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Fallout Crashes on travel autosave


NewtC

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I've recently been having a problem related to travel autosaves.

 

After 48 minutes and 30 seconds, the next time I use a door or fast travel ends up crashing my game. I've tried turning of travel autosaves, and that didn't help. As far as I can tell, the game will run after 48m 30s as long as I don't fast travel or activate doors. Anything else that incurs an autosave is fine.

 

Anyone know how to fix this?

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Doop Dee DOOP dee doo

 

 

 

 

First save a poop ton of time by starting a new game an fast travel 1600 times one right after the other.

 

 

Don't change anything else.

 

 

Or load one of the first saves you have.

 

 

 

 

 

never auto save, never quick save

 

press esc an create a new save each time, keep about 20 or more

 

 

I'd say more but I'm tired of saying it

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Man I just trolled someone with the same problem, how lucky for you an me too

 

 

I'll hit 500 posts an level up, since I'm wasting all my time helping other people.

 

 

 

 

pasted from another post below

 

 

 

 

The problem you are having is because your save game is corupt for one reason or the other.

 

Heck Fallout 3 doesn't need a reason to go corupt, it's so huge.

 

Quick saves an Autosaves actually promote coruption.

 

Which is why we press Esc an create a new save each time, an never delete any save.

 

For one, Esc pauses the game, an also creates a full save, vs a partial quick or auto save.

 

 

Your game can go corupt an you not know about it until a hour or more later when you crashed,

 

Also your game can be crashing an you create a save, locking that coruption into a save game.

 

 

Crash upon save is a red flagged almost certian that it's gone corupt.

 

 

 

Which this could have been locked into your save game when you started the new game

 

which can even happen not running any mods as fallout sometimes gets a bad load

 

or is loaded on a bad boot, ect

 

 

Something like 2 out of 3 game starts are "bad starts" meaning you really only get one good game start out of 3 trys

 

 

So to speak when you start a new game you want to make sure that there isn't the slightest problem in anyway.

 

 

But we don't do that, heck you said the word autosave in your discription, never say that it's bad luck, :D

 

 

That's the spirit...

 

Now the bad news, that save game, an probably a few before it, there is no way to fix, an they are lost.

 

 

At the very worst you'll have to start a new game an this time make sure that you have all the mods you want

 

also making sure you get a "good start" as in no problems what so ever in your start game, which gives you a clean save game

 

that will help you to get a diagnosis in the future.

 

 

 

Heck you can start a new game an see if it does the same thing, just to confirm that your save game is toast.

 

 

 

Adding anything in the form of content, mods, or even a mod that you created to a existing save game is a bad idea.

 

 

 

 

 

 

 

Ums idk first you should have the new patch, the FOSE version for that patch, A correct load order, updated grapics drivers an direct X,

The correct Modders install location for Fallout 3 (clean an tweeked install), Clean installed mods not auto installed or FOMOD installed

Installed clean the hard an aweful manual way, GECK, Update for GECK, FOMM, FO3edit, and there's probably something else I'm forgeting.

 

 

Follow the tweek guide http://www.tweakguides.com/Fallout3_1.html you don't have to do all of it, make good decisions an read it.

 

 

If you don't know how to install stuff, which you probably don't, we don't know it all, or even part of it.

 

See the installing mods an DLC's pinned topic or follow the old Ultimate Load Order Mod it's still a good way to learn an fun.

 

Apart from the normal how to run an fix fallout.

 

 

 

 

Okay, I feel your pain.

 

 

 

1. compatibility patch like FOIP, or those for BLTC, All of them are worthless, and cause more trouble than they are worth.

 

2. Just a plain jane Unofficial Fallout Patch is useless, because everything else overwrites most of the stuff in UFP

 

3. Fallout can be stable, but it requres luck an a Poop ton of work, I mean a real never ending work load

 

 

 

 

 

I have a post here named welcome to override, which blogs how I worked on the same thing you kind of have.

 

 

 

 

I'll go into detail here to help you a bit.

 

 

 

 

First the load order, or well the crazy load order I have that should never have been used together.

 

 

 

Fallout3.esm

CALIBR.esm

FOOK.esm

RI_Core.esm

Mart's Mutant Mod.esm

MMZombieCemetery.esm

Enhanced Weather - Rain and Snow.esm

Sharing and Caring Companions.esm

CRAFT.esm

Unofficial Fallout 3 Patch.esp

FOOK.esp

FOOK - Tougher Enemies.esp

FOOK - Owned!.esp

FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp

FOOK - Free Play After MQ.esp

FOOK - Additional Power Armor Training.esp

FOOK-ReducedFireDuration.esp

FOOK - Fawkes Quickfix.esp

tubRRCompound.esp

Water_Tower_Hideout_byOrophin.esp

DCInteriors_Georgtown.esp

DCInteriors_Mason.esp

Forge.esp

FireLightFix.esp

GPs Oasis - Clean Water 1.1.esp

OasisStorage.esp

QuantumPipeV2.esp

RecieveTenpennySuite.esp

TL_Color.esp

Metal Salvage.esp

Megaton Tweaks 1.28.esp

Potw V0.6.esp

Showers.esp

rcaddon.esp

Megaton Closes.esp

ExplodingRadios.esp

Not alone in the Wasteland anymore.esp

FollowersRelax.esp

BraveDogmeat.esp

royphilipsveryevilwmask.esp

collectionagent_improved.esp

Trader100%Repair.esp

NPCs Sleep Tighter.esp

Moira.esp

CaravanUpgrades.esp

Rivet_city_security.esp

real deputy weld V0.2.esp

NPC Height Randomizer.esp

SCC - Talk to Anyone.esp

T_R_A_S_C_H.esp

SCC Armor.esp

fessentialdeathtime180.esp

CapsDoubled.esp

Perk_martialart_ENGfix.esp

Cybernetics.esp

SunGlassesFX.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

Magic Fingers Perk.esp

DotW v1.00.esp

Dree Perks.esp

implants.esp

Cybernetic Implants Xangi.esp

Melee-UnarmedPACKeng.esp

ghoulification.esp

Explosive Entry.esp

mazas_campfire.esp

MGSBox.esp

suitcase_nuke.esp

hundredfists.esp

FullAutoPistolsV20test.esp

IREye.esp

Weapon Sound Fixes.esp

GatlingLaserDX.esp

KaBOOM.esp

LessBouncyGrenades.esp

Graphical Nuke Mod.esp

dD-More Gore.esp

dD-Less Blood Time.esp

MaxLevelWorkaround-HP.esp

WastelandMastery.esp

FallDamage101.esp

LongerDeathCamera.esp

DK_BulletTime.esp

VATS - MCE.esp

VatsLongerDistance.esp

Precision_AutoAim_6000.esp

Range Finder v1.0.esp

ShellRain.esp

F3UmpaAnimation.esp

The Groovatron.esp

RI_PNeeds2S.esp

RI_Base3.esp

RI_Alcohol.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_FOSE.esp

bltc.esp

BLTC No Overdosing.esp

HAZdrugs.esp

FDA1x.esp

Inebriation-FOSE.esp

UsableCigarettes.esp

WieldableTorches.esp

MRE.esp

FalloutFood.esp

AfrosNukaCola.esp

MoreNukaCola.esp

Bottle That Water.esp

Ultra Olney.esp

NailedToDeath.esp

krzymar-MoonSize_300%.esp

No Blur Effect.esp

GNR Fix.esp

MoreMapMarkers.esp

CRAFT - Activation Perk.esp

Stealthboy Recon Armor - CRAFT.esp

Workbench_Crafting_Expansion.esp

FOOK Weapons - CRAFT.esp

CALIBR Ammo Schematics - CRAFT.esp

CALIBRxMerchant.esp

PCB.esp

Fellout-Full.esp

Fellout-pipboylight.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Radioactive Rain and Snow Plugin.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Enhanced Weather - Sneak Bonus during Storms.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 - Natural Selection.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.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 - Zombie Cementery.esp

OverRideV2Food.esp

OverRideV2Creatures.esp

OverRideV2dialog.esp

OverRideV2Clothing.esp

OverRideV2Weapons.esp

OverRideV2FOOK_NPC.esp

OverRideV2Building_Script.esp

OverRideV2Perks.esp

OverRideV2FOOKscript.esp

OverRideV2Script.esp

MergePatchV3.esp

 

 

 

 

 

 

 

 

Wow it's big, yeah that's what she said, no not really, even though it was big she still said it's little just to take me down a notch.

 

 

 

what a bish huh?

 

 

 

 

 

Okay so it's not really that big, there's not much actual content in this load out, but it's a experiment anyway.

 

I wanted to see if it could be done, an yay it can.

 

 

I'm too tired to do it now, but soon I'll make a new load order, trolling nexus for every cool mod that I would run

 

even if it plain flat out says in bold type that it won't work with other mods, because I can fix it or anything now.

 

 

 

 

So yeah you probably want to do the same an start small, learn to fix that, then go really big man.

 

 

 

The first fix took 6 failed attempts which took 9 full days work to fail at.

 

 

I live on a farm so I can work on something all day if I'm not doing farm stuff.

 

 

Anyhow,

 

 

Okay so those 6 failed attempts were not in vain, the whole time I was learning more an more advanced tricks to fixing stuff.

 

different methods and what does an does not screw up a mod or load order.

 

 

 

 

The 7th time was the charm yay!

 

 

 

It also moves faster now, so the next big load out might only take two days to fix even though it's 4 times bigger.

 

 

 

First step

 

 

1. delete an remove every compatibility patch you have in the load order, every one of those crappy things.

 

 

2. You kind of want to have your load order like mine, with UFP (unofficial fallout patch) right after the .esm's

Then FOOK right after the UFP, the reason being is that there are so many entries you can pretty much

fix 80% of your load order just working in these two mods, because they are both super huge.

The rest of the load order is up to you.

 

 

3. uh, FO3edit, download it because you need it to fix this, and other cool stuff.

 

 

 

 

Okay so it would probably be a good idea to forget about everything you ever learned about load orders.

 

 

The basic rules still apply though somewhat.

 

 

 

Esm's

 

UFP

 

FOOK

 

Other huge mods, I mean really huge

 

This area is the place where the tiny stuff that just adds or does a few things go

 

Fellout and Weather

 

MMM

 

 

 

 

 

Get something you think it pretty good as far as load order.

 

 

Open the whole list with FO3edit, look here an there an see if there is anyway you could make the load order better

 

 

Like some mods that you know you want to use over other ones, which the one you want would load after the one you don't

 

so it will overwrite it, catch my drift yet?

 

 

 

Ah that's okay for a load out, I've seen worse...

 

 

 

Now you perform the merge patch, like all the really great uber players told me to

 

I'll paste in the post I got that told how to do it.

 

 

I didn't do it like they said though, so see my method below.

 

 

 

*Quote*lol.

 

you hardly seem the same person when posting problems instead of answering them.

 

load all that into FO3Edit, wait until 'finished', click on left window, ctrl-A to select all, right click, choose 'Create Merged Patch', name it and it will add all the masters it needs and spew out the troublesome conflicts in a handy .esp, open it and have a good look at what's in there, right click and remove anything vestigial or redundant from the original .esp (not the merged patch), close FO3Edit without saving the Merged Patch, rinse and repeat...

 

you really should install the 1.7 update, if the masterupdate thing is putting you off doing it, just alter the File Header for each mod back to .esp...

 

when you do have a Merged Patch that you are satisfied with (the first attempt might achieve this), close FO3Edit and Save it, launch FOMM, tick the 'Merged-Patch'.esp and always ensure that it is last in load order.

 

if you change your load-order, best to delete the patch and make a new one, each and every time (with a clean non-auto non-quick save between).

 

CTDs should be greatly reduced. *End Quote*

 

 

 

Okay so I kind of took into account what was said, but I knew things so I changed it a bit.

 

For one I didn't remove any entries, or remove anything for the matter even if it's redundant, or bad.

 

I fixed everything so it matched, an picked what I wanted as the entry based off the others.

 

 

 

I opened FO3edit, Ctrl A then right click an create merge patch, you can name it whatever, but nameing it mergepatch something

 

will let you know what it does.

 

 

Save it, an idk don't pay attention to the weird errors if it has some in the process of creating the merge patch

 

the only thing you want to pay attention to is that the whole list of mods was listed in the adding master information or adding master

 

make sure all the mods are listed, then save it... Close FO3edit which brings up the save check or uncheck.

 

 

 

 

Now run FOMM an turn Merge patch on or check it, last in the load order, exit FOMM.

 

Go to FO3edit an launch it (each time you create a new Override you'll have to do this, don't forget)

 

All it does is makes it so that you don't have to select anything when you launch FO3edit

 

Okay so load the whole load order again with FO3edit.

 

 

 

Scroll down to the merge patch

 

open it up, start at the top an work your way down the entries

 

doing what you have to do in order to get them all green

 

look in the info tab at the bottom of FO3edit to find out what the pretty colors actually mean (important)

 

You kind of have to make desisions on which version of the entry you want to use, there's 12 entries for idk

 

a creature, pick the best one, an either copy paste the data in the entry so that they all match, or you can also

 

drag an drop, this is left to right as the last entry the furthest to the right is the one Fallout 3 will use.

 

 

Takes about a hour or so to fix the merge patch, remember not to remove any entries, you can delete

parts of a entry, like if one small part is causing a conflict, but you can't put it in all the entries

because those don't use that mod as a master like the merge patch does, so you should be able to put

anything in the merge patch, while not everything in the other entries, so say

 

Ghoulification has something in it, I drag that over to the merge patch entry, yay it worked

 

now it's a conflict though because the other ones don't and can't have it, I remove the data in the ghoulification entry

 

in order to fix, it's still in ghoulification, but it's not in the entry for this one item, however it's in merge patch so it's still there.

 

I don't delete the whole entry just the small part that caused the conflict after I added it to the merge patch. Git it?

 

 

blah blah blah, go down an fix the whole merge patch, then save it, or save as you go.

 

 

When you get done save it, then load the whole list again, an right click the merge patch an choose

 

check for errors, if no errors or conflicts are displayed then yay, if there are then fix them

 

sometimes scripts an other things don't take the first time you enter them into a override or merge patch

 

so do it again an it usually takes the second time.

 

 

 

 

Once you get the merge patch 100% fixed, you want to add a folder to your harddrive not your desktop

 

This is where you open your data folder, and make a copy of all your .esm an .esp files to place in the new file

 

on the hard drive as a back up, (if you screw up you'll want to start over without having to reinstall anything)

 

 

 

 

 

The reason I never remove or delete anything as far as a main entry, an by that I mean you open FO3edit, go to creatures

 

and open it then click on the red one, there's 12 main entries in there that follow the load order

 

Fallout3.esm, UFP, FOOK, Nailed to death, MMM

 

 

each of those are inside a mod, and yes they are redundant, but say I remove or delete the UFP one

 

it also removes all references to that entry inside UFP, GECK will warn you when you do this, FO3edit won't

 

True you can remove an delete stuff an it not effect anything, but every so often you will delete one that will end up

 

being a land mine and causing mass chaos conflicts across the whole load order (where did that come from)

 

So yeah, just fix what is there, don't remove the main entry, even though delete an remove is the easy fix, you'll get into trouble.

 

 

 

 

Now that it's out of the way....

 

 

 

 

Open FO3edit, load everything up, an always wait for the finished part to show up in the message box.

 

 

Waiting Waiting, ZOMG is it ever going to finish.

 

 

 

Lolz it only takes 30 seconds on a huge load order.

 

 

 

 

 

You want to start with UFP (unofficial fallout patch)

 

 

Open it an find your first conflict an start trying to fix the entries.

 

 

Eventually you are going to hit a wall, an something can't be used without adding something as a master to another mod.

 

This is why when you fix something an it's good or fix a few things you save it often, usually you end up saving like 12-24 .esp at a time.

 

So you save an load FO3edit many many times, always be working with a known good save.

 

If you screw up hit the X an don't save anything, even if you have to redo 24 entries or a whole mod.

 

It would be more easy to re do that than fix your screw up.

 

 

You never want to change what the actual mods use as masters.

 

(adding say UFP as a master to MMM will overwrite MMM's stuff with UFP stuff besides the part you wanted to fix)

 

(Also adding masters to actual mods will cause weird problems, sometimes causing more conflicts, an more to fix, a nightmare)

 

(So it's safe to say, never add another mod to a actual mod as a master)

 

 

You add masters to a mod in the file header in the block list to the left, they are listed, all you do is right click the top entry for master file.

 

But you only need to know how to do this in order to add masters to the Overrides you'll create.

 

 

 

Okay so You got to a entry in UFP you can't fix from doing normal stuff like copy paste or drag and drop

 

It's probably something that is contained inside a mod, which is all the really cool stuff

 

 

Awe man that cool thing hasn't been used the whole time I've been playing, ZoMg

 

 

What you do is

 

 

inside the window to the right in FO3edit where the multiple entries are displayed

 

 

Each entry has a very top which is the name of the mod, you right click the name of the mod

 

and select, copy as override into, then scroll down an pick "new file"

 

 

Name the file what it is that you are working on so you can keep up with it an also keep them seperate

 

(too many masters in a OverRide plug in will cause problems, so idk maybe 10-12 per Override, or hey just 3 masters to a override it's up to you)

 

 

The more split up into seperate plug in's the better it will work is what I'm saying

 

 

Okay so you copied as override into a new override file you created an named good

 

 

OverrideV1Creatures.esp this is your generic creature Override, and will probably have to use

 

 

the creature mods as masters, like FOOK, Nailed to death, ultra onley, MMM, UFP

 

 

What you do is get a piece of paper, and write down the names of the mods in the whole conflicting entry in UFP or whatever

 

then one by one enter them in, inside the file header in the block list of your OverrideV1Creatures.esp at the bottom of the list

 

in FO3edit, However it's hard to type them out an you can get it wrong which will cause it to error when you load the load order in FO3edit

 

 

You can either scroll up an look at the name, or if it's difficult minimize FO3edit, then open the data file

 

go to that mod, and open up the name like you were going to rename it, only copy that to clipboard don't change it

 

, since when you rename it selects all highlights the whole name by default it's easy.

 

 

 

Go back to FO3edit, then paste that in as a master to your Override, but don't ever forget to add the .esp or .esm at the end of the name

 

 

the name has to be exactly right, and if you ask me we name stuff retarded sometimes, Geez, FOOK_I"m_A_DOOb_*space*X1V3test.esp

 

 

 

After you have all the masters added to the Override, save it, and then make it load automaticly via FOMM an launch FO3edit again

 

 

If you screw up FO3edit will tell you an just delete the .esp an start over.

 

 

 

 

Now, Remember how I said never remove/delete a Main entry inside FO3edit's Mulitiple entry list

 

 

 

Well you can delete an remove entries you make into the Override.esp you make

 

 

In fact you can use anything to create a Override an then delete everything inside the Override just so that you can create a new .esp

 

to make a Override out of. Like say you knew you were going to make one, just click a entry, it doesn't even have to conflict with anything

 

create the override, then go to the override in the block list a delete the container or creatures in the block list, edit the header as you like

 

and save it, then start overriding.

 

 

 

 

 

Pretty much you create the override then go back to the mod you were fixing like UFP and view that conflict list entry

 

 

the OverrideV1Creatures is now at the end of the list an it also can use everything and anything from any of the mods in the conflict list

 

or multiple entry list, it's also very last in the load order so represents what fallout 3 will use, so at this point it's only a matter of making the

 

decisions for what you want that entry to look like.

 

 

 

An example of this is takeing whiskey, which like 20 mods change the whiskey.

 

 

Using Overrides you can make the last entry look like the mod with the best whiskey stats

 

while also the really cool part is you can make a whiskey that has distruction data from FOOK,

 

Get's you drunk from inebriation-Fose (the screen gets blury an you can't walk), Give you a empty bottle for metal salvage,

 

Quinches thirst for primary needs, And jesus even has the Overdose capablity of BLTC or more.

 

 

 

 

Lolz MMM Glowing one ghouls with the UFP fix for glowing one's script in it

 

 

 

 

RI primary needs addictions, and BLTC addictions combined in the doctor script to remove addicitons

 

 

 

Ghoulifications join the ghoul faction an have them as followers added to MMM's great textures an fighting types

 

 

 

FOOK toughter enemys added to nailed to death, added to ultra onley, added to ghoulification, added to MMM

 

 

 

Geez, STALKER added to 20th century weapons, FOOK, WMK, FWE, XFO

 

 

Pretty much you can make any mod work with anything and everything.

 

 

You'll see,

 

 

 

UFP (unofficial fallout patch) takes a hour or few hours to fix, but fixes maybe 1/4 of the load order

 

FOOK probably fixes half the load order

 

 

 

So after you get past the huge mods at the start, it all goes downhill

 

you actually get tired of not seeing any conflicts, but it gets hard to find them

 

I still have some I got tired of looking for

 

I guess you could right click an check for errors as a guide

 

I think I'll try that.

 

 

You also wana take notes

 

 

for one

 

 

I wrote a note to add all the 7 other food mods I have to the primary needs Override so they will make the player not hungry

 

or that the doctor addictions script was located in the RI_base3.esp incase I messed it up adding all those things from other mods.

 

 

 

 

 

After you get it finished or 98% finished, you probably want to start a new game

 

 

sometimes old games get messed up, but then sometimes new games get messed up

 

 

I had to restart like 3-4 times just to get a clean start I knew wasn't going weird

 

that's not our fault the game engine just does that because of the vast amount of data

 

heck you can just have a bad load up of Fallout 3 an it causes a crash

 

reboot an try again to fix it, heh doesn't that suck

 

 

 

but after you get a good new game start then you just avoided most of the problems in the future.

 

 

 

 

Shoot I even master updated my Override load order, an I have 1.7

 

 

 

 

 

I had these glitchy static popping sounds, I did many settings changes an found out that it was just the settings in the launcher for fallout

 

I set them to ultra an then moved them back down where they were an it fixed it.

 

 

The first thing you want to do is make the new game start, and then test an make sure that it's a good one

 

without any problems, this is your clean save for the future references in order to get a diagnosis for a problem.

 

 

It's a huge huge game, so the start is the most important as far as avoiding crashes.

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While Mechine have good points and worthy advices, his method seems a bit flawed at actually helping people.

 

Really you should disable the autosave on fast travel, indeed at any situation that involves greater changes in cells. The issue would be largely reduced if the engine did a PCB (purge cell buffer) before saving (and 'traveling' probably). How it's done the chances of corrupted save games are high. This picture tends to worsen in the presence of mods, anyway it's not an easy to track or even reproduce regularly, issue.

 

I don't know if fallout 3 have something like streamline. Although some pointed it as 'cause' of bad savegames, I disagree and support these words remembering even if one slot goes nuts the others will have a near saved game to which come back. If it have, go for it, look at the features and configure it the better it seems to you.

 

Anyway it's a good practice doing a 'normal' save at times and AWAYS do one before quiting the game.

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