MarleyJr Posted July 22, 2014 Author Share Posted July 22, 2014 So my current equpment is: Windows 7 UltimateIntel ® Core i7 CPU 920 @2.67GHzRAM = 6.00GBNVIDIA GeForce GTX 650 I unistalled the mods I don't need and moved all of the ReadMes and pictures out of the Fallout 3 data folder and it still crashes on fast travel. This one might be tricky to fix.... Anyway here's my current load order (used BOSS)[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] StreetLights.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] 20th Century Weapons.esm[X] ArefuExpandedByAzar.esm[X] AWorldOfPainFO3.esm[X] Vault 101 Revisited.esm[X] CubeExperimental (EN).esm[X] Alton, IL.esm[X] Point Lookout Reborn by Jcro25.esm[X] Wasteland Violence.esm[X] DCInteriors_ComboEdition.esm[X] RangerCompoundRedux.esm[X] EVE.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Companion Core.esm[X] RobCo Certified v2.esm[X] Enhanced Weather - Rain and Snow.esm[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] CRAFT - Workbench and Crafting Expansion combined.esp[X] PCIdles.esp[X] ArefuExpandedByAzar-Radio.esp[X] GNR Enhanced.esp[X] CONELRAD 640-1240.esp[X] UPP - Experience Perks.esp[X] UPP - Quest Perks.esp[X] Dree Perks.esp[X] Dree Perks Anchorage.esp[X] Dree Perks Pitts.esp[X] Dree Perks Broken Steel.esp[X] Dree Perks Point Lookout.esp[X] Dree Perks Mothership Zeta.esp[X] Dree Perks Requested by Fans .esp[X] NotSoFast.esp[X] HeirApparent.esp[X] IntoTheDeepWoods.esp[X] BlackWolf Backpack.esp[X] BlackWolf Backpack - Vendor Script Replenish.esp[X] BlackWolf Backpack - Vanilla Big Guns Fix.esp[X] BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp[X] BlackWolf Backpack - Zeta Drone Cannon Fix.esp[X] BlackWolf Backpack - Blank's Container Patch.esp[ ] Expanded Megaton House V3.esp[X] Expanded Megaton House V3-No Stove.esp[X] ArefuExpandedByAzar-FixMisc.esp[X] ArefuExpandedByAzar-FixOptRemOld.esp[X] ArefuExpandedByAzar-FixOptAddNew.esp[X] ArefuExpandedByAzar-FixEyes.esp[X] Rivet City Merchants With Point Lookout.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FWE weapons pack.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] Accurate Assault Rifles 1.2.esp[X] Akira - Simple Silenced SMG.esp[X] Merc Adventurer Armor - eng.esp[X] Companion Core DLC Addon.esp[X] RobCo Certified v2 Zeta Addon.esp[X] Mr Smith's Scrapyard.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] Blackened FWE + MMM + EVE + Project Beauty.esp[X] Mart's Mutant Mod - DC Interiors.esp[X] LucyWestCompanion.esp[X] Sydney Follower.esp[X] Sydney Follower - Recruitment Fix.esp[X] Sydney Follower - FWE Dialog Fix.esp[X] ACE2-0.esp[X] FasterMorePowerfulMines.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Enhanced Weather - REBOOT.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - BS.esp[X] Realistic Interior Lighting - OA.esp[X] Realistic Interior Lighting - PL.esp[X] CRAFT - WCE Warmonger Addon.esp[X] 20th Century v5 ALIVE (Vendor).esp[X] 20th Century v5 ALIVE (Containers).esp[X] 20th Century v5 ALIVE (NPC_Settler).esp[X] 20th Century v5 ALIVE (Vault 101).esp[X] 20th Century v5 ALIVE (RivetCity).esp[X] 20th Century v5 ALIVE (Raider).esp[X] 20th Century v5 ALIVE (Slaver).esp[X] 20th Century v5 ALIVE (Chinese Ghoul).esp[X] 20th Century v5 ALIVE (SuperMutant).esp[X] 20th Century v5 ALIVE (Talon_Regulator).esp[X] 20th Century v5 ALIVE (Brotherhood_Outcast).esp[ ] 20th Century v5 ALIVE (TEST Container).esp[X] 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp[X] 20th Century Weapons -Plus- Reborn v1_70RC-18668-ALIVE(Chinese Ghoul).esp[X] 20th Century Weapons -Plus- Reborn V1_70RC-18668-ALIVE(SuperMutant).esp[ ] 20th Century Weapons -Plus- Reborn v1_70RC-18668-ALIVE (TEST Container).esp[X] RobCo Certified v2 Omnipatch.esp[X] Sydney Follower - Load Order Fix.esp[X] AltonAddon.esp[X] Companion Perks.esp[X] DC Moods.esp[X] Daves Republic Guards Respawn.esp[X] Library Guards Respawn.esp[X] companion.esp[X] RangerCompoundRedux.esp[X] Restoration Project.esp[X] FWEAltStartChanges.esp[X] altonintegratepowerarmorweight.esp[X] altonintegratenightvision.esp[X] Zan_AutoPurge_SmartAgro.esp[X] Merge Patch.esp Link to comment Share on other sites More sharing options...
M48A5 Posted July 22, 2014 Share Posted July 22, 2014 Have you made the .ini changes to limit your cpu to two cores http://forums.bethsoft.com/topic/1465357-installing-fallout-3-with-windows-78-and-xp/ Have you made your game large address aware http://www.nexusmods.com/fallout3/mods/6510/? I see you still have files that are not active. These need to be deleted and a new merged patch created. Link to comment Share on other sites More sharing options...
MarleyJr Posted July 22, 2014 Author Share Posted July 22, 2014 I got the fixes and the large address aware.I totally forgot to delete the unactive plugins.I'm re-installing all my mods in small groups to see where the problem is.I'll let you guys know how it turns out Link to comment Share on other sites More sharing options...
MarleyJr Posted July 23, 2014 Author Share Posted July 23, 2014 (edited) Thank you all for your support and help. The problem was solved by uninstalling all of my mods, then loading, saving and re-installing the mods again Edited July 23, 2014 by MarleyJr Link to comment Share on other sites More sharing options...
Billy1969 Posted July 23, 2014 Share Posted July 23, 2014 You also need to delete any mod files you are not using, since the everything that is present in the Data folder is loaded when the game is launched, whether or not you are using the mod. You should also clean out any ReadMe or image files that you have in the Data folder. I created a special folder for all the ReadMe files, screen shots and any other files I was not using in the game. I know this applies to the data root folder but does it apply to it's sub-folders also? I mean if for example you still have meshes and textures present from an uninstalled mod will they still load in memory or not? I never found a definitive answer for that Link to comment Share on other sites More sharing options...
Billy1969 Posted July 23, 2014 Share Posted July 23, 2014 Thank you all for your support and help. The problem was solved by uninstalling all of my mods, then loading, saving and re-installing the mods again Unfortunately as you will soon experience that's only a temporary fix, you just have too many mods installed, for workarounds and help read what I posted here: http://forums.nexusmods.com/index.php?/topic/1870075-very-strange-texture-issue/ Link to comment Share on other sites More sharing options...
M48A5 Posted July 23, 2014 Share Posted July 23, 2014 You also need to delete any mod files you are not using, since the everything that is present in the Data folder is loaded when the game is launched, whether or not you are using the mod. You should also clean out any ReadMe or image files that you have in the Data folder. I created a special folder for all the ReadMe files, screen shots and any other files I was not using in the game. I know this applies to the data root folder but does it apply to it's sub-folders also? I mean if for example you still have meshes and textures present from an uninstalled mod will they still load in memory or not? I never found a definitive answer for that I think you mean "disabled" not uninstalled. When you uninstall a mod all files should be removed from the data folder. If you disable a mod (uncheck it in the mod manager), the meshes and textures are still in the data file and being that the game program considers them to be loose files, they will be loaded. I have changed many textures in my game simply by installing the texture files in the data folder. The textures are used in the game, even though I do not have an .esp installed. Link to comment Share on other sites More sharing options...
Billy1969 Posted July 23, 2014 Share Posted July 23, 2014 You also need to delete any mod files you are not using, since the everything that is present in the Data folder is loaded when the game is launched, whether or not you are using the mod. You should also clean out any ReadMe or image files that you have in the Data folder. I created a special folder for all the ReadMe files, screen shots and any other files I was not using in the game. I know this applies to the data root folder but does it apply to it's sub-folders also? I mean if for example you still have meshes and textures present from an uninstalled mod will they still load in memory or not? I never found a definitive answer for that I think you mean "disabled" not uninstalled. When you uninstall a mod all files should be removed from the data folder. If you disable a mod (uncheck it in the mod manager), the meshes and textures are still in the data file and being that the game program considers them to be loose files, they will be loaded. I have changed many textures in my game simply by installing the texture files in the data folder. The textures are used in the game, even though I do not have an .esp installed. Ok thanks for your reply. I think I get it now, so loose textures and meshes do get loaded, but I have several other sub-folders I made in the data directory containing txt files, doc files, the mopy folder from Wrye Bash an more clutter, plus a huge FO3Edit Backup folder that contains backups made by FO3Edit with files I master updated or edited, these get created automatically by FO3 Edit each time I modify something and that's a lot, do those folders put an extra load on the game itself or are they safe to keep inside the data folder in your opinion? Link to comment Share on other sites More sharing options...
Ranx31 Posted July 23, 2014 Share Posted July 23, 2014 If I could jump in here and add my two cents to clarify a bit... I think textures and meshes are only loaded (and unloaded) only when they replace the game's defaults of the same name or a plugin (.esm or .esp) calls for them by name. It's not like the game does a blanket load-everything style of loading or people would run out of system and/or video RAM in a hurry! So I would say Billy1969 that your extra folders are harmless and would simply be ignored by the game. Link to comment Share on other sites More sharing options...
BlackRampage Posted July 23, 2014 Share Posted July 23, 2014 As far as I know the game only reads inactive master files present in one's data directory. The game reading custom, non-replacer meshes & textures seems quite hard to believe. The only way the game could possibly read them is through a plugin file which references them. Hell, the game can't even read custom textures of any kind on it's own. (which is why the archiveInvalidation Invalidated tool exists) Link to comment Share on other sites More sharing options...
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