Jump to content

Your opinion/experience or expertise is wanted


Bazerk83

Recommended Posts

There is a known problem with Fallout 3 running on multi-core processors. The game was developed when the most cores a processor had was two. Therefore there is a problem with the game running with a processor with more than 2 cores. There is a fix for this available in the troubleshooting postings. You just have to look for it. Also, there is an .ini tweak to force the game to be aware of a 4GB ram. This tweak will allow the game to use all 4GB you have available. However, this may affect other programs that may be running in the background that would require access to the ram. The mod for Large Address Aware is available in the Nexus. You just have to look for it.
Link to comment
Share on other sites

There is a known problem with Fallout 3 running on multi-core processors. The game was developed when the most cores a processor had was two. Therefore there is a problem with the game running with a processor with more than 2 cores. There is a fix for this available in the troubleshooting postings. You just have to look for it. Also, there is an .ini tweak to force the game to be aware of a 4GB ram. This tweak will allow the game to use all 4GB you have available. However, this may affect other programs that may be running in the background that would require access to the ram. The mod for Large Address Aware is available in the Nexus. You just have to look for it.

 

I'm aware of these but thank you for the tips anyway :)

Link to comment
Share on other sites

Bazerk83 - Hello!

 

"I tried this and a popup box kept coming up saying "range check error" and when i close it it keeps coming back over and over and the only way I could stop it was to close FO3edit."

 

That's odd.

 

"What would you suggest?"

 

Okay, try this:

 

Go to Unofficial Fallout 3 Patch - Broken Steel.esp in FO3Edit.

 

Go to "Worldspace" & keep expanding like this:

 

Worldspace

World Children - That's the first "World Children" you come to.

00002DB4 Cell

Persistent

 

Under "Persistent" you will see one "Placed Object" amongst the other headings, it should have "TempGoToRivetCity" on it.

 

Left click on the "Placed Object" & it's details will show up on the right.

 

It's the Unofficial Fallout 3 Patch - Broken Steel.esp column we want to modify.

 

Note that Broken Steel has "Deleted, Quest item...." in it's column, drag that with the left mouse button into the exact same place in the Unofficial Fallout 3 Patch - Broken Steel.esp column.

 

Close FO3 Edit, it will ask if you want to save the changes to Unofficial Fallout 3 Patch - Broken Steel.esp, click OK.

 

(If anything else is listed in that box, untick it before clicking ok)

 

All done!

 

That should do it.

 

I don't know why you got that error before, did FO3Edit show an error when you load your mods?

 

It would show up in the right hand window at the bottom right after FO3Edit finishes loading your mods.

 

If by some chance you still get error messages, when you open FO3Edit untick everything except Fallout 3, the DLC's, the Unofficial Patch & it's plugins. Then try to apply the fix.

 

"P.S. sorry for the late reply I've been ridiculously busy recently!"

 

No problem, I'm a little late too! :)

 

Hope this helps!

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Papajack55 - Hello!

 

Sorry I've never used a custom race, as far as I knew:

 

http://fallout3.nexusmods.com/mods/6240

 

Shoould fix that, try posting the question seperately so someone who may know the issue will see it.

 

Prensa

Link to comment
Share on other sites

Presna -

 

It does not go that far for some reason.

 

I open up fo3edit, let it run to completetion and then go to -> unofficial fallout 3 patch - broken steel.esp -> worldspace

 

and there is only two lines;

 

0000003C Wasteland Wasteland

0001A267 DCworld08 Pennsylvania Avenue

 

 

I have no idea why that's all there is.

Link to comment
Share on other sites

Bazerk83 - Hello!

 

"It does not go that far for some reason."

 

Well that's odd. I've seen two versions of the UF3P Broken Steel plugin, one from the Nexus & one unofficial modification off site &, though they are slightly different, both should have that heading.

 

It sounds like your's is the Unofficial Fallout 3 Patch - Broken Steel.esp from off the Nexus.

 

In that case the original instructions should work:

 

Now go back to Unofficial Fallout 3 Patch - Broken Steel.esp in the left hand side of FO3Edit.

 

Go to "Worldspace" & keep expanding like this:

 

Worldspace

000003c Wasteland

00002DB4 Cell

Persistent

 

Under "Persistent" you will see one "Placed Object" amongst the other headings, it should be showing up red.

 

Left click on "Placed Object" & it's details will show up on the right.

 

Once again it's the Unofficial Fallout 3 Patch - Broken Steel.esp column we want to modify.

 

Note that Broken Steel has "Deleted, Quest item...." in it's column, drag that with the left mouse button into the exact same place in the Unofficial Fallout 3 Patch - Broken Steel.esp column.

 

Close FO3 Edit, it will ask if you want to save the changes to Unofficial Fallout 3 Patch - Broken Steel.esp, click OK.

 

(If anything else is listed in that box, untick it before clicking ok)

 

All done!

 

 

 

Does your:

 

0000003C Wasteland Wasteland

 

Not have a + in front of it?

 

Clciking on that + should expand it to reveal:

 

00002DB4 Cell

 

Clciking on the + in front of that should expand it to reveal:

 

Persistent

 

Clciking on the + in front of that should expand it to reveal several Placed items including a single:

 

Placed Object

 

That's the one, in the Unofficial Fallout 3 Patch - Broken Steel.esp column, you want to make the changes too.

 

Hope this helps this time! :)

 

Prensa

Link to comment
Share on other sites

To be honest though, At the moment I'm not too concerned with the BS.esp issue, I don't want to jinx it but my game is running like an absolute DREAM right now.

 

I'm still in the testing phase of

 

- add mod

- activate via fomm, run boss, masterupdate and merge and masterupdate again

- test play

 

rinse and repeat.

 

So far the game is absolutely flawless and looks gorgeous on my HDTV. Still only half way through the mod adding/test phase but it's looking much more promising than all other installations I've worked on over the years. (YES years) and I've pretty much installed all the heavy duty mods I want with their associated FOIPS/Compatibility patches. (FWE, MMM, AA, WMK, Project Reality Mk1, Enhanced Blood and a few others so far).

 

All of the usual places I've expected to crash, like I ALWAYS have done in the past, have not even so much as had a whisper of lag. I'm pumped!

 

Fingers crossed it stays this way!

Edited by Bazerk83
Link to comment
Share on other sites

Bazerk83 - Hello!

 

"but under persisten there is no place object"

 

If the placed object is not altered then don't worry about it as it can't cause the bug if it's not there. :)

 

I can't figure out why you've not got it though, I only know of two versions of the UF3P Broken Steel plugin.

 

Where did you get yours?

 

It sounds a bit like the version that's not from the Nexus that had a partial fix applied.

 

"So far the game is absolutely flawless and looks gorgeous on my HDTV. Still only half way through the mod adding/test phase but it's looking much more promising than all other installations I've worked on over the years."

 

Fantastic! Like you said, if it's working well it's best not to ask too many questions. :)

 

Prensa

Link to comment
Share on other sites

Hey prensa,

 

You know I honestly forget where I got the UOF3P broken steel patch fix from now but I'm guessing it's not complete.

 

My question now is.... IF I do start crashing in Rivet City (I haven't tested that far in yet), and I then decided to remove this .esp and reinstall UF3P and just use your fix, would it corrupt any mods that I installed after the first time I installed the patch?

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CRAFT.esm

CALIBR.esm

xCALIBR.esm

Bunker72 v3.esm

Mothership Crew.esm

EVE.esm

Apocalypse Armory.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

EVE - UF3P Patch.esp

DarNifiedUIF3.esp

CASM.esp

Overhead3PCamera.esp

UPP - Pack 1.esp

UPP - Experience Perks.esp

BlackWolf Backpack.esp

BlackWolf Backpack - Vendor Script Replenish.esp

BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp

BlackWolf Backpack - Zeta Drone Cannon Fix.esp

bzArmour.esp

bzBodySuits.esp

B72v3-03.esp

B72v3 Clutterfree.esp

Megaton House and Theme Overhaul.esp

UndergroundHideout.esp

Apocalypse Armory.esp

Apocalypse Armory - CALIBR.esp

Apocalypse Armory - xCALIBR.esp

Apocalypse Armory - DLC Enhancements.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - Optional VATS Halftime.esp

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

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

Dragonskin Tactical Outfit.esp

Apocalypse Armory + EVE.esp

EVE - FWE Patch.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 - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

EVE - MMM Patch.esp

Core Robots - The Protectrons.esp

KillableChildren.esp

KillableChildren - MMM.esp

FO3 Wanderers Edition - More Gore.esp

xCALIBRammo_FWE.esp

F3ProjectRealityMkI.esp

Apocalypse Armory - CRAFTing.esp

Core Robots - FWE+MMM Patch.esp

Owned!.esp

Merged.esp

Fallout Remastered.esp

Fallout Remastered - FWE.esp

Fallout Remastered - EVE (Paradox Ignition Merge).esp

Fallout Remastered - FWE + EVE (PI Merge).esp

Fallout Remastered - MMM + EVE (PI Merge).esp

Fallout Remastered - Mart's Mutants Mod.esp

Fallout Remastered - FWE + MMM.esp

 

 

 

Sorry I know it's a lot to sift through. Thanks prensa!

Link to comment
Share on other sites

Bazerk83 - Hello!

 

"My question now is.... IF I do start crashing in Rivet City (I haven't tested that far in yet), and I then decided to remove this .esp and reinstall UF3P and just use your fix, would it corrupt any mods that I installed after the first time I installed the patch?"

 

If that segment is missing from your version of the UF3P Broken steel patch, you shouldn't get the Rivet City/Project purity CTD bug. It was only caused by those two lines, the one you changed & the other you don't appear to have.

 

If problems did occur, there would be no problem in swapping out your version for the Nexus one which you could apply the fix too.

 

I actually posted a "how to" for unpacking the UF3P from it's installer, if you used that you could just get the broken steel plugin & place it over the one you've got now.

 

It would save unistalling your version & re-installing the Nexus version.

 

Should you need to do that the how to is here:

 

http://forums.nexusmods.com/index.php?showtopic=401815

 

I would only bother if you get that CTD bug, if it aint broke........... :)

 

Now your load order, you don't seem to have the FOIP FWE/MMM patch:

 

http://fallout3.nexusmods.com/mods/4968

 

Your MMM plugins, when using FWE, should look something like this:

 

Mart's Mutant Mod.esm (Fine where it is)

 

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 - FWE Master Release.esp

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

 

The Mart's Mutant Mod - FWE Master Release.esp from FOIP would replace these:

 

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

 

Hope this helps!

 

Prensa

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...