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Help with Crashing early in game


hattrickster

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Sorry for being misleading. I am using the latest fellout 1.23. I also cleaned the mods in fo3edit.

I am going to give you some advice ,how you take it is on you, but if you listen and understand what I am trying to tell you ,you will have a better game for it.

 

This is the rendered results of the testing done.

http://s26.postimg.org/3lwztu9l5/Steave.jpgThis is your game file Purged of the corrupted garbage I found in it. It plays well now,

(http://www.2shared.com/file/-Kta6V59/shots_made_for_fixed_saved_gam.html)

 

uninstall NMC's data, all of it ,Uninstall GNR, all of it, both mods data conflict severely.

use UHQ pack instead and just the plugins for the other mod only. use high quality mods as a replacement.

 

There was really nothing in this package of mods listed in the load order you posted that needed fose to begin with, so that is what set things up badly, running software you did not need.

 

I ran your game ..flawlessly with no stutter remover or fose, and get this ,A raw, fallout3.exe (1.0.0.15) right off the retail disc.

 

The updated mods I had to remove to clear your saved game of the intruding crap, it was all Jumbled up, code from another game was being forced into the files structure. Don't care how, I just now where and what. So now it's clean.

 

Know that beta's mean this, these tools the mod authors use and then in turn upload their wares are just tests ,these are not full, and reliable ,all the tools authors are beta testing, so the data, what you download are all experimental.

 

That means data in any mod may not be correct for the engine to process correctly. data from a script in one mod may in fact alter data in another mods packages and this is not intended, but the game ..see...it does not care ,it loads it all and it expects it all to meld smoothly.

 

load orders control a basic flow, they can not fix inconsistencies between mods, many talented People are trying to create things to fix all of this. there comes a point that things just can't work.

 

1 tool may only fix some things, but when used on a plugin, it does not fix the errors created by Eliminating the other data the plugins pointed too. Values from say 1 plugins scripted mesh file points to a file name, the file name is in a standard place, Uniformed this way so all share the same thing..got it so far....

 

but after the tool changes the values to that script and it no longer conflicts with what ever it was conflicting with, the script was assigned to a particular mesh instruction and IT, being a *.nif file loads

 

......NO matter what.

 

Can no longer talk to the engine, It locks right up tight, and the system. "windows" shuts the game down. All because the data strings were altered by a tool that said there was a conflict.

 

The user, and many are not privileged to such detailed information. No one cares. it is click, download , install, and go.

 

This is the thing we can not control, this is free will. So what if, the user stops before using a tool on a mod and just takes the time to just try it on it's own merits?

 

I ask this because, for an author to even think about uploading any mod, they are not thinking about anyone tearing it apart to suite the user base, this would be a waste of time.

 

look in my profile, scan for good mods packs. keep in mind things are just in beta format only and nothing on the site is written in stone.

 

You are the beta tester, you will always be just that.

kitty

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