s0nofagun Posted May 17, 2011 Share Posted May 17, 2011 My game basically freezes up (as in less than 1 FPS) near the Anacostia Crossing/ Rivet City exterior area. I have no graphical or performance issues elsewhere in the wasteland, it's just that one specific area that I cannot go near or else I basically have to pull up the task manager and end process. Anyone else have a similar problem? Here's my mod list and i'm also using the "fake windowed" version of Fallout 3 Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmxCALIBR.esmxCALIBRuniverse.esm20th Century Weapons.esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmSShop.esmProject Beauty.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espJames Invisible wall bugs remove.espDarNifiedUIF3.espCALIBRxMerchant.espUPP - Pack 1.espUPP - Pack 2.espUPP - Original Perks.espUPP - Experience Perks.espUPP - Quest Perks.espUPP - Beverage Perks.espUndergroundHideout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - FWE Master Release + Project Beauty.espOwned!.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espDimensionalStorage.espkikaiEquipment.espSShopItems.espFellout-pipboylight.esp20th Century v5 ALIVE (Vendor).esp20th Century v5 ALIVE (Containers).esp20th Century v5 ALIVE (NPC_Settler).esp20th Century v5 ALIVE (Vault 101).esp20th Century v5 ALIVE (RivetCity).esp20th Century v5 ALIVE (Raider).esp20th Century v5 ALIVE (Slaver).esp20th Century v5 ALIVE (Chinese Ghoul).esp20th Century v5 ALIVE (Talon_Regulator).esp20th Century v5 ALIVE (Brotherhood_Outcast).esp20th Century v5 ALIVE (TEST Container).espxCALIBRuniverse.espSydney Follower.espSydney Follower - FWE Dialog Fix.espSydney PB with 10Hair.espSydney Follower - Load Order Fix.espLightSaberMod.espTsurugi2handed.espWeapon - Some Katanas.espJQ-DuncanSword.espVibroblade.espArc Blade V1e.espAsharasLightningItems.esp3EFdrg.espNAPA.espAdvanced Recon Armor.espMergedPatch-4.03.11.esp20th Century v5 ALIVE (SuperMutant).esp Total active plugins: 108Total plugins: 116 Link to comment Share on other sites More sharing options...
BlackRampage Posted May 17, 2011 Share Posted May 17, 2011 Well, the Rivet city exterior area can cause some framerate drops at any rate, though not as severe as what you're describing. Now, about your load order:First, I see you have ccmechanic's "James Invisible wall bugs remove.esp"It's an older version (meant for the unmodded version of the game). Update it to the newer V2 version. Also it needs to be all the way at the bottom of your load order. The 20th Century v5 ALIVE (SuperMutant).esp (at the bottom) needs to be placed alongside the other esp's from that mod. Better yet: Use the BOSS auto sorter or FoMM's own "load order report" feature. Both will tell you fairly accurately what the best load order is you should use for a stable game. After all that, make a new merged path and run FO3 edit in "masterupdate" mode. Have a look over here to see how to run masterupdate: http://www.thenexusforums.com/index.php?/topic/379635-fallout-3-load-order-perfected/page__p__3120743__fromsearch__1#entry3120743 (bottom of the first post, courtesy of tamujiin) Very important!Before running Fo3 edit in masterupdate mode, be sure to turn off "James Invisible wall bugs remove.esp" in FoMM first (and turn it back on afterwards). Otherwise you will experience crashes. Sorry for the long response :tongue: Link to comment Share on other sites More sharing options...
s0nofagun Posted May 17, 2011 Author Share Posted May 17, 2011 Well, the Rivet city exterior area can cause some framerate drops at any rate, though not as severe as what you're describing. Now, about your load order:First, I see you have ccmechanic's "James Invisible wall bugs remove.esp"It's an older version (meant for the unmodded version of the game). Update it to the newer V2 version. Also it needs to be all the way at the bottom of your load order. The 20th Century v5 ALIVE (SuperMutant).esp (at the bottom) needs to be placed alongside the other esp's from that mod. Better yet: Use the BOSS auto sorter or FoMM's own "load order report" feature. Both will tell you fairly accurately what the best load order is you should use for a stable game. After all that, make a new merged path and run FO3 edit in "masterupdate" mode. Have a look over here to see how to run masterupdate: http://www.thenexusforums.com/index.php?/topic/379635-fallout-3-load-order-perfected/page__p__3120743__fromsearch__1#entry3120743 (bottom of the first post, courtesy of tamujiin) Very important!Before running Fo3 edit in masterupdate mode, be sure to turn off "James Invisible wall bugs remove.esp" in FoMM first (and turn it back on afterwards). Otherwise you will experience crashes. Sorry for the long response :tongue: I actually fixed it before reading this. Apparently Scavenger Armors caused the lag I was experiencing b/c the armor/weapons used by the patrolling guards have very detailed textures and, by disabling them, the FPS returned to normal. Thanks for the additional information on the load orders! Link to comment Share on other sites More sharing options...
Bitdman Posted May 17, 2011 Share Posted May 17, 2011 Well, the Rivet city exterior area can cause some framerate drops at any rate, though not as severe as what you're describing. Now, about your load order:First, I see you have ccmechanic's "James Invisible wall bugs remove.esp"It's an older version (meant for the unmodded version of the game). Update it to the newer V2 version. Also it needs to be all the way at the bottom of your load order. The 20th Century v5 ALIVE (SuperMutant).esp (at the bottom) needs to be placed alongside the other esp's from that mod. Better yet: Use the BOSS auto sorter or FoMM's own "load order report" feature. Both will tell you fairly accurately what the best load order is you should use for a stable game. After all that, make a new merged path and run FO3 edit in "masterupdate" mode. Have a look over here to see how to run masterupdate: http://www.thenexusf..._1#entry3120743 (bottom of the first post, courtesy of tamujiin) Very important!Before running Fo3 edit in masterupdate mode, be sure to turn off "James Invisible wall bugs remove.esp" in FoMM first (and turn it back on afterwards). Otherwise you will experience crashes. Sorry for the long response :tongue: So Should JIW be at the end of the load order below the FO3edit esp? Link to comment Share on other sites More sharing options...
BlackRampage Posted May 17, 2011 Share Posted May 17, 2011 (edited) That's a double post. But to answer your question: No, a merged path can be put below it without any problem. Edit: hmmm I'm actually not 100 percent sure about this. Maybe I'll ask ccmechanic about it. I'll have a look to see if he posted anything about this.Anyway, since JIW is all the way below all the other mods anyway, and thus overrides all other mods, I'm guessing it's ok to just put a merger below it. Edited May 17, 2011 by BlackRampage Link to comment Share on other sites More sharing options...
Bitdman Posted May 18, 2011 Share Posted May 18, 2011 Sorry about the double post I didn't know the first post went through as I left the page and came back and it was gone :ermm: Fixed double post. :thumbsup:Bben46, Moderator Link to comment Share on other sites More sharing options...
GrindedStone Posted May 25, 2011 Share Posted May 25, 2011 These mods are overwriting an conflicting with each other, over an over, backwards, forwards, an sideways.You could fix it, but the best way would be to build it one mod at a time, which I figure wasn't done here. Link to comment Share on other sites More sharing options...
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