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Game constantly freezes, and generally seems really unstable


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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.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

EVE.esm

Mart's Mutant Mod.esm

DCInteriots_ComboEdition.esm

RH_IRONSIGHTS.esm

RH_Ironsights_Basic_VanillaPlugin.esp

RH_Ironsights_Basic_AnchoragePlugin.esp

RH_Ironsights_Basic_PittPlugin.esp

RH_Ironsights_Basic_BrokenSteelPlugin.esp

RH_Ironsights_Basic_PointLookoutPlugin.esp

RH_Ironsights_Basic_ZetaPlugin.esp

RH_Ironsights_Pitt_NewRifleSights.esp

RH_Ironsights_RemoveReticule.esp

RH_Ironsights_PL_NewItems.esp

RH_Ironsights_Vanilla_NewItems.esp

RH_IronSights_RemoveReticule.esp

RH_IronSights_Vanilla_NewWeapons.esp

WeaponModkits.esp

WeaponModkits - OperationAnchorage.esp

WeaponModkits - ThePitt.esp

WeaponModkits - BrokenSteel.esp

WeaponModkits - PointLookout.esp

WeaponModkits - Zeta.esp

WMKAA12Shotgun.esp

RH_EVE_Bridge.esp

RH_WMK_Bridge.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 - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

Fellout-pipboylight.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

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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.

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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.

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