kalixx1 Posted December 6, 2010 Share Posted December 6, 2010 (edited) Hi! The 'West Entrance' is full of invisible walls which prevents me from going through the level.I used noclip to move through the first one but I found more and more. For example the Rotunda is also has one in the middle. These walls are also preventing enemys to move. Also they are blocking my and my companions's bullets. (I can see the bullets impacts into nothing) It seems enemys can fire through but they are mostly just walking into them. The 'Conference Room' and the 'Hall of Columns' are also has some invisible walls but not that many. Also outside of the 'East Entrance' there is a long one but it has an end so I can go through. The 'East Entrance' itself is free of these. I use mods but none of them modify the Capitol Building. Also tried disabling them. Didn't help. I was almost everywhere in the game including all DLCs and this area is the only one (so far) which has this problem. Can you help me? I also experience insane amount of random crashes (sometimes after 3min, sometimes I can play more then 2 hours) but I have already accepted that this game was designed to do this. One last thing: When I open a box, container or anything openable I usually see it's contents immediately. But from time to time this is slowing down. Meaning I have to wait 0.5sec and longer and longer (up to 4sec). During this 'wait' time the game stands still. This usually means a crash is near but sometimes it goes away and everything is back to normal. Any chance you can tell me what's going on? I use the Game of The Year Edition. (localized: PL/CZ/HU) Load order if this matters:[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] BrokenSteel2.esp[X] PointLookout.esm[X] Zeta.esm[X] UndergroundHideout.esp[X] Rivet City Apartment.esp[X] Mothership Crew.esm[X] AQFH.esp[X] AQFH2.esp[X] DCInteriors_ComboEdition.esm[X] DCInteriors_DLC_Collectables.esp[X] NotSoFast.esp[X] HeirApparent.esp[X] IntoTheDeepWoods.esp[X] PLweightadjust.esp[X] The Mantis Imperative - Mantis.esp[X] The Mantis Imperative - Jello.esp[X] TheInstitute.esm[X] NightmareRealm.esp[X] CubeExperimental (EN).esm[X] Longer Days & Shorter Nights.esp[X] Weight.esp[X] respawn.esp[X] Easier_hacking_5_8.esp[X] AdvancedReconGear.esp[X] krax-myst 50.esp[X] vault92 fix.esp[X] DarNifiedUIF3.esp[X] DK_BulletTime.esp[X] Mannequin.esp[X] MoreMapMarkers.esp[X] FollowersHireContinued-NoChecks.esp[X] Followers Allowed - Point Lookout.esp[X] KelseyCompanion.esp[X] JessiCompanion.esp[X] MiniNukeSchematic.esp[X] Treasure Maps_Underground.esp[X] Treasure Maps_Secrets of the Wasteland.esp[X] Treasure Maps_A Fist Full of Caps.esp[X] Treasure Maps_Bobblehead Edition.esp[X] Comp_dont_steal_xp_hereticus.esp[X] FPS Grenade Hotkey.esp[X] FPS Grenade Hotkey - Zeta addon.esp[X] Fellout-Full.esp[X] Fellout-pipboylight.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] StreetLights.esm[X] megalight.esp[X] WeaponModKits.esp[X] WMKAA12Shotgun.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] 2.5X Missle Damage.esp[X] AnchorageGaussRifleVATSFix.esp[X] NoWeaponArmorDegrade.esp[X] Merged-Patch.esp Edited December 6, 2010 by kalixx1 Link to comment Share on other sites More sharing options...
GrizzlyUK Posted December 9, 2010 Share Posted December 9, 2010 Looking at that load order I'm guessing that you've run FO3Edit in MasterUpdate mode on some of your mods? That would explain why your load order shows some .esp's loading before some .esm's. I doubt that's the cause of your problem though, but I do wonder if you really needed to run MasterUpdate at all? If you've got invisible walls then something's putting them there. Simply disabling mods doesn't always work when troubleshooting. Sometimes the game can and will load a disabled mod, especially if the save game contains records from a mod. It's better to actually delete or move the .esm/.esp for the mod to ensure the game cannot load them. You could go through each mod in either FO3Edit or the GECK to see which one is the culprit. I've seen plenty of mods that have contained cell changes that they shouldn't have, so it could be that one of your mods is responsible. Link to comment Share on other sites More sharing options...
kalixx1 Posted December 9, 2010 Author Share Posted December 9, 2010 (edited) Thank you. I have already find out that[X] AQFH.esp (A Quest for Heaven-Episode 1)caused the problem.I removed all mods inculing official DLCs except this mod and the walls were there. Removed this too walls were gone. It isn't supposed to modify the Capitol area but still it's causing those problems.It's author said it's sometimes happens with certain combination of mods and the cause of this is unknown.Unfortunately since the problem is there without any other mods being activated I would say it's the AQFH.esp's fault alone. When I posted my message I wasn't used the masterupdate at all.Now I'm using it. Problem did not go away. I don't suppose but since I now know which mod is failing can I do some magic to restore the Capitol area without removing AQFH.esp? I know I could first visit the Capitol Building then install this but still it would be good to fix this mod somehow. Edited December 9, 2010 by kalixx1 Link to comment Share on other sites More sharing options...
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