[RELz] Fwe - Fo3 Wanderers Edition No.36 - part2 :P

Post » Fri May 13, 2011 1:06 pm

I don't have any other followers. But the game continues in Broken Steel if either myself or Lyon goes in. I think the purifier is destroyed if time runs out and the game ends with the credits instead of continuing in Broken Steel

Yes, it is possible
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Fri May 13, 2011 8:56 am

ugh, it's Radio Stutter Fix.esp all right that's preventing broken steel from starting. Thanks so much to delamer and kai for helping me track this down and sorry for wasting your time on a problem unrelated to FWE. There is still the separate problem with Fawkes though - he won't start the purifier regardless of Radio Stutter Fix.esp

Anyway here's a screenshot of what i *think* is the problem in Radio Stutter Fix.esp. MQ11Clear is in the Broken Steel version of RadioGNRScript but not in Radio Stutter Fix.esp. Neither are the DLCClear variables. I guess this radio fix just doesn't support Broken Steel - oh well, nevermind.

http://img402.imageshack.us/i/rsfz.jpg/
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Fri May 13, 2011 7:59 pm

ugh, it's Radio Stutter Fix.esp all right that's preventing broken steel from starting. Thanks so much to delamer and kai for helping me track this down and sorry for wasting your time on a problem unrelated to FWE. There is still the separate problem with Fawkes though - he won't start the purifier regardless of Radio Stutter Fix.esp

Anyway here's a screenshot of what i *think* is the problem in Radio Stutter Fix.esp. MQ11Clear is in the Broken Steel version of RadioGNRScript but not in Radio Stutter Fix.esp. Neither are the DLCClear variables. I guess this radio fix just doesn't support Broken Steel - oh well, nevermind.

http://img402.imageshack.us/i/rsfz.jpg/


What if you'd just disable the mod for a brief moment untill you get past the troublesome area and then reactivate it? Is there anything else about it suggesting you'd get more problems?

I guess you could alternatively do some copy pasting of the Broken Steel script into the Radio Stutter version. Maybe... Perhaps... Dunno. I tend to learn as I go, screwing up thing and then having to fix them. :celebration:
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Fri May 13, 2011 2:27 pm

I'm having a very minor problem with the Alternate Travel addon. I added it after I had started the game as I was trying out alternatives (but I always come back to this, heh.) Basically, regular fast travel isn't being disabled, and if I turn off regular fast travel in the FWE menu (which I still have access to), the bike gets disabled too.

As I say, very minor as I can just refrain from using regular fast travel, but I'd like to fix it if I can.

By the way, anyone have any thoughts on that "you can cheese the levelup process by dropping mentats immediately before you level for extra skillpoints" thing?

EDIT: My LO, in case it ends up mattering:
Spoiler
Active Mod Files:
00 fallout3.esm
01 anchorage.esm
02 thepitt.esm
03 brokensteel.esm
04 pointlookout.esm
05 zeta.esm
06 unofficial fallout 3 patch.esm [Version 1.2.0]
07 hairpack.esm
08 project beauty hd version.esm
09 destruction.esm
0A fallschurchmetrofix.esm
0B phalanx-pointlookout-navmesh.esm
0C craft.esm
0D calibr.esm [Version 1.3]
0E xcalibr.esm
0F crafthelper.esm
10 vaps.esm
11 amywong.esm
12 arefuexpandedbyazar.esm
13 fo3 wanderers edition - main file.esm
14 mart's mutant mod.esm
15 ammo bench.esm
16 enhanced weather - rain and snow.esm
17 xepha's dynamic weather.esm
18 globaltravelsystem.esm
19 gtsessentials.esm
1A streetlights.esm
1B dcinteriors_comboedition.esm
1C fnncq.esm
1D unofficial fallout 3 patch - operation anchorage.esp [Version 1.2.0]
1E unofficial fallout 3 patch - the pitt.esp [Version 1.2.0]
1F unofficial fallout 3 patch - broken steel.esp [Version 1.2.0]
20 unofficial fallout 3 patch - point lookout.esp [Version 1.2.0]
21 unofficial fallout 3 patch - mothership zeta.esp [Version 1.2.0]
22 firelightfix.esp
23 garyholotape.esp
24 project beauty- broken steel.esp
25 project beauty- point lookout.esp
26 darnifieduif3.esp
++ hair_add_npc.esp
27 streetlights - wasteland.esp
28 LED pipboy light extended.esp
29 raiders have pitt armor.esp
++ GTSFawkesWeapons.esp
2A gtspointlookout.esp
2B gtsthepitt.esp
2C vaps.esp
2D vaps-broken-steel.esp
2E casm.esp
2F crafthelper_vanilla.esp
30 galaxynewsradio100[m].esp
31 arefuexpandedbyazar-radio.esp
32 the mantis imperative - mantis.esp
33 upp - pack 1.esp
34 upp - pack 1 fix.esp
35 upp - pack 2.esp
36 upp - experience perks.esp
37 upp - quest perks.esp
38 upp - beverage perks.esp
39 notsofast.esp
3A heirapparent.esp
3B intothedeepwoods.esp
3C plweightadjust.esp
3D the mantis imperative - jello.esp
3E ammo bench - alien power cell.esp
3F ammo bench - artisan.esp
40 ammo bench - craft plugin.esp
41 ammo bench - calibr.esp
42 ammo bench - car mechanic.esp
++ Ammo Bench - Toolkit Retex.esp
43 vaps-automated-ammo-toolkit.esp
44 stealth kills enabled.esp
++ Stealth Kills Enabled - Pitt Compatibility.esp
45 sniperzooming.esp [Version 1.5.0]
46 tubrrcompound.esp
47 merc.esp
48 d.c. confidential.esp
49 moremapmarkers.esp
4A treasure maps_underground.esp
4B treasure maps_secrets of the wasteland.esp
4C treasure maps_bobblehead edition.esp
4D treasure maps_a fist full of caps.esp
++ Destruction - Main.esp
4E destruction - main - statics.esp
++ Destruction - DLC.esp
4F destruction - dlc - statics.esp
50 busworldv1.05d.esp
51 dn_recyclingmachine.esp
52 robco universal battery charger kit - zeta.esp
53 caravan tracking.esp
54 fnncq_mesmetron.esp
55 amywong - load order fix.esp
56 amywong - calibr 1.3 (fwe 5).esp
57 amywong - fwe 5.esp
58 amywong - dlcs.esp
59 amywong - fose.esp
5A 01atm - firefly ranch.esp
5B minihideout.esp
5C undergroundhideout.esp
5D dcinteriors_dlc_collectables.esp
5E rivet city realignment.esp
5F megaton house and theme overhaul.esp
60 mole rat maze.esp
61 rockopolisrebuilt.esp
62 canterburycommonsembiggened.esp
63 dtomrc3.esp
64 fo3 wanderers edition - main file.esp
65 fo3 wanderers edition - dlc anchorage.esp
66 fo3 wanderers edition - dlc the pitt.esp
67 fo3 wanderers edition - dlc broken steel.esp
68 fo3 wanderers edition - dlc point lookout.esp
69 fo3 wanderers edition - dlc mothership zeta.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (HD Addition).esp
6A fo3 wanderers edition - ufp support.esp
6B fo3 wanderers edition - alternate travel.esp
6C fo3 wanderers edition - optional vats halftime.esp
++ FO3 Wanderers Edition - Optional Worn Weapons.esp
++ FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
6D crafthelper_fwe.esp
6E crafthelper_fwealternatetravel.esp
6F crafthelper_replaceworkbenchscriptfwe.esp
70 dlm_ffoutcastsquest(fweed).esp
71 weaponmodkits.esp
72 weaponmodkits - fwe master release.esp
73 weaponmodkits - operationanchorage.esp
74 weaponmodkits - thepitt.esp
75 weaponmodkits - brokensteel.esp
76 weaponmodkits - pointlookout.esp
77 weaponmodkits - zeta.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
78 crafthelper_wmk.esp
79 3efdrg.esp
7A xcalibrmunitions.esp
7B xcalibrmunitions_fosenhancements.esp
7C eve.esp
7D eve - fwe master release.esp
7E eve operation anchorage.esp
++ EVE - FWE with WeaponModKits.esp
++ EVE Anchorage - FWE DLC Anchorage.esp
7F wasteland whisperer.esp
80 robco certified.esp
81 buildablebots v0.3a.esp
82 buildablebots robcert. addon.esp
83 responsive kill reactions.esp [Version 1.1]
84 mart's mutant mod.esp
85 pb mmm hd.esp
86 mart's mutant mod - dlc anchorage.esp
87 mart's mutant mod - dlc the pitt.esp
88 mart's mutant mod - dlc broken steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
89 project beauty- point lookout mmm.esp
8A mart's mutant mod - dlc zeta.esp
++ Mart's Mutant Mod - FWE with EVE.esp
8B mart's mutant mod - fwe master release.esp
++ Mart's Mutant Mod - Project Beauty.esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
++ Mart's Mutant Mod - Project Beauty (HD Addition).esp
8C vaps-marts-mutant-mod.esp
8D 1pipboypda.esp
8E prewar book titles and perks.esp
8F savage wasteland - fewer gun wielding maniacs.esp
++ T3T_MiscItemIcons.esp
90 attentater's wasteland economy.esp
++ Tamaran's FWE Weapon Tweaks.esp
91 realistic death physics.esp
92 Refurbishes [ALL].esp
93 phalanx-mainfollowermodule.esp
94 phalanx-brokensteel-integration.esp
95 phalanx-pointlookout-integration.esp
++ Phalanx-OPTIONAL-WeaponChange.esp
96 phalanx-tgblank-k9alternatestart.esp
97 enhanced weather - weather sounds in interiors.esp
98 realistic interior lighting.esp
99 realistic interior lighting - bs.esp
9A realistic interior lighting - oa.esp
9B xepha's dynamic weather - main.esp
9C xepha's dynamic weather - anchorage.esp
9D xepha's dynamic weather - the pitt.esp
9E xepha's dynamic weather - broken steel.esp
9F xepha's dynamic weather - point lookout.esp
A0 xepha's dynamic weather - experimental green tint remover.esp
A1 xepha's dynamic weather - rain (oa).esp
A2 megalight.esp
++ xCALIBR_FWE5_Override.esp
++ Choose your own hairstyle (load this last on FOMM).esp
A3 bashed patch, 0.esp

User avatar
x a million...
 
Posts: 3464
Joined: Tue Jun 13, 2006 2:59 pm

Post » Fri May 13, 2011 6:55 pm

Sorry if this has been covered before, but I've noticed that the "sprint" function only works occasionally. For example, I sprint along, see someone I want to talk to, so I talk to them. Then, once the dialogue goes away, the run key reverts to vanilla behavior, and no amount of reloading works. Then, mysteriously, it will work sometime later in the future. I think it gets turned off in dialogue somehow, but I'm not sure. At first I thought it was maybe because I was crippled. But then I healed myself, and then sprinted some, and then went to sleep, did some talking, and sprinting died again (no combat or traps that would have crippled me).

Is there something I'm missing? Does sprinting work flawlessly for other people?
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Fri May 13, 2011 6:16 pm

Sorry if this has been covered before, but I've noticed that the "sprint" function only works occasionally. For example, I sprint along, see someone I want to talk to, so I talk to them. Then, once the dialogue goes away, the run key reverts to vanilla behavior, and no amount of reloading works. Then, mysteriously, it will work sometime later in the future. I think it gets turned off in dialogue somehow, but I'm not sure. At first I thought it was maybe because I was crippled. But then I healed myself, and then sprinted some, and then went to sleep, did some talking, and sprinting died again (no combat or traps that would have crippled me).

Is there something I'm missing? Does sprinting work flawlessly for other people?


Do you use the tgm console code? (God mode)

I noticed that for some reason, sprinting stops working while tgm is enabled.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Fri May 13, 2011 5:45 am

I'm having a very minor problem with the Alternate Travel addon. I added it after I had started the game as I was trying out alternatives (but I always come back to this, heh.) Basically, regular fast travel isn't being disabled, and if I turn off regular fast travel in the FWE menu (which I still have access to), the bike gets disabled too.

As I say, very minor as I can just refrain from using regular fast travel, but I'd like to fix it if I can.


Just a thought, but what's that crafthelper - alternative travel mod? maybe it's messing up alternative travel. You also have global travel system which also makes changes to fast travelling? I'd suggest just trying with those disabled and see what happens.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Fri May 13, 2011 4:14 pm

Sorry if this has been covered before, but I've noticed that the "sprint" function only works occasionally. For example, I sprint along, see someone I want to talk to, so I talk to them. Then, once the dialogue goes away, the run key reverts to vanilla behavior, and no amount of reloading works. Then, mysteriously, it will work sometime later in the future. I think it gets turned off in dialogue somehow, but I'm not sure. At first I thought it was maybe because I was crippled. But then I healed myself, and then sprinted some, and then went to sleep, did some talking, and sprinting died again (no combat or traps that would have crippled me).

Is there something I'm missing? Does sprinting work flawlessly for other people?


Do you use the tgm console code? (God mode)

I noticed that for some reason, sprinting stops working while tgm is enabled


Correct, the sprint mod works fine, but it cannot work if you have tgm or something to that effect on. Due to scripting limitations it needs to be able to 'damage' you to activate the script effect.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Fri May 13, 2011 9:38 am

Just a thought, but what's that crafthelper - alternative travel mod? maybe it's messing up alternative travel. You also have global travel system which also makes changes to fast travelling? I'd suggest just trying with those disabled and see what happens.


That CRAFTHelper plugin just integrates alternate travel's fuel creation into CRAFTHelper's system, it doesn't touch fast travel at all. It could be GTS I suppose, Mez has it listed as compatible with FWE in his "Mez's thread of immersion mods" so I had thought it would work fine. I'll give disabling it a go though, certainly.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Fri May 13, 2011 4:10 am

I'm having a very minor problem with the Alternate Travel addon. I added it after I had started the game as I was trying out alternatives (but I always come back to this, heh.) Basically, regular fast travel isn't being disabled, and if I turn off regular fast travel in the FWE menu (which I still have access to), the bike gets disabled too.

Surely you have mod's conflict. You are right, regular fast travel disabled will disable all types of fast travel. May be one of your mods don't support FWE 5.0?
Try to disable such mods, reenable fast travel with help of bike's menu and make one travel on the bike. It must eliminate problem.
I suspect GTS
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Fri May 13, 2011 9:44 am

GTS it is, all sorted, thank you. :)
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Fri May 13, 2011 11:15 am

Bug I found. the Tommy Gun has a size issue where parts of it are gigantic. Here are some screenshots:

http://i381.photobucket.com/albums/oo259/allstarn08/ScreenShot37.jpg
http://i381.photobucket.com/albums/oo259/allstarn08/ScreenShot38.jpg
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Fri May 13, 2011 6:35 pm

Bug I found. the Tommy Gun has a size issue where parts of it are gigantic. Here are some screenshots:

http://i381.photobucket.com/albums/oo259/allstarn08/ScreenShot37.jpg
http://i381.photobucket.com/albums/oo259/allstarn08/ScreenShot38.jpg

Thats not a bug, thats what the model looks like. We're still hoping for a modeler to change that some day heh.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri May 13, 2011 4:38 pm

I think I found a bug with Alternate Fast Travel.

Fast travel doesn't work in the final stage of the "Head of State" quest, when Hannibal and co head off to Lincoln Memorial. Can anyone confirm this?

I also think there's something wrong with Followers enhanced and custom weapons. Fawkes loooooooved his flamer and always had it out so I took it away and gave him a heavy incinerator and now he doesn't use it. Same goes for any of the other custom weapons like the Vindicator Minigun etc. He'd use the vanilla guns so I give him a better custom one and he doesn't use it anymore. Can anyone also verify this?
User avatar
scorpion972
 
Posts: 3515
Joined: Fri Mar 16, 2007 11:20 am

Post » Fri May 13, 2011 3:18 pm

Fast travel doesn't work in the final stage of the "Head of State" quest, when Hannibal and co head off to Lincoln Memorial. Can anyone confirm this?


I had to wait a few hours just outside the NW mall subway where they arrive before they actually showed up, but I did this quest last night and fast travel via the bike from the Temple of the Union to the Lincoln memorial worked fine.

EDIT: Heh. This may have been because I was having a bug induced by conflicts with GTS at the time. Funny.
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Fri May 13, 2011 4:09 pm

I think I found a bug with Alternate Fast Travel.
Fast travel doesn't work in the final stage of the "Head of State" quest, when Hannibal and co head off to Lincoln Memorial. Can anyone confirm this?

Yes, this is unfortunate. Fast travel in this area disabled in vanilla, so your bike can be in the trap.
So- or don't travel to temple directly, or use Fernando to recall your bike.
Not FWE issue
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Fri May 13, 2011 12:25 pm

Ok, here's a new one. Guaranteed CTD as I approach Evergreen Mills, I suspect the Behemoth. I don't even know where to begin troubleshooting, though I've already tried waiting until different times of day/for several days and it doesn't seem to make a difference. I suppose I could try finding another Behemoth in the world somewhere to see if it's that, I'm about to try console moving myself into Evergreen Bazaar and then coming back out the door to see what happens too. Any ideas what it could be or will I be stuck enabling my mods one at a time to track this one down? :)

LO:

Spoiler
Active Mod Files:
00 fallout3.esm
01 anchorage.esm
02 thepitt.esm
03 brokensteel.esm
04 pointlookout.esm
05 zeta.esm
06 unofficial fallout 3 patch.esm [Version 1.2.0]
07 hairpack.esm
08 project beauty hd version.esm
09 destruction.esm
0A fallschurchmetrofix.esm
0B phalanx-pointlookout-navmesh.esm
0C craft.esm
0D calibr.esm [Version 1.3]
0E xcalibr.esm
0F crafthelper.esm
10 vaps.esm
11 amywong.esm
12 arefuexpandedbyazar.esm
13 fo3 wanderers edition - main file.esm
14 mart's mutant mod.esm
15 ammo bench.esm
16 enhanced weather - rain and snow.esm
17 xepha's dynamic weather.esm
18 streetlights.esm
19 dcinteriors_comboedition.esm
1A fnncq.esm
1B unofficial fallout 3 patch - operation anchorage.esp [Version 1.2.0]
1C unofficial fallout 3 patch - the pitt.esp [Version 1.2.0]
1D unofficial fallout 3 patch - broken steel.esp [Version 1.2.0]
1E unofficial fallout 3 patch - point lookout.esp [Version 1.2.0]
1F unofficial fallout 3 patch - mothership zeta.esp [Version 1.2.0]
20 firelightfix.esp
21 garyholotape.esp
22 project beauty- broken steel.esp
23 project beauty- point lookout.esp
24 darnifieduif3.esp
++ hair_add_npc.esp
25 streetlights - wasteland.esp
26 led pipboy light extended.esp
27 raiders have pitt armor.esp
28 vaps.esp
29 vaps-broken-steel.esp
2A casm.esp
2B crafthelper_vanilla.esp
2C galaxynewsradio100[m].esp
2D arefuexpandedbyazar-radio.esp
2E the mantis imperative - mantis.esp
2F upp - pack 1.esp
30 upp - pack 1 fix.esp
31 upp - pack 2.esp
32 upp - experience perks.esp
33 upp - quest perks.esp
34 upp - beverage perks.esp
35 notsofast.esp
36 heirapparent.esp
37 intothedeepwoods.esp
38 plweightadjust.esp
39 ammo bench - alien power cell.esp
3A ammo bench - artisan.esp
3B ammo bench - craft plugin.esp
3C ammo bench - calibr.esp
3D ammo bench - car mechanic.esp
++ Ammo Bench - Toolkit Retex.esp
3E vaps-automated-ammo-toolkit.esp
3F stealth kills enabled.esp
++ Stealth Kills Enabled - Pitt Compatibility.esp
40 sniperzooming.esp [Version 1.5.0]
41 tubrrcompound.esp
42 d.c. confidential.esp
43 moremapmarkers.esp
44 treasure maps_underground.esp
45 treasure maps_secrets of the wasteland.esp
46 treasure maps_bobblehead edition.esp
47 treasure maps_a fist full of caps.esp
++ Destruction - Main.esp
48 destruction - main - statics.esp
++ Destruction - DLC.esp
49 destruction - dlc - statics.esp
4A robco universal battery charger kit - zeta.esp
4B caravan tracking.esp
4C fnncq_mesmetron.esp
4D amywong - load order fix.esp
4E amywong - calibr 1.3 (fwe 5).esp
4F amywong - fwe 5.esp
50 amywong - dlcs.esp
51 amywong - fose.esp
52 01atm - firefly ranch.esp
53 undergroundhideout.esp
54 dcinteriors_dlc_collectables.esp
55 rivet city realignment.esp
56 megaton house and theme overhaul.esp
57 mole rat maze.esp
58 rockopolisrebuilt.esp
59 canterburycommonsembiggened.esp
5A dtomrc3.esp
5B fo3 wanderers edition - main file.esp
5C fo3 wanderers edition - dlc anchorage.esp
5D fo3 wanderers edition - dlc the pitt.esp
5E fo3 wanderers edition - dlc broken steel.esp
5F fo3 wanderers edition - dlc point lookout.esp
60 fo3 wanderers edition - dlc mothership zeta.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (HD Addition).esp
61 fo3 wanderers edition - ufp support.esp
62 fo3 wanderers edition - alternate travel.esp
63 fo3 wanderers edition - optional vats halftime.esp
++ FO3 Wanderers Edition - Optional Worn Weapons.esp
++ FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
64 crafthelper_fwe.esp
65 crafthelper_fwealternatetravel.esp
66 crafthelper_replaceworkbenchscriptfwe.esp
67 dlm_ffoutcastsquest(fweed).esp
68 weaponmodkits.esp
69 weaponmodkits - fwe master release.esp
6A weaponmodkits - operationanchorage.esp
6B weaponmodkits - thepitt.esp
6C weaponmodkits - brokensteel.esp
6D weaponmodkits - pointlookout.esp
6E weaponmodkits - zeta.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
6F crafthelper_wmk.esp
70 echo_usebothgloves.esp
71 3efdrg.esp
72 xcalibrmunitions.esp
73 xcalibrmunitions_fosenhancements.esp
74 eve.esp
75 eve - fwe master release.esp
76 eve operation anchorage.esp
++ EVE - FWE with WeaponModKits.esp
++ EVE Anchorage - FWE DLC Anchorage.esp
77 wasteland whisperer.esp
78 robco certified.esp
79 responsive kill reactions.esp [Version 1.1]
7A mart's mutant mod.esp
7B pb mmm hd.esp
7C mart's mutant mod - dlc anchorage.esp
7D mart's mutant mod - dlc the pitt.esp
7E mart's mutant mod - dlc broken steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
7F project beauty- point lookout mmm.esp
80 mart's mutant mod - dlc zeta.esp
++ Mart's Mutant Mod - FWE with EVE.esp
81 mart's mutant mod - fwe master release.esp
++ Mart's Mutant Mod - Project Beauty.esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
++ Mart's Mutant Mod - Project Beauty (HD Addition).esp
82 vaps-marts-mutant-mod.esp
83 1pipboypda.esp
84 prewar book titles and perks.esp
85 savage wasteland - fewer gun wielding maniacs.esp
++ T3T_MiscItemIcons.esp
86 attentater's wasteland economy.esp
++ Tamaran's FWE Weapon Tweaks.esp
87 realistic death physics.esp
88 phalanx-mainfollowermodule.esp
89 phalanx-brokensteel-integration.esp
8A phalanx-pointlookout-integration.esp
++ Phalanx-OPTIONAL-WeaponChange.esp
8B phalanx-tgblank-k9alternatestart.esp
8C enhanced weather - weather sounds in interiors.esp
8D realistic interior lighting.esp
8E realistic interior lighting - bs.esp
8F realistic interior lighting - oa.esp
90 xepha's dynamic weather - main.esp
91 xepha's dynamic weather - anchorage.esp
92 xepha's dynamic weather - the pitt.esp
93 xepha's dynamic weather - broken steel.esp
94 xepha's dynamic weather - point lookout.esp
95 xepha's dynamic weather - experimental green tint remover.esp
96 xepha's dynamic weather - rain (oa).esp
97 megalight.esp
++ xCALIBR_FWE5_Override.esp
++ Choose your own hairstyle (load this last on FOMM).esp
98 Bashed Patch, 0.esp

User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Fri May 13, 2011 5:39 am

Ok, here's a new one. Guaranteed CTD as I approach Evergreen Mills, I suspect the Behemoth. I don't even know where to begin troubleshooting, though I've already tried waiting until different times of day/for several days and it doesn't seem to make a difference. I suppose I could try finding another Behemoth in the world somewhere to see if it's that, I'm about to try console moving myself into Evergreen Bazaar and then coming back out the door to see what happens too. Any ideas what it could be or will I be stuck enabling my mods one at a time to track this one down? :)

That's caused by MMM. You can do the following:

1. Clean save.(disable MMM, load game, save game, exit, reenable MMM and load game)
2. Disable MMM entirely
3. Try loading the MMM patch from http://www.fallout3nexus.com/downloads/file.php?id=7565. It says Arwen_Realism_Tweaks_ MMM_Patch, but it's actually a patch I wrote awhile ago that doesn't have anything to do with Arwen's mod but simply disables some of MMMs scripts that can cause crashes.
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Fri May 13, 2011 5:45 am

That's caused by MMM. You can do the following:

1. Clean save.(disable MMM, load game, save game, exit, reenable MMM and load game)
2. Disable MMM entirely
3. Try loading the MMM patch from http://www.fallout3nexus.com/downloads/file.php?id=7565. It says Arwen_Realism_Tweaks_ MMM_Patch, but it's actually a patch I wrote awhile ago that doesn't have anything to do with Arwen's mod but simply disables some of MMMs scripts that can cause crashes.


Is that a patch which only requires MMM to be loaded? Might solve some of the crashes I have elsewhere in the game world.
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Fri May 13, 2011 2:17 pm

That's caused by MMM. You can do the following:

1. Clean save.(disable MMM, load game, save game, exit, reenable MMM and load game)
2. Disable MMM entirely
3. Try loading the MMM patch from http://www.fallout3nexus.com/downloads/file.php?id=7565. It says Arwen_Realism_Tweaks_ MMM_Patch, but it's actually a patch I wrote awhile ago that doesn't have anything to do with Arwen's mod but simply disables some of MMMs scripts that can cause crashes.


Thanks for the swift response Kai. I've just tried installing the patch you mentioned, and just reloading my save, and I still get the same problem. Disabling and re-enabling MMM sounds messy, but I guess that's the next step. Ugh.
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Fri May 13, 2011 7:49 am

Thanks for the swift response Kai. I've just tried installing the patch you mentioned, and just reloading my save, and I still get the same problem. Disabling and re-enabling MMM sounds messy, but I guess that's the next step. Ugh.

Oh and I forgot you could just try a cell reset(wait for 8 days indoors)
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Fri May 13, 2011 4:34 am

Oh and I forgot you could just try a cell reset(wait for 8 days indoors)


No joy there either I'm afraid (with the patch you mentioned.)
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Fri May 13, 2011 2:26 pm

No joy there either I'm afraid (with the patch you mentioned.)

then you should disable MMM and try a clean save I'd say.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Fri May 13, 2011 5:39 am

Spoiler
In Wheaton Armory, I just found a .223 pistol (Which fires 5.56 for some odd reason :P ) with the suffix (EX). It also seems to have a different texture, but I'm not sure. Is this the unique variant of the regular pistol? What's the difference, and what does EX mean?

User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Fri May 13, 2011 4:47 am

@Allstarn08: You didn't try using it? :hubbahubba:
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

PreviousNext

Return to Fallout 3