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CTD City (again)-help plz


P1NK N1NJ4

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so, today i was trying to make a sniper rifle retexture, and when i tried it in fallout 3, it caused it to CTD randomly. one time it crashed when i was loading a previous save, and the other time it crashed when i looked at the door to craterside supply. (I didn't go in, i only LOOKED at the door) I really want to keep this mod, but don't want to retry the entire thing, so any help would be appreciated. BTW i'm pretty sure there are other topics about this issue, but the search engine isn't helping me find any solutions.
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Lord

 

 

 

 

Idk I had a pistol mesh that was missing the hammer part an would crash.

That's a pretty tiny thing to cause a crash.

 

 

Textures causing a crash, Geez never heard of that, but I'm not saying it couldn't happen.

 

 

Something that throws up a red flag would be if the retextures shared names with other items

causing a conflict.

 

 

 

 

 

Bah you didn't make that mod just to have a cool sniper rifle, heck you could have downloaded 20 sniper rifles that were way cooler.

you made it to learn how to make stuff, and that means yeah sometimes you have to scratch the project an start over.

 

That's why the learning curve goes from UberModMaker to straght down to the toilet, the line is almost vertical.

 

 

Idk if it will help, but when I make something like a retexture, the last step is to move that creation from a fake data file

into the game data file. I use a file named data on my desktop for projects, an delete it alot, because it gets messy

 

anyway, so I've finished all the textures an 3D previews for this item in my fake data file, the next to last step is to

rename the files so that they won't conflict with current files (vanilla) or future files from stuff other players made

usually I make a silly name with a number at the end, Like M4A1Poop731, and carry that name theme thru all the parts

M4A1Poop731.nif M4A1Poop731.dds M4A1Poop731_n.dds

 

 

 

the best way I've found is to use the GECk to create alternate textures if it's going to be more than one mesh

An example is if you were to make different textures for the ammo boxes. There's like 30 or so.

Why make 30 different meshes to point to 30 different textures, when you can just use one mesh an

then 30 alternate textures for it.

 

Single items though, like say a gun or outfit, it would be a lot more easy to just texture or retexture it

via nifscope, in which case the last step includes comming up with a textures file path

 

I take the textures out of the fake data file, then place them in the games data file, under textures

in a custom folder, Like Textures\weapons\MYPOOP731

My poop as in in my work or stuff you know

 

Open the notepad, then write the textures data path down

which ends up being something like

 

Textures\weapons\mypoop731\M4A1Poop731.dds

 

 

Take the paths in the notepad, then copy an paste into the block details in nifscope

for each Bshadertexture set entry, which one by one will texture your 3D preview

if you set it up right, you kind of have to play with the tabs in the block list to see the

texture sets, which are hidden somewhat, and also play with what nifscope looks at

to find textures, for instance, nifscope only looks at data folders, hence the fake data folder

on the desktop, I just set nifscope to look at the textures in the desktop data file

which pulls them up, and allows reskining with previews

 

The last steps being renaming an inputing a textures file path, because they don't always turn out

so why bother with that until you know you have something worth it

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Put an underscore on the filename, for example retexture.dds->_retexture.dds and see if it crashes. Purpose of that is to create the controlled variable; if it does not crash then, the new texture must indeed be causing the crashes. The rest of this assumes that you do not need a .esp for your retexture:

Does your character currently have the retextured item? and if so, is he equipping it? If he does and is, put the underscore before the filename (So it prevents it from being loaded) and have your character un-equip it. Rename the texture again, load your game, and see if it crashes. If not (Run around, jump, enter stores, talk to npcs, change cities, etc.) then equip the item and see if that triggers the crash. If so, make sure your DDS file has the proper mipmaps generated, that it is a single flat image, and that it didn't generate a normal map instead or a bump map (Sometimes clicking 'OK' without looking can achieve this).

If your item does require an .esp, make sure that the texture is linked properly.

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Yeah I had the settings for create mipmaps disabled when I saved a retexture

 

which caused a crash, whoops

 

 

 

That's with paintnet though

 

 

Another time if I changed the name of the texture in the save as interface the DDS part got messed up

 

and also crashed, To get around it I just save it instead of save as, then rename the file afterwards.

 

So sometimes I'll have to make a copy of something, then save over the original, Then rename it,

then put the copy back in there if it's something that I wanted to have two versions.

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