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All objects and characters in Vault 11 are fused together stuck in a single point, and I can't move my character.


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I've been playing on this save for a while and so far everything has been working fine since I used FNVedit to painstakingly fix every conflict and merged files I could, until I tried to enter Vault 11's Lower level:

 

http://i.imgur.com/A7yrTL9.jpghttp://i.imgur.com/przapqy.jpghttp://i.imgur.com/ehw3tOX.jpghttp://i.imgur.com/Mj8mQJ6.jpg

 

 

 

If it is hard to tell what is happening here, every creature and item in the cell seems to be stuck to the exact same point, the cell's center presumably. The entire cell is completely clean as seen in the last picture, but is impossible to move my character and my body is fused with my companions (unseen because I was in first person when I used the TFC command to take the screenshots).. I can turn, shoot, talk to my companions, but even when I turn off collisions my character still cannot move, and will only play a running animation in place.

 

I checked in FNVedit and this cell (vault11c) is currently being edited by:

The New Bison Steve Hotel.esm,

Interior Lighting Overhaul - Core.esm

Project Nevada - Equipment.esm

Project Nevada - Cyberware.esp

ARESproject.esp

Ultimate Invisible Wall Remover.esp

Active Wasteland MERGED.esp

ILO MERGED1.esp

 

None of these mods show any conflicts though, and only place some objects. Unchecking ARESproject and Active Wasteland both fixes the issue (it still persists with either one remains checked), but the strange thing is that if I move my character to a different part of the cell, save my game, reactivate those two esps and then load up the save, I and all the cell's objects will teleport back to that point.

 

I already have a plan to work around it since I can just remove the changes those esps made and rework the ARESproject quest to avoid the issue altogether, but since this is an outright bizarre error with no obvious cause I really want to know if anyone else has encountered it and knows the reason.

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SwagothUr - Hello!

 

I've seen this happen in Fallout 3, it took some time before it was figured out.

 

What caused it there was master updating an .esp with FO3Edit which makes it a false master.

 

If that false master file then changes something that a real master changes they cause this strange bug.

 

It used to be often seen in the Taft tunnels when people master updated the UF3P DLC plugins, all the clutter would bundle in one spot preventing travel.

 

It's because FO3Edit created false masters don't have ONAM data that ovverides other masters properly.

 

If you have used FO3Edit in master update mode just reverse the process & it goes back to normal.

 

You can reverse master update by renaming FO3Edit to:

 

FO3MasterRestore

 

& running it with the mod you want turned back into an .esp ticked in your load order.

 

If you've never run FO3Edit in master update mode it's possible one of your mods was false flagged by it's creator.

 

It's sometimes used as a work around for other issues.

 

Clicking on it in your mod manager would show a warning like "WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!"

 

It's the only similar thing I can think of, though I don't have New Vegas.

 

Hope this helps!

 

Prensa

Edited by prensa
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It's called the spiral Of Doom effect, and you will see this in the videos I have in my siganture, this came from the use of the tool "FNVEdit" not being set up correctly. you left it default. at the bottom of xedit, there is a options box, open that, go to the second page and just turn off all of that junk. there is no need to set all of that stuff. Check those mods for the z axis, you will find all of the world spaces and cells set to (-300000) and most of these will be also be set to opisite to parent as well in each cell.

 

these files were cleaned.

 

uninstall all of the files you cleaned, and reinstall them in the exacty order and go back in. and test it.

kitty

Edited by Purr4me
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Thank you, your posts were very helpful.

 

I solved it by simply reinstalling the ARESproject.esp. I had not actually cleaned that esp, the only change I made to it was flagging it as an ESM in the header so I could make it a master to a different esp to make changes. I wanted to change some of the scripts and GECK doesn't seem to like having esp's mastered to other esp's (when I try to save it any overright of a reference from the master esp gets replaced with a -DUPLICATE000)

 

I do wonder why when I had disabled ARESproject.esp last night the spiral of doom still happened unless I also disabled Active Wasteland, yet it works fine now without making any changes to Active Wasteland. I'm not too worried about that though, at least not yet...

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  • 2 weeks later...

I've had some problems with my 150+ hours saves and mod reinstallation so I've came up with another approach which works out by doing a deep overwrite into a new .esp file as I've mentioned in the link below.

 

http://forums.nexusmods.com/index.php?/topic/513719-interior-loading-bug/?p=14526363

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