Xenobuzz Posted March 30, 2012 Share Posted March 30, 2012 Hey, all! So I decided to give shiholude's BA_Wasteland Restoration mod a try today. I downloaded both the mesh & textures files and the esp file and installed them. I checked FOMM and made sure that they loaded in the correct order. I started my game from the most recent save, and the mod was working fine except for some renders "popping" in and out. I went to my FALLOUT.INI file and changed the bForceFullLOD from 0 to 1. That seemed to fix the "popping", however I think I'm reaching the max that my RAM can push as I noticed that when I ran trees would pop in whole quite suddenly and quite close to me. I guess it's time to call my friend and see if we can get the Large Address Aware Enabler mod working! HOWEVER, as I was running around looking at the trees just north of the Springvale school, I noticed two figures standing in the shallow waters. I went over to them and suddenly realized to my amazement that I was looking at Mister Lopez and a Rivet City Security guard!! There they were standing calmly in the knee-deep water like you do! Now, I cleared out Springvale school quite a few saves ago, but I never went down to the river so I have no idea if they've been there this whole time and I never noticed or if they just appeared there all of a sudden! I also installed the new DC Subway mod yesterday, but I sincerely doubt that this mod or BA_Wasteland could be causing this NPC teleportation! How should I go about solving this problem? My system specs are as follows: Windows 7 Ultimate SP1 32-bitAMD Phenom II x4 955 Processor 3.20 Ghz4.0 GB RAM (3.24 GB usable)ATI Radeon HD 6800 series Here is my current Load Order: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] StreetLights.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] Xepha's Dynamic Weather.esm[X] DCInteriors_ComboEdition.esm[X] WYB.esm[X] PlasmaRifleAwesomefied.esp[X] RezDCSubway.esm[X] GNR Enhanced.esp[X] Laurens_Bathroom_poetry_V1.esp[X] DCInteriors_DLC_Collectables.esp[X] CPAR - Cheezy Poofs and Rations.esp[X] BA_WastelandRestoration.esp[X] BA_WastelandRestoration_DLCs.esp[X] poolballs.esp[X] schematics2.esp[X] WYB-Base.esp[X] WYB-DLC-Anchorage.esp[X] WYB-DLC-ThePitt.esp[X] WYB-DLC-BrokenSteel.esp[X] WYB-DLC-PointLookout.esp[X] WYB-DLC-Zeta.esp[X] WYB-MOD-DCInteriors_Combo v2.6+.esp[X] WYB-OPT-WhiteCigarette.esp[ ] WYB-TEST-Fairfax.esp[X] WYB-OPT-DynamicReplacer.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Fellout-pipboylight.esp[X] Fellout-Full.esp[X] Night Vision Sunglasses.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Xepha's Darkened Interiors.esp[X] Xepha's Darkened Interiors - OA.esp[X] Xepha's Darkened Interiors - BS.esp[X] Xepha's Darkened Interiors - PL.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Xepha's Dynamic Weather - Main.esp[X] Xepha's Dynamic Weather - Anchorage.esp[X] Xepha's Dynamic Weather - The Pitt.esp[X] Xepha's Dynamic Weather - Broken Steel.esp[X] Xepha's Dynamic Weather - Point Lookout.esp[X] Xepha's Dynamic Weather - Night Eye Edition.esp[X] Xepha's Dynamic Weather - Rain (NEE).esp[X] Xepha's Dynamic Weather - Rain.esp[X] Xepha's Dynamic Weather - Sandstorm.esp[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp[X] Fallout Remastered.esp[X] Fallout Remastered - Mart's Mutants Mod.esp[ ] Fallout Remastered - MMM + EVE (PI Merge).esp[X] Fallout Remastered - Fellout.esp[X] Fallout Remastered - Xepha's Dynamic Weather.esp[X] Fallout Remastered - Xepha's Darkened Interiors.esp[X] M61FGR.esp[ ] silencedsniperrifle.esp[X] silencedsniperrifle(thinnerlonger).esp[X] Moon.esp[X] RezDCSubwayLoadLast.esp Thanks in advance for your advice! Dave S. Link to comment Share on other sites More sharing options...
GrindedStone Posted March 31, 2012 Share Posted March 31, 2012 Start a new game an test it first. Hold your hand at arms length with your palm facing your head. Now slap yourself. *slap* HARDER! :D Link to comment Share on other sites More sharing options...
BlackRampage Posted March 31, 2012 Share Posted March 31, 2012 (edited) I've had a similar problem with mister Lopez myself too actually. I decided to "remove" the problem with a .50 cal bullet from my sniper rifle. :devil: But seriously; re-download the Fallout Remastered Main package and replace your old one with it. And don't forget to put the new Fallout Remastered.esp in the place of the old one. Done. Edited March 31, 2012 by BlackRampage Link to comment Share on other sites More sharing options...
Xenobuzz Posted March 31, 2012 Author Share Posted March 31, 2012 I've had a similar problem with mister Lopez myself too actually. I decided to "remove" the problem with a .50 cal bullet from my sniper rifle. :devil: But seriously; re-download the Fallout Remastered Main package and replace your old one with it. And don't forget to put the new Fallout Remastered.esp in the place of the old one. Done. Ok, sounds good! I've never replaced a mod this large before. Do I delete the original mod through FOMM first? Do I download the mod again and simply copy & replace? How will I know through FOMM if I'm looking at the old mod or the new one? If I copy & replace the mod, won't the .esp entry remain unaltered, or will there be an unchecked duplicate? If you please, kind sir, provide a bright green acolyte like myself with all the steps you would take! Dave S. Link to comment Share on other sites More sharing options...
BlackRampage Posted March 31, 2012 Share Posted March 31, 2012 OK, let's see: First off: There's no need to delete the original mod through FoMM first. This is because when you copy the files from the freshly downloaded version into your data folder, it will override all of the original files. (So when it asks whether you want to override/replace the answer should be: Yes.) If I copy & replace the mod, won't the .esp entry remain unaltered, or will there be an unchecked duplicate?Not sure what you mean by that, but there certainly won't be an unchecked duplicate because the old .esp will be replaced by the newer one. All you need to be aware of is that FoMM will automatically put a new .esp or a .esp which you replaced with a new version all the way at the bottom of the load order. So you will need to move it up to where the original one was in your load order. Link to comment Share on other sites More sharing options...
Xenobuzz Posted March 31, 2012 Author Share Posted March 31, 2012 OK, let's see: First off: There's no need to delete the original mod through FoMM first. This is because when you copy the files from the freshly downloaded version into your data folder, it will override all of the original files. (So when it asks whether you want to override/replace the answer should be: Yes.) If I copy & replace the mod, won't the .esp entry remain unaltered, or will there be an unchecked duplicate?Not sure what you mean by that, but there certainly won't be an unchecked duplicate because the old .esp will be replaced by the newer one. All you need to be aware of is that FoMM will automatically put a new .esp or a .esp which you replaced with a new version all the way at the bottom of the load order. So you will need to move it up to where the original one was in your load order. Aaaaah, I gotcha! Many thanks! I'll try it today and see what happens. Dave Link to comment Share on other sites More sharing options...
Xenobuzz Posted March 31, 2012 Author Share Posted March 31, 2012 OK, let's see: First off: There's no need to delete the original mod through FoMM first. This is because when you copy the files from the freshly downloaded version into your data folder, it will override all of the original files. (So when it asks whether you want to override/replace the answer should be: Yes.) Not sure what you mean by that, but there certainly won't be an unchecked duplicate because the old .esp will be replaced by the newer one. All you need to be aware of is that FoMM will automatically put a new .esp or a .esp which you replaced with a new version all the way at the bottom of the load order. So you will need to move it up to where the original one was in your load order. Hey, Black Rampage! My new Load Order is listed below. I've noted the mods that you suggested that I can delete, am I correct? [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] StreetLights.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] Xepha's Dynamic Weather.esm[X] DCInteriors_ComboEdition.esm[X] WYB.esm[X] PlasmaRifleAwesomefied.esp[X] RezDCSubway.esm[X] GNR Enhanced.esp[X] Laurens_Bathroom_poetry_V1.esp[X] DCInteriors_DLC_Collectables.esp[X] CPAR - Cheezy Poofs and Rations.esp[ ] BA_WastelandRestoration.esp[ ] BA_WastelandRestoration_DLCs.esp[X] poolballs.esp[X] schematics2.esp[X] WYB-Base.esp[X] WYB-DLC-Anchorage.esp[X] WYB-DLC-ThePitt.esp[X] WYB-DLC-BrokenSteel.esp[X] WYB-DLC-PointLookout.esp[X] WYB-DLC-Zeta.esp[X] WYB-MOD-DCInteriors_Combo v2.6+.esp[X] WYB-OPT-WhiteCigarette.esp[ ] WYB-TEST-Fairfax.esp[X] WYB-OPT-DynamicReplacer.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Fellout-pipboylight.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Fellout-Full.esp[X] Night Vision Sunglasses.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Xepha's Darkened Interiors.esp[X] Xepha's Darkened Interiors - OA.esp[X] Xepha's Darkened Interiors - BS.esp[X] Xepha's Darkened Interiors - PL.esp[X] Xepha's Dynamic Weather - Main.esp[X] Xepha's Dynamic Weather - Anchorage.esp[X] Xepha's Dynamic Weather - The Pitt.esp[X] Xepha's Dynamic Weather - Broken Steel.esp[X] Xepha's Dynamic Weather - Point Lookout.esp[X] Xepha's Dynamic Weather - Night Eye Edition.esp[X] Xepha's Dynamic Weather - Rain (NEE).esp[X] Xepha's Dynamic Weather - Rain.esp[X] Xepha's Dynamic Weather - Sandstorm.esp[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp[X] M61FGR.esp[ ] silencedsniperrifle.esp[X] silencedsniperrifle(thinnerlonger).esp[X] Moon.esp[X] RezDCSubwayLoadLast.esp[X] Fallout Remastered.esp[ ] Fallout Remastered - MMM + EVE (PI Merge).esp[X] Fallout Remastered - Mart's Mutants Mod.esp[ ] Fallout Remastered - FOOK2 + MMM.esp - DELETE?[ ] Fallout Remastered - FWE + MMM.esp - DELETE?[ ] Fallout Remastered - MMM + Scavenger.esp - DELETE?[ ] Fallout Remastered - DCStreet.esp - DELETE?[ ] Fallout Remastered - RIL.esp - DELETE?[X] Fallout Remastered - Fellout.esp[ ] Fallout Remastered - Wasteland Music Injector.esp - DELETE?[X] Fallout Remastered - Xepha's Dynamic Weather.esp[X] Fallout Remastered - Xepha's Darkened Interiors.esp[ ] Fallout Remastered - WMI + Xepha.esp - DELETE?[ ] Fallout Remastered - DCStreet + Dynamic Weather.esp - DELETE? Or, keep this and delete the individual mods? Thanks! Dave S. Link to comment Share on other sites More sharing options...
BlackRampage Posted April 1, 2012 Share Posted April 1, 2012 My new Load Order is listed below. I've noted the mods that you suggested that I can delete, am I correct?See spoiler. And note the Dynamic Weather plugin which can also be deleted. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] StreetLights.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] Xepha's Dynamic Weather.esm[X] DCInteriors_ComboEdition.esm[X] WYB.esm[X] PlasmaRifleAwesomefied.esp[X] RezDCSubway.esm[X] GNR Enhanced.esp[X] Laurens_Bathroom_poetry_V1.esp[X] DCInteriors_DLC_Collectables.esp[X] CPAR - Cheezy Poofs and Rations.esp[ ] BA_WastelandRestoration.esp[ ] BA_WastelandRestoration_DLCs.esp[X] poolballs.esp[X] schematics2.esp[X] WYB-Base.esp[X] WYB-DLC-Anchorage.esp[X] WYB-DLC-ThePitt.esp[X] WYB-DLC-BrokenSteel.esp[X] WYB-DLC-PointLookout.esp[X] WYB-DLC-Zeta.esp[X] WYB-MOD-DCInteriors_Combo v2.6+.esp[X] WYB-OPT-WhiteCigarette.esp[ ] WYB-TEST-Fairfax.esp[X] WYB-OPT-DynamicReplacer.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Fellout-pipboylight.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Fellout-Full.esp[X] Night Vision Sunglasses.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Xepha's Darkened Interiors.esp[X] Xepha's Darkened Interiors - OA.esp[X] Xepha's Darkened Interiors - BS.esp[X] Xepha's Darkened Interiors - PL.esp[X] Xepha's Dynamic Weather - Main.esp[X] Xepha's Dynamic Weather - Anchorage.esp[X] Xepha's Dynamic Weather - The Pitt.esp[X] Xepha's Dynamic Weather - Broken Steel.esp[X] Xepha's Dynamic Weather - Point Lookout.esp[X] Xepha's Dynamic Weather - Night Eye Edition.esp[X] Xepha's Dynamic Weather - Rain (NEE).esp[X] Xepha's Dynamic Weather - Rain.esp <-- Delete this one too.[X] Xepha's Dynamic Weather - Sandstorm.esp[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp[X] M61FGR.esp[ ] silencedsniperrifle.esp[X] silencedsniperrifle(thinnerlonger).esp[X] Moon.esp[X] RezDCSubwayLoadLast.esp[X] Fallout Remastered.esp[ ] Fallout Remastered - MMM + EVE (PI Merge).esp <- guess you missed this one. Delete.[X] Fallout Remastered - Mart's Mutants Mod.esp[ ] Fallout Remastered - FOOK2 + MMM.esp - DELETE? <- Delete.[ ] Fallout Remastered - FWE + MMM.esp - DELETE? <- Delete.[ ] Fallout Remastered - MMM + Scavenger.esp - DELETE? <- Delete.[ ] Fallout Remastered - DCStreet.esp - DELETE? <- Delete.[ ] Fallout Remastered - RIL.esp - DELETE? <- Delete.[X] Fallout Remastered - Fellout.esp[ ] Fallout Remastered - Wasteland Music Injector.esp - DELETE? <- Delete.[X] Fallout Remastered - Xepha's Dynamic Weather.esp[X] Fallout Remastered - Xepha's Darkened Interiors.esp[ ] Fallout Remastered - WMI + Xepha.esp - DELETE? <- Delete.[ ] Fallout Remastered - DCStreet + Dynamic Weather.esp - DELETE? Or, keep this and delete the individual mods? <- Just delete. Link to comment Share on other sites More sharing options...
Recommended Posts