thatryanguy Posted June 14, 2010 Share Posted June 14, 2010 Ok, situation is this. I got the Fallout3 GOTY pack from Steam. I've already beaten the game, so wanted to play it through with some mods I'd been eyeing. Specifically, FOOK2 and MMM (I was trying to get a nature overhaul and a few others in there as well, but I've decided not to bother trying until I can at least get these working steadily) Save games I made before adding the mods, I can only play 5 or 6 seconds before the game crashes. If I start a new game, I'm able to get into megaton. However, when I try to go anywhere from there, The game picks an area to start crashing in, and won't stop. Largely, it's been doing this in the super mart. My first new game with these mods, I tried to get into the bathroom area in there to rescue a captive, and every time I got near, it would CTD. If I tried to leave the super mart, it would crash immediately upon loading the area. My second new game with these mods, I again got into the super mart, but now it's crashing every time I alert a couple of raiders who are in the second, blocked off entrance. Also CTD's if I try to leave the super mart. I'm using the Foip patch. I've got F3edit, and have been making my own merged mods without any errors. I've also been using the F3MasterUpdate every time I make a change to the mods or load lists. I've got the archive invalidation invalidator running. I'm launching it with FOSE, through FOMM. I've tried turning down the settings, I've tried adding the multi-core compatibility lines into the ini, I've tried turning off HDR. My second game has been played through not using auto or quick saves. I'd reorganized my load list to the exact recommendations I've seen others use to achieve working games here in the forums. Current load list, as recommended by BOSS [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CALIBR.ESM[X] FOOK2 - Main.ESM[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] Mart's Mutant Mod.esm[X] FOOK2 - Main.esp[X] FOOK2 Main [Hotfix].esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 DIK [Hotfix].esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FOOK2 - Mothership Zeta.esp[X] MyFOOK2 - Black & White Tranquility Lane.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 - FOOK2.esp[X] Mart's Mutant Mod - FOOK2 - DIK.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] GalaxyNewsRadio100[M].esp[X] Weight.esp[X] Fook And MMM 004.esp (my merged mod) I must note that when I look at the save game list in FOMM, all the save games from past the vault 101 entrance have a yellow box beside them, and all show the merged mods I've been creating as being yellow, with all other mods as green. However, turning off the merged mod doesn't make the game crash any less. As well, removing FOOK2 or MMM completely and starting over, I still get CTDs. It basically seems like trying to run the game with any mods whatsoever causes it to crash. Does anyone have any suggestions as for what I'm doing wrong here? Link to comment Share on other sites More sharing options...
Fonger Posted June 14, 2010 Share Posted June 14, 2010 iffen I had to guess I'd guess its your last mod no telling at this end what's in it Link to comment Share on other sites More sharing options...
thatryanguy Posted June 14, 2010 Author Share Posted June 14, 2010 iffen I had to guess I'd guess its your last mod no telling at this end what's in it The weight mod just ups the carry weight, and the Fook2 and MMM 005 mod is the merged mod that F3edit creates. Many places recommend making and using that at the end of the load list. Turning it off doesn't make any difference to the instability issues (I've checked) Additional---------------- I noticed in F3edit that I was getting errors in the unofficial foip patches for Fook2 and MMM. Turned those off, made a new merged patch, ran the F3MasterUpdater, and the same issues are occuring. Link to comment Share on other sites More sharing options...
kjmarket Posted June 14, 2010 Share Posted June 14, 2010 This game is a funny thing. Sometimes it's not the mods so much as the game itself having issues with the mods. Does that make sense? Basically, my experience has been that there are a lot of cases where the mods I use work fine with no conflicts, but sometimes the game decides to pitch a fit about a certain mod(s) at certain times, like CTD upon using a door, entering a certain cell, entering DLC areas(Zeta Mostly), etc. I've found that I can usually fix it by doing the following;Disable all mods. If you have mods that can't easily be disabled for whatever reason or dont want to have to redo quests involved, etc, then you can try to leave said mod or mods enabled. Go in game, and wait at least 4 in-game days then make a new save. After that try re-enabling the mods and seeing if it works any better. It seems to me that the game likes to use saves as a method of pitching its fits against perfectly working mods. This works for me a lot, so hopefully it will work for you. Link to comment Share on other sites More sharing options...
thatryanguy Posted June 14, 2010 Author Share Posted June 14, 2010 This game is a funny thing. Sometimes it's not the mods so much as the game itself having issues with the mods. Does that make sense? Basically, my experience has been that there are a lot of cases where the mods I use work fine with no conflicts, but sometimes the game decides to pitch a fit about a certain mod(s) at certain times, like CTD upon using a door, entering a certain cell, entering DLC areas(Zeta Mostly), etc. I've found that I can usually fix it by doing the following;Disable all mods. If you have mods that can't easily be disabled for whatever reason or dont want to have to redo quests involved, etc, then you can try to leave said mod or mods enabled. Go in game, and wait at least 4 in-game days then make a new save. After that try re-enabling the mods and seeing if it works any better. It seems to me that the game likes to use saves as a method of pitching its fits against perfectly working mods. This works for me a lot, so hopefully it will work for you. Alright, gave that a shot. It seemed to work just fine. Then I leveled, and upon choosing my perk and hitting done, the game freezes and I need to crash it manually to get control of my computer again. Done that 3 times now, with different perks, skills, and in different areas. Addition ----------- Another thing I've noticed. With the mods turned on, I don't get any of the radio signal popups for the DLCs. When I turn them off, I do. Are Fook2 or MMM supposed to stop those from popping up? Link to comment Share on other sites More sharing options...
Fonger Posted June 14, 2010 Share Posted June 14, 2010 Alright, gave that a shot. It seemed to work just fine. Then I leveled, and upon choosing my perk and hitting done, the game freezes and I need to crash it manually to get control of my computer again. Done that 3 times now, with different perks, skills, and in different areas.have you looked into the Fook2 level up patch? Link to comment Share on other sites More sharing options...
thatryanguy Posted June 15, 2010 Author Share Posted June 15, 2010 Alright, gave that a shot. It seemed to work just fine. Then I leveled, and upon choosing my perk and hitting done, the game freezes and I need to crash it manually to get control of my computer again. Done that 3 times now, with different perks, skills, and in different areas.have you looked into the Fook2 level up patch? Alright, well, I downloaded the level up patch, which was great. I managed to play for about 1 1/2 hrs before the next ctd. Now I'm in the Springvale school, and it's ctding every 1 or 2 minutes, regardless of what I'm doing in the game. Link to comment Share on other sites More sharing options...
Fonger Posted June 15, 2010 Share Posted June 15, 2010 Now I'm in the Springvale school, and it's ctding every 1 or 2 minutes, regardless of what I'm doing in the game.how often do you use the suicide trick? have you tried the master update trick link to both - http://thenexusforums.com/index.php?showtopic=211337 Link to comment Share on other sites More sharing options...
thatryanguy Posted June 15, 2010 Author Share Posted June 15, 2010 Now I'm in the Springvale school, and it's ctding every 1 or 2 minutes, regardless of what I'm doing in the game.how often do you use the suicide trick? have you tried the master update trick link to both - http://thenexusforums.com/index.php?showtopic=211337 I've been using the master update every time I make any changes to my mods. Didn't know about the suicide, but will give it a try. Also, one of the posters in that link said that using the MMM - Hunting and Looting mod can cause these crashes to happen. Turning it on was kind of an "either way" decision as it was, so will try removing that too =) Updated----------- Ok, so I removed the Hunting/Looting mod, turned off auto-saves, and decided to give it a fresh run-through with the mods installed as cleanly as I can get them. Worked perfectly fine until I got to the super-duper mart. Cleared it out, and when I tried to leave, it started crashing. Now it crashes every time I try to exit the place. Also crashes when I die. Getting a little frustrated here >_< Link to comment Share on other sites More sharing options...
thatryanguy Posted June 18, 2010 Author Share Posted June 18, 2010 Don't suppose anyone else has any suggestions? Is my load order incorrect with these mods? Are any of them other than the hunting/looting known to cause errors? Link to comment Share on other sites More sharing options...
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