kekkev Posted October 30, 2015 Share Posted October 30, 2015 I have tested extensively and I have only ever crashed when shooting at NPC's. I crash after several rounds have been fired at an NPC. Obviously this happens more often if there are several NPC's to shoot at. I run loot, then wrye flash, then FO3. Everything is green across the board. I have been working on this for the last week and a half. Can anyone shed some light? I'm so close to going criminally insane. Thanks guys. :cool: Load order: color coated similarly to wrye flashFallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Project Beauty.esm=1RH_IRONSIGHTS.esm=1EVE.esm=1CRAFT.esm=1CALIBR.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1FCOMaster.esm=1aHUD.esm=1iHUD.esm=1AWorldOfPainFO3.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Tougher Traders.esp=0Mart's Mutant Mod - Zones Respawn.esp=0F3ProjectRealityMkI.esp=1RH_FWE_Bridge.esp=0 // This one's checkbox is highlighted orange in wrye flash, it wants caliber, and THEN craft, but that would cause most of my plugins to turn orange... so I have it unchecked for now. I know this isn't the issue because I had the problem before I had installed the iron sights mod //DarNifiedUIF3.esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1Project Beauty- Broken Steel.esp=0 // Wrye flash says these should not be mergedProject Beauty- Point Lookout.esp=0 // they are both italicized RH_EVE_Bridge.esp=1Bashed Patch, 0.esp=1 Link to comment Share on other sites More sharing options...
M48A5 Posted October 30, 2015 Share Posted October 30, 2015 Go to the FO3 Wanderer's Edition description page, scroll down the page to the load order template. Check it against yours and make the necessary corrections. Uninstall any unused plugins. If I understand you post correctly, you had a problem and continued to add mods. Why? When you run into a problem, you should stop adding to it and correct it. Link to comment Share on other sites More sharing options...
kekkev Posted October 30, 2015 Author Share Posted October 30, 2015 If I understand you post correctly, you had a problem and continued to add mods. Why? When you run into a problem, you should stop adding to it and correct it.You are right, I should have taken it one mod at a time. I think I only added some patches though, I was thinking it would be fixing the problem. As for the the FWE recommended load order, they don't mention Alternate Travel.esp and it is acting like a masterfile- I can't put it below anything else. Not really sure what to do with it. I did have the DLC out of order. So I changed that. It's hard to get right cause things get outdated and new patches and things get introduced. I forgot about the FWE page load order- so thanks for reminding me. The unused plugins were installed from a mod and then patched with paradox. They had me delete specific files and I don't remember them being on there. Should I delete unused plugins from my data folder? I thought they needed to be installed for the patch to work. Link to comment Share on other sites More sharing options...
M48A5 Posted October 30, 2015 Share Posted October 30, 2015 Alternate travel should load after your last .esm file. This will place it as the first .esp file. The MMM-Natural Selection, Zones Respawn and Tougher Traders are part of FWE. You can completely remove them from the data files. If you are not going to use the Project Beauty plugins that you have disabled, they should be removed. Any files in the data folder will be loaded. So if you have a mod that adds textures or meshes, those textures and meshes will be added to the game, even though the .esp is not active. I have done this with DC Delight, Mojave Gold and other texture or mesh files from New Vegas. DarNifiedUIF3 should be higher in your load order. Again, check the FWE page. For the Paradox Ignition merge, you should have only removed the .esp from the data folder. Anything else that might have been added should remain. Link to comment Share on other sites More sharing options...
kekkev Posted October 30, 2015 Author Share Posted October 30, 2015 (edited) Thanks for your help. I looked at my load order and now I think it is good to go. The project beauty eps's that are disabled get a red background in wrye. According to their page that means "an active plugin that should remain deactivated." So I just got rid of them. The bridge patch for Ironsights I assume is needed for FWE, so I changed it's masterlist order, because for whatever reason it wanted calibr before craft, but FWE wants craft then calibr. SO I just changed it to match. It feels like a no-no but I did it anyway. Here's what I got now Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1CRAFT.esm=1CALIBR.esm=1Project Beauty.esm=1RH_IRONSIGHTS.esm=1EVE.esm=1FCOMaster.esm=1aHUD.esm=1iHUD.esm=1AWorldOfPainFO3.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1DarNifiedUIF3.esp=1RH_FWE_Bridge.esp=1RH_EVE_Bridge.esp=1MiniHideout.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1F3ProjectRealityMkI.esp=1*GMP.esp=1* // this is my merge patch from FO3edit Thanks again for your help. I see people playing with 100's of mods, I see people playing with basically the same mods as me- but I can't get it working. It's so frustrating. So thanks man, I really do appreciate it. Maybe Fallout just hates my hardware. I'm going to test what I have here. It will probably crash. I might just start over, and pay more attention and test one mod at a time to isolate the conflicting mod. It will give me something to do this weekend besides trig homework. EDIT well I got in a firefight with a caravan and some guards that lasted several minutes (used to crash after several bullets) but then I walked into megaton and shot at someone and crashed. :confused: I could stand to play with regular crashes every 30 minutes, but every 5 is too frustrating. :down: :down: :down: :down: Edited October 31, 2015 by kekkev Link to comment Share on other sites More sharing options...
kekkev Posted October 31, 2015 Author Share Posted October 31, 2015 (edited) I think I figured it out!!!!!So I started from square one-fresh install and with FWE. All good. Then came MMM, all good (with the blackened patch). Next was darnified UI and the hotfix, along with the darn support for FWE. All good. THEN I wen into the Darnified setting that adds extra info to the side of the screen (the one from the pause menu called laike darnified F3) After several tests when I had gone onto the settings for darnified UI I got a crash EVERY time. when I restart the application and didn't configure anything I didn't crash one single time. I only ran the test like 6 times, so it's not 100% but the crash was identical to the one I was having at the time of the original post. More than that I DID have the darnified settings configured to show things like encumbrance, rads, damage resistance etc. It would be a major bummer to not be able to play without darnified, but I can live without the added info on the screen- it's more immersive anyways.This is my current load order: GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1CRAFT.esm=1CALIBR.esm=1EVE.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1// Darnified would be here whenever I had it installed //FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Tougher Traders.esp=0 / / note I did experiment with removing these files but they seemed to make no difference- I got the crash in both scenarios. Mart's Mutant Mod - Zones Respawn.esp=0Blackened FWE + MMM + EVE.esp=1GMP.esp=1 / / this is my merged patch EDIT I installed EVE next and the problem was back. so I uninstalled Darnified and shot at people in megaton for almost an hour using various weapons - no crash. Then I installed darnified back, and it didn't install properly. I deleted it from NMM and added it manually and then it installed properly, but crash city all over again. Back to no Darnified. Shooting peasants for another half hour with various weapons. Seemed okay for a while but the last test I ran I got a CTD while I was in the pause menu. I am going in circles here. And I consider darnified essential because my monitor is small and the HUD takes up 40% of my screen. I can't see anything wrong with my load order, and everyone ELSE can play with these essential mods but me. I am so confused! what am I missing!? Edited November 1, 2015 by kekkev Link to comment Share on other sites More sharing options...
kekkev Posted November 4, 2015 Author Share Posted November 4, 2015 It has recently come to my attention that I am in fact NOT getting a CTD, rather the game freezes, and I get a message saying that the program has stopped working. I usually have to end the process from the task manager. I didn't think there was a difference, but the game just freezes up whenever some one is shot at. I don't know if that changes anything or sheds new light on my problem. I have searched the forums and the web and I cannot find anyone who has a similar issue. Feel free to prove me wrong. For now I will be in my room shooting at enemies for hours with the power set of mods I have (which is the set of all sets of mods (2^n) including the set containing no mods) until I can figure out which is the bad egg. Link to comment Share on other sites More sharing options...
M48A5 Posted November 4, 2015 Share Posted November 4, 2015 You are not running that many mods that you should be having any problem running the game. The only thing that could be causing the problem would be an inadequate CPU/GPU, either by itself or together. Please post your equipment specifications along with the location of the Fallout 3 install and your operating system. And whether or not removing the redundant plugins for MMM changes anything, they are not needed and do not improve anything. Link to comment Share on other sites More sharing options...
kekkev Posted November 4, 2015 Author Share Posted November 4, 2015 (edited) OS: Windows 7 64bit Home PremiumProcessor: AMD Phenom II X4 965 3.4 GHz (quad)RAM: 8GB ddr3 (running dual channel I believe)GPU: Nvidia GeForce GTX 650 Ti (2GB vRAM)Fallout is not installed in program files.(D:)\Games\Fallout3Game runs fine using "ultra" settings. The fallout exe is edited to allow more than 2GB memory, using CFF explorer, and I do have the FALLOUT.INI edited to allow 2 cores. I have noticed that as I test, the more crashes I get, the higher task manager says my memory usage is at. My PC idles around 16-20% memory usage, but after several tests resulting in crashes it idles around 40-50% (there is only ever 1 instance of FO3 running at a time) Which makes me think there is a memory leak or something. Stuff like this, puzzles I can't solve that keep me up at night- this is why I switched my major from software engineering. I love the stuff, but I hate working with it. As a side note, If I uninstall a mod, and then re install (using NMM) it does not do it properly, and I have to remove the mod and add it manually. (Darnified for example will edit the ini on install. But If I deactivate it, and then reactivate it later on, it doesn't update the ini and the only way I can get it to, is by editing the ini manually, or deactivating, removing from the mod form NMM and adding it again manually, then installing.) I have this hunch that somewhere something isn't getting added properly and its messing something up. I've even tried following a guide that uses Mod organizer but I get the same crash when shooting NPC'sEDIT Sorry I went off on a tangent and provided too much info. Edited November 4, 2015 by kekkev Link to comment Share on other sites More sharing options...
M48A5 Posted November 5, 2015 Share Posted November 5, 2015 The only thing I see with the load order is that the RH-FWE Bridge needs to go after the last FO3 Wanderer's Edition plugin. Like I said, you don't have that many mods to be having the problems you are having. I have over 100 files in my load order along with texture replacers that do not show in the load order. And, I have a system that is not as powerful as yours and I run the game on Ultra with no problems. Maybe you should try the Updated Unofficial Fallout 3 Patch. Link to comment Share on other sites More sharing options...
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