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Instant death/freeze upon entering Tanleytown/friendship station


menendark

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Not sure if i understand what you meant with "Provide me with a screen shot of the spot where this takes place". Screenshot of what? I'm sorry if this sounds stupid.

previous post I already obtained the data.

I need your saved game to get to the bug.

FriendshipMetro02:

I can build you from your saved game a patch to see if it will stop.

But, I still need you to make sure if any or all of the plugins that cause the bug are enabled because the patch will have those plugin's data being overridden by the patch I make.

 

there is an off chance your inventory is also involved here, what's you have scavenged may be a carrier of the bug...LOL, yeah, things get nasty in this game. If there is any p[lace out side of the doors, any doors you can stash all your gear? do it, strip down butt naked and then enter the doors.

 

Some times it's just that simple.

Edited by Purr4me
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This is before entering that interior door through Friendship heights after i had followed M48A5's instructions (rearranged load order, disabled and deleted some plugins).



This is before entering that interior door through Farragut west metro station before following M48A5's instructions (as seen in video).


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Stripping naked doesn't help :) Still had the quest items and items that configure mods on me when I entered the door.

 

Here is my current load order:

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.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 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 - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.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
[X] WeaponModKits.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] WeaponModKits - FWE Master Release.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 - DC Interiors.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] FO3_WRP.esp
[X] RH_IronSights_Basic_VanillaPlugin.esp
[X] RH_IronSights_Basic_AnchoragePlugin.esp
[X] RH_IronSights_Basic_PittPlugin.esp
[X] RH_IronSights_Basic_BrokenSteelPlugin.esp
[X] RH_IronSights_Basic_PointLookoutPlugin.esp
[X] RH_IronSights_Basic_ZetaPlugin.esp
[X] RH_IronSights_Vanilla_NewWeapons.esp
[X] RH_IronSights_Pitt_NewRifleSights.esp
[X] RH_IronSights_PL_NewItems.esp
[X] RH_EVE_Bridge.esp
[X] RH_FWE_Bridge.esp
[X] RH_WMK_Bridge.esp
[X] RH_IronSights_RemoveReticule.esp
[X] RubblePilesFix.esp
[X] DC Moods.esp
[X] TiesThatBind.esp
[X] Merged patch m1.esp
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Building new profile now, downloaded data to insert and test.

This build I'll upload first is a test lighting environment change only, no objects are edited. you place this last and run to see what takes place.

I'll build each progression with add on edits as we go to determine what items are effecting your game.

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It works so far! Managed to enter the door.

 

Does this mean that the issue was caused by a mod that changes the lighting in that interior? I'm using NMC's texture pack, UHQ terran overhaul, DC Moods (FO3 edit shows that DC moods edits lightning at that interior).

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and I need your current stripped down version saved game as well, one that has the bug still but with less data requirements in it.

every bit helps.

current downloads indicate really messed up load order but i already know this was attended too, so any thing that has corrected data in it but still exhibits this bug, I need.

http://s26.postimg.org/szld5cvih/bugs_1.jpg

EDIT:...ok. good, no it means the data above, what ever it is, from what ever mod you have installed is the cause.

what that simple thing is, is an extraction of corrections from Remastered corrections.

It aligns Vanilla data in such a way as to be both passive and forced on.

I just follow instructions here. Keep playing with this and see how far you get. there is a great deal more than just lighting data in that.

All you can possible see in xedit is just that, what's underneath of it you can not see.

Edited by Purr4me
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it is interesting to see how things work out when allowed to participate in instructional hands on things.

Just a small lesson.

Edit: I hate back tracking things...fallout3.esm..as you look at it, as any one looks at it shows, and clearly shows a different out come.

Ok, the first stage of events sets up what follows after wards...the way the code lands and is displayed on screen.

 

each time you "change the code...this changes the afterwards rendering...the out come..the totals ..the binary instructions land in different spots.

The soul reason mods do what they do is to change what you see on the screen.

 

open exit, expand the tree ,how many categories do you see?

what order are they in?

 

If you change the order in an incorrect manner, you end up with flaws ,Junk...all this junk ends up stored and is live at the same time.

 

what I was told is we take out the trash sort of here by "cleaning up the alignment of that very code and start from scratch with the old data running.... one group at a time as those groups are listed you currently see on the screen reading them in xedit's windows.

 

The geck reads all of this in the same exact way...If you cut out or change an item some place in the middle of the main code..yes it will work, and yes the code changes....but does it add up ?

 

here we are...bug's galore. time to clean it up.

Edited by Purr4me
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