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Take it Back! bug


glaciergirl14

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After I activate Project Purity, the annoying and stupid long movie plays and ends, then it goes to what looks like a typical loading screen (I see a lot of screenshots like the 16,000 USD Pony, and the Vault-Tec ad with the family walking with the bomb detonated behind them) , but nothing happens and I get a box saying that Fallout 3 has to close. I've done this approximately 6 times with no good results.

 

Whatever you need me to get, I can try and get it for you.

 

Help please!

 

 

 

(Also, is there any way I can skip through the movie I get after activating Project Purity?)

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Do you have mods active? Try disabling them all and see if that fixes it. If it does, make a save-game then re-enable the mods one by one. I had that problem and doing that cured it, so it might help in your case.

 

I can't say which mod (if any) caused the problem as there were a few I didn't bother re-starting as I never actually made much use of them :confused: .

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Also, if you have a custom race mod, you'll need a mod like CRBSOR (Custom Race BS something or other ... horrible acronym, but it works).
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I don't use custom race mods.

 

I disabled everything but Fallout3.esm and BrokenSteel.esm and played throught it, and it worked. Though it had the downside of all my content from mods being wiped (all my ammo, weapons, everything I owned because all my stuff was in a basement in Megaton house, my clothes). I got some of it back and did 2/3 of the Aqua Pura quests. Now, I'm presented with a new problem.

 

When I'm doing Death From Above, I go into the station and get to the point when I download the Telemetry Data and my quest target changes to talking to Rothchild, I go up the stairs to the left to the exit to the Capital Wasteland, every time I attempt to go through it, it crashes. Curiously, when I disable all my mods but Fallout3.esm and BrokenSteel.esm again-it works. So I believe I have some sort of a mod problem. FO3 Edit gives everything a green light.

 

My Load Order is as the following:

 

Fallout3.esmhttp://thenexusforums.com/index.php?showtopic=160827#

PointLookout.esm

BrokenSteel.esm

RTS.esm

LingsFinerThings.esm

HairPack.esm

HairPack_1.esm

CRAFT.esm

CALIBR.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

eyes_hairpack_en.esp

hair_add_npc.esp

hair_add_npc_1.esp

CRAFT - Activation Perk.esp

Stealthboy Recon Armor - CRAFT.esp

Megaton Tweaks 1.28 (no podium).esp

MegatonBasement.esp

NAPA.esp

NAPA-Sneak.esp

Fellout-Full.esp

Fellout-SOTD.esp

Fellout-pipboylight.esp

Fellout-BrokenSteel.esp

ACE2-1b.esp

RTS_Life_Of_Raider_Addon.esp

CALIBRxMerchant.esp

01AtM - Firefly Ranch.esp

Amy_Armor.esp

Naouak Armors Clothes.esp

Tailor Maid Brokensteel.esp

Tailor Maid.esp

LingsFinerThings.esp

Project Beauty.esp

DIM TYPE3 conversions.esp

FO3 Wanderers Edition - Main File.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - FWE Master Release.esp

 

Help with anything would be greatly appreciated. :thanks:

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My hunch would be for you to give Lings Finer Things, Project Beauty and HairPack a closer look in FO3Edit. From my experience in merging various cosmetics packs, they are not known for playing nicey-nice.

 

Using FO3Edit, find the mods that use HairPack.esm as a master and get LingsFinerThings - Coiffure, the FormIDs are compatible and HairPack hasn't been updated in a year. In the MASTer record replace HairPack.esm with LingsFinerThings - Coiffure.esm. Afterward, HairPack can be safely removed.

 

As far as Project Beauty goes, it has issues as well with LFT, especially if you are following Earache42's advice and removing the textures/meshes that are packed in the bsa's of Lings.

 

I ended up replacing Project Beauty with Lings Pretty Things for compatibility reasons, as it greatly simplified creating my merge patch. So it then becomes a matter of what constitutes "Beauty" in the eye of the beholder :biggrin: ... both mods are fantastic endeavors at the end of the day, but in weighing benefits, it was better to have the structured framework of Lings for both cosmetics, clothing/armor and NPC improvement. This goes as well for NPC-improvement mods. I have Lings Pretty Things load before NPC-specific mods, and resolve any cosmetic differences in my merge patch.

 

That's the "problem" with cosmetic enhancements: when trying to merge two different approaches -- It can be done, but even then you'll see "conflicts" and have to resolve them in FO3Edit -- choosing which "beauty" wins. lol sort of like a Miss Wasteland 2077 contest ... there's only going to be one clear winner.

 

But unless it is a cosmetic/armor/clothing resource unavailability issue that forces the problems, I would still step through your whole load order in FO3Edit. Start from the top (Fallout3.esm) and work down, expanding every record in the tree. Because even though you may have run the automatic merge patch function, that is no assurance that something didn't slip through the cracks (see the section that precedes the automatic merge patch procedure on manual patch plug-ins in Miax's great FO3Edit Guide - Web-enized).

 

So the automatic merge patch will get you about 90% there in conflict resolution. By stepping through and expanding each master and plug-in, you'll find instances that "slipped" through the cracks. Script conflicts, in particular, seem to be notorious for this -- and nothing will cause something to not work in Fallout3 faster than a mod looking to call its scripting functions and not finding them.

 

Once your merge patch work is done, you still need to run FO3Edit in Master Update mode. Be careful in this step, as there are a few mods that specifically say not to ESMify their plug-ins. This MUMifying gets rid of still more issues, both with mods and with some Bethesda-specific issues.

 

Hope this helps in your debugging efforts. It is a pain the first time through, but once you've done it, adding new mods becomes much simpler. And the end result -- a conflict-free Fallout3 experience -- is well worth the bit of work in getting all the custom content to work together.

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