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Ridiculous FPS hit


s0nofagun

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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.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CRAFT.esm

CALIBR.esm

xCALIBR.esm

xCALIBRuniverse.esm

20th Century Weapons.esm

EVE.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

SShop.esm

Project Beauty.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

James Invisible wall bugs remove.esp

DarNifiedUIF3.esp

CALIBRxMerchant.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Original Perks.esp

UPP - Experience Perks.esp

UPP - Quest Perks.esp

UPP - Beverage Perks.esp

UndergroundHideout.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Project Beauty.esp

FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

EVE.esp

EVE Operation Anchorage.esp

EVE - FWE Master Release.esp

EVE - FWE Master Release (Follower Enhanced).esp

EVE Anchorage - FWE DLC Anchorage.esp

EVE - FWE with WeaponModKits.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

Mart's Mutant Mod - Project Beauty.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - FWE Master Release + DLCs.esp

Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

Owned!.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

DimensionalStorage.esp

kikaiEquipment.esp

SShopItems.esp

Fellout-pipboylight.esp

20th Century v5 ALIVE (Vendor).esp

20th Century v5 ALIVE (Containers).esp

20th Century v5 ALIVE (NPC_Settler).esp

20th Century v5 ALIVE (Vault 101).esp

20th Century v5 ALIVE (RivetCity).esp

20th Century v5 ALIVE (Raider).esp

20th Century v5 ALIVE (Slaver).esp

20th Century v5 ALIVE (Chinese Ghoul).esp

20th Century v5 ALIVE (Talon_Regulator).esp

20th Century v5 ALIVE (Brotherhood_Outcast).esp

20th Century v5 ALIVE (TEST Container).esp

xCALIBRuniverse.esp

Sydney Follower.esp

Sydney Follower - FWE Dialog Fix.esp

Sydney PB with 10Hair.esp

Sydney Follower - Load Order Fix.esp

LightSaberMod.esp

Tsurugi2handed.esp

Weapon - Some Katanas.esp

JQ-DuncanSword.esp

Vibroblade.esp

Arc Blade V1e.esp

AsharasLightningItems.esp

3EFdrg.esp

NAPA.esp

Advanced Recon Armor.esp

MergedPatch-4.03.11.esp

20th Century v5 ALIVE (SuperMutant).esp

 

Total active plugins: 108

Total plugins: 116

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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:

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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!

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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?

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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 by BlackRampage
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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

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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.

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