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Mod Causing Unresponsive Menu


itsatrap17

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I had the no menu no mouse/keyboard bug for a while.

 

I might be talking out my ass, but I removed all my UI mods and reinstalled with UIO first and then, all the other UI patches to DarN stuff up.

 

It fixed my no menu/no mouse, and eventually, arose the void new game button problem. Which I had to reinstall FO3 completely and revalidate the .ini files to be able to run a vanilla game again and mod it.

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I had the no menu no mouse/keyboard bug for a while.

 

I might be talking out my ass, but I removed all my UI mods and reinstalled with UIO first and then, all the other UI patches to DarN stuff up.

 

It fixed my no menu/no mouse, and eventually, arose the void new game button problem. Which I had to reinstall FO3 completely and revalidate the .ini files to be able to run a vanilla game again and mod it.

you got the right thread friend? This is about A patch mod Underground hide out / FWE thing.

 

Not about UI mods.

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I had the no menu no mouse/keyboard bug for a while.

 

I might be talking out my ass, but I removed all my UI mods and reinstalled with UIO first and then, all the other UI patches to DarN stuff up.

 

It fixed my no menu/no mouse, and eventually, arose the void new game button problem. Which I had to reinstall FO3 completely and revalidate the .ini files to be able to run a vanilla game again and mod it.

you got the right thread friend? This is about A patch mod Underground hide out / FWE thing.

 

Not about UI mods.

 

That is what I said, I could be talking out of my ass. In my case the problem was caused by an UI mod. It is a longshot. For me, it was "aHUD.esm", Adjustable HUD. For some reason whenever I loaded this mod with the game, it disabled my menu/mouse/keyboard.

 

To fix it, I removed all my UI stuff, and reinstalled:

 

1 UIO

2 Darn (alpha)

3 Darn hotfix

4 iHUD (Gophers)

 

And kept out from my load order aHUD.esm and MTUI stuff. It fixed the problem, but for some reason my ".ini" files were hosed in the meantime. I did the dreaded clean install, made sure everything was working vanilla, and installed all mods again. Fixed.

 

I'm just reporting what I did to fix the problem, I could be totally wrong though, since I did a clean install.

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Anything can happen, even a fresh install can be hosed up and not realize it.

 

Many things can take place, some things boggle the mind.

 

One example, say about twenty or so mods installed, By them selves, there are no flaws, the game seems to operate normaly, good game flow takes place, FPS is 60 +, yet weird things are going on.

 

The example, in sprinvale, behind silvers house on the hill, there is a vertabird sitting there, and there is an Enclave military person with a mini gun standing guard.

 

he is non hostile..and he is UN-killable...even in god mode, even console commands are non effective, nothing will allow you to remove him.

 

shoot him, he is hostile, wait for a bout 30 minutes, and he is non hostile. still you cannot remove him from the game.

 

The odd thing is , his spot is an anchor for a set of strings currently running from a developed code that is not any one mods doing, it's the combination of 3 mods that set up the data flow keeping that person / character alive.

 

So, he serves no purpose, except as a marker in the game for some reason. he is not in any mod, he is spawned into being. So, you can't remove it.

Does this effect the game in any way? no. and maybe yes. that spawn could be a result from just average code.

 

yours, was a result of a bad install or an order OF install that set up things to go bad. ORDER is the key word here.

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I hope I got it.

 

You are saying that some odd data flow combination happens to spawn that abomination(Enclave guy+vertiberd). He would be untouchable because, in fact, there is no reference data to him specifically, is the result of the data flowing through him that justify his existance.

 

This is helping me understand things even further. Thanks

Edited by scharleaux
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in some places ,as we see data written in remastered mod, there are invisible walls, these things can not be bypassed unless you specify them.

 

But, we can not specify walls that are generated by the game.

 

Raven Rock escape quest, just near the exit. hard save and exit. 1rst go round, you meet Fawkes. hard save and reload the earlier save back in the Escape quest...proceed, on exit, you will not meed the big greenie.

 

reload again and this time, you might find your self blocked, can't move forward nor can you move backwards.

 

you character can move except just not horizontal. Walls have dropped down. these are spawned walls by the games engine due to stage requests.

 

eventually , the game will erase raven rocks interior all together. even coc'ing will send you into a void.

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menus have a place in the game, the UI interface. This domain is a control point, it is effected by plugin code in ways you never would have imagined.

 

I have a show and tell set up ,data explicitly converted to remove interference and Isolate That fact.

 

" Menus are effected by esp /esm master update functions" verses scripted events and control UI's.

 

What I have done is manipulate mods other have made into compact clean code and removed a few hundred plugin slots.

 

The purpose did in fact prove out to be correct. The order of the things say, compatibility were not there and were at the same time.

 

What id did was prevent other data showing up in the UI and not respond when the mod of interest, what i was inspecting was introduced last.

 

The above mods , pretty much all of them no longer worked. It is code you can not see in 3rd party tools or the GECK but is there on init.

 

I could pop in here a picture?

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