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Random Static Objects Missing (No Red Exclamation Marks)


UlithiumDragon

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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.png

Ark & Dove Cathedral - Interior #1

 

http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot3_zpsd62a48d4.png

Ark & Dove Cathedral - Interior #2

 

http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot4_zps091c6749.png

Ark & Dove Cathedral - Exterior #1

 

http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot7_zpsa9e4cb34.png

Calvet Mansion - Basement

 

http://i1111.photobucket.com/albums/h462/Drewyoungen/Fallout%203%20Stuff/ScreenShot11_zps708638f3.png

Warrington Tunnels

 

Here is my load order (arranged by BOSS):

 

 

 

# This file was automatically generated by Mod Organizer.
Fallout3.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Destruction.esm
CRAFT.esm
CALIBR.esm
CRAFTHelper.esm
Project Beauty.esm
Ammo Bench.esm
TheInstitute.esm
EVE.esm
EWE Energy Weapons Enhanced.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
DCInteriors_ComboEdition.esm
Shojo Race.esm
EnhancedChildren.esm
AliciasCuteShop.esm
SS Master File.esm
Tau Ammo.esm
LCWE.esm
Point Lookout Reborn by Jcro25.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
DynamicCrosshair.esp
TinCanCRAFTing.esp
CRAFT - Clutter Conversions.esp
More Hotkeys.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
NightmareRealm.esp
Ammo Bench - Alien Power Cell.esp
Ammo Bench - Artisan.esp
Ammo Bench - CRAFT Plugin.esp
Ammo Bench - CALIBR.esp
Ammo Bench - Car Mechanic.esp
Ammo Bench - Toolkit Retex.esp
Laurens_Bathroom_poetry_V1.esp
EpFspitBombMMM.esp
Cryo Weapons - Vanilla.esp
SniperZooming.esp
Destruction - Main.esp
Destruction - DLC.esp
Destruction - DLC - Statics.esp
Classic Fallout Weapons BETA.esp
SS Weapon Effects.esp
AliciasCuteShopDoorOverride.esp
UndergroundHideout.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EWE Supermutant Energy Weapons.esp
MZ-Weak-EbonTek.esp
CALIBR Ammo Schematics - CRAFT.esp
Childhood Beginning.esp
EVE.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
1PipboyPDA.esp
EWE Load Order Fix.esp
EWE Stormfront Studios Load Order Fix.esp
EWE DLC Addon.esp
Realistic Death Physics.esp
Fellout-pipboylight.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - REBOOT.esp
Fellout-Full.esp
ChildArmorPack.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
CRAFTHelper_ReplaceWorkbenchScript.esp
CRAFTHelper_ReplaceWorkbenchScriptFWE.esp
CRAFTHelper_Vanilla.esp
CRAFTHelper_TinCan.esp
CRAFTHelper_WCE.esp
CRAFTHelper_FWE.esp
CRAFTHelper_WMK.esp
CRAFTHelper_AS.esp
Destruction - CP - Fellout.esp
CRBSOR.esp
XFO_misc_tweaks.esp
XFO_full_Preconfig_STANDALONE.esp
XFO_barter_fix_mild.esp
XFO_Weapon_Jamming.esp
XFO_VATSdmg_100.esp
XFO_Stat_changes.esp
XFO_Speed_increase.esp
XFO_Sneak_Rebalance_mild.esp
XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp
XFO_SPECIAL_DnD.esp
XFO_Radiation_changes.esp
XFO_Playstyles.esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Perk_Flaws.esp
XFO_Pacing_high.esp
XFO_Pacing_Extra_Levels.esp
XFO_Karma_changes.esp
XFO_Gore_fixes.esp
XFO_Degradation_fixes.esp
XFO_Cripple_fixes.esp
WastelandScout.esp
Tau Pulse Carbine.esp
Tau Ammo Vendor.esp
SS Creature Compendium.esp
No fall damage.esp
MovableMilkCrates.esp
Mely's Pre-War CUTE Headband.esp
Laser Sniper Rifle - Blue Beam Prototype.esp
LCWE 1-4 update 3.esp
LCWE - TP.esp
LCWE - Shojo.esp
LCWE - PL.esp
LCWE - OA.esp
LCWE - MZ.esp
LCWE - BS.esp
Echo_EnergySMG_MEG.esp
ChildSlaveOutfit.esp
ChildHillbillyClothes.esp
Child Tunnel Snake.esp
Aliens Pulse Rifle.esp
AliciasCuteShop, RefurbishDLC - patch.esp
rmSaveManager.esp
children of the wasteland-20 years later.esp
HolographicArmor - FO3.esp
TrentonTowers.esp
DIM TYPE3clothesRETAIL.esp
Destruction - Main - Statics.esp
Merged Patch.esp
Bashed Patch.esp
Stimpack Buff.esp
NaniteHealingWeapon.esp
MaxLevelWorkaround-HP-BS.esp
Edited by UlithiumDragon
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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.

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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...

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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 by Purr4me
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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 by ma1025
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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...

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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.

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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.

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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,

 

  1. No NPC;s are missing items or parts. Just the buildings alone.
  2. Static objects are retaining their collisions too. I see a NPC walking on thin air (GOD LIKE).
  3. interior items only this occurs, how ever? here I see external world space items Gone. ENB's?
  4. 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 by Purr4me
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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?

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