Jump to content

No cursor/menu ONLY when bashed patch active


Hubner

Recommended Posts

*edit* SOLVED! See bottom.

 

(For those who don't read the whole post, it's not a world orphan or missing master.)

 

Hi Guys.

 

So I'd recently decided to uninstall/reinstall F3 and all mods so I can have a nice fresh install. Everything has gone perfectly until the last few mods (which I'll explain below) were added. Now, when the bashed patch is activated, and only when it's activated, the mouse cursor and menu won't show up upon starting the game. But uncheck the bashed patch and they come back.

 

Very, very odd. I've seen this problem before, but I've never heard of it happening with a bashed patch before. I would really appreciate some fresh perspectives on this problem.

 

Load Order

 

Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
Unofficial Fallout 3 Patch.esm=1
aHUD.esm=1
CINEMATECH.esm=1
CRAFT.esm=1
CALIBR.esm=1
xCALIBR.esm=1
Project Beauty.esm=1
Ammo Bench.esm=1
Imperfection.esm=1
EVE.esm=1
FO3 Wanderers Edition - Main File.esm=1
Mart's Mutant Mod.esm=1
Detect Traps.esm=1
StreetLights.esm=1
WastelandGuards01.esm=1
PlasmaRifleAwesomefied.esp=1
RK-Skelette-3.0.esp=1
MTC Wasteland Travellers.esp=1
FO3 Wanderers Edition - Alternate Travel.esp=1
Attentater's Wasteland Economy.esp=1
ImaginatorFO3.esp=1
FireLightFix.esp=1
DarNifiedUIF3.esp=1
Project Beauty- Broken Steel.esp=0
Project Beauty- Point Lookout.esp=0
DynamicCrosshair.esp=1
Vehicles of the Wasteland.esp=1
MinefieldTwoThousand.esp=1
TinCanCRAFTing.esp=1
CRAFT - Clutter Conversions.esp=1
UPP - Combined.esp=1
Detect Traps - Perk.esp=0
Detect Traps - DLC.esp=0
VDSP-01.esp=1
goat_perks.esp=1
firelance-quest.esp=1
MarkB50K_Wasteland_Patrols.esp=1
Ammo Bench - Alien Power Cell.esp=1
Ammo Bench - CRAFT Plugin.esp=1
Ammo Bench - CALIBR.esp=1
Ammo Bench - Car Mechanic.esp=1
Ammo Bench - Scattered Schematics.esp=1
Rude Awakening.esp=1
Rude Awakening - MMM.esp=0
PortableMattress.esp=1
Chems and Meds Re-Textures Pack.esp=0
MoreMapMarkers.esp=1
Scenic_Loading_Background.esp=0
StreetLightsaddendum.esp=1
Wider street Lights.esp=1
MTC Wasteland Travellers (Optional)- Crowded Cities.esp=1
NPC Height Randomizer.esp=1
FO3 NPCs Travel.esp=1
Megaton Tweaks 1.28.esp=1
Megaton Tweaks Patch for Attentater's Wasteland Economy.esp=1
megalight.esp=1
Rivet City Merchants With Point Lookout.esp=1
PracticeMakesPerfect.esp=1
NCHiddenSKillChecks.esp=1
phada_natural_regen.esp=1
FalloutFood.esp=1
FalloutFoods - FWE Master Release.esp=0
FalloutFood - Dialogue Mode.esp=1
RRGoreGrafittiRemoved.esp=1
Magazines.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1
Alt Start Weapons - FWE.esp=1
Refurbishes [ALL].esp=1
WeaponModKits.esp=1
WeaponModKits - FWE Master Release.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
WeaponModKits - BrokenSteel.esp=1
WeaponModKits - PointLookout.esp=1
WeaponModKits - Zeta.esp=1
PlasmaRifleAwesomefiedWMK.esp=1
CRAFTable_WMKs_lead_pipe.esp=1
AutoGates.esp=1
CALIBR Ammo Schematics - CRAFT.esp=1
CantaburyCommonsGuards.esp=1
Improved Turret Reprogramming - ALL.esp=0
FOSEPerception Distance.esp=1
Gunfire Sound Range Increased.esp=0
Imperfection - Broken Steel.esp=1
Imperfection - Trolls.esp=1
Imperfection - PL Giants.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=0
Mart's Mutant Mod - DLC Zeta.esp=1
Mart's Mutant Mod - Zones Respawn.esp=0
Mart's Mutant Mod - Natural Selection.esp=0
Mart's Mutant Mod - Master Menu Module.esp=0
Mart's Mutant Mod - Project Beauty.esp=0
Lil_Critters.esp=1
ACE2-0.esp=1
DWCRedux.esp=1
K9Breeds.esp=1
K9BreedsPatchMMM.esp=0
DAV_dogs.esp=1
DAV_dogs_mmm.esp=1
Creatures of Point Lookout.esp=1
RebalancedFire-BrokenSteel.esp=1
dD - Enhanced Blood Main.esp=1
dD-Smaller Spatters Realistic.esp=0
dD-Smaller Wounds.esp=0
Realistic Interior Lighting.esp=1
F3ProjectRealityMkI.esp=1
xCALIBRammo_FWE.esp=0
Deputy Steel Patrol.esp=1
Blackened FWE + MMM + EVE + Project Beauty.esp=1
RRFemalesRemoved.esp=0
Stealth Kills Enabled.esp=1
Harsher Radiation.esp=0
rmSaveManager.esp=1
RagdollOverhaulFo3.esp=1
DLC Enemies Freedom.esp=1
DYNAVISION - Dynamic Lens Effect.esp=1
Directors Chair - Fallout 3.esp=1
John - Gameplay Patcher.esp=0
John - Item Patcher.esp=0
John - NPC and Creature Patcher.esp=0
John - Environment Patcher.esp=1
streetlights patch.esp=1
streetlights patch 2.esp=1
Bashed Patch, 0.esp=1

 

 

Here's a list of some of the things I've checked:

  • Mods initially sorted using BOSS and Wrye Flash 30.3.
  • Cursor and menu work fine with all mods selected individually and together.
  • Cursor and menu work fine when bashed patch is disabled, disappear when it's enabled.
  • Deleted bashed patch and generated new one. No cursor and menu when patch enabled, cursor and menu come back when patch disabled.
  • Made sure DarnUI's fonts are listed in Fallout.ini and FalloutPrefs.ini.
  • Made sure DarnUI properly installed font files.
  • Deleted Fallout.ini and FalloutPrefs.ini and generated new ones. Cursor and menu still missing.
  • I have gone through every individual mod file in FO3Edit; no missing (or even mis-sorted) masters, no world orphans, no crazy or unexpected entries overwriting other entries. Even in the bashed patch.
  • No errors or warnings of any kind in FO3Edit.

 

But here's where it gets interesting.

 

The last mods I added were Gopher's and MGE's Adjustable HUD, Imiaginator, Cinematech, Dynavision, Directors Chair and Unified HUD Project.

Prior to installing these (individually and all together) there were no problems. Only after installing did the bashed patch begin to cause this problem.

The reason this is interesting is that NONE of these mods are used by the bashed patch as a master! So why would they have any effect on the bashed patch? Yet, uninstalling these mods immediately removes the problem. (After rebuilding the bashed patch, of course.)

 

But I'm just not willing to believe that these mods are the problem. I've always used Gopher's mods and they've always worked. Also, I rebuilt the same bashed patch with just these mods installed and everything works fine.

 

(Actually, Imaginator IS listed as a master for the bashed patch. Not sure why, though. I think it's just for contents checking. I'm fairly certain that the patch does not import anything from it as it has no tags.)

 

It's as if these mods are somehow interacting with another mod and together they cause the bashed patch to be a problem. I guess I'll have to try activating the mods individually with Gopher's mods already activated to try and narrow down the combination.

 

If anyone can shed some light on this situation, or can suggest something I've missed or haven't tried, I would really appreciate hearing from you. Thanks.

 

SOLVED!

I tracked the problem to the file FO3 Wanderers Edition - Main File.esm. This is the main esm file from Fallout Wanderers Edition 6.03a hotfix patch. It turns out that in both the hotfixed and original files there is an entry in the Form ID VendorChests that could not be resolved (meaning whatever it refers to cannot be found). The main esp file fixes this error, BUT, if you use Wrye Flash and have Form ID Lists checked with the Automatic option selected when you rebuild your bashed patch, Wrye carries the error over into the bashed patch. This in turn wreaks havoc with Gopher's aHUD and Cinematech mods (although I still have no idea why it would do that). It could also easily be responsible for any number of other mod issues.

 

I'm going to write to Gopher and the FWE crew and let them know about this. But, since the Form ID fixer in Wrye Flash is so integral to making a working bashed patch and until FWE releases a new hotfix, I suggest:

  • Opening FO3 Wanderers Edition - Main File.esm in FO3edit
  • Browse to Form IDs
  • Locate VendorChests in the list (editor ID 000B4FD if you want to jump straight to it)
  • Find the entry at the bottom of the list that says [03003D42] < Error: Could not be resolved >
  • Right click it, select remove, and close FO3edit to save the file.
  • Rebuild your bashed patch

This won't hurt anything (since the entry was already broken), and it may even solve one of those problems you could never find an answer for.

 

Given how obscure and infuriating this problem was, and how hard it was to track down, I sincerely hope this information will help someone else as well.

Edited by Hubner
Link to comment
Share on other sites

  • 2 months later...

Yay, a cookie for me! Thanks, OperativeM. :happy:

 

It actually made my day that someone else found this post useful. It makes documenting things worth the effort it takes.

Link to comment
Share on other sites

  • 1 month later...

OMG OMG OMG OMG OMG !!!!

TY TY TY TY TY TY TY TY !!!!!!

:nuke: :nuke: :nuke: :nuke: :nuke: :nuke: :nuke: :nuke: !!!

 

I spent hours futzing around trying to deal with the same problem. Your solution worked, life is good, and I am happy again. I tore up my suicide note even. I would have NEVER found it on my own, ever ever, and my next step was to reinstall Windows (j/k). So again, and repeatedly, thank you VERY extremely emphatically, with capslockaplenty.

 

(This was my first post on Nexus, btw. I felt compelled.)

 

Plus, yay!

 

 

Muchos Thankos,

-Paddy Garcia (ex-Vault 101)

Link to comment
Share on other sites

Usuaully it is caused by incompatible or invalid menu item mods, FWE can cause it since it installs multiple menu things like the grenade hotkey, bullet time, etc.

 

For future reference this was a bastard to figure out but I tracked it to one of Gopher's mods and was thinking to myself that he wouldn't allow one of his mods to not work.. so it had to be something else, incompatibilities :) Try figuring out what you need and what you don't, then install them from least important to most important so the more important ones can override them if they need to in some places, then try.

Link to comment
Share on other sites

  • 1 year later...

The fix above should have covered this problem, but its still sticking at the main menu and refusing to load. Am I missing something? Whether running a bash or merge it breaks. Is there a game breaking mod I'm using or something? I don't have enough time on my hands to go through this successfully, do you think I should just rebuild from scratch with the larger base mods FWE ironsights etc. and see if that works?
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Companion Core.esm
Alton, IL.esm
UndiscoveredCapital.esm
Mothership Crew.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Vault 101 Revisited.esm
ArefuExpandedByAzar.esm
Apocalypse Armory.esm
Mart's Mutant Mod.esm
StreetLights.esm
TheInstitute.esm
Imperfection.esm
RobCo Certified v2.esm
DCInteriors_ComboEdition.esm
Project Beauty.esm
FCOMaster.esm
TalonExtraArmor.esm
RH_IRONSIGHTS.esm
EVE.esm
Point Lookout Reborn.esm
MoiraCompanion.esm
xCALIBR.esm
Fallout Character Overhaul - NPC Edits GOTY.esp
ArefuExpandedByAzar-FixMisc.esp
RobCo Certified v2 Version Updater.esp
Companion Core DLC Addon.esp
MTC Wasteland Travellers.esp
MTC Wasteland Travellers (Optional)- Crowded Cities.esp
Imperfection - PL Giants.esp
PLFewerItems.esp
BoSDX.esp
ArefuExpandedByAzar-Radio.esp
ArefuExpandedByAzar-FixOptRemOld.esp
ArefuExpandedByAzar-FixOptAddNew.esp
ArefuExpandedByAzar-FixEyes.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - ThePitt.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
UUF3P - FWE Patch.esp
Apocalypse Armory.esp
Apocalypse Armory - DLC Enhancements.esp
Apocalypse Armory - Optional Historical Names.esp
AltonAddon.esp
Realistic Interior Lighting.esp
FO3 Wanderers Edition - More Gore.esp
Player Animations - Food & Drink (FWE).esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
WWM-EVE-patch.esp
Outcast DX.esp
WinterizedT51bDX.esp
Tribal_DX.esp
GaussCompleteBeta.esp
Megaton Walkway.esp
NotSoFast.esp
PLweightadjust.esp
Mart's Mutant Mod - DC Interiors.esp
HeirApparent.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp
Compatibility Plugin00 TalonCo & Marts.esp
IntoTheDeepWoods.esp
LeatherBackpack - eng.esp
Chems and Meds Re-Textures Pack.esp
Fellout-Full.esp
Imperfection - Broken Steel.esp
Regulators.esp
RobCo Certified v2 Omnipatch.esp
Flora Overhaul.esp
GNR Enhanced.esp
Dree Perks.esp
Apocalypse Armory + WMK.esp
Apocalypse Armory - CRAFTing.esp
Apocalypse Armory - CALIBR.esp
Apocalypse Armory - xCALIBR.esp
Conelrad 640-1240.esp
Existence 2.0.esp
Boulevard of Broken Dreams.esp
1nivDogmeatOverhaul.esp
DarNifiedUIF3.esp
xCALIBRammo_FWE.esp
Blackened RH + FWE + EVE.esp
Apocalypse Armory + EVE.esp
Blackened FWE + MMM + EVE + Project Beauty.esp
Gunfire Sound Range Increased - Core + DLC + EVE + FWE.esp
(TWPC) PLR-UUF3P-ISS Patch.esp
(TWPC) PLR-MMM Patch.esp
(TWPC) MMM-EBTMGFWE-UUF3P-FWE Patch.esp
(TWPC) CMRP-FWE Patch.esp
(TWPC) BBD-FWE Patch.esp
(TWPC) WD-UUF3P-FWE Patch.esp
(TWPC) WMK-UUF3P-FWE Patch.esp
Mergible.esp

Total active plugins: 115
Total plugins: 119

Link to comment
Share on other sites

What you should do is go back to the various mod pages and read the load order for the various mods that have multiple plugins (FWE for example) and make the corrections.

 

I believe that BlackRampage states that his compatibility patches should not be part of a merged or bashed patch.

 

StreetLights is in the wrong location.

 

You need to remove 4 inactive files from your load order. If the files are in the Data folder, they will be loaded in the game.

 

With 115 active files in the load order, if you have any texture replacers that do not have an .esm/esp, you are probably over the limit for mod files.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...