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Custom race crashing, usual suspects didn't help


DaWrecka

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I'm working on a custom race mod, (actually a conversion of a F:NV mod made by someone else; I'm yet to hear anything from them, so dammit, I might as well make it for my own use in the meantime) and I'm getting constant crashes. Conversion was achieved by opening the F:NV version of the mod in FO3Edit, and painstakingly making exact duplicates of every form in a new ESP, in order to keep the F:NV records out of the equation, and recompiling scripts once that part was done. I'm no moron; I've used Google to try and find answers, but nothing so far.

 

The symptoms:

  • With mod unloaded, I create a save; we'll call this save X.
  • I enable the mod, then load Fallout 3, and I try to set either my character's race, or an NPC's race, to one of the custom races, using the matchrace console command.
  • More often than not, Fallout 3 crashes within a second of my pressing the Return key. Every so often, it doesn't; The matchrace command succeeds, and my character/the NPC is now using the custom race.
  • Assuming FO3 didn't insta-crash, I make a new save - call this save Y - and then quit. I reload Fallout 3, then try to load save Y - insta-crash. The spinny-dial-thing is visible for maybe a second before FO3 barfs.
  • I delete save Y and then try to load save X - which succeeds. I then repeat the matchrace faff - at this point, FO3 always, with 100% consistency, crashes.

Here's what I've tried to solve the problem;

  • Created "child" and "old" versions of the race, and linked them to the main, playable race.
  • Created two NPCs for each race, one male, one female, each having the Chargen flag set.
  • Made the custom race an exact duplicate of the Caucasian race using FO3Edit, just as an experiment.

None of this has changed the situation. Fallout 3 still putters along like normal until one of the custom races is invoked, at which point it barfs like a teenager at his first frat party and dies face-down in its own filth.

 

My load order, assuming it helps:

 

  Reveal hidden contents


I'm aware this is an awful lot of files. (Hell, without the bashed patch I'd be looking at almost the full 256 plugins loaded. Note that the mods with ++ next to them aren't actually part of the normal load order; they're merged into the Bashed patch) I'm aware that this is likely a cause for most of my general CTD woes. I'm aware there's a whole hell of a lot of files that nobody is going to have the first damn clue about, ("CAPER? What the eff is CAPER?") because I made 'em. I'm also aware that trying to find out if the crashes are caused by another mod deciding it doesn't like FoxracesF3's face or something is going to be like finding an needle in a haystack, without the help of a metal detector or a sodding magnet.

 

One thing that I've not yet tried, because I'm not aware if it's possible; making sure the NIF files are in a FO3-compatible version. The fact that they show up flawlessly in GECK - GECK hasn't once crashed on me while I'm working with this mod - would indicate that they probably are already, but maybe there's some rogue data in them that GECK can handle gracefully but that FO3 itself throws a tantrum over. NifSkope doesn't really have any sort of "Save as X version" capability that I'm aware of; am I just blind and/or stupid?

 

Is there anyone that might be able to point out something I've missed?

 

EDIT: It's definitely not a mod conflict; I reduced my load order to this:

 

  Reveal hidden contents



and the symptoms are almost exactly the same. Matchrace succeeds a bit more often than it causes an instant crash, but the game still crashes when I try to re-load a post-matchrace save.

 

A bit of extra information, though; after a good night's sleep, something occurred to me. I've been keeping the mesh and texture files for the mod in a BSA file. If the BSA file can't be found, there's no crash. Lots of huge red diamonds, but no crash. If I copy the mod's Meshes directory into the Data directory, back to being crash-tastic. At this point, I can only assume it's Fallout 3 throwing a tantrum about the meshes, but I have no idea how to fix.

Edited by DaWrecka
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