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Graphical glitches and game ctds


Caradavin

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Hello. My game looks like someone sopped water all over it. There are clipping issues (large bodies of water show through the scenery as do the bottom foundations of buildings), shadows seem to be on everything, and some of the rain actually pauses in the air and stays there. There is no jumping or anything to indicate a memory problem. The game runs smoothly. Also, I had to up the gamma because everything was so dark. I have some pics here to show what I mean:

 

http://i1303.photobucket.com/albums/ag150/Amelia_Fenoglio/ScreenShot0_zpscedac89f.png

This is a large, far away body of water clipping over the ground scenery. Makes it very difficult to see anything at all.

 

http://i1303.photobucket.com/albums/ag150/Amelia_Fenoglio/ScreenShot4_zps05e5c9ea.png This shows how everything looks kinda wet and dark

 

http://i1303.photobucket.com/albums/ag150/Amelia_Fenoglio/ScreenShot3_zpsf6783853.png This shows some odd stuff that is happening with scenery where the stuff blurs and then unblurs all the time

 

http://i1303.photobucket.com/albums/ag150/Amelia_Fenoglio/ScreenShot1_zps939f1552.png A minor example of the clipping problem (see square on right door)

 

In general, things look too foggy and out of focus (it almost looks like it is low res).

 

I have a geforce gtx 770M, running at latest driver. I have windows 8.1 and it is a steam edition goty.

 

Here is my load order in Wrye Flash:

 

Active Mod Files:

• 00 Fallout3.esm

• 01 Anchorage.esm

• 02 ThePitt.esm

• 03 BrokenSteel.esm

• 04 PointLookout.esm

• 05 Zeta.esm

• 06 Lings.esm

• 07 Unofficial Fallout 3 Patch.esm [Version 1.7]

• 08 LingsDLC.esm

• 09 HairPack.esm

• 0A CALIBR.esm [Version 1.4]

• 0B EVE.esm [Version 0.99]

• 0C Mart's Mutant Mod.esm

• 0D Companion Core.esm

• 0E RobCo Certified v2.esm

• 0F Enhanced Weather - Rain and Snow.esm

• 10 DCInteriors_ComboEdition.esm

• 11 RH_IRONSIGHTS.esm

• 12 norepairneededv2.esp

• 13 Weight.esp

• ++ hair_add_npc.esp

• 14 MaxLevel100.esp

• 15 CALIBRxMerchant.esp

• ++ RH_IronSights_Basic_VanillaPlugin.esp

• ++ RH_IronSights_Basic_AnchoragePlugin.esp

• 16 RH_IronSights_Basic_PittPlugin.esp

• ++ RH_IronSights_Basic_BrokenSteelPlugin.esp

• 17 RH_IronSights_Basic_PointLookoutPlugin.esp

• 18 RH_IronSights_Basic_ZetaPlugin.esp

• 19 RH_IronSights_Pitt_NewRifleSights.esp

• 1A RH_IronSights_RemoveReticule.esp

• 1B RH_IronSights_PL_NewItems.esp

• 1C GNR Enhanced.esp

• 1D IPip.esp

• 1E CONELRAD 640-1240.esp

• 1F Existence2.0.esp

• 20 FreePlayAfterMQ_V05.esp

• 21 BlackWolf Backpack.esp

• 22 BlackWolf Backpack - Vendor Script Replenish.esp

• 23 BlackWolf Backpack - Blank's Container Patch.esp

• 24 FNVFOV.esp

• 25 MoreMapMarkers.esp

• 26 WeaponModKits.esp

• 27 DIM TYPE3clothesRETAIL.esp

• 28 Dogmeat Leather Armor - no crafting.esp

• 29 DogmeatEssentialToken.esp

• 2A Companion Core DLC Addon.esp

• 2B RobCo Certified v2 Version Updater.esp

• 2C RobCo Certified v2 Zeta Addon.esp

• 2D RH_EVE_Bridge.esp

• 2E Mart's Mutant Mod.esp

• 2F Mart's Mutant Mod - DLC Anchorage.esp

• 30 Mart's Mutant Mod - DLC The Pitt.esp

• 31 Mart's Mutant Mod - DLC Broken Steel.esp

• ++ Mart's Mutant Mod - DLC Point Lookout.esp

• 32 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

• 33 Enhanced Weather - Rain and Snow in Fallout.esp

• 34 Enhanced Weather - Weather Sounds in Interiors.esp

• 35 Enhanced Weather - Sneak Bonus during Storms.esp

• 36 Fellout-Full.esp

• ++ Fellout-Anchorage.esp

• ++ Fellout-BrokenSteel.esp

• 37 Fellout-PointLookout.esp

• 38 Fellout-Zeta.esp

• 39 Realistic Interior Lighting.esp

• 3A Realistic Interior Lighting - BS.esp

• 3B Realistic Interior Lighting - OA.esp

• 3C Realistic Interior Lighting - PL.esp

• 3D 2Perks Per Level.esp

• ++ HZSmoothLight - FO3.esp

• 3E FO3 Error Fixes.esp

• ++ MerchantsUnlimitedCaps.esp

• ++ Mart's Mutant Mod - DC Interiors.esp

• 3F Blackened MMM + EVE.esp [Version 3.3]

• 40 100% Force Lock Chance.esp

• 41 SpecialEverySevenLevels.esp

• 42 norepairneeded(fix).esp

• 43 Bashed Patch, 0.esp

 

 

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#1. I am unfamiliar with the code used here. (++) (+)

#2. mmm will displace some world space map areas and cause strange things to take place IF certain mods are installed along side it.

but, I can tell whats what here with the load order codes?

now toggle t and w and get to a day light period and repeat the above. if there is a change ,remove all mods that effect lighting and retest.

Also NOTE: your using wrybash.....what else has been done to the plugins?

 

kitty

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The pluses are mods that were merged into the bash patch. Originally, they were just turned off but I merged them and did a couple file tweaks along with importing cells in the bash patch. I will do pics during day. I know it looks somewhat better, but the problem with images looking wrong still exists.

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in either case, I can duplicate this too, but with out the process of merging......to say used bashed patching is a cause would be stupid of me to mention, that's just asking for trouble here.

 

how ever, IF you hand picked some cells? then this is most likley the problem.

give me a bit of time and I'll see If I can track down an example of the mmm bugs...these bugs are caused by user error, taken fro mothers when I caught them. I keep extensive records of all doings so the data base is ..heh , quite large now.

 

be right back.

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OK, I realized just a bit ago that I was not running most recent version (I was running 1.4) so I patched to 1.7 and the clipping issue seems to have gone away in all respects.

 

http://i1303.photobucket.com/albums/ag150/Amelia_Fenoglio/ScreenShot6_zps5d912240.png This photo displeases me because you cannot see what I see ingame, which is that the areas that are the darkest look like ugly black splotches.

 

http://i1303.photobucket.com/albums/ag150/Amelia_Fenoglio/ScreenShot9_zps62d433de.pngAn example of the fogginess problem

 

http://i1303.photobucket.com/albums/ag150/Amelia_Fenoglio/ScreenShot10_zpse1b6848c.png another

 

Now, I did try messing with the editor settings (by hitting shift and enter), but whenever I tried to apply the graphics setting (turn off bloom for example), the gun would shoot when I clicked the settings and when I hit apply, nothing changed - the settings actually reverted right back to where they were instead. I am thinking if I can just get some of those settings fixed, then it would be better - if only I could figure out how to get them to actually work.

 

If I deselect those ++ files and rebuild the patch without merging them, would that be a better thing for the system?

Edited by Caradavin
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this is a before effect , a show and tell sort of thing, but it contains the data as is and on a system I was testing, in order to pinpoint / points of intrust in the gaming community at large.

http://postimg.org/gallery/cjhlbzxy/

what is is ...is a picture format, a staged operating set of shots, that deals with graphics overlays from data strictly laced with "plugin instructions only".

textures and mesh files are in in a static place, don't change, don't move ,and are all active in each shot.

 

it shows how the binary activity effects the layered data it targets than needs to be rendered on the screen, and in what order.

ok got all that?

-----------------------------------------

Now here, we have the exact same data only it's sitting / running in an different Tormentor, a different profile on the same system, using the exact same data and placements. Understand, this represents what it might look like on some one else s machine.....if I had uploaded it with out checking it's integrity first.

http://postimg.org/gallery/1lzfy0ba/

 

take your time and study it for a bit before you respond ,I need you to have a clear head and fully comprehend what it is your looking at, I can answer any question you might have if it is with in my power to do so.

this deals with a massive merged process as that mod your looking at , ultra compressed is Over 3.5gigs. a 7z file, 9.722 gig's opened up.

 

in testing it. the source files were burnt to a DVD / rom plastic medium so the original data it sprang from was deleted from the hard drive and reinstalled from that zip archive ,into both Environments.

one a dev's work station, the other , a Representative of a user base station. All on the same machine, with all the same settings. the only changes at all is the profile location and the fact that the test was done OFF line, and no networks were configured.

 

Identical in every way. and tested 4 ways....one station it works correctly, that's the development side.

one station is the user side. nothing in program files .all set off site....external drive.

 

you have data I am not familiar with but exhibits the same characteristics of know problems.

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I am wondering if I should unmerge those mods and bash patch without them. When I imported cells, I just imported all of them. Maybe I should just build the patch and do as it suggests and leave the rest alone. From what I can remember, nothing in any of the readme's mentioned a need to import cells. I am afraid to mess with it because this is the best run I've had with it since putting in the mods. What about the ENB settings (shift + enter)? Do you know of any way I can actually get them to work? As for the other things you posted for me - I am overwhelmed with it and having a hard time understanding. They used small textures while I am using large. Could it be the issue? I looked in the data files and it's really confusing cause there are folders and zip files in there (I was using FOMM but then got rid of it and started using NMM and Wrye Flash) along with the data files. I did find some Enb config files, though - maybe I can tweak the settings there? I don't know what to do with the information you have given me; it seems a bit over my head.

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