Fighter120 Posted September 22, 2012 Share Posted September 22, 2012 I have problem with the looting. With my current mod setup it seems that on certain corpses and other lootable objects (like Mail Boxes, etc.) I can't see the loot or take it in any way.I debugged this with only the original main data file left in the load order, the dlc's and the Darn UI left alone and i still can't see the loot or take it (tried on the same save). My load order is:[X] Fallout3.esm[X] Anchorage.esm[X] BrokenSteel.esm[X] ThePitt.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] FO3 Wanderers Edition - Main File.esm[X] EVE.esm[X] Mart's Mutant Mod.esm[X] IMCN.esm[X] StreetLights.esm[X] UndiscoveredCapital.esm[X] CINEMATECH.esm[X] DCInteriors_ComboEdition.esm[X] DCInteriors_SideQuests.esm[X] GNRBuilding_BoS.esm[X] AWorldOfPainFO3.esm[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[ ] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[ ] EVE - FWE Patch.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Master Release.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.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 The Pitt.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp[ ] Mart's Mutant Mod - Project Beauty.esp[ ] EVE - MMM Patch.esp[X] UndiscoveredCapital - 01 - 'Now Showing'.esp[X] CASM.esp[X] Realistic Interior Lighting.esp[X] F3ProjectRealityMkI.esp[X] DYNAVISION - Dynamic Lens Effect.esp[X] ImaginatorFO3.esp[X] Directors Chair - Fallout 3.esp[X] dD - Enhanced Blood Main.esp[X] dD-No Screen Blood.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] CRAFTable_WMKs_lead_pipe_no_assault_rifle_and laser_pistol.esp[X] FO3_WRP.esp[X] Millenia_AKS74U.esp[X] Book Delivery.esp[X] Overhead3PCamera.esp[X] DynamicCrosshair.esp[X] DCInteriors_DLC_Collectables.esp[X] GNRBuilding_Studio.esp[X] MegatonHouseExtraStorage.esp[X] MME Relentless Warrior Perk.esp[X] MME Universal Whiz Perk.esp[X] perksforcapsv2BrokenSteel.esp[X] RealisticBulletsWMKtracers.esp[X] UndergroundHideout.esp[X] DALCO Fixes for Underground Hideout.esp[X] Vault-Tec Experimental Dimensional Safe.esp[X] DALCO Junk-O-Matic.esp[X] DALCO Wadsworth the Recycler.esp[X] Fallout Remastered.esp[X] Fallout 3 Weapon Glow Bug remover.esp[ ] Fallout Remastered - Project Beauty.esp[ ] Fallout Remastered - FWE.esp[ ] Fallout Remastered - EVE (Paradox Ignition Merge).esp[ ] Fallout Remastered - Mart's Mutants Mod.esp[X] Fallout Remastered - RIL (PI Merge).esp[X] Blackened FWE + MMM + EVE + Project Beauty.esp[X] DALCO Inventory Sorter - Fallout 3 & All DLCs.esp[X] DALCO Inventory Sorter - CALIBR.esp[X] DALCO Inventory Sorter - FWE (Main File).esp[X] DALCO Inventory Sorter - FWE (Operation Anchorage).esp[X] DALCO Inventory Sorter - FWE (The Pitt).esp[X] DALCO Inventory Sorter - FWE (Broken Steel).esp[X] DALCO Inventory Sorter - FWE (Point Lookout).esp[X] DALCO Inventory Sorter - FWE (Mothership Zeta).esp[X] DALCO Inventory Sorter - FWE (Followers Enh (BrS)).esp[X] DALCO Inventory Sorter - Weapon Mod Kits (Base).esp[X] DALCO Inventory Sorter - WMK - FWE Master Release.esp[X] DALCO Inventory Sorter - WMK - FWE (DLC Anchorage).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC ThePitt).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC BrS).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC PointLookout).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC Zeta).esp[X] DALCO Inventory Sorter - Mart's Mutant Mod (Main).esp[X] DALCO Inventory Sorter - Mart's Mutant Mod (DLC Broken Steel).esp[X] DALCO Inventory Sorter - CASM.esp[X] Imp's More Complex Needs.esp[X] IMCN - 5 DLC Merged.esp[X] IMCN - FWE Compatibility and Ingestibles.esp[X] IMCN - MMM Meats, Bloods, and Eyeballs.esp[X] DALCO Inventory Sorter - IMCN - FWE - MMM.esp[X] DALCO Inventory Sorter - CRAFTable WMKs.esp[X] Fighter's Patch.esp I will add here some tags since i couldn't find an answer with search on internet. Maybe others will need an answer too.Tags: invisible loot error bug can't take see unlootable Link to comment Share on other sites More sharing options...
GrindedStone Posted September 23, 2012 Share Posted September 23, 2012 Does the game crash? Wait! Stupid question, when does it not crash, if ever? You don't have to play a crashing game. There are plenty of load orders that never crash. Seems to me like you have much bigger problems. Oh well. Load the save wait 3 days try again. Delete the unused mods in the data folder. Use Garybash to merge some of these into a bashed patch instead of whatever that "Fighter's Patch" is. Autosave/quicksave/scriptedsave isn't always a good idea you know. You could also start a new game an play test for a while to see if it does the same thing. Link to comment Share on other sites More sharing options...
M48A5 Posted September 23, 2012 Share Posted September 23, 2012 I have a couple of questions here. Why do you have compatibility patches that are not activated? Have you read the installation instructions for your mods? I ask this since you have not followed the instructions for Fallout Remastered. Did you use BOSS to set your load order? And, how do you know the loot is invisible? Does this happen with all containers and/or enemies you try to loot? It could be the container is just empty. Link to comment Share on other sites More sharing options...
Fighter120 Posted September 23, 2012 Author Share Posted September 23, 2012 (edited) @ GrindedStone: The game RARELY crashes. I informed myself and modified it so that it rarely crashes now. The load order is good, at least good enough, and i followed the recommendation of the mod authors (for example you will see that the load order is the one recommended on FWE page). The ... "Fighter's Patch" is obviously the merged patch made with the fo3edit. And yes, i started a new save game and at some point i start to encounter this error again, which occurs very often since then. @ M48A5: I have replaced those individual compatibility patches with the Blackened one that takes care of all of them, so it shouldn't be any problem on that side. And yes i read the instructions and followed the Remastered recommendations. I didn't used BOSS. I used once in the past and it seems to me that it does a worse job then you could do by informing yourself from the mod authors and use the fo3edit to see eventual problems. I realized after i wrote the initial post that i wasn't very explicit about the error. So i will add more below. The error manifests itself when i loot containers like bodies or boxes, etc.. After i loot, when i look at the container it doesn't say [EMPTY]. Some items that where there were originally taken. When i look in the container again there is nothing there, and no amount of "take all" that i give can "empty" it. Before i added the Remastered i had the same error just more rarely, and when i returned after a while there was some additional item that i haven't looted. Looted that and then the container was [EMPTY]. Now the problem is more frequent and is persistent. I don't know what exactly is causing this and i tried to debug it without any success. Does anyone know what could possible be causing this or a command that i can use in the console to see what objects are in a certain container, or where in a mod i can look with the fo3edit and see the lists of loot that are attached to a container and see if they conflict with some other mods ? Edited September 23, 2012 by Fighter120 Link to comment Share on other sites More sharing options...
M48A5 Posted September 23, 2012 Share Posted September 23, 2012 The following is a direct quote from the Fallout Remastered ReadMe: "Proper load ordering is absolutely essential to the proper operation of Fallout Remastered. It should be loaded after any and all mods." From the Blackened description page: "Unlike FOIP, these patches are fully compatible with Fallout RemasteredAll patches are to be loaded below Fallout Remastered and it's patches." Blackened does not take the place of the Remastered patches., it was meant to be used in conjunction with the Remastered patches. I suggest you go back to the description pages and ReadMe for your mods and insure they are installed properly and placed in the correct load order. Link to comment Share on other sites More sharing options...
GrindedStone Posted September 23, 2012 Share Posted September 23, 2012 Rarely crashes, an never crashes are two different things. I'll give you a hint, one of those is very useful to you the player. Also "Fighter's Patch" isn't obviously a merged patch, because it isn't named MergedPatch. If you couldn't even get that right you shouldn't even be using FO3 edit to make a merge patch in the first place. It's manual an requires editing after creation which requires understanding what each type of data does in the game. It's designed more for modders that have already used FO3 edit for an insane length of time. If you started learning right now you would still be learning new things to do with TES/FO3/FNV edit it 5 years later. Instead use GaryBash/WyreFlash to create an more automated bashedpatch, which also merges tiny mods into one based on tested data thus allowing more mods to be used, and also goes hand in hand with using BOSS an the kind of load order you are using. Though this has very little to do with your issues which are caused directly from both the load order itself an how many of the mods are dirty and/or conflict directly. You've got too many that are too messy. However it would be rather helpful if you learned how to clean mods with FO3/FNV/TES edit which doesn't require actually knowing what each type of data does instead it's a partially automated utility that you can really only do with FNV/FO3 edit. To that end the problems it resolves are random crashing, crashing in locations, and random issues. Though the amount solved is roughly 85% of the total issues when using Fallout 3 with any load order. However the DLC are more dirty than any mod ever made and along with FWE are un-cleanable because there limits to the amount that can be cleaned. It's widely ignored because so few are dedicated enough to even learn how to install a mod, much less learn how to create them, thus the large amount of dirty mods available for download. The rarely crashes you have is a result of using somewhat of a tested load order that you know this 85% becomes more of a rarely crashes issue. This problem is without question the largest issue with the game. So it's a very different thing between using a tested load order an using a cleaned one. Crashing rarely/Crashing never. [X] Fallout3.esm[X] Anchorage.esm[X] BrokenSteel.esm[X] ThePitt.esm[X] PointLookout.esm[X] Zeta.esm The DLC is in the incorrect order *ahem* Pitt goes before Anchorage [X] CRAFT.esm Are you going to have time to craft, have you crafted in the past, most of the time the answer is no. Hence it's optional from causing issues. [X] CALIBR.esmNobody uses this anymore, it's way beyond outdated. It was replaced by xcalibr. Which is better than most of this entire load order. [X] Project Beauty.esm Is widely ignored because of the many mods that load after it which change NPC's for one reason or the other. There isn't anything those mods below could add that would outweigh the extremely high quality of FO redesigned, and yet those erase large chunks of this mod, too large to bother editing yourself even if you knew how. You can patch it, but what you end up with is 12 entries for a single NPC, it's messy. Merged Patch & Bashed Patch will pick up on about half or more of that mess an try to combine it, however those applications lack the ability to tell what the correct final entry would be if a modder merged them together, so Hah, it's still a mess. [X] FO3 Wanderers Edition - Main File.esm FWE conflicts with almost every mod ever created, the larger the mod the more it conflicts, causing mix and matched mess of overlaping entries, for the record the FOIP makes this even worse looking, but those are ignored or what you yourself would describe as rarely crashes. While ignored an mostly benign as you describe. This risky behavior of using messy mods is hard to ignore when you are 200 hours into a game that somewhere along the line went partially corrupt in one of the hundreds of save games. Oh you think you rolled back to a good save, but there is no way to tell until 8 hours later when it does the same thing at 200 hours an you are now bald from pulling your hair out. It's never happened to me because I avoid that type of risky behavior. [X] EVE.esm Unless you are only going to use Energy weapons or really love them it's not actually needed, while it also conflicts on a deeper level than most mods, it also conflicts with itself, if the modder couldn't get it not to conflict with itself what do you think they ended up with when it comes to the rest of these mods, hence only really useful if you love energy weapons an will have weapon skill in the character, thus making it optional an having a less conflicting load order. [X] Mart's Mutant Mod.esm Hunting and Looting will cause issues with looting, insane lag when searching comes to mind among other problems, so disable that. Corpse flies are also a bad idea. 5x ghoul spawns will crash in some areas of the game world. It also bugs out if you manually install it. MMM gone wild was more fun. It's not really about quality, but more so on quantity. Which is funny considering you are looking for quality, although I'll admit the options you have are very limited. There are however other options to use besides MMM. Change is good an often crashes less. [X] IMCN.esm[X] StreetLights.esm Only mod that says to load before the Broken Steel DLC, which is the worst idea I've ever heard of, thus I don't use that mod instead. [X] UndiscoveredCapital.esm[X] CINEMATECH.esm[X] DCInteriors_ComboEdition.esm[X] DCInteriors_SideQuests.esm It's like EVE because it's only useful if you are going to spend a lot of time downtown, this is because it will conflict with any mod that places or moves items as well as any mod that wasn't cleaned by the modder before it was uploaded, which is roughly 50% of the mods you end up downloading. [X] GNRBuilding_BoS.esm[X] AWorldOfPainFO3.esm[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[ ] FO3 Wanderers Edition - Project Beauty.esp Large amounts of deactivated mods trick out the game into thinking it has too many mods an thus causes really weird problems [X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[ ] EVE - FWE Patch.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Master Release.esp I saw a guy that needed 7 different patches in order to use WMK one time. If that doesn't make a mod optional I don't know what will. WMK New Vegas is WMX I think, an isn't optional in any way. You might as well be talking about two different modders even though it's the same person, but the quality greatly increased after Vegas, I think they got inspired by being the reason weapon mods got put into Vegas in the first place, but you know it takes a few years to get good at creating this stuff, WMK is older than dirt, but it's been updated many many times, however that doesn't change the fact that it still requires patches in order to be used with other mods in FO3, How many mods are you going to use that require some other person that doesn't know anything about the mod to create a patch for it as a 3rd party an what are the odds of you finding the correct patch after 12 people did the same thing an all updated at different times while ignoring each other? [X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.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 The Pitt.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Tougher Traders.esp That's a lie it makes it so nothing attacks traders, it's really stupid if you walk next to a trader an get killed while they ignore you. It's a quality issue, they are still killable, but can't be attacked by the 10,000 NPC's that want to kill you, while also "being your friend" I would use another mod to beef them up, an one to set them to essential if you didn't want to lose the trade option. However if they die it's a big deal an people in the wasteland will comment on wondering what happened to this or that person. You miss out on that when you cheat. [ ] Mart's Mutant Mod - Project Beauty.esp[ ] EVE - MMM Patch.esp[X] UndiscoveredCapital - 01 - 'Now Showing'.esp[X] CASM.esp You can use CASM or the autosave built into the game. However you can't use either on a load order like this. It's going to go corrupt no matter what you do, so with utilities already prone to going corrupt it's not a question. [X] Realistic Interior Lighting.esp[X] F3ProjectRealityMkI.esp[X] DYNAVISION - Dynamic Lens Effect.esp[X] ImaginatorFO3.esp[X] Directors Chair - Fallout 3.esp[X] dD - Enhanced Blood Main.esp[X] dD-No Screen Blood.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] CRAFTable_WMKs_lead_pipe_no_assault_rifle_and laser_pistol.esp[X] FO3_WRP.esp[X] Millenia_AKS74U.esp[X] Book Delivery.esp[X] Overhead3PCamera.esp[X] DynamicCrosshair.esp[X] DCInteriors_DLC_Collectables.esp Injects into the main .esm, which happeneds when you create something an don't know what you are doing, it also results in errors in the creation of merge patch with FO3 edit, and has been known to cause issues in the game as well, it's not only dirty modding, it's incorrectly creating something an the system has to fix itself because you didn't pay attention. [X] GNRBuilding_Studio.esp[X] MegatonHouseExtraStorage.esp[X] MME Relentless Warrior Perk.esp[X] MME Universal Whiz Perk.esp[X] perksforcapsv2BrokenSteel.esp[X] RealisticBulletsWMKtracers.esp[X] UndergroundHideout.esp[X] DALCO Fixes for Underground Hideout.esp[X] Vault-Tec Experimental Dimensional Safe.esp[X] DALCO Junk-O-Matic.esp[X] DALCO Wadsworth the Recycler.esp[X] Fallout Remastered.esp[X] Fallout 3 Weapon Glow Bug remover.esp[ ] Fallout Remastered - Project Beauty.esp[ ] Fallout Remastered - FWE.esp[ ] Fallout Remastered - EVE (Paradox Ignition Merge).esp[ ] Fallout Remastered - Mart's Mutants Mod.esp[X] Fallout Remastered - RIL (PI Merge).esp[X] Blackened FWE + MMM + EVE + Project Beauty.esp[X] DALCO Inventory Sorter - Fallout 3 & All DLCs.esp[X] DALCO Inventory Sorter - CALIBR.esp[X] DALCO Inventory Sorter - FWE (Main File).esp[X] DALCO Inventory Sorter - FWE (Operation Anchorage).esp[X] DALCO Inventory Sorter - FWE (The Pitt).esp[X] DALCO Inventory Sorter - FWE (Broken Steel).esp[X] DALCO Inventory Sorter - FWE (Point Lookout).esp[X] DALCO Inventory Sorter - FWE (Mothership Zeta).esp[X] DALCO Inventory Sorter - FWE (Followers Enh (BrS)).esp[X] DALCO Inventory Sorter - Weapon Mod Kits (Base).esp[X] DALCO Inventory Sorter - WMK - FWE Master Release.esp[X] DALCO Inventory Sorter - WMK - FWE (DLC Anchorage).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC ThePitt).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC BrS).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC PointLookout).esp[X] DALCO Inventory Sorter - WMK - FWE (DLC Zeta).esp[X] DALCO Inventory Sorter - Mart's Mutant Mod (Main).esp[X] DALCO Inventory Sorter - Mart's Mutant Mod (DLC Broken Steel).esp[X] DALCO Inventory Sorter - CASM.esp You could save a lot of trouble if you just used the built in inventory sorter. You can filter by Ammo, Weapons, Armor, Consumable, Misc, that is if you were smart enough to click on the arrows at the top of all container/vendor menus. [X] Imp's More Complex Needs.esp Given that FWE has RI-PN built into it, it would make this a little dumb to try to use as the both do the same thing, so one breaks the other even if you disable the FWE RI-PN you still have a massive conflict in the entries. [X] IMCN - 5 DLC Merged.esp[X] IMCN - FWE Compatibility and Ingestibles.esp[X] IMCN - MMM Meats, Bloods, and Eyeballs.esp[X] DALCO Inventory Sorter - IMCN - FWE - MMM.esp[X] DALCO Inventory Sorter - CRAFTable WMKs.esp[X] Fighter's Patch.esp Link to comment Share on other sites More sharing options...
TheStrictNein Posted September 24, 2012 Share Posted September 24, 2012 StreetLights.esm DEFINANTLY goes above Broken Steel Link to comment Share on other sites More sharing options...
Fighter120 Posted September 25, 2012 Author Share Posted September 25, 2012 (edited) I have nailed down the problem. The problem is ... Bethesda's. :down: I have used the commands to find out the id of the objects that are in the unlootable containers.It seems that there are a bunch of generic books with the id ranging from 000199B3 to 000199C2.They are present in some loot list and spawn in some various containers. The odd thing is that this happens also in vanilla, but they don't show in the containers.In vanilla they don't show at all, and after a "Take All" the container is [EMPTY]. In my modded game this doesn't happen however.They spawn, but they don't show, and are unlootable, and the container doesn't remain [EMPTY] after a complete loot. However there must be some mod that i haven't nailed down yet that exacerbates the issue.The other odd thing is that i have checked and absolutely no mod touches those containers, the loot lists for the containers, or the books. :rolleyes: Weird or what ? I have fixed the issue for myself, and have named the Generic Books and give them some icons so that they show in the pipboy, and now, after i loaded the game,the books are there in the containers, they are now lootable, and the container is [EMPTY] after they are taken. :P Update: I forgot to mention the the books belong to the vanilla game, they are present in Fallout3.esm along with the spawn lists and the containers they are in. Edited September 25, 2012 by Fighter120 Link to comment Share on other sites More sharing options...
GrindedStone Posted September 25, 2012 Share Posted September 25, 2012 (edited) Those are not used in the game. One of your mods added them. So no it's not Bethesda's fault. Also for the record saying that loot doesn't appear an saying that 8 books doesn't appear is two different things. You had me thinking all loot didn't appear. Those books don't have a in-game name, an you can't use items without a name. Use FO3 edit, load up the load order, type in one of those form ID's into the top left search box hit enter, an you will see the mod that added them. Then you can add the name to that mod an have a bunch of books so useless even Bethesda didn't consider it clutter. If it's not in the base form id, then you'll have to right click an apply a filter search for the name bookgeneric or whatever the editor id name is, to find the list that puts it into containers. Edited September 25, 2012 by GrindedStone Link to comment Share on other sites More sharing options...
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