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Audio Problems, degrading saves and disabling npc AI


FrankCross

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Hi !

 

The first thing I wonder if someone know anything about is that when I load a specific save the main menu music doesn't stop, but just continue playing at a lower level, no matter where I am in the game. When it does the other tracks wont play at all. But if I load another save where the audio is intact and then load the damaged/troublesome save the problem will go away. And I will have to do it like that on every other saves made from that point onward as well. I first thought the problem was somehow related to RTS NW because the problem would occur when I establish a settlement and save, and then try to load that game. Any save made before the settlement establishment would be normal, or that's what I thought. I have worked on this problem for maybe two weeks now and today is the first time I experience this with a save that was made before the RTS settlement was established.

 

So the second thing that may be connected to the first somehow is that if I am in a firefight with a lot happening at the same time, and die, and load a quicksave, the sound of a equipped but idle flamethrower will appear, as if it was right next to me. Just to be clear, it is not the sound of the flame, but the welding torch on the flamer. If i press F9 again and load the same save the sound disappear. I have red a lot about audio problems with flamers and energy weapons when using EVE, but no one mention anything about the sound I'm exeriencing. I'm just using EVE as integrated to FOOK2.

 

The third thing is that it seems that the fewer load attempts I make the better. Every time i load, something that was there when I saved would be gone. The first things to disappear is the creatures in the wilderness and dead corpses, though I have witnessed that some of the corpses bounce away or literally flying away, as if they were connected to an invisible ceiling in the sky. The second thing to disappear is the AI behaviour and the weather effects made by project reality, the nigts will be bright and shiny, even more so than the vanilla verson. The remaining npc population have now become statues. Lastly when I load the game crashes in one of four different ways, either BSoD or freezes visually but the sound remain, or doesn't get past the load screen, or crash to desktop. I have maybe 10 load attempts every time i start the game.

 

Anyone with similar experience, or a idea of what it could be. For movie references it feels as if I am in Inception, trying to make as little impact as possible so that the world doesn't collaps, it could sometimes be entertaining, not knowing what would happen next. Although I have been doing it too long, and I want to see progress.

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It seems to me like you've corrupted your saves and further corrupted the initial saves by saving on top of them. Also, I have experienced this in the past and although I'm still currently analyzing the problem I suspect that it is being caused by FOOK 2. What else are you running alongside FOOK2 and are you running any FOIPS, patches or otherwise that are related to FOOK 2.

 

FOOK 2 was and has always been a WIP, unfortunately and bug tweaking progression has slowed to almost a crawl after the release of the last beta.

 

MY suggestion would be to unload this and any related patches and plugins from your FOMM. Load a new game and just play around with it, get into some gun fights, explore in and out of buildings while saving every so often.

 

I'd also recommend, if you don't already have it, installing CASM into your Fallout 3 installation. It is a much stabler way of saving as opposed to auto or manual in-game saving.

 

You can find it here: http://fallout3.nexusmods.com/mods/3729

 

and if you haven't already done so, disable all auto saving in the menu.

 

Please post your load order.

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Never use the Fallout 3 provided quicksave and never, ever use quickload. CASM is a good recommendation. Drop out to the Main Menu before loading any save. FOOK2 is not the root cause of any of those issues. It may exacerbate them though.
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Hi

 

Thanks for suggesting CASM. I will look it up. Because I have only searched for some kind of crash prevention system, like the software available for oblivion, I haven't come across CASM.

 

I have done some extensive altering of the weapons by hand using F3Edit, to use FWE standard damage on all weapon mods. Although FOOK2 might not have been the cause of all the problems, it is the cause of a great many. Unfortunatly I have become dependent of the armour retextures that FOOK2 provide, and the armor variety for the raiders and pretty much every other humanoid facton in the game.

 

I Think Fallout 3 would need something like FCOM: Convergence and then integrate every feature so that there wouldn't be any conflicts. But I believe such time consuming task doesn't interest many, not while New Vegas is around, and Skyrim too for that matter.

 

Well here are my mod list, I will use CASM and report back the results.

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

StreetLights.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

IMCN.esm

CRAFT.esm

CALIBR.esm

xCALIBR.esm

xCALIBRuniverse.esm

20th Century Weapons.esm

Apocalypse Armory.esm

FOOK2 - Main.esm

FOOK2 - [DIK] DLC Improvement Kit.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

RTS NW.esm

RTS NW - Volume 1st.esp

RTS NW - Volume 2nd.esp

RTS NW - Volume 3rd.esp

SniperZooming.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].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 - Optional Restore Tracers (automatics only).esp

20th Century Weapons Non-Changing Weapon Conditions.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

Imp's More Complex Needs.esp

IMCN - 5 DLC Merged.esp

IMCN - FWE Compatibility and Ingestibles.esp

IMCN - FOOK2 Ingestibles.esp

IMCN - MMM Meats, Bloods, and Eyeballs.esp

IMCN - Forced Initialization.esp

RTS NW - Volume 4 Stone.esp

Fellout-Full.esp

20th Century v5 ALIVE (Vendor).esp

20th Century v5 ALIVE (Containers).esp

20th Century v5 ALIVE (NPC_Settler).esp

20th Century v5 ALIVE (Slaver).esp

FWE Ammo Weight for 20th Century.esp

FWE-20thCent Ammo Weight in Names.esp

xCALIBRuniverse.esp

xCALIBRammo_FWE.esp

xCALIBR_20CW_v5.12.esp

Apocalypse Armory - CRAFTing.esp

Section-6-14_outpost.esp

Section-9-14_Base.esp

RTS Brahmin Patch.esp

F3ProjectRealityMkI.esp

Bashed Patch, 0.esp

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Thanks for suggesting CASM. I will look it up. Because I have only searched for some kind of crash prevention system, like the software available for oblivion, I haven't come across CASM.

CASM isn't a "crash prevention system" (if only). It's an Automatic Savegame Manager. (hence the acronym) Link: CASM

 

Although FOOK2 might not have been the cause of all the problems, it is the cause of a great many.

I beg to differ. One the most common misconceptions people have about FOOK (2) is that they underestimate the scope of that mod. You can't go and install a mod the size of FOOK and expect that other mods will just work fine with it. Especially when you also install something like FWE, which just so happens to change a ton of stuff too. That said, FOOK works just fine on vanilla Fo3.

TL;DR: Choose either FOOK or FWE. Not both.

 

I Think Fallout 3 would need something like FCOM: Convergence and then integrate every feature so that there wouldn't be any conflicts. But I believe such time consuming task doesn't interest many

If you're talking about a FOOK + FWE patch: It does interest a few. Or at least, it did until it was found that it was more or less impossible to do.

 

Load order:

 

Where are your FOIP patches for MMM & FWE? Download them here: FOIP

(one of the reasons why I told you not to blame FOOK for everything)

Same goes for MMM & FOOK by the way, but that one is pretty old and thus likely not compatible with your version of FOOK.

 

You also seem to be missing the "DLC Support" patches for Fellout. That is, unless you have the Paradox Ignition version.

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