Isenkaye Posted July 17, 2011 Share Posted July 17, 2011 (edited) Breaking news - this just in!A new user on the Fallout 3 Nexus Forums is reporting one of the stee-rangest glitches he's ever seen in his years of playing and tinkering with mods! Apparently, within the dank and musty confines of the Bethesda Ruins, wooden crates - those handy-dandy carryables, stuffed with everything from Tom's Turpentine to books and booze and stylish belts - are becoming fixed in place, and immovable! They're behaving more like cement blocks, than anything else! So far, the behavior apparently hasn't migrated anywhere but within the East and West ruins, but the user in question is seriously concerned about this little bug, catching! Not only do these dinky little wooden crates refuse to be picked up, swung around, or dropped on unsuspecting Raiders like miserable, penny-wise Christmas presents, they appear to have transcended the laws of physics! Shooting them, rolling a frag grenade against them, smashing them with a baseball bat, a sword, and even a Power Glove, or even just smacking other, more mobile objects against them, doesn't budge them an inch! The user reports that this is very worrisome, as things like books, tasty Mirelurk cakes, and tactical nuclear warheads are often hidden under such unassuming little wooden boxes. He was very emphatic about that last point, and, when questioned, claimed not to be on any hallucinogenic substances. He furthermore said that in his last game, every single one of these pretty little crates could be picked up, swung around, or used in impromptu games of Crate-Bowling (With Crates!), and it saddened him immensely to see them laying stiff and lifeless in the world. He claims not to have changed anything recently, and asserts that he's been playing with the same line-up of mods since starting this particular character. He hopes that someone out there in that vast, uncaring Wasteland knows of some solution to this terrible, terrible problem (besides ZAP-ing the offending crates entirely out of existence), or a way to restore the poor crates to their former state of mobility, and all-American freedom. Thank you, everyone, and goodnight. P.S.: This is his mod load order. Because he's me. It was me all along. You probably caught that. Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCALIBR.esmFOOK2 - Main.ESMFOOK2 - [DIK] DLC Improvement Kit.ESMCRAFT.esmProject Beauty.esmMart's Mutant Mod.esmEWE Energy Weapons Enhanced.esmCMRS.esmEnhanced Weather - Rain and Snow.esmFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Main [Hotfix].espFOOK2 - DIK [Hotfix].espModBetterPArmorVanilla.espModBetterPArmorPitt.espModBetterPArmorSteel.espModBetterPArmorAnchorage.espModBetterPowerArmor60.espModBetterPowerArmor60VATS.espModBetterPowerArmor75.espModBetterPowerArmor75VATS.espProject Beauty- Point Lookout.espProject Beauty- Broken Steel.espFOOK2 - Project Beauty.espFOOK - DIK - Project Beauty.espEWE DLC Addon.espStealthboy Recon Armor - CRAFT.espEWE Supermutant Energy Weapons.espCRAFT - Activation Perk.espAccurate Assault Rifles 1.2.espM1911.espCivilDefenseBroadcastSystem.espenhancedsnipersandsilent.espUPP - Pack 1.espUPP - Beverage Perks.espUPP - Quest Perks.espUPP - Experience Perks.espUPP - Pack 2.espRadioTenpennyTower.espGalaxyNewsRadio100[M].espPeople_Radio.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Project Beauty.espTactical Weapons by gRs Frederyck.espCMRS - Vanilla.espCMRS - Mothership Zeta.espCMRS - Point Lookout.espCMRS - The Pitt.espCMRS - Anchorage.espCMRS - Broken Steel.espCMRS - MMM.espCMRS - Rebalanced Junk.espCALIBRxMerchant.espACE2-1b.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - REBOOT.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.espWeaponModKits - FOOK.espMMM' date=' FOOK2.espMMM, FOOK2 - DIK.espMMM, FOOK2 - Natural Selection.espEWE Load Order Fix.esp[/b']Masterpatch.esp Total active plugins: 85Total plugins: 92 P.P.S.: The "Masterpatch" up there is just the FO3Edit-made "Merged Patch" for all of the things above it. FO3MasterUpdate.exe was run long ago, and has done all it can do. On exiting and re-starting the game, and re-loading a save inside of the East or West Ruins, some crates became movable again, but most did not. If you need to know anything else, I - er, I mean, he - is available for questioning, either in-topic or through PM. Thanks again! P.P.P.S.: Also, system specs. i7 2600K CPUnVidia 460 GTX Factory OC'd x2 (in SLI)WD Caviar Black HD 750GB8GB RAM Edited July 21, 2011 by Isenkaye Link to comment Share on other sites More sharing options...
Isenkaye Posted July 21, 2011 Author Share Posted July 21, 2011 Nobody? Anybody? Somebody? The crates, the crates! They start with our crates, and then they come after our lawn gnomes, and before you know it they'll be wanting our books! Seriously, though...nobody knows anything about this? Link to comment Share on other sites More sharing options...
Jeoshua Posted July 21, 2011 Share Posted July 21, 2011 Well I'm sure that you don't need ModPowerArmor60 AND ModPowerArmor75, but I'm equally sure that's not your problem. Fook2 contains destructible statics, doesn't it? That might be your problem right there. The real question is "What were you doing when you noticed the problem first? What mods did you install prior to that?" And the Load order doesn't help too much for that. Actually, if you installed any mod ever, and did not install/uninstall it with FOMM, the data files can still be affecting your game. Link to comment Share on other sites More sharing options...
Isenkaye Posted July 21, 2011 Author Share Posted July 21, 2011 (edited) Well I'm sure that you don't need ModPowerArmor60 AND ModPowerArmor75, but I'm equally sure that's not your problem. Fook2 contains destructible statics, doesn't it? That might be your problem right there. The real question is "What were you doing when you noticed the problem first? What mods did you install prior to that?" And the Load order doesn't help too much for that. Actually, if you installed any mod ever, and did not install/uninstall it with FOMM, the data files can still be affecting your game.Interesting. I thought the ModPowerArmor files looked weird, too, but the Better Power Armor readme said that all included files should be installed, but it's possible there's a typo in the readme - really, I'm not even sure what the mod is supposed to do, except let Super Mutants wear power-armor, and make power armor carry itself. "Destructable Statics" - you mean things that will shatter/blow up/splinter into bits when you shoot, bash, or explode them, right? I'd think you were on to something, if any of these items had a chance to be destroyed beforehand, or if this problem were more wide-ranging than these two areas. Even the Bethesda Underworks, I think, didn't have it. The thing is, though, when I first noticed the problem, I was just going through the Bethesda offices like normal. Like I said in my first post, I hadn't installed any new mods, or changed any mods, before it happened - the first time I went through the Bethesda offices was on a separate install, with the Unofficial Fallout 3 Patch on, but I deleted every single data-file and mod-file and the entire "Data" folder before reinstalling, so I'm pretty sure old mod-files aren't interfering with that. The mods you see in the load order list are the mods I started the playthrough with, I haven't changed them even once. And for the record, I use an innovative combination of FOMM and JSGME to manage my mods. Any package that needs to be installed, I use FOMM for, and any mod that says "drop into the data folder and overwrite", I instead use JSGME to manage. I've actually got a (relatively-complicated) separate install order to keep things clean and clear and working, in addition to my load order. I'm going to edit my first post with my system specs, because it dawned on me I should probably have those in there. Thank you for at least rendering an opinion, though! It's nice not to be ignored... ~Kaoru Edited July 21, 2011 by Isenkaye Link to comment Share on other sites More sharing options...
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