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CTD when approaching Raider Encampment (near flooded metro)


TheHermit84

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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

 

14324867349_9c5207e2dc.jpg

 

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 :(

14508076061_ecfe15a379.jpg

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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.

  1. http://s26.postimg.org/kwdzqn821/All_Collision_Object_listed_in_view.jpg
  2. http://s26.postimg.org/bnbtgiz61/Birds_Eye_view.jpghttp://s26.postimg.org/z09uz1f9l/CTD_Area_1_located.jpg
Edited by Purr4me
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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.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
iHUD.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
RH_IRONSIGHTS.esm
Point Lookout Reborn by Jcro25.esm
FO3 Wanderers Edition - Alternate Travel.esp
DarNifiedUIF3.esp
MME Save-O-tron.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
krzymar-MoonSize_200%.esp
Dree Perks.esp
BoSPatrols.esp
megalight.esp
Realistic Megaton Shack Final - Update 6.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
RH_FWE_Bridge.esp
FO3_WRP.esp
Bornagain Zeta Combat Armor Texture Patch.esp
Bornagain Outcast T-45d Texture Patch.esp
BetterRadiationSuits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
dD - Enhanced Blood Main.esp
Xepha's Darkened Interiors.esp
Xepha's Darkened Interiors - OA.esp
Xepha's Darkened Interiors - BS.esp
Xepha's Darkened Interiors - PL.esp
RagdollOverhaulFo3.esp
JIP Companions Command & Control.esp
suitcase_nuke.esp
MoHDusty - FO3.esp
Millenia_AK47_replacer.esp
Radio Stutter Fix v0_85.esp
Blackened FWE + MMM + Project Beauty.esp
TheOutbreak - WMS Vanilla Combo Pack - C12H.esp
Merged Patch.esp

 

http://s26.postimg.org/y1y3ahrbd/Bug_2.jpg

EDIT: 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 by Purr4me
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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 by OrmrSnaethorsen
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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 by Purr4me
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Sorry, Kitty, you confused me a little here:

 

 

 

unpick these mods including the fix it mod and test

I took it to mean the mods that conflicted with the Trapzone fix 1.esp??

 

If so, I disabled:

 

Unofficial Fallout 3 Patch.esm
MoHDust - FO3.esp
Blackened FWE + MMM + Project Beauty.esp
TheOutbreak - WMS Vanilla Combo Pack - C12H.esp
Merged 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.

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