Hanker109 Posted March 26, 2014 Share Posted March 26, 2014 Hi! I've search the internet and as well this forum in regards to creatures and NPCs never being removed for the game after dead. I know the Zap and Disable Console Commands but that is quite time consuming and unnatural. I also used PCB but that has not worked for me. I understand that the game gets bloated due this condition and it gets to the point that no New Saves can be made. I have all the essential mods like, MMM, FWE, WMK, Project Beauty, and so fourth, I use BOSS, FOSE, Invalidated, 3gb enable, Fakescreen,and .ini tweaked for threads. I followed Gopher's tutorials to the "T" and replaced FOIP with Blackened. FO3Edit always shows that all is fine. Is there a possible solution to this problem? I understand that this can be fixed with FO3Edit but I have no idea how to do it. If someone knows where I can get information in this regards, please help me. Many thanks in advance. Link to comment Share on other sites More sharing options...
Purr4me Posted March 26, 2014 Share Posted March 26, 2014 POST a spoiler tag here of your exact load order. tweaks, and tools used, knowledge level so I can see what can be done.Note: mods effect all other mods regardless of load order, data each one contains are overriding the source "fallout3.esm". that's the base structure. Timers can be adjusted if things remain constant, once things get altered, then all bets are off.kitty Link to comment Share on other sites More sharing options...
Hanker109 Posted March 27, 2014 Author Share Posted March 27, 2014 I really appreciate your answering to my request, I looked all over on this subject but so far I have not found anything on the Forum. I have never posted a spoiler and I'm sorry to say that I don't know how is done. I pasted the Load Order because I did not want you to think I didn't care. Also, as requested, I have the following installed or tweaked: FO3Edit, BOSS, Fake Fullscreen, FOSE, ArchiveInvalidation Invalidated (not from NMM or FOMM), Nexus Mod Manager, Stutter Remover, CASM, 3_GB_Enabler, and changed/added bUseThreadedAI =1 and iNumWHThreads = 2. As to my knowledge, I'm lacking quite a lot as to working with mods. I must say that I am super appreciative of you to help me, thanks. GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1 ThePitt.esm=1BrokenSteel.esm=1 PointLookout.esm=1Zeta.esm=1 Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1 CALIBR.esm=1Project Beauty.esm=1 EVE.esm=1FO3 Wanderers Edition - Main File.esm=1 Mart's Mutant Mod.esm=1DCInteriors_ComboEdition.esm=1 FO3 Wanderers Edition - Alternate Travel.esp=1DarNifiedUIF3.esp=1 Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1 CASM.esp=1BlackWolf Backpack.esp=1 BlackWolf Backpack - Vendor Script Replenish.esp=1My_Megaton_House.esp=1 UndergroundHideout.esp=1DALCO Fixes for Underground Hideout.esp=1 FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1 FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1 FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1WeaponModKits.esp=1 WeaponModKits - FWE Master Release.esp=1WeaponModKits - OperationAnchorage.esp=1 WeaponModKits - ThePitt.esp=1WeaponModKits - BrokenSteel.esp=1 WeaponModKits - PointLookout.esp=1WeaponModKits - Zeta.esp=1 DIM TYPE3clothesRETAIL.esp=1Mart's Mutant Mod.esp=1 Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1 Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1 Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - Zones Respawn.esp=0 Mart's Mutant Mod - Tougher Traders.esp=0Mart's Mutant Mod - Natural Selection.esp=0 Mart's Mutant Mod - Master Menu Module.esp=1Mart's Mutant Mod - Project Beauty.esp=1 F3ProjectRealityMkI.esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1 T.H.O.R.esp=1DKS-501 Silenced Sniper.esp=1 Patchie.esp=1 Link to comment Share on other sites More sharing options...
Purr4me Posted March 27, 2014 Share Posted March 27, 2014 ok, seen the post, edit the post and repost a text print out of it, not from nmm, I can't use nmm data for my purposes (=1) no use to me.keep them tight. like this: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.esmAbbreviated Effects.esmNight Vision Sunglasses.espAbodeRealm.espAQFH.espAQFH2.espAQFH_C_103.espAQFH3.espVault2lol.espEditedMegaton House and Theme Overhaul.espEditedStartupNewOPperationalPrograming.espVT-191 Murdelizer.espObscurum - Unnatural Selection.espEnhanced Weather - Rain and Snow.esmEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - REBOOT.espWeapons and armor Crate HighTech 101.espKittys What Was Missed Combined as One.espTREES.esp I need it like that.I can build you an esp to get rid of bodies in that manner but once installed, you can't change anything from that point on.kitty Link to comment Share on other sites More sharing options...
Hanker109 Posted March 27, 2014 Author Share Posted March 27, 2014 Hi! Purr, they say you can't teach an old dog new tricks, I think I'm in that category. I'm 73 years old with a mind of a teenager with a lot of fewer brain cells. Can you tell me from where should a take the Load Order from? BOSS has one but it has all kinds of comments and the Game's Data folder includes a whole bunch of other info. By the way, if I were to measure my knowledge, say, from 1 to 10, I would say around 4. Hey Purr4me! Many thanks and best wishes again Purr. I tried to post a "Spoiler" by clicking on the "F" icon (BBCode), selected "Spoiler", pasted the Load Order, and finally clicked "OK" but the Spoiler was no where to be seen. I must be missing something. GameMode=Fallout3 Fallout3.esm=1 Anchorage.esm=1 ThePitt.esm=1 BrokenSteel.esm=1 PointLookout.esm=1 Zeta.esm=1 Unofficial Fallout 3 Patch.esm=1 CRAFT.esm=1 CALIBR.esm=1 Project Beauty.esm=1 EVE.esm=1 FO3 Wanderers Edition - Main File.esm=1 Mart's Mutant Mod.esm=1 DCInteriors_ComboEdition.esm=1 FO3 Wanderers Edition - Alternate Travel.esp=1 DarNifiedUIF3.esp=1 Project Beauty- Broken Steel.esp=1 Project Beauty- Point Lookout.esp=1 CASM.esp=1 BlackWolf Backpack.esp=1 BlackWolf Backpack - Vendor Script Replenish.esp=1 My_Megaton_House.esp=1 UndergroundHideout.esp=1 DALCO Fixes for Underground Hideout.esp=1 FO3 Wanderers Edition - Main File.esp=1 FO3 Wanderers Edition - DLC Anchorage.esp=1 FO3 Wanderers Edition - DLC The Pitt.esp=1 FO3 Wanderers Edition - DLC Broken Steel.esp=1 FO3 Wanderers Edition - DLC Point Lookout.esp=1 FO3 Wanderers Edition - DLC Mothership Zeta.esp=1 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1 WeaponModKits.esp=1 WeaponModKits - FWE Master Release.esp=1 WeaponModKits - OperationAnchorage.esp=1 WeaponModKits - ThePitt.esp=1 WeaponModKits - BrokenSteel.esp=1 WeaponModKits - PointLookout.esp=1 WeaponModKits - Zeta.esp=1 DIM TYPE3clothesRETAIL.esp=1 Mart's Mutant Mod.esp=1 Mart's Mutant Mod - DLC Anchorage.esp=1 Mart's Mutant Mod - DLC The Pitt.esp=1 Mart's Mutant Mod - DLC Broken Steel.esp=1 Mart's Mutant Mod - DLC Point Lookout.esp=1 Mart's Mutant Mod - DLC Zeta.esp=1 Mart's Mutant Mod - Zones Respawn.esp=0 Mart's Mutant Mod - Tougher Traders.esp=0 Mart's Mutant Mod - Natural Selection.esp=0 Mart's Mutant Mod - Master Menu Module.esp=1 Mart's Mutant Mod - Project Beauty.esp=1 F3ProjectRealityMkI.esp=1 Blackened FWE + MMM + EVE + Project Beauty.esp=1 T.H.O.R.esp=1 DKS-501 Silenced Sniper.esp=1 Patchie.esp=1 Link to comment Share on other sites More sharing options...
M48A5 Posted March 27, 2014 Share Posted March 27, 2014 Since you have installed ArchiveInvalidation Invalidated!, did you disable the one in NMM. You cannot have both active. Link to comment Share on other sites More sharing options...
Hanker109 Posted March 27, 2014 Author Share Posted March 27, 2014 Hello M48A5! Thanks for the reply. All my installations are basically from Gopher's Videos and in one instance he said not to use NMM ArchiveInvalidation Invalidation because it didn't work for some mods. Now I have a question, does NMM auto activate the invalidation? My game is working fine except for those forever staying dead characters. If I use Zap, then next time I go to that spot they are there alive in less than five minutes, no good. Best Regards. Link to comment Share on other sites More sharing options...
M48A5 Posted March 27, 2014 Share Posted March 27, 2014 Hanker,You should check to make sure that it is not active. I do not use NMM, so I can't say for sure that it is or is not active by default. Link to comment Share on other sites More sharing options...
Hanker109 Posted March 27, 2014 Author Share Posted March 27, 2014 Hi again! Installing ArchiveIvalidation Invalidated with the executable program will automatically show active in NMM. Deactivating the Invalidation from NMM will delete the ArchiveInvalidationInvalidated.bsa from the Fallout 3 Data Folder. Gopher said not to activate this with NMM but I remember he said that when this Mod Manager was version 18. I wander if Nexus fixed it and now you don't need a separate program. So far NMM has worked fine for me and they keep upgrading. Also NMM is specially good for downloading, you can continue the download after the connection breaks down. Link to comment Share on other sites More sharing options...
Purr4me Posted March 27, 2014 Share Posted March 27, 2014 (edited) Can you tell me from where should a take the Load Order from?C:\Users\Purr4me\AppData\Local\Fallout3\plugins.txt"BOSS has one but it has all kinds of comments and the Game's Data folder includes a whole bunch of other info." ( I Have no Idea )"By the way, if I were to measure my knowledge, say, from 1 to 10, I would say around 4." (we learn by doing and remembering what we do., so this is not an issue.)Boss, the old ways and use of fomm, is still Viable option. things you do not know of, I know of still work though an attempt to redirect attention to updates and things are being made....the old ways never stopped working. To reflect on what I mean, Nmm is the websites tool, meant fo all users to compile all site interests into a single application to control what ever it supports as a down loader /game files installer. It is the authors of mods that make the mistakes, as you said, knowledge is not in abundance so things are going to happen and leave holes every where. Team members can only control what they know about, there is no Krystal ball they can use to determine what will take place on your end using the (NMM) application.Fomm access to updates are still available, the fixed SVN code is too, all in my signature, top spoiler tag. It will update it;s's template if installed in order.Loot all there is now < incorrect My badso, the devices / programs you decide to use are your choice, what works with modern tech, does not mean it will work with Old tech. Old Dogs can learn new tricks if they see a big piece of Meat...tasty chunks of information goes a long ways..Link Bellow is for fallout New Vegashttp://www.2shared.com/file/9mlB4Wqn/Masterlist-Information.htmlThis one is a master file template slightly updated to this edited date and time.http://www.2shared.com/document/h1o7Kyqi/masterlist.html here is the new format being used in some ways by some programs to date (Aug 20th, 2015)http://www.2shared.com/document/Jgiw4kxT/lotemplate.html Due to site revamps, most of this post will be lost in time and cyber space, but the data id for you here to use. i do care.kitty Edited August 21, 2015 by Purr4me Link to comment Share on other sites More sharing options...
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