lolwutnowai Posted October 4, 2011 Share Posted October 4, 2011 I have googled and searched this forum and haven't found a solution that fixes this problem so I decided to make a thread asking for help. Sorry if this has been covered and I happened to miss it. Whenever I enter the doors for the Rivet City market place and upper deck I get a CTD. Also, whenever I use the coc console command to go to these areas I get a CTD. This doesn't happen with any other areas of the game. I have autosaves disabled and have made Prensa's suggested edits to the unofficial fallout 3 patch broken steel file. Here's my load order: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty.esmMothership Crew.esmTSC Air Support.esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.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.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espDarNifiedUIF3.espFellout-pipboylight.espCASM.espOverhead3PCamera.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).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 - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Operation Anchorage.espEVE - FWE with WeaponModKits.espEVE Anchorage - FWE DLC Anchorage.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 - Master Menu Module.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - FWE Master Release + Project Beauty.espTSC Air Support.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espFallout 3 Master Fix - Higher FPS.espFallout 3 Master Fix - Unofficial Fallout 3 Patch.espFallout 3 Master Fix - Fallout3 Wanderers Edition.espFallout 3 Master Fix - Mothership Crew.espmpatch.esp (<- merged patch made with FO3 edit) Any suggestions? Link to comment Share on other sites More sharing options...
iFSS Posted October 4, 2011 Share Posted October 4, 2011 (edited) You're missing one of the FOIP patches: Mart's Mutant Mod - FWE Master Release.esp You need that and the misleadingly (is that a word?) named Mart's Mutant Mod - FWE Master Release + DLCs.esp (which is for the DLC's only) (once you add that, you can remove Mart's Mutant Mod - Master Menu Module.esp - as it's included) Don't think that will be the problem though. You could try disabling mods one at a time, and seeing if you can enter the doors. Also try master updating the esp's if you haven't already. * edit - also use the unofficial EVE FOIP patch, as the proper FOIP patch is out of date. Edited October 4, 2011 by iFSS Link to comment Share on other sites More sharing options...
lolwutnowai Posted October 5, 2011 Author Share Posted October 5, 2011 You're missing one of the FOIP patches: Mart's Mutant Mod - FWE Master Release.esp You need that and the misleadingly (is that a word?) named Mart's Mutant Mod - FWE Master Release + DLCs.esp (which is for the DLC's only) (once you add that, you can remove Mart's Mutant Mod - Master Menu Module.esp - as it's included) Thanks. Turns out I was also missing the fellout compatibility patch for the master fix. Don't think that will be the problem though. You could try disabling mods one at a time, and seeing if you can enter the doors. Also try master updating the esp's if you haven't already. Yeah, I have already master updated the esps. Unfortunately I tried disabling the mods one and at a time and even with only the default .esm files enabled the game still crashes. * edit - also use the unofficial EVE FOIP patch, as the proper FOIP patch is out of date. Thanks for the heads up. Link to comment Share on other sites More sharing options...
BlackRampage Posted October 5, 2011 Share Posted October 5, 2011 You cannot, under any circumstance, make a merged patch of, or run masterupdate mode on the Master Fix or any of it's compatibility patches. If you've done both: Delete the master fix .esp and all compatibility patches.Delete your merged patch.Run masterupdate mode again and make a new merged patch. Only after that you can put the master fix and it's patches back in. Link to comment Share on other sites More sharing options...
iFSS Posted October 5, 2011 Share Posted October 5, 2011 Yeah, I have already master updated the esps. Unfortunately I tried disabling the mods one and at a time and even with only the default .esm files enabled the game still crashes.Whatever caused it could have messed up your save game, or the game could be missing something (eg a correct mesh). Something to try: start a separate new game, use FWE's alternate start to get out of the vault quickly, then get to Rivet City at the first available opportunity (make sure to trigger the bridge etc normally). If it still crashes, then start a separate new game again using the DLC's and FWE only (nothing else) on a fresh Fallout 3 install (don't tweak your ini either, except for adding the multicore fix), use alternate start, and save before you get near Rivet City (before you trigger the bridge rotating). Then try adding mods one at a time, making sure all the meshes etc for each are installed correctly, until the crash is triggered (if at all). You cannot, under any circumstance, make a merged patch of, or run masterupdate mode on the Master Fix or any of it's compatibility patches.A question: why can you not include the master fix when creating a merged patch? A merged patch does not alter or include anything in it (and if there was, then it should be included). Do you have a merged patch and a merged plugin confused? Link to comment Share on other sites More sharing options...
Jeoshua Posted October 6, 2011 Share Posted October 6, 2011 (edited) Yeah, I have already master updated the esps. Unfortunately I tried disabling the mods one and at a time and even with only the default .esm files enabled the game still crashes. You cannot, under any circumstance, make a merged patch of, or run masterupdate mode on the Master Fix or any of it's compatibility patches.A question: why can you not include the master fix when creating a merged patch? A merged patch does not alter or include anything in it (and if there was, then it should be included). Do you have a merged patch and a merged plugin confused? Honestly, the whole "no master fix in a merged patch" is that if you include it in a merged patch, various multi-level values in it might be taken along with various undesirable code, especially from the vanilla entries that are attempting to be replaced. "Master Updating" is a totally different story. Half of the overrides from Master Fix will simply NOT work as an ESM file, in any way. Having Master Fix installed when running a master update will more-or-less turn it off. I hope this explains the situation better. I am also one of those people that must know "why" instead of just accepting that it is because it is. ----- Oh, and I can't believe nobody's mentioned this in response to the subject title. Look up "Unofficial Patch Rivet City Fix" There is a slight bug with Unofficial Fallout 3 Patch - Broken Steel that causes this very bug, every time. The original creators of UF3P never fixed it and haven't been seen for a long time. It was made for an earlier patch version and an update in the meantime caused this behavior (amongst others) Edited October 6, 2011 by Jeoshua Link to comment Share on other sites More sharing options...
iFSS Posted October 6, 2011 Share Posted October 6, 2011 Honestly, the whole "no master fix in a merged patch" is that if you include it in a merged patch, various multi-level values in it might be taken along with various undesirable code, especially from the vanilla entries that are attempting to be replaced.Thanks for the answer, though there is nothing in the master fix that is taken or included, the master fix doesn't alter anything that would be included in a merged patch. Plus the warning itself is making the creating of a merged patch that bit more difficult, and can give the impression that a merged patch is a bad thing. Oh, and I can't believe nobody's mentioned this in response to the subject title. Look up "Unofficial Patch Rivet City Fix"The OP mentions that they have already fixed this in the 1st post. The UF3P is the first thing I think of too as soon as I see Rivet City mentioned, lol. Link to comment Share on other sites More sharing options...
BlackRampage Posted October 6, 2011 Share Posted October 6, 2011 Plus the warning itself is making the creating of a merged patch that bit more difficult, and can give the impression that a merged patch is a bad thing.Does it? You don't exactly have to have had studied computer sciences in order to make a merged patch. All one has to do is either disable the master fix .esp (and optionally any compatibility patches) in FoMM before loading Fo3Edit or not let Fo3Edit load them when you start it. I also don't think we have ever given the impression that making a merged patch could somehow be a bad thing. In fact: I actually recommended someone to make a merged patch here: http://www.thenexusforums.com/index.php?/topic/440572-further-i-progress-the-more-i-crash/ Link to comment Share on other sites More sharing options...
Jeoshua Posted October 6, 2011 Share Posted October 6, 2011 Nothing is taken from the merged patch creation in fo3edit - usually. But that's not guaranteed to always be the case. So it's mainly a precautionary measure to make sure. Plus, like you said, usually nothing is taken from it, so it's really not necessary at all. If you make a merged patch with Master Fix enabled, and can confirm that exactly 0 entries from Master Fix have been overridden in it, it's safe to assume that you're in the clear (and even more safe to load the merged patch before Master Fix, as a point of fact). But since the instructions are written assuming that the person installing the mod knows nothing about modding to begin with, we say "don't", because it's easier that way for us to describe and support. Also it was futureproofing code releases for the next version. Some of MY code does get picked up by master updating... but at the same time I'm trying to take this into account and make sure that it will work if merged or not. Master Updating will still be a no-no, because of CCMechanic's code in it. Cell changes do not take to ESM-ification. :biggrin: Link to comment Share on other sites More sharing options...
iFSS Posted October 6, 2011 Share Posted October 6, 2011 (edited) Does it? You don't exactly have to have had studied computer sciences in order to make a merged patch.I wasn't talking about myself. It's not safe to assume anything about the skill set of anybody who is modding their game. A good rule for usability is "don't overcomplicate things". See below. I also don't think we have ever given the impression that making a merged patch could somehow be a bad thing. Not intentionally - is why I said "can give the impression". A quote from elsewhere:Is the merged patch a safe thing to do? I ask , mostly cuz the Master Fix already warns you not to merge that mod In fact: I actually recommended someone to make a merged patch here: http://www.thenexusforums.com/index.php?/topic/440572-further-i-progress-the-more-i-crash/To illustrate the difficulty for some: the poster there is finding opening FO3Edit difficult, never mind creating the merged patch... Nothing is taken from the merged patch creation in fo3edit - usually. But that's not guaranteed to always be the case. So it's mainly a precautionary measure to make sure. Plus, like you said, usually nothing is taken from it, so it's really not necessary at all. If you make a merged patch with Master Fix enabled, and can confirm that exactly 0 entries from Master Fix have been overridden in it, it's safe to assume that you're in the clear (and even more safe to load the merged patch before Master Fix, as a point of fact). But since the instructions are written assuming that the person installing the mod knows nothing about modding to begin with, we say "don't", because it's easier that way for us to describe and support.Good point, though this could be misunderstood as above, and people don't create a merged patch at all - and since the objective is stability, that isn't the best thing they could do. Thanks for clearing that up :) Edited October 6, 2011 by iFSS Link to comment Share on other sites More sharing options...
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