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Fallout 3 Intercom Crash, weird mod malfunction?


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Hey everyone. I had difficulty deciding if I should post this in the "mod troubleshooting" or "technical difficulties" topic, but alas, I've decided to post it here.

So, my issue is reeeeally specific, and I'm not entirely sure if a solution can be found, but I'm at a bit of a loss here.
So it starts with this: I created a follower mod a looong time ago to use in Fallout 3. It was entirely custom made, save for a dependency on Ling's (for hair). The scripts and packages I made for the follower were from scratch, in other words. I used this mod on my first play-through of the game, and everything was totally breezy.
Moving on.
I decided to spruce up Fallout 3 for the sake of replaying it. The only thing I really did, however, was install Fallout 3 Wanderer's Edition. I kept a bunch of mods that I already had previously, which you will see in the mod list I'm about to present to you.
After doing this, I noticed that intercoms would cause my game to CTD immediately. There wouldn't be any dialogue or anything, just an immediate crash. This is ALL intercoms (tenpenny, gnr, rivet city, etc). So I decided to strip my game of all its mods, and load them up again, one by one, to single out which mod was causing the crashes. Long story short, it ended up being my custom follower mod, which had NEVER done this in the past.
So of course, I uninstall all the mods except my follower. That means, no FWE, no Marts Mutants, no overhauls, no nothing.

And... same issue. Every intercom would cause a crash, which is confusing because this follower mod wasn't ever changed, and it never caused this problem before.
So I cracked open the GECK and do some deep-digging to see if my follower happened to change ANYTHING regarding the intercoms. And, you guessed it, nothing having to do with intercoms was ever changed.
Having this follower in the game is of huge importance to me, so deactivating it just isn't an option. I feel like there has to be something I'm overlooking here. Any and all help will be greatly appreciated.
Carrying on, here is my mod list/load order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Lings.esm
LingsAcid.esm <------ this is a custom esm I made to add more hairs to Lings.
RH_Ironsights.esm
UnofficialFallout3Patch.esm
FO3 Wanderer's Edition - Main File.esm
Mart's Mutant Mod.esm
DC_Interiors_ComboEdition.esm
SharingandCaringCompanions.esm
My Follower Mod.esm <-------- according to my research, this is the trouble-maker
My Dog (Globals).esm
My Dog.esm

Fellout-pipboylight.esp
Fellout-brokensteel.esp
Fellout-Zeta.esp
Fellout-Pointlookout.esp
Fellout-Anchorage.esp
FelloutFull.esp
MyCustomHome1.esp <---- one of my own custom homes
BlackwolfBackpack.esp
BlackwolfBackpack - Blank Containers Patch.esp
LeatherJacketblack_eng.esp
RH_Ironsights_Basic_AnchoragePlugin.esp
RH_Ironsights_Basic_VanillaPlugin.esp
RH_Ironsights_Basic_ZetaPlugin.esp
RH_Ironsights_Pitt_newriflesights.esp
RH_Ironsights_Basic_PittPlugin.esp
RH_Ironsights_PL_Newitems.esp
RH_Ironsights_Basic_BrokenSteelPlugin.esp
RH_Ironsights_Basic_PointLookoutPlugin.esp
RH_Ironsights_RemoveReticule.esp
oroLookoutFix.esp
Max Level 99.esp
TF_HoodedJackets_FWE_DR.esp
TF_HoodedJackets.esp
New Uniques.esp
TailorMaid.esp
TailorMaidPITT.esp
TailorMaid trunk.esp
TailorMaid PITTtrunk.esp
MyCustomHome2.esp
BLTC.esp
BLTC Immersion Patch.esp
BLTC less Addictions.esp
BLTC No Overdosing.esp
BLTC No Visual Effects.esp
ACustomCharGenPreset.esp
MyCustomHome3.esp

T6M Female Power Armor Replace + DLC.esp
FO3 Wanderer's Edition - Main File.esp
FO3 Wanderer's Edition - DLC Anchorage.esp
FO3 Wanderer's Edition - DLC Broken Steel.esp
FO3 Wanderer's Edition - DLC Point Lookout.esp
FO3 Wanderer's Edition - DLC Mothership Zeta.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Master Menu Module.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 - DLC DC Interiors.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Blackened FWE + MMM.esp
LingsVanity.esp <-------- another custom extension to Lings that I made for my own use
SCC-Closer-FollowDistance.esp <----- an extension I made for SCC
A Cosmetic Plugin For My Follower.esp <---- This was also active before FWE and never caused issues.
My Dog - MMM Foods Integrated.esp
Unique Dogmeat.esp
1nivDogmeatOverhaul.esp
mergedpatch.esp

Okay, so just to make things clear again:
My follower mod + the cosmetic esp I made for it; neither of these ever caused this issue.
After installing FWE, the issue began.
When I uninstalled FWE but kept the follower mod, the issue persisted.
When I kept FWE but uninstalled the follower mod, the issue went away.
The follower mod was NEVER changed.
Essentially, it's like FWE screwed up my mod in such a way that the issue remained even after uninstalling FWE.

I'd also like to point out that I've searched all over the internet for possible solutions. All solutions I've found for "random crashes", or "crashes when using intercoms", have not solved this issue.

Thanks again for anyone who's able to offer even a little bit of help. My game is essentially unplayable, but I don't want to play without my follower! :sad:

POSSIBLE SLOPPY SOLUTION I JUST FOUND:

Alright so I think I just fixed the issue? It's all really sloppy and confusing, but the reason I'm keeping this post up is so that I can still gather people's advice and input, and so maybe anyone else who had a similar problem can chime in.

So waaaay back before I installed FWE, and I was still creating my follower mod, I was doing a lot of work in FOMM to turn esp's into esm's, renaming files, clearing master files in FO3 edit, so on and so forth. A long while back, my follower mod relied on a custom hair mod that I made into an esm. But when I switched to using hair from Ling's, I cleared my custom hair mod from the follower's master list using FO3.
And then I deleted that hair mod.
FO3 then ran my follower mod without an issue, but whenever I went to edit it in GECK, GECK would give me a warning about how "Follower.esm does not match the Follower.esm in the directory. Would you like to copy the one from the directory?"
This made zero sense to me and I was afraid of changing something I didn't want to change, so I always declined.

Fast forward to the present; I got curious so I open the follower mod in FO3 Edit again and it tells me it can't load without that old custom hair esm that I deleted months ago. So I trick it by creating a dummy esp in GECK, naming it the same as the old esm that I deleted, and turned it into an esm with FOMM.
Even though the dummy esm didnt have the same data that the original hair esm did, FO3 Edit still loads the follower mod fine.
Then I got the idea to take a chance and accept GECK's offer to overwrite my follower mod with the copy from its "directory". I backed up the mod, of course.
Nothing seemed to be changed but I haven't looked too far into it yet.
So I say, "hell, I'll try this out", and now I'm able to use intercoms with my follower installed.

Truly... I have no idea what crapstorm just happened but.. I guess I have the problem fixed? For now?

Edited by 252Naberius
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Your load list needs to be corrected. You should go back to the Blackened page and read the instructions for the use of the FWE-MMM patch. Then go to the Paradox Ignition page and read the instructions for the use of their file.

 

Go back to the Fellout page and read what it says about placement of their files.

 

Plugins need to be in the same order as the vanilla game.

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