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Wierd Rivet City CTDs


lolwutnowai

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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.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CRAFT.esm

CALIBR.esm

Project Beauty.esm

Mothership Crew.esm

TSC Air Support.esm

EVE.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.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

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

DarNifiedUIF3.esp

Fellout-pipboylight.esp

CASM.esp

Overhead3PCamera.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).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 - FWE Master Release.esp

EVE - FWE Master Release (Follower Enhanced).esp

EVE Operation Anchorage.esp

EVE - FWE with WeaponModKits.esp

EVE Anchorage - FWE DLC Anchorage.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 - Master Menu Module.esp

Mart's Mutant Mod - Project Beauty.esp

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

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

TSC Air Support.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Fallout 3 Master Fix - Higher FPS.esp

Fallout 3 Master Fix - Unofficial Fallout 3 Patch.esp

Fallout 3 Master Fix - Fallout3 Wanderers Edition.esp

Fallout 3 Master Fix - Mothership Crew.esp

mpatch.esp (<- merged patch made with FO3 edit)

 

 

Any suggestions?

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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 by iFSS
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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.

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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.

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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?

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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 by Jeoshua
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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.

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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/

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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:

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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 by iFSS
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