Jump to content

F3 stops working but doesnt really hangs?


Cheers2

Recommended Posts

Hi, having an issue with F3, V1.7 with all official dlc's, have made the fwe multicorefix.

The game have been run through boss 2.0.1 and wrye flash 30.2 with a bashed patch and archive invalidation.

To fix the radiostutter issue i have also changed these 2 and now radio works, sort of..

iAudioCacheSize=8192 (was 2048)

iMaxSizeForCachedSound=512 (was 256)

 

Intel i5 2500 stock speed

4x4Gb ddr3-1600mhz

Ati 5870 stock speed

1x60Gb ssd with windows 7 ultimate 64bit

2x2TB running in raid1 with the game installed

 

 

Fwe master release 6.0 part 1

Fwe master release 6.0 part 2

Fwe 6.03a hotfix patch

 

Marts mutant mod 1 rc61-3211

mmm-6.2-update-3200-6-2

 

fallout 3 redesigned fixed version 6341-2-72 (project beauty)

 

weapon mod kits

wmk broken steel compability patch

wmk mothership zeta compability patch

wmk operation anchorage compability patch

wmk point lookout compability patch

wmk the pitt compability patch

 

I also have FOIP installed for both mmm and wmk with fwe.

 

After a couple of tries i manage to get a character going, used the wake from a dream option because i wanted to bug-test the game outdoors before i start playing for real.

 

I have encountered one big and one small problem, the small problem is radio.

When i chose enclave radio i only hear silence, if i chose gnr it playes fine, i ran around until i found an eye-bot and it playes enclave radio fine.

Why can i only hear enclave radio from eye-bots but not from the pip-boy?

 

The big problem i have is that the game stops responding to input but it doesnt hang, the last time it happened i was looking on world map in pip-boy.

The game didnt react to any input from either keyboard or mouse but i could see the pip-boy animations still working.

This can happen just about anytime in a matter of minuts, once it happened when i was about to configure the keyboard, another time right after the birth, other times it happens when i walk around or in the pip-boy.

Why does this happens and what can i do to correct the issue?

 

Have included a boss log incase it helps.

Cheers2

 

 

BOSS Log

Copyright 2009-2012 BOSS Development Team

License: GNU General Public License v3.0

(http://www.gnu.org/licenses/gpl.html)

v2.0.1 (6 April 2012)

 

 

======================================

General Messages

======================================

 

 

* Note: The order of plugins set by BOSS differs from their order in its masterlist, as one or more of the installed plugins is false-flagged. For more information, see the readme section on False-Flagged Plugins.

 

 

======================================

Summary

======================================

 

 

 

Your masterlist is already at the latest revision (r4713; Jul 11, 2012). No update necessary.

Recognised plugins:

41

Warning messages:

0

Unrecognised plugins:

0

Error messages:

0

Ghosted plugins:

0

Total number of messages:

39

Total number of plugins:

41

 

 

Plugins sorted by user rules are counted as recognised plugins.

 

======================================

Script Extender And Script Extender Plugins

======================================

 

 

 

FOSE Version: 0.1.2.2

 

 

======================================

Recognised And Re-ordered Plugins

======================================

 

 

 

Fallout3.esm Active

 

Anchorage.esm Active

 

ThePitt.esm Active

 

BrokenSteel.esm Active

* Bash Tag suggestion(s):{{BASH: Actors.ACBS, Actors.AIPackages, Relev}}

 

 

PointLookout.esm Active

 

Zeta.esm Active

 

CRAFT.esm Active

 

CALIBR.esm 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}}

 

 

FO3 Wanderers Edition - Main File.esm 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}}

 

 

FO3 Wanderers Edition - Alternate Travel.esp Active

 

Project Beauty- Broken Steel.esp

* Bash Tag suggestion(s):{{BASH: NPC.Race, NpcFaces, NoMerge, Deactivate}}

 

 

Project Beauty- Point Lookout.esp

* Bash Tag suggestion(s):{{BASH: NPC.Race, NpcFaces, NoMerge, Deactivate}}

 

 

FO3 Wanderers Edition - Main File.esp 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 - Followers Enhanced (BrokenSteel).esp Active

* Bash Tag suggestion(s):{{BASH: Actors.ACBS, Actors.AIData, Actors.Stats}}

* Incompatible with: FO3 Wanderers Edition - Followers Enhanced.esp

 

 

FO3 Wanderers Edition - Optional Restore Tracers.esp

 

FO3 Wanderers Edition - Optional VATS Realtime.esp Active

 

WeaponModKits.esp Active

* Bash Tag suggestion(s):{{BASH: Actors.AIData, Delev, Invent, Names, Relev}}

 

 

WeaponModKits - FWE Master Release.esp Active

* Bash Tag suggestion(s):{{BASH: Deflst, Relev, Names}}

 

 

WeaponModKits - OperationAnchorage.esp Active

* Requires: Anchorage.ESM

 

 

WeaponModKits - ThePitt.esp Active

* Requires: ThePitt.ESM

 

 

WeaponModKits - BrokenSteel.esp Active

* Requires: BrokenSteel.ESM

 

 

WeaponModKits - PointLookout.esp Active

* Requires: PointLookout.ESM

 

 

WeaponModKits - Zeta.esp Active

* Requires: Zeta.ESM

 

 

Mart's Mutant Mod.esp Active

* Bash Tag suggestion(s):{{BASH: Delev, Relev}}

* Requires: Mart's Mutant Mod.esm

 

 

Mart's Mutant Mod - DLC Anchorage.esp Active

* Bash Tag suggestion(s):{{BASH: Scripts}}

* Requires: Anchorage.ESM

 

 

Mart's Mutant Mod - DLC The Pitt.esp Active

* Bash Tag suggestion(s):{{BASH: Delev, Relev, Scripts}}

* Requires: ThePitt.ESM

 

 

Mart's Mutant Mod - DLC Broken Steel.esp Active

* Bash Tag suggestion(s):{{BASH: Delev, Relev, Scripts}}

* Requires: BrokenSteel.ESM

 

 

Mart's Mutant Mod - DLC Point Lookout.esp

* Bash Tag suggestion(s):{{BASH: Delev, Relev, Scripts}}

* Requires: PointLookout.ESM

 

 

Mart's Mutant Mod - DLC Zeta.esp Active

* Bash Tag suggestion(s):{{BASH: Scripts}}

* Requires: Zeta.ESM

 

 

Mart's Mutant Mod - Master Menu Module.esp

 

Mart's Mutant Mod - Project Beauty.esp

* Bash Tag suggestion(s):{{BASH: NPC.Race, NpcFaces, NoMerge}}

 

 

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

* Bash Tag suggestion(s):{{BASH: Invent, Relations, Scripts}}

* Requires: ThePitt.esm

* Requires: BrokenSteel.esm

* Requires: FO3 Wanderers Edition - Main File.esm

 

 

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

* Bash Tag suggestion(s):{{BASH: NPC.Race, NpcFaces, NoMerge}}

 

 

Bashed Patch, 0.esp Active

 

 

======================================

Execution Complete

======================================

 

 

 

Edited by Cheers2
Link to comment
Share on other sites

Before i installed any mods(except official) i made a copy of the data-folder, i just ran the game from that folder and loaded the save i had made with the mods and i still had no audio for enclave radio and the game stopped responding after 3 minuts of gameplay.

 

This time it happened when i walked around, the game stopped responding to both mouse and keyboard but the character continued to walk forward until i quit the game with ctrl+alt+del.

 

Update:

Nevermind, seems both problems was codec related, had disabled some of them to fix radiostutter and it helped with gnr but seems it made both enclave and the game itself fail.

Enabled almost all the codecs again and could play 10min without the game stop responding and enclave radio worked aswell but the radio stutter returned :(

Edited by Cheers2
Link to comment
Share on other sites

  • Recently Browsing   0 members

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