OverwatchPro Posted July 4, 2014 Share Posted July 4, 2014 A few days ago I posted a thread about load order problems and crashing at start up, but that has since been resolved. Now, however, the game freezes/crashes in game very often. The screen will lock up, but sound will still play. I have tried the multicore fix, and that seems to have helped a little bit, but not that much. I've searched for many fixes, most of them not really offering any noticeable differences. In addition, whenever I select "Launch FOSE" in NMM, the popup saying "fose_loader.exe" wants to change something on the computer. I'm really at my wit's end here, and any help at all would be greatly appreciated, and thank you to those who helped me fix the crashing at start up issues on my previous thread. My current load order: Load Order:Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmEVE.esmMart's Mutant Mod.esmDCInteriots_ComboEdition.esmRH_IRONSIGHTS.esmRH_Ironsights_Basic_VanillaPlugin.espRH_Ironsights_Basic_AnchoragePlugin.espRH_Ironsights_Basic_PittPlugin.espRH_Ironsights_Basic_BrokenSteelPlugin.espRH_Ironsights_Basic_PointLookoutPlugin.espRH_Ironsights_Basic_ZetaPlugin.espRH_Ironsights_Pitt_NewRifleSights.espRH_Ironsights_RemoveReticule.espRH_Ironsights_PL_NewItems.espRH_Ironsights_Vanilla_NewItems.espRH_IronSights_RemoveReticule.espRH_IronSights_Vanilla_NewWeapons.espWeaponModkits.espWeaponModkits - OperationAnchorage.espWeaponModkits - ThePitt.espWeaponModkits - BrokenSteel.espWeaponModkits - PointLookout.espWeaponModkits - Zeta.espWMKAA12Shotgun.espRH_EVE_Bridge.espRH_WMK_Bridge.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 - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espFellout-pipboylight.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.esp Link to comment Share on other sites More sharing options...
Osuirof Posted July 4, 2014 Share Posted July 4, 2014 Sooner or later Fallout crashes for everyone. The only difference is how soon, and how game crippling it is.Can't say much about other of you mods, but I know from personal experience, that the respawn part of MMM, can lead to crashes. Try the other methods, beside mutlicore fix, of keeping Fallout alive (master update, stutter remover, etc.). At least for, me they did make a difference.Last resort, but not always working, is to disable AI, and scripting when you're in an area that makes your game crash. Link to comment Share on other sites More sharing options...
Purr4me Posted July 5, 2014 Share Posted July 5, 2014 I would like to add an observation to this. "scripting", in a test, I used Ties That bind, why I chose that mod is due to the type of scripting it contained.Paradise-falls was where I found the bugs listed in the Wiki. this is also part of the interaction of the built in fallout3 main scripts. here, in this spot, the main gate guard, the guy that has the meser weapon, to capture slaves, there is a line of INFO for all of this. there are triggers for events, built ito the game as you approach the man falls door as well as a slave gtting his head blown off. at the main gate, there is a qualifier dialog ,a XP thing that kicks in, this is disrupted due to the script from TTB scripts, it is set in such a way as to be lintier mythology. Speech challenge comes into play and the results are calculated for TTB here too. If you fail or choose the wrong way to go, the TTB mod will fail, no slaver with a key will be present inside falls interior. if you do not fail but choose to join the slaver bossiness, and proceed forwards, the game will crash, not even ten feet towards the door or past the main game. but if you succeed and choose the-correct course of action, all things play out and you would not even be aware there was a bug there. the key thing here was the method chosen to test it. a save/ hard save before the main games script fired. Because the script was made to fit inside / in-between default scripts, and set up to make sure you choose wisley, so Amanda will have her AI set up correctly, any misstep , or mistake you lose. I believe this was meant to do exactly as it does, but the CTD thing was Engine related, you can fail and not crash, or you can succeed and CTD, there was an in-between space in time gong through it. the key, for the slave collar and how it was scripted into the game ,a spawned NPC with inventory was THE only way to get this key. to break the scripted Events and return the game to normal, I found what appeared to be the only thing to clear defaults scriptwriting and still get Amanda cleanly. it required removing some data in TTB, and allowed the game to work as normal.IF the mod was converted to esm or mastered, it would exert a different outcome but you ends up loosing vice and lip-syncs. The logic was the key and the placement of the objects in the world space also effected all of this, so, I changed the place where the slaver with the key "spawned" instead of inside paradise falls, I had him spawn at the main gate, standing near the wall.this Eliminated the false triggers so they no longer faulted, now, I could fail speech challenge and still get the key and play the game. The bug: was this, the interior world space scripts were tied directly to the extior world spaces so the game wound simply crash. you can't do that. all is well in fallout land.kitty. Link to comment Share on other sites More sharing options...
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