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Instant death/freeze upon entering Tanleytown/friendship station


menendark

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Hello,

 

I'm having a really weird issue with game upon entering Tanleytown/Friendship station by using the door which is located at Farragut West station.

 

When i enter the door some sort of explosion occurs which instantly kills me and makes the screen lag very bad. I tried to enter the door with godmode (tgm on console) to see what happens. This time the explosion does not kill me, but still makes the screen lag very bad. At some attempts i managed to move the cursor around regardless of the lag, but it did not accomplish anything. I also tried using tcai through console, but either it didn't work or the explosion is scripted, because same thing happened.

 

It seems that there are some feral ghouls, a super mutant and explosive barrels that cause the explosion when i enter the door.

 

I have not seen that someone has a similar issue. Any ideas? Any help will be much appreciated.

 

Here is a video of me entering the door with godmode (with no godmode same thing happens except I die).

https://youtu.be/66FQYAZ-GO0

 

Loadorder (started using mods few days ago. This order was made using LOOT with some minor adjustments):

[X] Fallout3.esm
[X] Anchorage.esm
[X] PointLookout.esm
[X] BrokenSteel.esm
[X] ThePitt.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] CubeExperimental (EN).esm
[X] TheInstitute.esm
[X] WastelandGuards01.esm
[X] merc_2.esp
[X] RH_IRONSIGHTS.esm
[X] EVE.esm
[X] Vault 101 Revisited.esm
[X] DCInteriors_ComboEdition.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] FNNCQ.esm
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] NotSoFast.esp
[X] CALIBRxMerchant.esp
[X] CRAFT - Activation Perk.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] 01AtM - Firefly Ranch.esp
[X] EIP.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[X] FO3 Wanderers Edition - Optional VATS Realtime.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] PLFewerItems.esp
[X] PLweightadjust.esp
[X] IntoTheDeepWoods.esp
[X] UPP - Beverage Perks.esp
[X] UPP - Experience Perks.esp
[X] UPP - Original Perks.esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] UPP - Quest Perks.esp
[X] MTC Wasteland Travellers.esp
[X] MTC Wasteland Travellers (Optional)- Crowded Cities.esp
[ ] MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp
[X] WeaponModKits.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - Zeta.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - DC Interiors.esp
[X] FO3_WRP.esp
[X] RH_IronSights_Vanilla_NewWeapons.esp
[X] RH_IronSights_PL_NewItems.esp
[X] RH_IronSights_Basic_AnchoragePlugin.esp
[X] RH_IronSights_Basic_VanillaPlugin.esp
[X] RH_IronSights_Basic_ZetaPlugin.esp
[X] RH_IronSights_Pitt_NewRifleSights.esp
[X] RH_IronSights_Basic_PittPlugin.esp
[X] RH_FWE_Bridge.esp
[X] RH_EVE_Bridge.esp
[X] RH_WMK_Bridge.esp
[X] RH_IronSights_Basic_BrokenSteelPlugin.esp
[X] RH_IronSights_Basic_PointLookoutPlugin.esp
[X] RH_IronSights_RemoveReticule.esp
[X] RubblePilesFix.esp
[X] DC Moods.esp
[X] TiesThatBind.esp
[X] Merged patch M2.esp
[ ] Merged patch 1.esp

 

 

 

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You first need to get your load order corrected.

 

It should start: Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

 

The plugins for Mart's Mutant Mod, RH_Ironsights, FO3 Wanderer's Edition and WeaponModKits are out of order. They should be in the same order as the base game.

 

Use only one optional restore tracers and one optional vats.

 

Mart's Mutant Mod-Zones Respawn, Tougher Traders and Natural Selection are included in FO3 Wanderer's Edition and should be disabled and uninstalled.

 

Compatibility patches must load after the last mod they are patching.

 

Once you have your load order corrected, you can begin troubleshooting by disabling your mods and they enabling them one at a time, until the problem happens again.

Edited by M48A5
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Thank you for your answer. Some questions:

 

1) Do I have to create a merged patch every time i swap my load order or only when i install/uninstall a mod?

2) When i create a new merged patch do I have to include the last one in it? I assume no, but the game warns me about missing data.

3) How does the troubleshooting with disabling/enabling mods work when I have so many mods? I have to disable/enable all mods that are associated with the particular mod and then create a new merged patch?

 

Update: it seems that the problem is with Tanleytown/Friendship station in general not just with the particular door. I tried going around through wasteland to Friendship station and use the door there, but the same thing happened.

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To answer your questions:

 

1. New merged patch is required if you change anything in your load order.

 

2. You disable and delete the current merged patch before loading the game into FO3Edit. The warning about missing data is just to let you know that when you disabled a plugin, the contents of that plugin will not be usable in the game.

 

3. In the case where you have multiple plugins for one mod, you disable all of them then enable them one at a time. Do not make a merged patch when testing for a problem.

 

Do not keep unused plugins in your load order. If the file is in the Data folder, it will be loaded into memory.

Edited by M48A5
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Thank you for your answers. Unfortunately this is not getting anywhere.

 

I disabled all esm's and esp's and started to enable them 1 by 1, i found that many of them being enabled simply cause the game to crash upon entering that door.

 

Such plugins are for example (not all are included):

merc_2.esp

EVE.esm

DCInteriors_ComboEdition

FO3 wanderers edition - main file.esm

FO3 wanderers edition - main file.esp

 

Even some minor files for some reason cause a crash:

CALIBRxMerchant.esp

RH_IronSights_Basic_PittPlugin.esm

 

 

The issue certainly has to do with Tanleytown/Friendship station because this issue does not occur in any other interiors. What do i do next? I mean i could continue to make a list of plugins that when enabled cause the game to crash or produce the same problem as in video when opening that door, but what if i spend a lot of time doing so, but get a huge list of files with no ideas how to fix the issue?

 

I was thinking if it is somehow possible to see which mods cause changes in Tanleytown/Friendship station interior. (Same way as it is to see what mods edit certain values in FO3 Edit). I do not know how to find Tanleytown/Friendship station in FO3 Edit though.

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I was thinking if it is somehow possible to see which mods cause changes in Tanleytown/Friendship station interior. (Same way as it is to see what mods edit certain values in FO3 Edit). I do not know how to find Tanleytown/Friendship station in FO3 Edit though.

Provide me with a screen shot of the spot where this takes place.

upload a saved game that contains this error to " 2shared.com" so I can see the data in question.

NOTE: only your saved game will contain this error, it's trapped in it...hence is why we start over from scratch OR why we un-tick all mods and enable them 1 at a time until the problem shows up....when it does, you back off and go to the next mod / plugin inline and continue the exercise until you find another one.....you do this until all assets are exhausted.

 

now, once you have a list, a very small list of mods used up to the point where you found what caused the issue, you un-tick all mods and only enable that one or several you found and see what the data is landing in that zone.

 

Friend ship station has a default Vanilla asset, a Tin can if you may that will cause the issue...there is a problem within an interior cell that links that can to an outside exterior cell....the GECK clearly shows the line of sight connections..showing that is not possible.

-----------

Do this and I will help you fix it.

Ninja'd By

menendark Edited by Purr4me
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I was thinking if it is somehow possible to see which mods cause changes in Tanleytown/Friendship station interior. (Same way as it is to see what mods edit certain values in FO3 Edit). I do not know how to find Tanleytown/Friendship station in FO3 Edit though.

 

You'll find Tenleytown/Friendship Station under Cell > Block 4 > Sub-Block 4

 

You can use the Cell ID in FO3Edit, to quickly find the correct cell.

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A " screen shot" will show if applicable any data other mods have placed into that Environment, That is why I need to "see it."

If this is too much to ask, I'll move on.

---------

nvm, I extracted it from the video

http://s26.postimg.org/tnu7oau89/fargo_3.jpg

Yep, that's the door and interior cell with the vanilla bug in it.

mod's conflict with the data in there, so I need you saved game to sort out what is in this case the bug in your game.

each persons setup will be different.

question: is there a terminal there ?

Edited by Purr4me
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