TheHermit84 Posted June 26, 2014 Author Share Posted June 26, 2014 I intuitively tried that with all other folders in my data folder; even sound. No joy!Get as close to the section slowly as you can ,Enable "CAPS LOCK" so your character is supper slow mo. Hit the f5 key every 5 feet .the quick save will indicate when you transition into the adjoining cell which is not visible to you. The instance it CTD's reload, go back 5 feet prior turn side ways and determine where the wall of the cell is or get me an object ID of any object nearest the cell wall. The screen shows you are near the citadel area and the Arlington library just to the left. The post threw me for a bit, "raider camp?" the only NPC's near there should be talons, raiders, and two mutants, and possibly a waste lander near the metro entrance. Also, there should be a fire barrel too. With an ID of an object, I can load up some of the files bu not all of them and see what is sitting there sharing the same world space. You can too using fo3edit any version, preferred you use 3.0.15 because it does not "Ignore" errors. all new versions have been programed to ignore errors thought to be harmless, well, it covers all errors on no consequence even when they do cause bugs.....are skipped. 3.0.15 will show every thing there. across the grids on the right side of that ID will show on the tabs above what mods are touching that world space . now, only those mods names need be posted here for me to load and compare the data. I do not use "ENB" altering my display drivers activity. I want to see what the engine and the data from the mods do on their own with out tweaking things before they even load. so 100% default code is there to look at. No questions need be asked, no doubts left undone. kitty. Hello, Kitty! :smile: I tried to provide what you asked, but I'm sorry if it's not what you meant.The first image is the area in which I cannot pass.I think the cell ID is either 00000DF8 or 00000DF9.But the refs in the first image aren't the offending objects (at least, I don't think so).This is merely as a reference.It's actually the point in which the cell further away begins to load in, causing the CTD The second image is the area I'm trying to reach. It cannot be accessed from the Nuka Cola Plant approach or the flooded metro interior cell.Whenever the section marked in the red delimitations loads - CTD. I couldn't see any conflicts :( Link to comment Share on other sites More sharing options...
Purr4me Posted June 26, 2014 Share Posted June 26, 2014 (edited) I tried to provide what you asked, but I'm sorry if it's not what you meant.The first image is the area in which I cannot pass.Good enough for me, just a touch of info is all I need , the shot is perfect, what It shows me is exactly where you are at.what we will do here is just re-edit our posts, save where ad tear on the nexus as the band width is in demand.Give me a few moments here to set things up, I am rather tied up in another project.EDIT: Bug #1 found, first shot. What I can do is write you a patch just for this spot so you can test and isolate what mods touch this zone and artifacts within it's confines. I have my suspensions already. based on this, it is a spawn trigger edit for NPC's and the vurta birds that will show up in fo3edit on the right panel.http://s26.postimg.org/kwdzqn821/All_Collision_Object_listed_in_view.jpg http://s26.postimg.org/bnbtgiz61/Birds_Eye_view.jpghttp://s26.postimg.org/z09uz1f9l/CTD_Area_1_located.jpg Edited June 26, 2014 by Purr4me Link to comment Share on other sites More sharing options...
TheHermit84 Posted June 26, 2014 Author Share Posted June 26, 2014 Of course! And thank you for taking interest in this issue :) Link to comment Share on other sites More sharing options...
Purr4me Posted June 26, 2014 Share Posted June 26, 2014 (edited) Trapzone fix 1 made and ready for you to test it. http://www.2shared.com/file/CuR7mKxc/Trapzone_fix_1.html based in this load order: Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmiHUD.esmCRAFT.esmCALIBR.esmProject Beauty.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmRH_IRONSIGHTS.esmPoint Lookout Reborn by Jcro25.esmFO3 Wanderers Edition - Alternate Travel.espDarNifiedUIF3.espMME Save-O-tron.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espkrzymar-MoonSize_200%.espDree Perks.espBoSPatrols.espmegalight.espRealistic Megaton Shack Final - Update 6.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espRH_FWE_Bridge.espFO3_WRP.espBornagain Zeta Combat Armor Texture Patch.espBornagain Outcast T-45d Texture Patch.espBetterRadiationSuits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espdD - Enhanced Blood Main.espXepha's Darkened Interiors.espXepha's Darkened Interiors - OA.espXepha's Darkened Interiors - BS.espXepha's Darkened Interiors - PL.espRagdollOverhaulFo3.espJIP Companions Command & Control.espsuitcase_nuke.espMoHDusty - FO3.espMillenia_AK47_replacer.espRadio Stutter Fix v0_85.espBlackened FWE + MMM + Project Beauty.espTheOutbreak - WMS Vanilla Combo Pack - C12H.espMerged Patch.esp http://s26.postimg.org/y1y3ahrbd/Bug_2.jpgEDIT: in this last shot here, I pasted into it the script, and it plainly says if others mods touch these things, ? your gonna have problems. Now, based in research done and know bugs I have posted in my signature, I bet some if not all your mods were set to opposite to parent, if so? then that this very script will show this, this is the type of script you "CAN NOT do that too." Fo3edit any version By default will in fact do this, and totally screw up custom made mods, let alone default scripts, it normally does not touch defaults unless there is a mod that does touch the same data, when it scans such things, it sets the root too.kitty Edited June 26, 2014 by Purr4me Link to comment Share on other sites More sharing options...
TheHermit84 Posted June 26, 2014 Author Share Posted June 26, 2014 (edited) Thanks, Kitty. Not sure if this information is helpful?I stuck the Trapzone fix right at the end of my load order.It still crashed at the same point.This is what I found in FO3Edit:[38] Trapzone fix 1.esp \ Worldspace \ 0000003C <Wasteland>Conflicts with:* Unofficial Fallout 3 Patch.esm - adds NNAM - Canopy Shadow* MoHDust - FO3.esp - adds NNAM - Canopy Shadow (Carried over from UF3P)* Blackened FWE + MMM + Project Beauty.esp - adds NNAM - Canopy Shadow (Carried over from UF3P)* TheOutbreak - WMS Vanilla Combo Pack - C12H.esp - adds new CNAM - Climate and INAM - Image Space* Merged Patch.esp - Includes all above[38] Trapzone fix 1.esp \ Worldspace \ 0001A267 <DCworld08>Conflicts with:* Unofficial Fallout 3 Patch.esm - Flags only Use Map Data + Use Water Data. Removes Master NAM2 (DefaultWater - 00000018)* FO3 Wanderers Edition - DLC Broken Steel.esp - Flags only Use Map Data* TheOutbreak - WMS Vanilla Combo Pack - C12H.esp - adds new CNAM - Climate and INAM - Image Space* Merged Patch.esp - Includes all above *EDIT* I could zip up and send you all of my plugins if that helps? Edited June 26, 2014 by OrmrSnaethorsen Link to comment Share on other sites More sharing options...
Purr4me Posted June 26, 2014 Share Posted June 26, 2014 Do it. Link to comment Share on other sites More sharing options...
TheHermit84 Posted June 26, 2014 Author Share Posted June 26, 2014 http://www.mediafire.com/download/9h3q0bi2aqxzdx9/Ormr's_Load_Order.7z Link to comment Share on other sites More sharing options...
TheHermit84 Posted June 26, 2014 Author Share Posted June 26, 2014 (edited) *deleted* Edited June 26, 2014 by OrmrSnaethorsen Link to comment Share on other sites More sharing options...
Purr4me Posted June 26, 2014 Share Posted June 26, 2014 (edited) Got it, delete the post now. no need to spread dead weight, also, unpick these mods including the fix it mod and test . back up the current saved game file else where so you don't mess it up.Theory prove right, you should be able to parse the data there.Question: where did this come from? (MoHDusty - FO3.esp) what is it? Edited June 26, 2014 by Purr4me Link to comment Share on other sites More sharing options...
TheHermit84 Posted June 26, 2014 Author Share Posted June 26, 2014 Sorry, Kitty, you confused me a little here: unpick these mods including the fix it mod and testI took it to mean the mods that conflicted with the Trapzone fix 1.esp?? If so, I disabled: Unofficial Fallout 3 Patch.esmMoHDust - FO3.espBlackened FWE + MMM + Project Beauty.espTheOutbreak - WMS Vanilla Combo Pack - C12H.espMerged Patch.esp(and the trapfix) It still crashed in the same spot. MoHDust - FO3.esp is just a personal armor mod. It just adds a container with armor in at Springvale with a skeleton next to it. Nothing special. Link to comment Share on other sites More sharing options...
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