Came back to FO3 after a few months break - crashing on save

Post » Wed Dec 07, 2011 8:20 pm

Just after retrieving the land mine for Moira. Fast traveling to Minefield, handing in the mine and such works fine, but if I try to save anywhere in Megaton, I crash. Even if I fast travel back to Minefield and try to save there, I crash.
If I choose not to turn in the mine, but wander in the Wasteland, killing stuff, saving works fine, but whenever I travel to a new cell, the next save (be it a quick-save or a proper one) crashes the game to the desktop.

Here is my load order. I've been playing with these same mods all the way to level 15 and there were no issues with such crashes beforehand.

  • Fallout3.esm
  • Anchorage.esm
  • ThePitt.esm
  • BrokenSteel.esm
  • PointLookout.esm
  • Zeta.esm
  • StreetLights.esm
  • CRAFT.esm
  • CALIBR.esm
  • xCALIBR.esm
  • DCInteriors_ComboEdition.esm
  • Project Beauty HD version.esm
  • FO3 Wanderers Edition - Main File.esm
  • Mart's Mutant Mod.esm
  • CRAFT - Activation Perk.esp
  • Stealthboy Recon Armor - CRAFT.esp
  • CALIBR Ammo Schematics - CRAFT.esp
  • DarNifiedUIF3.esp
  • DCInteriors_DLC_Collectables.esp
  • Project Beauty- Broken Steel.esp
  • Project Beauty- Point Lookout.esp
  • UPP - Pack 1.esp
  • UPP - Pack 2.esp
  • UPP - Original Perks.esp
  • UPP - Experience Perks.esp
  • UPP - Beverage Perks.esp
  • UPP - Quest Perks.esp
  • Fellout-Full.esp
  • Fellout-pipboylight.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 Mothership Zeta.esp
  • FO3 Wanderers Edition - DLC Point Lookout.esp
  • FO3 Wanderers Edition - Project Beauty.esp
  • FO3 Wanderers Edition - Project Beauty (HD Addition).esp
  • FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
  • FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
  • FO3 Wanderers Edition - Optional Worn Weapons.esp
  • WeaponModKits.esp
  • WeaponModKits - FWE Master Release.esp
  • WeaponModKits - FWE Optional Worn Weapons.esp
  • WeaponModKits - OperationAnchorage.esp
  • WeaponModKits - ThePitt.esp
  • WeaponModKits - BrokenSteel.esp
  • WeaponModKits - PointLookout.esp
  • WeaponModKits - Zeta.esp
  • EVE.esp
  • EVE Operation Anchorage.esp
  • EVE - FWE Master Release.esp
  • EVE Anchorage - FWE DLC Anchorage.esp
  • EVE - FWE with WeaponModKits.esp
  • CALIBRxMerchant.esp
  • xCALIBR_override.esp
  • xCALIBRmunitions.esp
  • xCALIBRmunitions_FOSEnhancements.esp
  • Mart's Mutant Mod.esp
  • PB MMM HD.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
  • Project Beauty- Point Lookout MMM.esp
  • Mart's Mutant Mod - DLC Zeta.esp
  • Mart's Mutant Mod - FWE Master Release.esp
  • Mart's Mutant Mod - Project Beauty.esp
  • Mart's Mutant Mod - Project Beauty (HD Addition).esp
  • Mart's Mutant Mod - Project Beauty + FWE.esp
  • Mart's Mutant Mod - FWE with EVE.esp
  • Choose your own hairstyle (load this last on FOMM).esp
  • Bashed Patch.esp
  • Total active plugins: 72
  • Total plugins: 72


Thank you in advance.
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Wed Dec 07, 2011 7:52 pm

1.xcalibre munitions in my experience really likes to be the very last in the load order and also does not work well with WMK ... it an be made to work somewhat better with http://www.fallout3nexus.com/downloads/file.php?id=12487 ... why not update to xcal universe .
--also xCALIBR_override.esp should not be included in your merged/bash patch and should be placed after your merge patch ie absolutely last
2. Fellout should be as low as possibe too
3.If you use FWE 6.02a then the worn weapons modules have been made redundant and make sure and use the calibr.esm included with it
4.Crazy as it sounds blow yourself up (kill yourself) with some of those mines, let the game reload on its own and you should be able to save.
5.This can be very tedious to do, uncheck one .esm/.esp (or family of: ex.EVE, WMK etc.)at a time ,reload and repeat till you can save your game and that mod is the one that is causing the conflict.
6.Try masterupdating your mods

Just some thoughts, there is lots more you can try, but these should get you started.
Also some people have had problems with EVE ... AND xcalibre munitions can be finicky/ Xcaluniverse is much better IMO

good luck

edit: if you use BrokenSteel DLC - you absolutely must use the fellout bs add on --- from the Fellout readme.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Wed Dec 07, 2011 7:05 pm

the best thing you can do is to disable half your list from the bottom to the middle, then depending on how that turns out do another 25% either way until you narrow it down to that one mod thats causing you grief. I had the same issue not long ago with "scavangable vehicles/vehicle overhaul" conflicting with "destruction" causing near constant crash-on-save.

Your list isnt very long, i imagine youd be able to find the culprit fairly fast
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed Dec 07, 2011 11:27 am

Last time I experienced crashing on save, I had to revert to an earlier save. If nothing else works and it turns out to be savegame corruption it's your only choice I'm afraid :(
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Wed Dec 07, 2011 4:25 pm

I just had a similar issue during the Point Lookout questline, seemingly out of nowhere.

I narrowed it down to Weapon Mod Kits by proccess of elimination. Try deactivating WMK and doing a clean save, then reactivating it.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am


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