burnov Posted February 16, 2010 Share Posted February 16, 2010 I have not included any new addons or mods. Of which include Mart's mutant mod, CRAFT, FOOK 2, and wasteland travelers, and a few water bottling scripts. These have all worked in relative harmony as of late, however recently, the game decides to CTD whenever I save or auto save. It's doing this in areas where, to be quite honest, I've been many, MANY times before, with no issue. I'm absolutely stumped. the only thing I can think of is that perhaps certain problems are being triggered as I gain in level. As I'm simply covering the same old ground I have been for quite some time. Shall I post a load order? In addition I checked the order report and it cites Nv_api something or other .dll I'm wondering if somehow it's a driver issue. Link to comment Share on other sites More sharing options...
Fonger Posted February 16, 2010 Share Posted February 16, 2010 there's a trick that often works in cases like this. load game walk to where you know you cannot save kill yourself (like dropping lots of nukagrenades at your feet) watch the game reload walk to where you just killed yourself then try saving again. Link to comment Share on other sites More sharing options...
burnov Posted February 16, 2010 Author Share Posted February 16, 2010 I'll try that, thanks. Also, it seems after loading up my addons in FO3edit there are quite a few conflicts. However, does it actually specify what it's conflicting with or do you have to actually go through every single conflict and correlate them yourself? If so, how utterly masochistic of the developer not to code the program to generate a list of conflicting entries. Link to comment Share on other sites More sharing options...
burnov Posted February 16, 2010 Author Share Posted February 16, 2010 Fook 2 is a great mod, but it's critical weakness seems to be in in that it edits a shitload of cells. Why? Most people I would wager simply want it for all the guns and gameplay alterations... Wow, I shouldn't have looked at this, the more I the more pissed off I'm getting. All the good mods simply don't want to work with fook. Arrgh, somebody needs to make an unleveled monster list for fook or MMM or whatever it is, because my unleveled monster list mod isn't working either. Link to comment Share on other sites More sharing options...
burnov Posted February 16, 2010 Author Share Posted February 16, 2010 Is there a way to get MMM and Fook 2 to work without having to install that other stupid mod? FWE? I know there's a compatibility patch for all three, but I really -don't- want to install FWE. Link to comment Share on other sites More sharing options...
burnov Posted February 16, 2010 Author Share Posted February 16, 2010 Okay, blowing myself up didn't work either. I'm starting to become stumped. I'm running fallout 1.5 right now, I purposely didn't update to 1.7 because I thought I had read somewhere that fook2 or FOSE didn't fully support it. Has anyone had any problems with this issue with fallout 1.7? Link to comment Share on other sites More sharing options...
nosisab Posted February 16, 2010 Share Posted February 16, 2010 It may be related with the Broken Steel DLC, try a mod (patch actually) named Unofficial Fallout 3 Patch - Broken Steel (RC and Utility Tunnel Fixes) you find here Link to comment Share on other sites More sharing options...
burnov Posted February 16, 2010 Author Share Posted February 16, 2010 I came across this old post, however the instructions are rather vague. RakZer0Dec 15 2009, 07:31 AMSorry to bump such an old topic... I have the U.S. version of fallout, installed some awesome mods recently like FOOK, EVE, WMK, MMM etc, and became plagued with crashes when trying to save. I have constantly had animation glitches and broken scripts before installing these mods as well. I use FOMM and FOSE. Latest version. SO, what I did was run the G.E.C.K, load fallout3 master file, and ran 'recompile all scripts'. Then I saved it as a new file and made it to load after the main fallout 3 file in FOMM. Next I downloaded FO3Edit, made a copy of the file and renamed it FO3MasterUpdate.exe, then put it back with FO3Edit. I also made one called FO3MasterRestore.exe. Do not put this in your DATA folder, it will mess you up big time. Then I ran FO3MasterUpdate.exe and I read the bottom result and fixed a couple errors it gave me. Ran the game and everything is pretty much working perfectly. Played for hours no problem on the first run. I also had no more animation glitches and scripts seemed to work fine. Hope this helps some of you having the same problems, following these steps does work. As an extra, I was also able to turn my details way up without crashes again finally. -RakZ SO, what I did was run the G.E.C.K, load fallout3 master file, and ran 'recompile all scripts'. Loading the fallout3 master file -alone- I'm assuming. Next I downloaded FO3Edit, made a copy of the file and renamed it FO3MasterUpdate.exe, What does this accomplish? I also made one called FO3MasterRestore.exe. Again, not really clear as to how renaming an executable file accomplishes anything. So recompiling fallout 3's main scripts and then what? Setting it into the load order, and what exactly does "error correcting" entail with FO3? You know, I'm starting to think microsoft is generally to blame for all this retarded horseshit. Oblivion worked like a dream compared to fallout 3 and fallout 3 is basically practically an oblivion mod anyhow, it goes much further than simply using the same engine. It's obvious they used the same architecture for everything. Link to comment Share on other sites More sharing options...
burnov Posted February 16, 2010 Author Share Posted February 16, 2010 It may be related with the Broken Steel DLC, try a mod (patch actually) named Unofficial Fallout 3 Patch - Broken Steel (RC and Utility Tunnel Fixes) you find here Sadly I'm not running broken steel, but I'll give the unofficial patch a shot anyhow. Link to comment Share on other sites More sharing options...
mechine Posted February 17, 2010 Share Posted February 17, 2010 http://i123.photobucket.com/albums/o294/eiffU/screenshot_165.jpg It has to do with a bunch of things. Never autosave, disable it, each time you wana save, press Esc, an create a new save game, then don't delete any of them until you are ready to delete them all. Don't use the continue button, use load. It's probably better to use a mod like longer death camera, because it would force you to pause the game before you load back to your save point when you die. We're all about double loading save games nowdays. You can either blow yourself up with a nuke, an then reload the save game at the start of a game. You can also just load a save game, fast travel somewhere, spin the camera around when you get there, then press Esc an load the save game again. You can see an example of this if you are streaming music to your PC with pandora, an then launch Fallout 3, when you first load the save game the music is going to stutter or the game play will stutter, but if you load your save game again (double load) That won't happen for either the music or the gameplay, it will be smooth. It has to do with fallout being one of the largest in raw data size games ever. At any point in time the system cache can go corupt, and there's nothing you can do about it. It happens most of the time after you have been playing an had your computer on for 3 hours or more. So the only real way to avoid it is to reboot the system every so often. The Game can go corupt at any point in time, which you can still run around for an hour or more creating new save games, thereby locking that coruption into the save game, and you not even knowing it. Corupt save games among the totally weird problems they cause, will cause crash at fast travel, crash at save game, an maybe something else I forgot about. Dang call the police... Okay so one major cause for coruption in the game at anypoint in time is the cell buffer. Of the 1500 or so cells in the worldspace (roughly 192 ft by 192 ft squares of area) by default the system will keep about 16 of those in the cell buffer, 102 or more if you tweeked your configs. The number is lower for interior cells, but the PCB doesn't mess up game play so much indoors. It's really the 10 mile by 10 mile area which is the wastelands available hightmap. Thankfully we only use a 2 mile by 2 mile square which is inside the borders. However there is so much stuff packed into those 2 miles. There's really only 3 safe ways to purge the cell buffer once in game. (and it's not the mods which do it for you) The first one is to enter a door then open the console ~ an type PCB (purge cell buffer) watch the poopy data flow by, then turn around an exit the door, which will force a reload of that cell, only with a cell buffer set up for max perfromance. The second way would be to use Groovatron to do it, which is handy when there are no doors around (like out in the desert) What you do is press X to place a teleport marker, press X again to teleport to the total black room, ~PCB, watch the poopy data flow by, press X an teleport to the total white room, spin the camera around, press X teleport back into the desert where you were standing only with a cell buffer ready for max performance. In the white room you spin the camera around so that normal maps get loaded once you go back into the desert. You don't have to visit the total black room, perse, but you need to teleport to the white an spin so that normal maps get loaded back in the desert because otherwise they won't load until you run about 20 yards ahead which will break your immersion. The third way to purge the cell buffer is from the tweekguide setting it so it selectively purges the cell buffer upon fast travel, turn that so it will purge, then just fast travel somewheres. You could of course just type PCB anytime you feel like it, but unless there is a forced load (loading screen) you're just going to cause a crash maybe 2-3 times out of 10, hence the safe methods which don't crash. Link to comment Share on other sites More sharing options...
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