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Modded FO3 crash on vault exit


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When I click on the door to leave vault 101, the outdoors loads, the window goes black, as if it were about to show me the outdoors, and then the game locks up with no warning.

 

Here is my load order:

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Unofficial Fallout 3 Patch.esm
7 7 CALIBR.esm
8 8 CRAFT.esm
9 9 FO3 Wanderers Edition - Main File.esm
10 a RH_IRONSIGHTS.esm
11 b Mart's Mutant Mod.esm
12 c EVE.esm
13 d Advanced Recon Tech.esm
14 e Detect Traps.esm
15 f DarNifiedUIF3.esp
16 10 FO3 Wanderers Edition - Main File.esp
17 11 FO3 Wanderers Edition - DLC Anchorage.esp
18 12 FO3 Wanderers Edition - DLC Broken Steel.esp
19 13 FO3 Wanderers Edition - DLC Mothership Zeta.esp
20 14 FO3 Wanderers Edition - DLC Point Lookout.esp
21 15 FO3 Wanderers Edition - DLC The Pitt.esp
22 16 FO3 Wanderers Edition - Optional Restore Tracers.esp
23 17 Blackened FWE + MMM + EVE.esp
24 18 RH_FWE_Bridge.esp
25 19 WeaponModKits.esp
26 1a WeaponModKits - BrokenSteel.esp
27 1b WeaponModKits - OperationAnchorage.esp
28 1c WeaponModKits - PointLookout.esp
29 1d WeaponModKits - ThePitt.esp
30 1e WeaponModKits - Zeta.esp
31 1f WMKAA12Shotgun.esp
32 20 RH_WMK_Bridge.esp
33 21 Realistic Interior Lighting.esp
34 22 Dree Perks.esp
35 23 2Perks Per Level.esp
36 24 GNR Enhanced.esp
37 25 Existence 2.0.esp
38 26 Conelrad 640-1240.esp
39 27 Advanced Recon Armor.esp
40 28 Advanced Recon Gear.esp
41 29 Advanced Recon Tech FWE.esp
42 2a Advanced Recon Tech.esp
43 2b Advanced Recon Armor-Easier Stealth.esp
44 2c Advanced Recon Range Finder.esp
45 2d DynamicCrosshair.esp
46 2e Selective Fire.esp
47 2f Advanced Recon Tech - Detect Traps.esp
48 30 Detect Traps - DLC.esp
49 31 Detect Traps - Perk.esp
50 32 Detect Traps - The Traponator 4000.esp
51 33 Rivens_Eyescapes.esp
52 34 Custom_Races.esp
53 35 F3ProjectRealityMkI.esp
54 36 TiesThatBind.esp
55 37 Merged Patch 1 - Basic.esp
I have cleaned all the files, created a merged patch, and fixed the multicore problem.
I'm using a windows 64-bit system with more than enough specs to handle the game and a fairly large number of mods. (I have played the game, fairly heavily modded, all the way through on this machine before.)
Any ideas?
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  1. 17 11 FO3 Wanderers Edition - DLC Anchorage.esp
    18 12 FO3 Wanderers Edition - DLC Broken Steel.esp
    19 13 FO3 Wanderers Edition - DLC Mothership Zeta.esp
    20 14 FO3 Wanderers Edition - DLC Point Lookout.esp
    21 15 FO3 Wanderers Edition - DLC The Pitt.esp
  2. 26 1a WeaponModKits - BrokenSteel.esp
    27 1b WeaponModKits - OperationAnchorage.esp
    28 1c WeaponModKits - PointLookout.esp
    29 1d WeaponModKits - ThePitt.esp
    30 1e WeaponModKits - Zeta.esp

    The order is wrong........( because the order is wrong), means what ever is sorting them is wrong.

    That just a start.

    Any mod that has the correct load order of the DLC's in them will fail to load game run-time IF the load order is wrong.

     

    If you cleaned an esm ? start all over. Assuming things work usually doesn't...or you would not be here.

Edited by Purr4me
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Actually, the first crash upon exiting vault 101 occurred before I did any cleaning whatsoever.

 

Second here is my new load order:

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Unofficial Fallout 3 Patch.esm
7 7 CALIBR.esm
8 8 CRAFT.esm
9 9 FO3 Wanderers Edition - Main File.esm
10 a RH_IRONSIGHTS.esm
11 b Mart's Mutant Mod.esm
12 c EVE.esm
13 d Advanced Recon Tech.esm
14 e Detect Traps.esm
15 f DarNifiedUIF3.esp
16 10 FO3 Wanderers Edition - Main File.esp
17 11 FO3 Wanderers Edition - DLC Anchorage.esp
18 12 FO3 Wanderers Edition - DLC The Pitt.esp
19 13 FO3 Wanderers Edition - DLC Broken Steel.esp
20 14 FO3 Wanderers Edition - DLC Point Lookout.esp
21 15 FO3 Wanderers Edition - DLC Mothership Zeta.esp
22 16 FO3 Wanderers Edition - Optional Restore Tracers.esp
23 17 Blackened FWE + MMM + EVE.esp
24 18 RH_FWE_Bridge.esp
25 19 WeaponModKits.esp
26 1a WeaponModKits - OperationAnchorage.esp
27 1b WeaponModKits - ThePitt.esp
28 1c WeaponModKits - BrokenSteel.esp
29 1d WeaponModKits - PointLookout.esp
30 1e WeaponModKits - Zeta.esp
31 1f WMKAA12Shotgun.esp
32 20 RH_WMK_Bridge.esp
33 21 Realistic Interior Lighting.esp
34 22 Dree Perks.esp
35 23 2Perks Per Level.esp
36 24 GNR Enhanced.esp
37 25 Existence 2.0.esp
38 26 Conelrad 640-1240.esp
39 27 Advanced Recon Armor.esp
40 28 Advanced Recon Gear.esp
41 29 Advanced Recon Tech FWE.esp
42 2a Advanced Recon Tech.esp
43 2b Advanced Recon Armor-Easier Stealth.esp
44 2c Advanced Recon Range Finder.esp
45 2d DynamicCrosshair.esp
46 2e Selective Fire.esp
47 2f Advanced Recon Tech - Detect Traps.esp
48 30 Detect Traps - DLC.esp
49 31 Detect Traps - Perk.esp
50 32 Detect Traps - The Traponator 4000.esp
51 33 Rivens_Eyescapes.esp
52 34 Custom_Races.esp
53 35 F3ProjectRealityMkI.esp
54 36 TiesThatBind.esp
55 37 Merged Patch 1 - Basic.esp
I fixed the order of those plugins so that they load in the order that they were published.
The exact (as far as I can tell) thing happened.
Is there any more information that would help to figure out this problem?
By the way, did I mention that I was using mod organizer?
Edited by theoccidus77742
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disable all mods, ok...things that we do know are facts about how the game works.

  1. All data sitting in that data directory Enabled Or not is going to be loaded up into the game.
  2. Because of this, we , the users here know what and how to fix things so we "can find out" what's wrong.
  3. you need to make a folder out side of the game any where to hold these mod's and their data associated with them.
  4. Raw game and Vanilla assets must remain, all offallout3's data stays, all DLC content stays. Move every thing else out.
  5. Run the game with current saved game.
  6. results are ?
  7. Verify VIA saved game loaded by hard saving it Just prior to exiting the vault. Upload that saved game for me to verify.

You do this and we see what happens.

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-I downloaded MO a couple of days ago (version 1.3. :cool:.

 

- Also, I tried loading the game with the following load order:

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Unofficial Fallout 3 Patch.esm
7 7 DarNifiedUIF3.esp
8 8 TiesThatBind.esp
and yes, it did load. by any chance is there a utility out there that can analyze the mods that I have loaded and come up with at least a partial list of system requirements for the game, as it is presently configured?
I will, of course, try to find the line in the sand, but I would like to know if that line is because of the limitations of my computer, or some erroneously downloaded mod.
Also, a side question: what is the best way to use archive invalidation with MO?
Edited by theoccidus77742
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A line in the sand...?

ok, tools used and For thoughts before Jumping in...IS to take your time.

Every mod has a description page...and i know it's boring to have to read all of that.

 

Your choices are what's in question. I can only Advise based on what works right with what in this game here and what you post about..

Darn for one is not part of Fallout3, it does not come from it, it..is an add on modding " ( Pretty thing) " that is not required and because it need Fose, I can't help you make decisions.

 

Mo is the cat's meow of tools to use but you can screw it up with Darn interpreting and it is very difficult to mod the game using these kinds of mods.

It's like the cart before the horse...the horse needs to pull the cart.

 

ok. each " mod " that uses the masters, has data listed in the header when built...and the current listed / posted load order here of those masters is now correct.

 

Tools we use To only verify things vary a great deal for mods Compatibility. I can show you where I stopped here.

http://s26.postimg.org/i23ymhrwp/stopped.jpg

 

That's the correct version for total control over Fallout 3 IF you intend to use mods that require data to be loaded from the Data folder where the later version of mo prevents this.

 

Again, your choices of "mods" used determine what version of programs you can use safety and correctly.

" A line in the sand "

 

To date, there is only one sorting tool left that works correctly with this game and you are not using it.

Things for menus control, all the fancy things are to be added on after you have established a clean running game, sorted . patched and De-nullified.

 

I am going to say this only once.....Mods that have UI controls will be destroyed if other mods that have the same "TYPE" of controls are installed over top of those.

 

FWE, FOOK, FOOK2 and so on.....Your Darn was destroyed due to installing FWE over it.

 

Any UI mods are to be installed last...............after your game works and no bugs are there...this removes tons of hours and day's of headaches sifting thru data and posts finding information that matches a problem.

 

Pretty Darn big line...here.

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Update: I was able to load the game outside of vault 101 with all mods in my original list except for MMM. What can I do to fix it?

 

By "line in the sand" I mean the maximum number of mods in the list that I can load without the game crashing.

Edited by theoccidus77742
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for you, and smooth operating conditions 75 a good stopping point.

limits ? well for those that don't know 225 it the ceiling but that's really pushing things super hard.

 

130 - 125 seems the be where people with most common PC's crash ,stutter, and show signs that the limits are close.

 

But a lot depends on that users skill level in modding, knwoldege.

 

for me..LOL .NO limits. 43GIGs loaded at once was my last count in shear data

 

50 0r so plugins controlling all of that. Anything can go wrong at any time on a PC for any reason. Tight control and for thought is required for hard core gaming.

 

scripting is limited, scripts can not control data amounts...removing FOMOD's from the mods prior to installing them Eliminates the limits for the installer. Mo removes the need for scrripted installs of large mods.

 

My own monster creation is over 3 GIG's and mo installs it just fine, so does Fomm...it does so because all the garbage that cramps these programs styles are removed.

 

The user, you and I, need to know before hand what we want.

 

I mean the maximum number of mods in the list that I can load without the game crashing.

1 to a thousand ,that's a loaded question. but 130 is a good start.

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  • 1 year later...

mine is crashing to this is my load order

 

 

 

 

 

 

 

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Unofficial Fallout 3 Patch.esm
7 7 CALIBR.esm
8 8 SShop.esm
9 9 Mart's Mutant Mod.esm
10 a Project Beauty.esm
11 b Lings.esm
12 c FCOMaster.esm
13 d LingsDLC.esm
14 e HairPack.esm
15 f EVE.esm
16 10 CRAFT.esm
17 11 FO3 Wanderers Edition - Main File.esm
18 12 FO3 Wanderers Edition - Alternate Travel.esp
19 13 Max Level 99.esp
20 14 GNR Enhanced.esp
21 15 2Perks Per Level.esp
22 16 CASM.esp
23 17 Conelrad 640-1240.esp
24 18 Mart's Mutant Mod.esp
25 19 Project Beauty - Fallout Character Overhaul.esp
26 1a Mart's Mutant Mod - Project Beauty.esp
27 1b Project Beauty- Point Lookout.esp
28 1c Ultimate Companion Overhaul.esp
29 1d hair_add_npc.esp
30 1e FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
31 1f FO3 Wanderers Edition - Project Beauty.esp
32 20 TiesThatBind.esp
33 21 Project Beauty- Broken Steel.esp
34 22 SShopItems.esp
35 23 WeaponModKits.esp
36 24 DarNifiedUIF3.esp
37 25 Mart's Mutant Mod - DLC Broken Steel.esp
38 26 Mart's Mutant Mod - DLC Zeta.esp
39 27 3EFdrg.esp
40 28 JackoMilitaryEquipment1.esp
41 29 UPP - Pack 1.esp
42 2a Wasteland Soldier Armor.esp
43 2b ZzJay's Hairpacks for Fallout 3.esp
44 2c CALIBRxMerchant.esp
45 2d FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
46 2e FO3 Wanderers Edition - Optional Restore Tracers.esp
47 2f FO3 Wanderers Edition - DLC Anchorage.esp
48 30 FO3 Wanderers Edition - DLC Broken Steel.esp
49 31 Blackened FWE + MMM + EVE + Project Beauty.esp
50 32 FO3 Wanderers Edition - DLC Mothership Zeta.esp
51 33 FO3 Wanderers Edition - DLC Point Lookout.esp
52 34 FO3 Wanderers Edition - DLC The Pitt.esp
53 35 FO3 Wanderers Edition - Main File.esp
54 36 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
55 37 Alt Start Weapons - FWE.esp
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