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What does the weather mod have to do with Enclave Radio not showing up?

What does the weather mod have to do with Enclave Radio not showing up?

Mods affect other mods by the way the code lands so get mono you got mp3s and you got wave file that are addressed by the lines of code in the plugins when the lines of code don't line up or overwrite existing lines and codes of other mods you wind up with problems these problems can be visually seen if you want to see them voice to text cell phone technology is wonderful isn't it Edited by Purr4me
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every thing you might see that connects to audio strings within the "Entire load order" effects the audio / sound files.

you get to a point where the Engine gets over ran with mutible counts of calls for difernt files...all at once.

 

this set's up the game for stuttering, glitches, no sound at all and other things. each author is going to have their own idea of what sounds are used.

the way the game works is the lower in the load order file wins.."Rule of the one". How ever, an esp may control exactly whats needed and insist on running a file, there are spaces in-between to allow ambiance sound's...AKA bug's, insect, machines, weathers, < winds, gusts.

 

The pip boy is a trigger, a player Enabled trigger..a trigger is a piece of code / instruction set up so you can access these files in game.

But, if the files triggers are sitting in spots used for other things? well now, those other things are loading after the spots for the player to enable these, so these spots that contain the data for the sound files are now called up....say there is an object in that spot where a sound file needs to be, you get that object because it sits lower in the load order and has control over that spot.... all because the load order of the lower plugin was built incorrectly, out of order or T-snipped together.....this is so common, it isn't funny.

 

your confusion is due to lack of understanding how the game works.

IF a mod author used the wrong format...AKA these or one of these *.mp3, *.wav, *.mono /*.ogg...then the data was installed incorrectly or last overwrote other mods instructions or files with the wrong format, changed file type's or mislabeled on purpose ?..such as a sound replace? then you are going to have these problems.

 

there is no way for me to find every fault in a saved game file, that's just not possible for any one because I don't have what you have, i don't install things wrong or use tools incorrectly....this is where you and I will be different.

 

If you have no radio....that means you need only isolate all the audio system files in your setup there, if your using Mod Organizer, you can do this with the greatest of ease...that's how it's used...to isolate all files for all mods....

you can not do any of this KIND of work with out Tannin's mod tools period, it is the only tool that works in this manner designed explicitly for this work. If I were to promote it? I could do no better job as this post represents....the point is , your confused due to misguided non-sense.

 

Fomm, NMM, or any other things can not do this kind of work. Only things other tools do is mess it up even more.

 

Confused now?

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the worst of the offending lay outs are esp and esm controlled voice files, all Voice files NEED to be *.ogg...but that's not how things are here, and that is why people are having problem "flipping switches"...monkey's flip switches , I don't.

 

when they do this, they ,these authors knowing or not are in fact flipping us off. They are going to do it their way because they don't know any better.

 

Your source for the truth is that master files structure..period, that's how the game is designed, venture to far from it's design we have a mess.

I am not going to clean this mess up, I can organize things only so much. it's up to the user to learn this.

I can't answer your GNR question because that's one of the mods that exhibit these problems.

 

sound files are specific. there are too many mods effecting the exact same spots and there is only so many sound files sitting in the games root to over write in the first place.

 

Example...TTB = Ties that bind By Fourwings...is an esp file...flip it's-switches so it is now being read as an esm /master file though retains an esp extensions, no more voice files are found, the game engine can not find them because it treats "masters" differently...flip it back, un-master it and the voice files now work once again.

 

T-snip it is not a master, use a Java utility to convert it into a master, the Voice files are just gone, along with lip sync too.

But if the mod was built from the beginning as a esm "a true master file" then the voice files will always work, IF that master file is touched in any way at all, it will for ever not find it's voice files or lip sync files again. Because tools "RIP" out this data.

 

but, don't take my word for it ,you play with these mods and find out for your self....that's how it works.

 

an esp rules the game, it load last...an esm is passive, it loads frist, trickle down tech is masters world and can stop esp's from working, not prevent the code from running , just blocks the user from seeing it run.

 

what's confusing is try to get all of this out and the expecting others to soak it in. and see it not get soaked up.

I fix mods by using the first line of codes, the master files, the rule of the one is brought Full circle underneath the offending codes bellow, realigning what was meant to be..as an esp rules the game...it's called a patch.

 

IF you know how to make patches to fix an error, then you know how to remove the error with out making the patches in the first place.

only one way it all works, we can make fantastic mods from knowing all of this, but you must learn the basics first. you must know how to break the game and then fix it "first". 6.2 gig's basic Fo3 is all there is DLC's add on more content.

 

I can run a 62 gigabyte Fallout 3 game...flawlessly.

there is no limits if done right.

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Boot that saved game with the problem as it stand right now with only fallout3.esm and test it.

IF the problem stops, ( Broken record here ) load 1 file at a time and retest as you go....when you find one that causes "a problem" not The problem /

you Omit that one and load the next one until all problem files have been found.

 

Some TIMES !, it's a combination of mods that set up these strange occurrences....the whole point TOO modding is to make/ create these occurrences in our favor,,,,,some times these are NOT in our favor...it's the luck of the draw.

 

asking me to find that needle in that haystack you built cost time...and lately my money on bandwidth. But I 'm ok with it if you learn from it.

 

if not ? well then there won't be any answers.

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Do I disable even the DLCS?

yes, all files...see, if you installed a mod, even the one you just mentioned, and it "overwrote " default files, or other replace files from other mods, it's plugin is attempting to load the wrong files....because the file names are the same, it's the content of those files that have changed, and if the file has a format for the bink engine to run, it is going to try and run it's own format.....if some one replaces these bink files internal formats with *.mp3 data and renames them so not able to find out what they did...we have here.. one humongous Failure to communicate !

 

Bang, the game CTD's, or no sound, or no lip sync's, just character staring at you funny..... and then..this..

 

Bink is a tiny app that's part of Fo3, it plays some of the sound files.

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