UlithiumDragon Posted January 2, 2014 Share Posted January 2, 2014 (edited) Ok, so I've been having this problem with Fallout 3 for quite some time now, and can no longer ignore it, as it has finally become so pervasive as to affect my gameplay. For the longest time, random static objects are found to be missing throughout the game, although I hadn't seen quite so many until I went to Point Lookout. When I say missing, I don't mean there's a giant red exclamation mark that's telling me I need to re-run archive invalidation, there's just nothing there. This means that collision is gone as well, which is causing actors to plummet through the ground. I'm also unable to tell if the missing meshes are specific (i.e. the same mesh is always missing) or random, though I suspect they are specific. While my mod load order is quite varied, I am nowhere near the soft cap for .esp and .esm file (which is 140 mods I hear). I've tried installing and reinstalling Archiveinvalidation Invalidated! quite a few times, and tried both the program version, and the manual setup. In addition, I tried ticking Archive Invalidation on both FOMM and Mod Organizer (which I use for Fallout 3). I run Fallout 3 GOTY Edition, and my computer is a high powered gaming rig, so I seriously doubt this is a memory issue. i have tried resetting my .ini files, as well as many other small fixes, and so far nothing has worked. In addition, I run a Bashed Patch from Wrye Bash, and all my mods are linked through FO3Edit's MasterUpdate (except for the bashed patch, or course). Has anyone else run into this issue? I'm quite stumped as to how to go about fixing this... I guess I should also point out that my PipBoy light won't turn on and the texture on my pulse pistol is all warped and messed up, but these are both likely separate issues. Some screenshots of the problem: http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot2_zpsafb775d8.pngArk & Dove Cathedral - Interior #1 http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot3_zpsd62a48d4.pngArk & Dove Cathedral - Interior #2 http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot4_zps091c6749.pngArk & Dove Cathedral - Exterior #1 http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot7_zpsa9e4cb34.pngCalvet Mansion - Basement http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot11_zps708638f3.pngWarrington Tunnels Here is my load order (arranged by BOSS): # This file was automatically generated by Mod Organizer.Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmDestruction.esmCRAFT.esmCALIBR.esmCRAFTHelper.esmProject Beauty.esmAmmo Bench.esmTheInstitute.esmEVE.esmEWE Energy Weapons Enhanced.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmDCInteriors_ComboEdition.esmShojo Race.esmEnhancedChildren.esmAliciasCuteShop.esmSS Master File.esmTau Ammo.esmLCWE.esmPoint Lookout Reborn by Jcro25.esmDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espDynamicCrosshair.espTinCanCRAFTing.espCRAFT - Clutter Conversions.espMore Hotkeys.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Quest Perks.espNightmareRealm.espAmmo Bench - Alien Power Cell.espAmmo Bench - Artisan.espAmmo Bench - CRAFT Plugin.espAmmo Bench - CALIBR.espAmmo Bench - Car Mechanic.espAmmo Bench - Toolkit Retex.espLaurens_Bathroom_poetry_V1.espEpFspitBombMMM.espCryo Weapons - Vanilla.espSniperZooming.espDestruction - Main.espDestruction - DLC.espDestruction - DLC - Statics.espClassic Fallout Weapons BETA.espSS Weapon Effects.espAliciasCuteShopDoorOverride.espUndergroundHideout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEWE Supermutant Energy Weapons.espMZ-Weak-EbonTek.espCALIBR Ammo Schematics - CRAFT.espChildhood Beginning.espEVE.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - FWE Master Release + Project Beauty.esp1PipboyPDA.espEWE Load Order Fix.espEWE Stormfront Studios Load Order Fix.espEWE DLC Addon.espRealistic Death Physics.espFellout-pipboylight.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - REBOOT.espFellout-Full.espChildArmorPack.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espCRAFTHelper_ReplaceWorkbenchScript.espCRAFTHelper_ReplaceWorkbenchScriptFWE.espCRAFTHelper_Vanilla.espCRAFTHelper_TinCan.espCRAFTHelper_WCE.espCRAFTHelper_FWE.espCRAFTHelper_WMK.espCRAFTHelper_AS.espDestruction - CP - Fellout.espCRBSOR.espXFO_misc_tweaks.espXFO_full_Preconfig_STANDALONE.espXFO_barter_fix_mild.espXFO_Weapon_Jamming.espXFO_VATSdmg_100.espXFO_Stat_changes.espXFO_Speed_increase.espXFO_Sneak_Rebalance_mild.espXFO_SP_Fix_(SP10_TAG25_INTxHalf).espXFO_SP_Fix2_(SP10_TAGx2_INTxHalf).espXFO_SPECIAL_DnD.espXFO_Radiation_changes.espXFO_Playstyles.espXFO_Perk_rebalance.espXFO_Perk_paths.espXFO_Perk_Flaws.espXFO_Pacing_high.espXFO_Pacing_Extra_Levels.espXFO_Karma_changes.espXFO_Gore_fixes.espXFO_Degradation_fixes.espXFO_Cripple_fixes.espWastelandScout.espTau Pulse Carbine.espTau Ammo Vendor.espSS Creature Compendium.espNo fall damage.espMovableMilkCrates.espMely's Pre-War CUTE Headband.espLaser Sniper Rifle - Blue Beam Prototype.espLCWE 1-4 update 3.espLCWE - TP.espLCWE - Shojo.espLCWE - PL.espLCWE - OA.espLCWE - MZ.espLCWE - BS.espEcho_EnergySMG_MEG.espChildSlaveOutfit.espChildHillbillyClothes.espChild Tunnel Snake.espAliens Pulse Rifle.espAliciasCuteShop, RefurbishDLC - patch.esprmSaveManager.espchildren of the wasteland-20 years later.espHolographicArmor - FO3.espTrentonTowers.espDIM TYPE3clothesRETAIL.espDestruction - Main - Statics.espMerged Patch.espBashed Patch.espStimpack Buff.espNaniteHealingWeapon.espMaxLevelWorkaround-HP-BS.esp Edited January 2, 2014 by UlithiumDragon Link to comment Share on other sites More sharing options...
M48A5 Posted January 2, 2014 Share Posted January 2, 2014 You have a lot mods that I don't use, however, I would venture a guess that a mod that effects static object is the cause of your problem. Did you follow the steps listed here: http://forums.nexusmods.com/index.php?/topic/652876-fallout-3-modding-and-you/ or did you load your game with mods with the belief that everything would go right? If it is not a mod issue, the only other thing would be an equipment issue. Link to comment Share on other sites More sharing options...
UlithiumDragon Posted January 2, 2014 Author Share Posted January 2, 2014 You have a lot mods that I don't use, however, I would venture a guess that a mod that effects static object is the cause of your problem. Did you follow the steps listed here: http://forums.nexusmods.com/index.php?/topic/652876-fallout-3-modding-and-you/ or did you load your game with mods with the belief that everything would go right? If it is not a mod issue, the only other thing would be an equipment issue. I love how just by scanning your reply I can see that you *clearly* did not read my post carefully at all. "did you load your game with mods with the belief that everything would go right?" Next time you don't assume someone is a modding noob and actually read the freeking post: I said I use BOSS, merged patches through Wrye Bash, and FO3Edit's MasterUpdate. I have ZERO crashed in-game, and no stuttering. I carefully pick and choose my mods and read their descriptions and peoples' posts to make sure they don't have incompatibilities with the mods I already have. This is the one any only issue I have come across... Link to comment Share on other sites More sharing options...
Purr4me Posted January 2, 2014 Share Posted January 2, 2014 (edited) This is the one any only issue I have come across... While in MO, at the top, open up The edit windows and add into MO fomm. Update fomm after install, Place fo3edit 3.0.15 in the game directory, NOT the new one, put the new one else where. No script folders for tesedit at all in the games directory. I have my reasons. Use MO to run fomm, once MO loads fomm, Mo is still in control of all data so don't worry. in Fomm you will have access to tesedit 3.0.15.we use the unit for locate known bugs (3.0.15) will not ignore them as the newer ones do, this is why you can not see them. run a merged patch maker and name the file Just ( A ) no other names. close fo3edit. tick the new file in Fomm while the window is open. re-run edit. This time, right click the new (A) file and select this "Build Ref Info" and wait. when it is done, it will tell you so. close edit and open it once again. Now repeat this and select "Build reachable Info" this procedure will auto shut down fo3edit when it completes. now leaving fomm open, browse to the games directory and zip up the new file. Copy this new file to the desk top. close all windows. Mo too. the file will vaporize on you so you have a brand new diagnostic tool sitting on the desktop waiting for you to install in MO, do that, enable it, and now run the game. Go to point lookout and check the data there. do you still have the issue? if so...verify File (A) is loading. IF it is not, find out why it's not. kitty. Edited January 2, 2014 by Purr4me Link to comment Share on other sites More sharing options...
ma1025 Posted January 2, 2014 Share Posted January 2, 2014 (edited) You said that you run your game with under 140 mods but the list you provided has 168 plugins listed. Is that your active load order or just a list of everything you have with some of them disabled? If all of them, please provide only your active mod list. Edited January 2, 2014 by ma1025 Link to comment Share on other sites More sharing options...
UlithiumDragon Posted January 3, 2014 Author Share Posted January 3, 2014 This is the one any only issue I have come across... While in MO, at the top, open up The edit windows and add into MO fomm. Update fomm after install, Place fo3edit 3.0.15 in the game directory, NOT the new one, put the new one else where. No script folders for tesedit at all in the games directory. I have my reasons. Use MO to run fomm, once MO loads fomm, Mo is still in control of all data so don't worry. in Fomm you will have access to tesedit 3.0.15.we use the unit for locate known bugs (3.0.15) will not ignore them as the newer ones do, this is why you can not see them. run a merged patch maker and name the file Just ( A ) no other names. close fo3edit. tick the new file in Fomm while the window is open. re-run edit. This time, right click the new (A) file and select this "Build Ref Info" and wait. when it is done, it will tell you so. close edit and open it once again. Now repeat this and select "Build reachable Info" this procedure will auto shut down fo3edit when it completes. now leaving fomm open, browse to the games directory and zip up the new file. Copy this new file to the desk top. close all windows. Mo too. the file will vaporize on you so you have a brand new diagnostic tool sitting on the desktop waiting for you to install in MO, do that, enable it, and now run the game. Go to point lookout and check the data there. do you still have the issue? if so...verify File (A) is loading. IF it is not, find out why it's not. kitty. I've been following your steps, but FO3Edit crashes when I try to "Build reachable Info" for (A).esp. The last three message lines are: [00:00] Building reference information for [00] Fallout3.esm [00:25] Building reference information for [00] Fallout3.exe [00:25] Building reachable information for [00] Fallout3.esm It's the kind of Windows crash where it "searches for solutions", and fails to find any (I honestly can't think of one time where Windows found "solutions" to a crashing program...). I downloaded FO3Edit version 3.0.15 and placed the 2 files in the steam/steamapps/common/Fallout 3 goty/ directory like you said. I should probably note that when I try to build reference info for (A).esp, it asks my which files to build it for, Fallout3.esm and/or Fallout3.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat. I tried all three combinations of these two files and it always crashes in the end. Also, FO3Edit doesn't seem to save anything when I close it after running build reference info on (A).esp. I don't know if that just means that it auto-saved it, or there was nothing for FO3Edit to save... Link to comment Share on other sites More sharing options...
Purr4me Posted January 3, 2014 Share Posted January 3, 2014 If it is crashing On the Built reachable info? then the game main file is corrupted, IF it is crashing out with the first selection ? you have some other program watching your software. Antivirus or Windows defender ,some such piece of junk is interfering with a simple act of building a file base. This may be a user account control issue for you. Or , fallout3.esm is bad. Either version of TES Edit will compound (A) correctly. Based on the response here, you have found at least 1 bug. as for This game, (steam/steamapps/common/Fallout 3 goty) is a bad choice. If that is a downloaded version, you can't use updated Geck software for it as it is already updated and the geck updater will not install, you end up using an outdated geck program for 1.7. hmm, I don't know how to help you here. find a retail copy at any Wall Mart store, this one is so cheap now. A pack of cigarets cost more than this game does, Two gallons of Gasoline costs more, there is no reason you can't get a fresh Vanilla fallout3 game and update it in order to get things in correct perspective. you build ref's from anything that shows up in that window, all files. The point was to test your system, as it showed here, there is an issue. Once you fix what ever this issue IS? you can re-run the process and find out even more things. This type of interference will corrupt game play. what you might try is safe mode, no network involved and see if something else complains when you run these programs. The guilty program or party will complain, then you will know what and where. Find through the links in my profile Fo3edit version 3.0.32 and download it, install / extract it to the desk top and leave it there, it will find your data. It has these same things only moved to the lowest Other drop down in TESedit options, run both processes. NOTE: 3.0.32 will not build FormID"S for you and you need those in (A) to locate the bad parts of any other mods. If you slip things? well I can't help you. use the bugs to find other bugs. so this test was some help. I will respond if more is required. kitty. Link to comment Share on other sites More sharing options...
romanvalentino Posted January 3, 2014 Share Posted January 3, 2014 I also have this problem. I did the test given by Purr4Me but it didn't go as stated. No crashes on the FO3Edit apart from some error messages that kinda "hanged" the process but eventually carried on to finish (slight minute delay). Also, just like Ulithium Dragon, FO3Edit didn't prompt any saves so I didn't find any file to zip and send into my desktop. Have I done something wrong or does this mean I have files corrupted? Also, unlike Ulithium Dragon, I only experience this problem in the Mothership Zeta DLC. Nowhere else. Link to comment Share on other sites More sharing options...
Purr4me Posted January 4, 2014 Share Posted January 4, 2014 (edited) Data transfers over the internet are inherent known to be a spot of corruptions, this is possible the problem, as if you say, others have this same problem share steams portfolio. The bsa archives contain the data used here. If Either of you hae installed any packs to Enhance the game, this may be a problem. other than that, those pictures are stunning, very sharp and crystal clear, every detail is shown in them, so, I can only imagine the possibility fo the grids being Enabled on the graphic's cards software....NON Game compatible settings. Here is why I did not say anything, No NPC;s are missing items or parts. Just the buildings alone. Static objects are retaining their collisions too. I see a NPC walking on thin air (GOD LIKE). interior items only this occurs, how ever? here I see external world space items Gone. ENB's? If an error occurs, we stop and find out why. data , game data needs to compile and NOT error out. yours did.(Roman) You have only zeta bugs, that is an interior worldspace. Drop your games vidio settings down a notch. Both of you ,Drop down the display drivers settings and reset them. I know you will have problems with saved games if you do this, so be prepared to start over or use a save known for lower settings. In Either case, If you ever see missing heads, ears, what we call Hard Coded data, then it's not the games software, it's the hardware's software. Or...a really messed up set of mods???? The clipped out sections are too clean to be games mod data. http://s1111.photobucket.com/user/Drewyoungen/media/Fallout%203%20Stuff/ScreenShot3_zpsd62a48d4.png.html That shows collisions.If you However have installed any mods that have been compressed down too far? that will also do this too, but, normal behavior from that is red Exclamation marks in some places. If you compress textures down bellow a mesh requirements, you will see red, and the mesh file is there. NOT an archive invalidate bug, wrong texture size bug.uninstall any mods that are known to have this done to the data and re check your games Environments.To Be very clear, no misunderstanding here : http://forums.nexusmods.com/index.php?/topic/1222048-i-know-this-is-an-old-question-but-i-thing-mine-kinda-odd/&do=findComment&comment=10190691 I will also address the post below this one By another user as well. Look at the NPC's Standing on what appears to be a missing mesh file/static.Models point to *.dds files. That is a texture. Here, the textures for these Models are not being displayed. Question IS Why?Kitty. Edited January 5, 2014 by Purr4me Link to comment Share on other sites More sharing options...
BlackRampage Posted January 4, 2014 Share Posted January 4, 2014 Let's clear up a little misunderstanding first: Missing meshes = Red exclamation marks. (the game can't display a model, therefore just shows an "error" symbol in it's stead)Missing textures = Effects like what you're experiencing with the pulse pistol. (the game can display a mesh, but not the texture that goes with it) Archive invalidation is a tool that tells the game to use custom textures, not custom meshes.In other words, this issue has nothing to do with Archive invalidation or missing textures (or missing meshes for that matter). You see neither weird textures or red exclamation marks. Only possible conclusion: the entire object is either not there, or, more likely, has been "relocated". (dirty mods?) Can you run Fo3Edit at all? If you can: My way of finding out the source of this problem would be to open Fo3Edit, find one of the affected cells, like the Ark & Dove Cathedral interior (type DLC04Cathedral01 in the EditorID search box at the top) then open it up.Then open both "Persistent" & "Temporary" and look for any records that are not white. Find anything that not white? Open it up and check what's being affected and by what plugin. As an addendum: Don't bother with masterupdating your plugins anymore. Oh, and as Purr4me already hinted; You're not using an ENB, are you? Link to comment Share on other sites More sharing options...
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