

CrossRepairArmor.esp

no blur on hit.esp

FacesoftheLaw.esp

Sasha Ashe.esp

SCC Armor.esp

T_R_A_S_C_H.esp

The Groovatron.esp

muzzle with no lightening.esp

GNR 40's Tunes Ultimate Pack 1.esp

Real Time F3.esp

 

Total active plugins: 67

Total plugins: 69

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