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Crashes & other bugs - would love help :)


Byhuna

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EDIT:

 

I made major changes after reading posts from M48A5. Including:

- Shutting off Fook (as incompatible with FWE)

- Shutting off a number of other mods which I perceive as incompatible

- Installing Blackened (as instructed)

- Installing Paradox (as instructed - though, instructions appear to be not up to date, so hopeful my install was correct).

- Manually editing the load order (based on FWE page)

 

As the updates above are likely to fix many of my problems, could you please take a minute to review my loadout? Thanks so much.

 

 

GameMode=Fallout3
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
StreetLights.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
CRAFT.esm=1
CALIBR.esm=1
Project Beauty.esm=1
Unofficial Fallout 3 Patch.esm=1
iHUD.esm=1
DCInteriors_ComboEdition.esm=1
CubeExperimental (EN).esm=1
RH_IRONSIGHTS.esm=1
EVE.esm=1
FO3 Wanderers Edition - Main File.esm=1
Mart's Mutant Mod.esm=1
Enhanced Weather - Rain and Snow.esm=1
AWorldOfPainFO3.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=1
DarNifiedUIF3.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
DYNAVISION - Dynamic Lens Effect.esp=1
GNR Enhanced.esp=1
Conelrad 640-1240.esp=1
Fellout-Full.esp=1
UndergroundHideout.esp=1
NotSoFast.esp=1
Headshot Realist.esp=1
dD - Enhanced Blood Main.esp=1
V.A.T.S. Chance decreased.esp=1
Dree Perks.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=1
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1
FO3 Wanderers Edition - More Gore.esp=1
Mart's Mutant Mod.esp=0
Mart's Mutant Mod - DLC Anchorage.esp=0
Mart's Mutant Mod - DLC Broken Steel.esp=0
Mart's Mutant Mod - DLC Zeta.esp=0
Mart's Mutant Mod - Zones Respawn.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
Mart's Mutant Mod - DC Interiors.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=0
Mart's Mutant Mod - DLC The Pitt.esp=0
RH_IronSights_Basic_AnchoragePlugin.esp=0
RH_IronSights_Pitt_NewRifleSights.esp=0
RH_IronSights_Basic_ZetaPlugin.esp=0
RH_IronSights_Basic_VanillaPlugin.esp=0
RH_IronSights_Basic_PointLookoutPlugin.esp=0
RH_IronSights_Basic_PittPlugin.esp=0
RH_IronSights_Basic_BrokenSteelPlugin.esp=0
RH_IronSights_PL_NewItems.esp=0
RH_IronSights_RemoveReticule.esp=0
Enhanced Weather - Rain and Snow in Fallout.esp=1
Enhanced Weather - Radioactive Rain and Snow Plugin.esp=1
Enhanced Weather - Weather Sounds in Interiors.esp=1
Enhanced Weather - Sneak Bonus during Storms.esp=1
Enhanced Weather - REBOOT.esp=1
Realistic Interior Lighting.esp=1
Realistic Interior Lighting - BS.esp=0
Realistic Interior Lighting - OA.esp=0
Realistic Interior Lighting - PL.esp=0
Blackened FWE + MMM + EVE + Project Beauty.esp=1
Blackened RH + FWE + EVE.esp=1
merge2fo3.esp=0
Bashed Patch, 0.esp=0
merge4.esp=0
merge1fo3.esp=0
merge3fo3.esp=0
merge5.esp=1
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Using new loadout (above) - game runs smoothly but crashes about 20-30 minutes into playtime.

 

I'm wondering.. it's not entirely clear whether my install of NVAC on Fallout3 was performed correctly. Any thoughts on culprit, or advice on install of NVAC?

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Using new loadout (above) - game runs smoothly but crashes about 20-30 minutes into playtime.

 

I'm wondering.. it's not entirely clear whether my install of NVAC on Fallout3 was performed correctly. Any thoughts on culprit, or advice on install of NVAC?

 

NVAC installation is not a big deal, extract the .dll file, cut and copy in the "Plugins" folder in "Data".

Here some tips on my experience:

 

- Enhanced Weather and Fellout must be loaded at the very bottom, immediately above the merged patch.

This is the bottom of my load order:

Realistic Interior Lighting.esp
InteriorFogRemover.esp
Interior Fog Remover + RIL fix.esp
Fellout-Full.esp
megalight.esp
Enhanced Weather Merged.esp
Merged Patch.esp

 

Enhanced Weather - Rain and Snow.esm must be the last .esm file in your load order.

 

- how many merged patch you got? use one and only one. Everytime you move a mod in your load order and install or uninstall a mod, delete your merged patch and create a new one in FO3Edit. Use a merged patch OR a bashed patch, better not together.

 

- FO3 Wanderers Edition - Optional Restore Tracers.esp=1

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1
Use only one, they do the same thing
- NotSoFast is PuceMoose's "A note easily missed" if i remember correctly. There were crashing problems using it as .esp file, commute it in a master file. Open FO3Edit, select none, tick NotSoFast and let it loaded. When correctly loaded open it, click on File Header, click at the right of Record Flag, edit, confirm that you're sure, tick the ESM box and close FO3Edit. Now the .esp is a master file like the other .esm, choose its new placement among the .esm.
- The Unofficial patch must be loaded immediately after Zeta, AWOP immediately after DC Interiors (they do the same things, after all) and the Blackened Patch must be loaded at the very bottom of your load order, even after the merge patch.
- if the game keep crashing try to uninstall Mart Mutant Mod and all the files and patches related.
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"Installing Paradox (as instructed - though, instructions appear to be not up to date, so hopeful my install was correct)"

 

No, it's not correct. You need to remove the MMM .esp, not just disable them. Also, any and all unused .esp files should be removed.

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Followed all instructions as you mentioned, except for MMM removal. Game crashed within a few minutes. However...

 

On another thread, I read somewhere that the stutter remover is causing crashes. Removed that, re-merged, haven't ran into problems.

 

@m48a5 would you mind sharing your complete loadout? Just curious as to what you've got running :D

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I take back part of what I said. I spent a couple minutes trying to learn how to remove unused .esps.. couldn't figure out how from NMM.

 

I use FOMM so i can't help you with NMM, but just open the data folder, there you can find all the active and unactive plugins and master files, locate the unused .esp and delete it. The old fashioned way always works

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