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Crashing at satcom Nw-05a?


lv1234

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All things considered, I can post firescreens of the results, OR lay out directions for you to follow. one of them is pump up your health first and foremost before entering that satcom station, turn off the radio as I think your PC is being taxed.

all assets located and created on a blank slate as well as your saved game file, here, runs smooth as silk.

 

I'll post a library link here later for you.

 

(http://postimg.org/gallery/n8lx5kvq/)

So according to your steps, increase my health first with some stimpacks and turn off the radio before entering the satcom again? Correct? But what was the last thing you talked about again, about the blank state thingy?

 

ok ,do you know how to use scripts in fo3edit?

RightHandIronsights packaging is messed up, I have no idea how it got that way, but it is.

the data most of it listed as missing is due to miss packaging of the mod.

 

So far I am attempting to recreate the correct paths for the missing data...we use Fo3edit's script functions AKA the asset manager to see the "PATH" of all assets missing.

 

then we create those folders and consequently deposit the files into them. so when we run our tool, all assets show up.

 

This Kind of thing is not an error to be seen it is a hidden error not seen, easy to miss, I missed it...so now, I will try and explain things for you to view.

 

Because of something as simple as this occurred, there are a lot of users suffering needlessly CTD issues. That will "ALSO MEAN" any patches made to consider with current data will no longer be valid.

 

Applying script...

COPYING USED ASSET FILES:

[Apply Script done] Processed Records: 461, Elapsed Time: 00:28

Applying script...

LIST OF MISSING ASSET FILES:

meshes\0roguehallow\rh_ironsights\custom\roguehallow\effects\detectlife01\dlglowmesh01.nif <-- aaaDebrisDetectLifeMesh [DEBR:0600DCF5] \ DEBR \ Models \ Model \ DATA - Data \ Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\effects\detectlife01\dlglowmesh02.nif <-- aaaDebrisDetectLifeMesh [DEBR:0600DCF5] \ DEBR \ Models \ Model \ DATA - Data \ Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\effects\detectlife01\dlglowmesh03.nif <-- aaaDebrisDetectLifeMesh [DEBR:0600DCF5] \ DEBR \ Models \ Model \ DATA - Data \ Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\effects\detectlife01\dlglowmesh04.nif <-- aaaDebrisDetectLifeMesh [DEBR:0600DCF5] \ DEBR \ Models \ Model \ DATA - Data \ Model Filename

meshes\0roguehallow\rh_ironsights\vanilla\grenades\mirelurkbaitgrenade.nif <-- MS03BaitGrenadeProjectile [PROJ:00030665] \ PROJ \ Model \ MODL - Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\tranquilizerrifle\tranquilizerrifle.nif <-- aaaWeapTranquilizerRifle "Tranquilizer Rifle" [WEAP:0601639F] \ WEAP \ Model \ MODL - Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\tranquilizerrifle\tranquilizerrifle.nif <-- aaaWeapTranquilizerRifle "Tranquilizer Rifle" [WEAP:0601639F] \ WEAP \ World Model \ MOD4 - Model Filename

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Catch:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Hammer:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Slide:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Trigger:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node 10MMPistol:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Catch:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Hammer:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Slide:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Trigger:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node 10MMPistol:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node LaserPointer:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

meshes\0roguehallow\rh_ironsights\custom\roguehallow\shotgunpumpaction\shotgunpumpaction_is.nif <-- aaaWeapShotgunPumpAction "Pump-Action Shotgun" [WEAP:0601341D] \ WEAP \ Model \ MODL - Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\shotgunpumpaction\shotgunpumpaction_is.nif <-- aaaWeapShotgunPumpAction "Pump-Action Shotgun" [WEAP:0601341D] \ WEAP \ World Model \ MOD4 - Model Filename

textures\0roguehallow\rh_ironsights\vanilla\pistols\44magnum\44magnum_n.dds <-- Texture for aaaWeapHuntingRifleScoped "Scoped Hunting Rifle" [WEAP:0600F138] \ WEAP \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\rifles\huntingrifle\huntingrifle_is.nif

meshes\0roguehallow\rh_ironsights\custom\roguehallow\tranquilizerpistol\tranquilizerpistol.nif <-- aaaWeapTranquilizerPistol "Tranquilizer Pistol" [WEAP:0600F131] \ WEAP \ Model \ MODL - Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\tranquilizerpistol\tranquilizerpistol.nif <-- aaaWeapTranquilizerPistol "Tranquilizer Pistol" [WEAP:0600F131] \ WEAP \ World Model \ MOD4 - Model Filename

textures\0roguehallow\rh_ironsights\vanilla\pistols\44magnum\44magnum_n.dds <-- Texture for aaaWeap556Sidewinder "5.56mm Sidewinder Revolver" [WEAP:0600EA65] \ WEAP \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\custom\roguehallow\556mmpistol\556mmpistol_is.nif

textures\0roguehallow\rh_ironsights\vanilla\automatics\sniperrifle\acoglens.dds <-- Texture for aaaWeapSniperRifleMarker "Marker Rifle" [WEAP:0600DCFC] \ WEAP \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\automatics\sniperrifle\sniperrifle_is.nif

meshes\0roguehallow\rh_ironsights\vanilla\grenades\mirelurkbaitgrenade.nif <-- MS03BaitGrenade "Mirelurk Bait Grenade" [WEAP:00030664] \ WEAP \ Model \ MODL - Model Filename

meshes\0roguehallow\rh_ironsights\vanilla\grenades\mirelurkbaitgrenade.nif <-- MS03BaitGrenade "Mirelurk Bait Grenade" [WEAP:00030664] \ WEAP \ World Model \ MOD4 - Model Filename

meshes\0roguehallow\rh_ironsights\custom\roguehallow\tranquilizerrifle\tranquilizerrifle.nif <-- aaa1stPersonTranquilizerRifle [sTAT:060163A2] \ STAT \ Model \ MODL - Model Filename

textures\0roguehallow\rh_ironsights\vanilla\pistols\44magnum\44magnum_n.dds <-- Texture for aaa1stPersonDartRifle [sTAT:0601639E] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\rifles\huntingrifle\huntingrifle_is.nif

meshes\0roguehallow\rh_ironsights\custom\roguehallow\tranquilizerpistol\tranquilizerpistol.nif <-- aaa1stPersonTranquilizerPistol [sTAT:06016383] \ STAT \ Model \ MODL - Model Filename

meshes\0roguehallow\rh_ironsights\vanilla\grenades\mirelurkbaitgrenade.nif <-- aaa1stPersonMirelurkBaitGrenade [sTAT:06016379] \ STAT \ Model \ MODL - Model Filename

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Catch:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Catch:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Hammer:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Slide:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Trigger:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node 10MMPistol:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node LaserPointer:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Catch:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Clip:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Hammer:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Slide:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node ##Trigger:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node 10MMPistol:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- Alternate texture for node LaserPointer:0 in 0roguehallow\RH_IronSights\Vanilla\Pistols\10mmPistol\10mmPistol_IS.nif from aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\44magnum\44magnum_n.dds <-- Texture for aaa1stPersonHuntingRifleScoped [sTAT:060162C8] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\rifles\huntingrifle\huntingrifle_is.nif

meshes\0roguehallow\rh_ironsights\custom\roguehallow\shotgunpumpaction\shotgunpumpaction_is.nif <-- aaa1stPersonShotgunPumpAction [sTAT:060162C5] \ STAT \ Model \ MODL - Model Filename

textures\0roguehallow\rh_ironsights\vanilla\automatics\sniperrifle\acoglens.dds <-- Texture for aaa1stPersonVictoryRifle [sTAT:0600EA5E] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\automatics\sniperrifle\sniperrifle_is.nif

textures\0roguehallow\rh_ironsights\vanilla\automatics\sniperrifle\acoglens.dds <-- Texture for aaa1stPersonReservistsRifle [sTAT:0600EA5D] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\automatics\sniperrifle\sniperrifle_is.nif

meshes\0roguehallow\rh_ironsights\custom\roguehallow\44mesafalcon\44mesafalcon.nif <-- aaa1stPerson44MesaFalcon [sTAT:0600E3A9] \ STAT \ Model \ MODL - Model Filename

textures\0roguehallow\rh_ironsights\vanilla\pistols\44magnum\44magnum_n.dds <-- Texture for aaa1stPerson223Sidewinder [sTAT:0600E3A6] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\custom\roguehallow\556mmpistol\556mmpistol_is.nif

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\1stperson10mmpistol_n.dds <-- Alternate texture for node Laser in 0roguehallow\RH_IronSights\DLC\Anchorage\Alloy10mmPistol\Alloy10mmPistol_IS.nif from 1stPersonDLC0210mmPistolTexture [TXST:010088D7] \ TXST \ Textures (RGB/A) \ TX01 - Normal Map / Specular

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\1stperson10mmpistol_n.dds <-- Alternate texture for node Laser in 0roguehallow\RH_IronSights\DLC\Anchorage\Alloy10mmPistol\Alloy10mmPistol_IS.nif from 1stPersonDLC0210mmPistolTexture [TXST:010088D7] \ TXST \ Textures (RGB/A) \ TX01 - Normal Map / Specular

textures\0roguehallow\rh_ironsights\vanilla\rifles\lincolnsrepeater\lincolnsrepeater.dds <-- Texture for 1stPersonLincolnRifle [sTAT:00066C62] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\rifles\lincolnsrepeater\lincolnsrepeater_is.nif

textures\0roguehallow\rh_ironsights\vanilla\rifles\lincolnsrepeater\lincolnsrepeater_n.dds <-- Texture for 1stPersonLincolnRifle [sTAT:00066C62] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\rifles\lincolnsrepeater\lincolnsrepeater_is.nif

textures\0roguehallow\rh_ironsights\vanilla\pistols\44magnum\44magnum_n.dds <-- Texture for 1stPersonHuntingRifle [sTAT:0002604E] \ STAT \ Model \ MODL - Model Filename: meshes\0roguehallow\rh_ironsights\vanilla\rifles\huntingrifle\huntingrifle_is.nif

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\10mmpistolclean.dds <-- aaa1stPerson10mmPistolCleanTexture [TXST:0601632E] \ TXST \ Textures (RGB/A) \ TX00 - Base Image / Transparency

textures\0roguehallow\rh_ironsights\vanilla\pistols\10mmpistol\1stperson10mmpistol_n.dds <-- 1stPersonDLC0210mmPistolTexture [TXST:010088D7] \ TXST \ Textures (RGB/A) \ TX01 - Normal Map / Specular

[Apply Script done] Processed Records: 461, Elapsed Time: 00:19

 

 

that's how far I got before discovery.

 

Standard architecture is "meshes" and "texture" folders extracted. Other wise ,a scripted installer is used to extract the data correctly...Fomod's or if you prefer ,an *.xml file.

 

the data is not entering the game..it's there on the hard drive, just not being used or seen By the games engine. yeah, I can now see a ton of answers of a thousand questions asked already. over the years.

 

the asset manager tells you..this, the data is not seen, the tool uses the engine and based instructions as to path = path.

 

If the tool can't see it / them? then the game can't.

All in short, I heard of the program but never used f03edit though it looks like I might need to do so.....So the issue so far is with the rh_ironsights right?

 

I won't mind reinstalling the package for the mod itself

Edited by lv1234
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your problem was traced to "RH" mod, ( that was the source ) For your issues....but, my methods remove the need for fose, or their scripts based on fose.

 

I'm not lazy so I create scripts the old fashion way, longer, more tedious but they replace the need for ram intensive hidden elements.

 

 

I remove things like key binding as most controllers do not use keys...so this gets in the way. keyboard Jokiest use key bindings.

---------------------------

so i won't confuse your issues any further.

 

So according to your steps, increase my health first with some stimpacks and turn off the radio before entering the satcom again? Correct? But what was the last thing you talked about again, about the blank state thingy?

Correct.

A blank slate is a new game, a cleaned up game with all the trimmings done before hand, nothing left for chance...except faults I find.

Clean mods, Original mods and updated ones separated and diagnosed.."viewed" / "Inspected" taken apart and put back together.

 

I don't like weapon mods because there are too many way too many Variables to adjust too. some fose, some not, some made to Enhance game play to make it easier , some made o make the game even harder, too many scripted events killing any progress one might gain...and I eliminate software confusion.

 

 

to your benefit. "BLANK SLATE"

:cool:

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your problem was traced to "RH" mod, ( that was the source ) For your issues....but, my methods remove the need for fose, or their scripts based on fose.

 

I'm not lazy so I create scripts the old fashion way, longer, more tedious but they replace the need for ram intensive hidden elements.

 

 

I remove things like key binding as most controllers do not use keys...so this gets in the way. keyboard Jokiest use key bindings.

---------------------------

so i won't confuse your issues any further.

 

So according to your steps, increase my health first with some stimpacks and turn off the radio before entering the satcom again? Correct? But what was the last thing you talked about again, about the blank state thingy?

Correct.

A blank slate is a new game, a cleaned up game with all the trimmings done before hand, nothing left for chance...except faults I find.

Clean mods, Original mods and updated ones separated and diagnosed.."viewed" / "Inspected" taken apart and put back together.

 

I don't like weapon mods because there are too many way too many Variables to adjust too. some fose, some not, some made to Enhance game play to make it easier , some made o make the game even harder, too many scripted events killing any progress one might gain...and I eliminate software confusion.

 

 

to your benefit. "BLANK SLATE"

:cool:

So in this situation I either

1. create a new profile and rush the game through like hell or level up my character using cheats (console commands) and play on easy to the point where I can easily reach the satcom array nw05a?

2. Or to save some trouble (may not work :ermm: ), create an extra save slot from my modded and troubled profile and then move all of the mods to a different folder including the meshes and textures of the mod, then start up the extra saved slot and see if it crashes?

 

i think the first one might also require me to remove the mods I have..

 

BTW anyway how can I snip your responses so we can save some extra pages

Edited by lv1234
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  1. No
  2. No, not exactly. <--- to wit>>> you need to not think about what you currently Have. You need to think about how to get a clean set up.

do not confuse what I do with what you have done. These are not the same things. Remember." I am using your saved game".

I do not have the mess you have there. I have a clean setup and am using your saved game.

I though about dealing with the issue on Bethesda web site but bowed out. I knew there was more to it then.

 

Don't worry about snipping, or quoting me, just post your thoughts, I'll figure it out...your the one whom requires the help. not I....uh ? ok, hmm. AKK !

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Hmmmm....This looks overwhelming..

 

So far according to your links I have two options

1. fix the load order my mods are in with the tools provided with the first post?

2. follow the instructions listed in the second one for a clean save or something?

 

Not sure about the third one, not sure which one to use to debug my problem

 

But of course back to the blank state, how do I do that blank state stuff? Since my thoughts about the blank state stuff was wrong

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Hmmmm....This looks overwhelming..

 

So far according to your links I have two options

1. fix the load order my mods are in with the tools provided with the first post?

2. follow the instructions listed in the second one for a clean save or something?

 

Not sure about the third one, not sure which one to use to debug my problem

 

But of course back to the blank state, how do I do that blank state stuff? Since my thoughts about the blank state stuff was wrong

choose babe.

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The second one looks reasonable....

 

So will I have to mess with the OS and HDD for that one? or will I just have to mess with the f03 files?

 

ready? ok here we go. "STOP" right where you are now and follow directions.

  1. rename folder called steam...like 01steram.
  2. Go to My doc's/My games/ and rename fallout 3 to 01fallout 3
  3. Go to users/ user name/ apps/local/ rename fallout 3 to 01fallout 3
  4. reboot PC
  5. use internet browser and go to steam, re-download and install steam.
  6. when it boots up, allow it to stabilize there but not allow any games to up date.
  7. log in to the account you have on steam,, right click fallout3 GOTY and choose tab for local content.
  8. verify and update the game.
  9. run fallout 3 now and allow it and steam to work as one, seting all things to defaults.
  10. run fallout 3 and hard your save at baby scene,,,MY book. exit.
  11. now configure steam to run MO. all other things you did prior to this point should still be left intact.
  12. launch mo from inside steam and verify all programs work or need re-configuring.
  13. bang ! your all done. for me 45 minutes for internet bandwidth...pending.
  14. top's 1 hour total...for you, for heavens sake take your time.

this time it will be so clean it squeaks....cats like mice.

 

 

that 1?

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The second one looks reasonable....

 

So will I have to mess with the OS and HDD for that one? or will I just have to mess with the f03 files?

 

ready? ok here we go. "STOP" right where you are now and follow directions.

  1. rename folder called steam...like 01steram.
  2. Go to My doc's/My games/ and rename fallout 3 to 01fallout 3
  3. Go to users/ user name/ apps/local/ rename fallout 3 to 01fallout 3
  4. reboot PC
  5. use internet browser and go to steam, re-download and install steam.
  6. when it boots up, allow it to stabilize there but not allow any games to up date.
  7. log in to the account you have on steam,, right click fallout3 GOTY and choose tab for local content.
  8. verify and update the game.
  9. run fallout 3 now and allow it and steam to work as one, seting all things to defaults.
  10. run fallout 3 and hard your save at baby scene,,,MY book. exit.
  11. now configure steam to run MO. all other things you did prior to this point should still be left intact.
  12. launch mo from inside steam and verify all programs work or need re-configuring.
  13. bang ! your all done. for me 45 minutes for internet bandwidth...pending.
  14. top's 1 hour total...for you, for heavens sake take your time.

this time it will be so clean it squeaks....cats like mice.

 

 

that 1?

 

Yep that's the one

 

Would like a brief summary of what this does (try your best!)

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