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CTD within Springvale at both a precise spot and intermittently within location


ladyninane

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Problem: CTD within Springvale, generally by the refueling station by the road leading to Megaton.

Laptop Specs:


Intel i7-4720HQ @ 2.60GHz
nVidia GeForce GTX 980M 4GB
16GB DDR3 ram
Windows 10 Home, 64bit
180GB/500GB used on installation drive



Installation Info: NMM, game, and mod files all on one drive dedicated for gaming (E:\ drive).

Game version: Fallout 3 GOTY, steam release, all DLC. Updated to latest patch version

Mod Manager?: Nexus Mod Manager

Extra programs?: LOOT, FO3Edit (merged patching)

LAA/4GB Patch?: Yes

Mod list: Fallout 3 Wanderer's Edition (FWE), Martigen's Mutant Mod (MMM) using the Paradox Ignition merged patch, User Interface Organzier (UIO), DarNified UI for Fallout 3, Adjustable HUD, Immersive HUD, Fellout, Enhanced Weather, Large Address Aware Enabler, Fallout Stutter Remover, Dynavision, Weapon Mod Kits (WMK), Energy Visuals Enhanced (EVE), Fallout 3 Redesigned/Project Beauty, Fallout 3 Re-animated, DCInteriors, Fallout Street Lights, Realistic Interior Lighting, GNR Enhanced, Blackened FWE - Project Beauty - MMM - EVE, DarnUI for FWE, Fallout Interoperability Patches (FIOP) for FWE - WMK, DCInteriors - MMM patch

Load Order:

0 0 Fallout3.esm

1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 StreetLights.esm
4 4 BrokenSteel.esm
5 5 PointLookout.esm
6 6 Zeta.esm
7 7 aHUD.esm
8 8 iHUD.esm
9 9 CRAFT.esm
10 a CALIBR.esm
11 b Project Beauty.esm
12 c EVE.esm
13 d FO3 Wanderers Edition - Main File.esm
14 e Mart's Mutant Mod.esm
15 f Enhanced Weather - Rain and Snow.esm
16 10 DCInteriors_ComboEdition.esm
17 11 FO3 Wanderers Edition - Alternate Travel.esp
18 12 DarNifiedUIF3.esp
19 13 Project Beauty- Broken Steel.esp
20 14 Project Beauty- Point Lookout.esp
21 15 GNR Enhanced.esp
22 16 Chems and Meds Re-Textures Pack.esp
23 17 FO3 Wanderers Edition - Main File.esp
24 18 FO3 Wanderers Edition - DLC Anchorage.esp
25 19 FO3 Wanderers Edition - DLC The Pitt.esp
26 1a FO3 Wanderers Edition - DLC Broken Steel.esp
27 1b FO3 Wanderers Edition - DLC Point Lookout.esp
28 1c FO3 Wanderers Edition - DLC Mothership Zeta.esp
29 1d FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
30 1e WeaponModKits.esp
31 1f WeaponModKits - FWE Master Release.esp
32 20 WeaponModKits - OperationAnchorage.esp
33 21 WeaponModKits - ThePitt.esp
34 22 WeaponModKits - BrokenSteel.esp
35 23 WeaponModKits - PointLookout.esp
36 24 WeaponModKits - Zeta.esp
37 25 Fellout-pipboylight.esp
38 26 Enhanced Weather - Rain and Snow in Fallout.esp
39 27 Enhanced Weather - Weather Sounds in Interiors.esp
40 28 Enhanced Weather - Sneak Bonus during Storms.esp
41 29 Enhanced Weather - REBOOT.esp
42 2a Fellout-Full.esp
43 2b Fellout-Anchorage.esp
44 2c Fellout-BrokenSteel.esp
45 2d Fellout-PointLookout.esp
46 2e Fellout-Zeta.esp
47 2f Realistic Interior Lighting.esp
48 30 Realistic Interior Lighting - BS.esp
49 31 Realistic Interior Lighting - OA.esp
50 32 Realistic Interior Lighting - PL.esp
51 33 Blackened FWE + MMM + EVE + Project Beauty.esp
52 34 DYNAVISION - Dynamic Lens Effect.esp
53 35 Mart's Mutant Mod - DC Interiors.esp
54 36 Kim's Merged Patch.esp

 



BOSS log:


Fallout3.esm Active
Anchorage.esm Active
ThePitt.esm Active
StreetLights.esm Active
Note: Do not use with latest FOOK2, it is already integrated.
BrokenSteel.esm Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS,Actors.AIPackages,Relev,C.Water,Delev,Factions,Stats}}
PointLookout.esm Active
Zeta.esm Active
aHUD.esm Active
iHUD.esm Active
CRAFT.esm Active
CALIBR.esm Version 1.4 Active
Project Beauty.esm Active
Bash Tag suggestion(s): {{BASH: NPC.Race, NpcFaces, Hair, Eyes, Voice-M, Voice-F, Body-M, Body-F, R.Teeth, R.Mouth}}
EVE.esm Version 0.99 Active
Bash Tag suggestion(s): {{BASH: Graphics, Invent, Sound, Scripts}}
FO3 Wanderers Edition - Main File.esm Version 6.03 Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.Stats, Deflst, Delev, Invent, Names, Relations, Relev, Stats}}
Note: Suggested to remove the names tag if using MMM
Requires: CRAFT.esm
Requires: CALIBR.esm
Mart's Mutant Mod.esm Active
Bash Tag suggestion(s): {{BASH: Delev, Invent, Names, Relations, Scripts}}
Enhanced Weather - Rain and Snow.esm Active
DCInteriors_ComboEdition.esm Version 2.9.1 Active
Incompatible with: DCInteriors components.
FO3 Wanderers Edition - Alternate Travel.esp Active
DarNifiedUIF3.esp Version 1.1b5 Active
Project Beauty- Broken Steel.esp Active
Bash Tag suggestion(s): {{BASH: NPC.Race, NpcFaces, NoMerge, Deactivate}}
Project Beauty- Point Lookout.esp Active
Bash Tag suggestion(s): {{BASH: NPC.Race, NpcFaces, NoMerge, Deactivate}}
GNR Enhanced.esp Active
Chems and Meds Re-Textures Pack.esp Active
Bash Tag suggestion(s): {{BASH: Graphics}}
FO3 Wanderers Edition - Main File.esp Version 6.03 Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.Stats, Deflst, Delev, Destructible, Graphics, Invent, Names, Relev, Scripts, Stats}}
FO3 Wanderers Edition - DLC Anchorage.esp Active
Bash Tag suggestion(s): {{BASH: Deflst}}
FO3 Wanderers Edition - DLC The Pitt.esp Active
FO3 Wanderers Edition - DLC Broken Steel.esp Active
FO3 Wanderers Edition - DLC Point Lookout.esp Active
Bash Tag suggestion(s): {{BASH: Relev, Delev}}
FO3 Wanderers Edition - DLC Mothership Zeta.esp Active
FO3 Wanderers Edition - Optional Restore Tracers.esp Active
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
WeaponModKits.esp Active
Bash Tag suggestion(s): {{BASH: Actors.AIData, Delev, Invent, Names, Relev}}
WeaponModKits - FWE Master Release.esp Version 1.1.9+ Active
Bash Tag suggestion(s): {{BASH: Deflst, Relev, Names}}
WeaponModKits - OperationAnchorage.esp Version 1.1.9+ Active
Requires: Anchorage.ESM
WeaponModKits - ThePitt.esp Version 1.1.9 Active
Requires: ThePitt.ESM
WeaponModKits - BrokenSteel.esp Version 1.1.9+ Active
Requires: BrokenSteel.ESM
WeaponModKits - PointLookout.esp Version 1.1.9+ Active
Requires: PointLookout.ESM
WeaponModKits - Zeta.esp Version 1.1.9+ Active
Requires: Zeta.ESM
Fellout-pipboylight.esp Version 60 Active
Enhanced Weather - Rain and Snow in Fallout.esp Active
Enhanced Weather - Weather Sounds in Interiors.esp Active
Enhanced Weather - Sneak Bonus during Storms.esp Active
Enhanced Weather - REBOOT.esp Active
Fellout-Full.esp Version 2672 Active
Incompatible with: Fellout-SOTD.esp
Note: Do not use with latest FOOK2, it is already integrated.
Fellout-Anchorage.esp Version 1.0. Active
Requires: Anchorage.esm
Note: Do not use with latest FOOK2, it is already integrated.
Fellout-BrokenSteel.esp Version 1.1 Active
Requires: BrokenSteel.esm
Note: Do not use with latest FOOK2, it is already integrated.
Fellout-PointLookout.esp Active
Requires: PointLookout.esm
Note: Do not use with latest FOOK2, it is already integrated.
Fellout-Zeta.esp Active
Note: Do not use with latest FOOK2, it is already integrated.
Realistic Interior Lighting.esp Active
Bash Tag suggestion(s): {{BASH: C.Light}}
Realistic Interior Lighting - BS.esp Active
Bash Tag suggestion(s): {{BASH: C.Light}}
Realistic Interior Lighting - OA.esp Active
Bash Tag suggestion(s): {{BASH: C.Light}}
Realistic Interior Lighting - PL.esp Active
Bash Tag suggestion(s): {{BASH: C.Light}}
Blackened FWE + MMM + EVE + Project Beauty.esp Version 3.3 Active

 

Edited by ladyninane
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Do Not Use LOOT for Fallout 3. It does not sort the mods correctly. Use BOSS. Of course the page tells you to use LOOT. If I spent months or years getting a sorting tool published, I wouldn't want you to use the old one.

 

You do not need ArchiveInvalidation Invalidated! Delete it. You have one in your mod manager.

 

Yes, there are adjustments you can make to the load order.

 

Please see "How to ask for help" http://wiki.nexusmods.com/index.php/How_to_ask_for_help

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I'm sorry. I checked the sticky threads but found no sort of structure as the wiki link is suggesting at a casual glance. I'll update accordingly. Again, sorry about that.

 

E: Updated with a structure that mimics the suggestions in your wiki link. Downloading BOSS now to sort with it.

 

E: Load order sorted with BOSS. Checking for issues with my game.

Edited by ladyninane
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Apologies for double post.

 

I've followed your suggestions, M48A5. The main post has an updated load order/boss log as well as additional information. While BOSS made many load order changes, I am still having CTDs in that particular spot of Springvale.

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Instead of Fellout, I suggest you use DC Moods: http://www.nexusmods.com/fallout3/mods/19191/? I tried it when it was first uploaded and never changed back to Fellout. I have not tried Point Lookout Moods or The Pitt Moods.

 

I spend all my time in the Capital Wasteland and I haven't gone back to them after I completed them.

 

You should remove any and all unused plugins from your load list. Anything in the "Data" folder will be loaded into memory when the game is launched.

 

Also, New Vegas AntiCrash will work for FO3 http://www.nexusmods.com/newvegas/mods/53635/? It is a FOSE plugin and goes in the FOSE plugins folder.

Edited by M48A5
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Eliminated unused .esps in the data folder as you suggested and installed NVAC. So far, this seems to have solved the problem for now. Thank you so much for your help. I did not realize NVAC would help with FO3 as well.

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Follow M48A5 suggestion and try NV Anti Crash, it definitely works great.

Other advices: try loading your save game twice, if there is a corrupted save game it probably will fix it.

Load order: Enhanced weather after Fellout, Realistic Interior Lightning before Fellout, Blackened patch after your merged patch.

Instead of using Boss run Fo3Edit and apply filter for conflict losers. It's the best way you have to understand and organize your own load order.

Use this mergers: http://www.nexusmods.com/fallout3/mods/16787/?

It's not a popular opinion but i always had a lot of issues and crashes with MMM, especially when i tried to play it with FWE. In my last run i tried FWE alone and i got rid of MMM, using in its place Imperfection. 220 hours, 187 active plugins, hours of gameplay without crashes, some stuttering here and there but hey, it's a 2011 HP I5 2.53gh, 4Gb Ram with integrated graphic card, it's a miracle if it's still turn on every day.

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While I'm no longer having the fixed-point CTDs, I've been testing out the changes more only to find that I'm still suffering from CTDs every 15mins or so. This may be inevitable with my current mod set up, so if Pippokennedy's new load order suggestion doesn't work out (thank you!) I will try removing Fellout and replacing it with DC Moods.

@Pippokennedy There are a few things you've mentioned that run contradictory to what I've read so far. I hope you don't mind me asking some questions so I can learn.

 

 

 

Blackened patch after your merged patch

 

If I understood Gopher's explanation of it, the concept behind merged patches were to help remove conflict losing. Why would the bridges for FWE/EVE/MMM/FO-R need to come after it, then?

 

 

 

Instead of using Boss run Fo3Edit and apply filter for conflict losers. It's the best way you have to understand and organize your own load order.

 

Is this concept explained in the FO3Edit Training Manual? If so, I will read up about it because I do not understand what this means. I've applied the filter to show conflict losers, but I don't really understand what to do with the results. There are a lot of conflicts heh. :/ I can't help but feel like I've done something wrong.

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You have not done something wrong. Just because there are conflicts, doesn't mean there is a problem. You must remember that when you install a mod, it will conflict with the vanilla game. That is the job of the mod.

 

Also, the reason there is a load order is so that the changes you want to make are the conflict winner, not a conflict loser. As you add more mods, there will inevitably be more conflicts and conflict losers.

 

I have seen as many as four conflict losers with the mod order I have. The reason you make a merged patch is so that what you want is displayed in the game.

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@Pippokennedy There are a few things you've mentioned that run contradictory to what I've read so far. I hope you don't mind me asking some questions so I can learn.

 

Blackened patch after your merged patch

If I understood Gopher's explanation of it, the concept behind merged patches were to help remove conflict losing. Why would the bridges for FWE/EVE/MMM/FO-R need to come after it, then?

 

The basic rule is: what loads last overwrite the rest. The merged patch basically help you to make a coherent order in your plugin list in the way that what loaded last works together with the rest but, as an automated process, is not perfect.

The Blackened patches need to come after your merged patch because it fixes something that merged patch misses to fix in order to allow your biggest mods works together. That said, when you create your merged patch you have to not include Blackened patch in it, just untick it before creating the merged patch.

 

As M48A5 said don't lose your head for conflicts, everything you add to vanilla game is a conflict but sometimes a conflict between two mods can mess up the game. I give you an example: FWE it's the only mod that is mandatory in my load order, i wouldn't begin a new run without it. Having said that some time ago i downloaded this little fantastic mod by vegaswanderer http://www.nexusmods.com/fallout3/mods/22070/? he basically rewrites a tons of dialogue lines of the playable character and I loaded it after FWE. When i went to Paradise Falls to hire Clover it was impossible because the dialogue line to buy her from Eulogy didn't show up even with a very bad karma and a lot of caps. After struggling for hours i ran the conflict tool in FO3Edit and found in the Eulogy dialogue topic that the vegaswanderer mod overwrited the very single line of dialogue in which FWE modified the vanilla dialogue for hiring Clover. That was a bad conflict that interfered with the game and i never figured it out without running a conflict loser in FO3Edit, but it's just an example of dozens of other issues like that

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