crashing on game exit

Post » Tue May 17, 2011 5:18 am

it only started happening after i started using console commands by uninstalling infrared thing

My load order

Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm (Inactive)

SAS Gear.esp (Inactive)
* This mod does not exist in the current template

Dogmeat Armor.esp
* This mod does not exist in the current template

norepairneededv2.esp

SShop.esp (Inactive)

EssentialFollowers+Caravans.esp
* This mod does not exist in the current template

FN_SCAR.esp
* This mod does not exist in the current template

Mini Uzi Suppressed.esp
* This mod does not exist in the current template

JHB House Robots Can Repair.esp
* This mod does not exist in the current template

WasteCA.esp (Inactive)
* This mod does not exist in the current template

NightvisionGoggles(Powered).esp
* This mod does not exist in the current template

Urbanized Winter Combat Armor.esp
* This mod does not exist in the current template

Benelli.esp
* This mod does not exist in the current template

HZ_M14.esp
* This mod does not exist in the current template

Crossbow.esp
* This mod does not exist in the current template

BA_BlackSurgicalMask.esp
* This mod does not exist in the current template

blanket.esp
* This mod does not exist in the current template

Anchorage Armors.esp
* This mod does not exist in the current template

RipleysRifle.esp (Inactive)
* This mod does not exist in the current template

HZ_XM586UR.esp
* This mod does not exist in the current template

Riverboat Landing Merchant.esp
* This mod does not exist in the current template

norepairbs.esp
* This mod does not exist in the current template

PerforatorReskin.esp
* This mod does not exist in the current template

ViciousDogMeat.esp
* This mod does not exist in the current template

sword upgrade.esp
* This mod does not exist in the current template

Zumbs' Wearable Cigarettes, Cheroots and Cigars.esp
* This mod does not exist in the current template

norepairneeded(Pitt).esp
* This mod does not exist in the current template

FollowersHire.esp
* This mod does not exist in the current template

bittercup_comp.esp
* This mod does not exist in the current template

3EFhelmlessstealthsuit.esp

I'll Touch What I Want.esp
* This mod does not exist in the current template

GasMaskHi-Res.esp
* This mod does not exist in the current template

stealth_collar100.esp
* This mod does not exist in the current template

stealth_collar75.esp
* This mod does not exist in the current template

stealth_collar5.esp
* This mod does not exist in the current template

stealth_collar50.esp
* This mod does not exist in the current template

stealth_collar15.esp
* This mod does not exist in the current template

stealth_collar25.esp
* This mod does not exist in the current template

PoliceUniform.esp (Inactive)
* This mod does not exist in the current template

Indestructible Weapons and Armor.esp
* This mod does not exist in the current template
User avatar
R.I.p MOmmy
 
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Post » Tue May 17, 2011 1:51 am

Could be over "deleted" NavMeshes. Psymon, IIRC, once asserted that deleted NAVM's correlated with crashing on exit and I've got to agree. FOOK used to exhibit that behavior, but after finding *other ways to replace NAVM's, FOOK'd Fallout 3 closes to desktop invariably and without issue.

*GECK tends to delete NavMeshes rather than edit them when finalizing.

Fixing it: Unlike other placed objects, FO3Edit will not "undelete and disable" NAVM records as they cannot have enable parents. The easiest way isn't easy, but works. If an ESM, whether bona fide or false flag, you can easily spot deleted NAVM's in a plugin's ONAM list within the plugin's file header in FO3Edit. If you see "[NAVM: 00XXXXXX]" without any other data following it in that ONAM list, that NAVM has been marked as "deleted". Ctrl+L-Click that ONAM entry, then untick the "deleted" flag and tick its "initially disabled" flag instead. If there are multiple deleted NAVM's in a file, delete [NAVI:00014B92], then untick the file's ESM flag, open and save it in the GECK, and NAVI will have been rebuilt and replaced. From there, tick the file's ESM flag off, then back on if its file extension is ESM (you can open/save an .ESM in the GECK if its ESM flag is unticked, but FO3Edit needs to have altered the file in some way before it will add an ONAM list). Also, be sure you're using FO3Edit v2.5.5 or later so there's a unified ONAM list if the plugin has more than one master.

Alternatively, you could try installing FOOK2 as it painstakingly ensures that no NavMeshes are deleted in any of Beth's files and that a user can quit the game without their task manager. Objectively, the offending edits are probably all within DLC ESM's which FOOK2 - [DIK] DLC Improvement Kit.ESM restores via an even more convoluted proccess than is described above.
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Shelby McDonald
 
Posts: 3497
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Post » Tue May 17, 2011 10:20 am

Could be over "deleted" NavMeshes. Psymon, IIRC, once asserted that deleted NAVM's correlated with crashing on exit and I've got to agree. FOOK used to exhibit that behavior, but after finding *other ways to replace NAVM's, FOOK'd Fallout 3 closes to desktop invariably and without issue.

*GECK tends to delete NavMeshes rather than edit them when finalizing.

Fixing it: Unlike other placed objects, FO3Edit will not "undelete and disable" NAVM records as they cannot have enable parents. The easiest way isn't easy, but works. If an ESM, whether bona fide or false flag, you can easily spot deleted NAVM's in a plugin's ONAM list within the plugin's file header in FO3Edit. If you see "[NAVM: 00XXXXXX]" without any other data following it in that ONAM list, that NAVM has been marked as "deleted". Ctrl+L-Click that ONAM entry, then untick the "deleted" flag and tick its "initially disabled" flag instead. If there are multiple deleted NAVM's in a file, delete [NAVI:00014B92], then untick the file's ESM flag, open and save it in the GECK, and NAVI will have been rebuilt and replaced. From there, tick the file's ESM flag off, then back on if its file extension is ESM (you can open/save an .ESM in the GECK if its ESM flag is unticked, but FO3Edit needs to have altered the file in some way before it will add an ONAM list). Also, be sure you're using FO3Edit v2.5.5 or later so there's a unified ONAM list if the plugin has more than one master.

Alternatively, you could try installing FOOK2 as it painstakingly ensures that no NavMeshes are deleted in any of Beth's files and that a user can quit the game without their task manager. Objectively, the offending edits are probably all within DLC ESM's which FOOK2 - [DIK] DLC Improvement Kit.ESM restores via an even more convoluted proccess than is described above.

please rephrase that so it doesnt soun like you just copy pasted rand information about things that make no sense :wacko:
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brandon frier
 
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Post » Tue May 17, 2011 1:36 pm

please rephrase that so it doesnt soun like you just copy pasted rand information about things that make no sense :wacko:
No, and I feel robbed for having taken the time to write that now. If the technical paragraph went over your head, skip to the last or just keep using your task manager.

Good luck! :)
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Stephanie I
 
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Post » Tue May 17, 2011 2:45 am

No, and I feel robbed for having taken the time to write that now. If the technical paragraph went over your head, skip to the last or just keep using your task manager.

Good luck! :)

but when it crashes my mouse is invisable and unuseable
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BlackaneseB
 
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Post » Tue May 17, 2011 10:38 am

No, and I feel robbed for having taken the time to write that now. If the technical paragraph went over your head, skip to the last or just keep using your task manager.

Good luck! :)

JustinOther, I commend you sir, both on your clear and easy to follow explanation, and the good humor and decorum you showed in your response to the OPs very rude and inappropriate reply.
Such helpfulness and manners are a credit to the forum.
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gemma
 
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Joined: Tue Jul 25, 2006 7:10 am

Post » Tue May 17, 2011 11:42 am

please rephrase that so it doesnt soun like you just copy pasted rand information about things that make no sense :wacko:

....awesome. :shakehead:
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Saul C
 
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Post » Tue May 17, 2011 5:27 am

JustinOther, I commend you sir, both on your clear and easy to follow explanation, and the good humor and decorum you showed in your response to the OPs very rude and inappropriate reply.
Such helpfulness and manners are a credit to the forum.

i wasnt in anyway trying to be rude it just made no sense if you understand it maybe you could help
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Alexis Acevedo
 
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Joined: Sat Oct 27, 2007 8:58 pm

Post » Mon May 16, 2011 11:41 pm

but when it crashes my mouse is invisable and unuseable
Try opening the task manager preemptively so you can Alt+Tab/Windows+Tab from FO3 to it if/when exiting, then end the process? Hopefully, your pointer will show back up. It might even help to exit to the main menu first, then out of the game.
JustinOther, I commend you sir, both on your clear and easy to follow explanation, and the good humor and decorum you showed in your response to the OPs very rude and inappropriate reply.
Such helpfulness and manners are a credit to the forum.
Well, garsh :blush: It probably wasn't a very clear explanation to anyone not familiar with the medium, but the 'copy paste' part after writing that all out... Yay, composure!
i wasnt in anyway trying to be rude it just made no sense if you understand it maybe you could help
No sweat. The above work-arounds might help. If not, try with FOOK as that issue is apparenty resolved by restoring GECK deleted NavMeshes and FOOK2's DLC plugin does just that.
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Alex [AK]
 
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Post » Tue May 17, 2011 10:33 am

Crashing to desktop on a close isn't a big deal really. If you want to find your cursor just pull it to the bottom of the screen. It should show on top of the toolbar. Move it over to where it is perpendicular above your error box, and go up slowly. Once inside the box press ok, cancel whatever it shows. My game crashes everytime now anyway. I figure, I was wanting out anyway...
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CHANONE
 
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Post » Tue May 17, 2011 12:32 pm

Crashing to desktop on a close isn't a big deal really. If you want to find your cursor just pull it to the bottom of the screen. It should show on top of the toolbar. Move it over to where it is perpendicular above your error box, and go up slowly. Once inside the box press ok, cancel whatever it shows. My game crashes everytime now anyway. I figure, I was wanting out anyway...

or just press ENTER before doing anything else.
in most cases it closes the message box, as long as it has focus.
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Claudz
 
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Post » Tue May 17, 2011 5:07 am

or just press ENTER before doing anything else.
in most cases it closes the message box, as long as it has focus.


Oh yeah, there is that too I suppose...
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Cody Banks
 
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Post » Tue May 17, 2011 12:46 pm

or just press ENTER before doing anything else.
in most cases it closes the message box, as long as it has focus.


Pressing the Esc key almost always work for me as well. That was such a standard procedure with Oblivion, it doesn't even bother me now when it happens with Fallout.
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Stacey Mason
 
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Post » Tue May 17, 2011 1:38 am

I think I remember an old Oblivian modder say, if it isn't crashing on exit, then your not modding right. ???
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Melung Chan
 
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Post » Tue May 17, 2011 12:51 pm

I think I remember an old Oblivian modder say, if it isn't crashing on exit, then your not modding right. ???

It went "If your game doesn't crash on exit then you don't have enough mods."

I'm curious if anyone is going to release an equivalent to Oblivion's excellent "Fast Exit" mod. The problem that comes with the game crashing on exit, atleast in my experience, is that it doesn't save any .ini settings changed in game so any setting changes you made get reset to their previous values. Which, granted, isn't as much a problem with Fallout as it was with Oblivion, since most of the graphical settings are changed through the Fallout Launcher.
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Hella Beast
 
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Post » Tue May 17, 2011 12:36 pm

It went "If your game doesn't crash on exit then you don't have enough mods."

I'm curious if anyone is going to release an equivalent to Oblivion's excellent "Fast Exit" mod. The problem that comes with the game crashing on exit, atleast in my experience, is that it doesn't save any .ini settings changed in game so any setting changes you made get reset to their previous values. Which, granted, isn't as much a problem with Fallout as it was with Oblivion, since most of the graphical settings are changed through the Fallout Launcher.

this is somewhat close: http://www.fallout3nexus.com/downloads/file.php?id=9919
but i'd really like to have an one-keypress-save-and-exit-thingie. not another friggin menu :D
i guess i'm gonna make a mod for CASM or something.
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James Baldwin
 
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Post » Tue May 17, 2011 8:39 am

The problem that comes with the game crashing on exit, atleast in my experience, is that it doesn't save any .ini settings changed in game so any setting changes you made get reset to their previous values.


How often do you really go into your options and make any changes though? Most people do it once when they first start playing the game, then never again after that. Having it crash on exit is more of a minor nuisance than a major problem.
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Liii BLATES
 
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Post » Tue May 17, 2011 12:31 am

How often do you really go into your options and make any changes though? Most people do it once when they first start playing the game, then never again after that. Having it crash on exit is more of a minor nuisance than a major problem.

That was my point. In Oblivion it was a major problem because only rudimentary settings could be altered outside of the game, whereas with Fallout almost all of the editable settings are changed outside of the game. In Oblivion it was almost gamebreaking at times, atleast it was for me, since I messed with settings a lot. With Fallout I have my settings set as they are since my computer can barely run it as it is, and I know any change I make will just lower my FPS even more.
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Solina971
 
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