[RELz] Mart's Mutant Mod 1.0 RC 6.0

Post » Sat Feb 19, 2011 1:41 am

Well the Fo3edit search revealed that the following mods affect that area: Merc, Destruction, Street Lights. I disabled them and did the KillAll Command after the initial encounter. then resurrected the BoS.

But this time I talked with Paladin Hoss (I think his name was) and was able to run through with little problems. I think not taking the quest was what the problem was. So reactivating all mods then load before entering area - gonna play as normal and take the quest and see.

... and I give up for today. This is the most aggravating bug I've ever had to track down with F3. 4 hours of playing through that area and I'm no wiser.

I did level up on one of the playthroughs ... and it froze on level up screen. tried the fix above and was unable to test as it kept ctding.

[edit] I made one save of getting into the office where the initiate was trapped and he was dead already with no mutants near him to have done it - I've no idea what killed him nor does there seem to be any other mods that touch him. Not like this playthrough at all: http://www.youtube.com/watch?v=OwSnyeGZJYc&feature=related

This whole area is hosed - I'm going back to an earlier save and find another route. The game had been playing fine until I hit this black hole of problems.
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Kate Norris
 
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Post » Sat Feb 19, 2011 6:25 am

I was going to say corrupt spawn point, too. You could try setting the respawn timer to hourly in the FWE panel and waiting for 2 hours to reset the cells, see if that makes a difference.

This will not help. Respawn timer will be applied to fresh kills only. Old killed will be respawned in accordance with old respawn time.
If I understand you correctly

Psymon
But this time I talked with Paladin Hoss (I think his name was) and was able to run through with little problems. I think not taking the quest was what the problem was. So reactivating all mods then load before entering area - gonna play as normal and take the quest and see.

Not directly. In one of my playthrough I don't took this quest at all- quest giver was dead already. Nothing wrong happening.
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FirDaus LOVe farhana
 
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Post » Sat Feb 19, 2011 6:19 am

Any Idea whats up with this...RC7

http://www.fallout3nexus.com/downloads/file.php?id=14468
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Fam Mughal
 
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Post » Fri Feb 18, 2011 10:45 pm

Any Idea whats up with this...RC7

http://www.fallout3nexus.com/downloads/file.php?id=14468


I would venture a 99.999% guess that it is yet another attempt to introduce a trojan or virus... It has all the same characteristics (using another mod to get credibility, new account, one generic picture) as other similar efforts in the past (see also Fallout Mod Manager 2 for another example of the same malicious behaviour). I will not download this file, and would recommend to everyone that they avoid it !
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James Wilson
 
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Post » Sat Feb 19, 2011 6:08 am

Yeah, i assumed it to be a fake, especially, since i run across FOMM2 just a few hours prior to it!

Reported.
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Danii Brown
 
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Post » Sat Feb 19, 2011 9:11 am

... and I give up for today. This is the most aggravating bug I've ever had to track down with F3. 4 hours of playing through that area and I'm no wiser.

I did level up on one of the playthroughs ... and it froze on level up screen. tried the fix above and was unable to test as it kept ctding.

[edit] I made one save of getting into the office where the initiate was trapped and he was dead already with no mutants near him to have done it - I've no idea what killed him nor does there seem to be any other mods that touch him. Not like this playthrough at all: http://www.youtube.com/watch?v=OwSnyeGZJYc&feature=related

This whole area is hosed - I'm going back to an earlier save and find another route. The game had been playing fine until I hit this black hole of problems.


I had something similar happen to me a couple days ago. I had just finished a ransacking of Vault 106 and was on my way back to Megaton, and when I made a save on a hill overlooking Springvale, my game just... broke down.

Every single time I loaded that save, within 2 minutes, the game would crash. Whenever I wanted to do anything in the Megaton area, I couldn't because if I tried, the game would crash. I couldn't even save my game, if I tried the game would crash.

I did manage to get out of it by reloading a previous save and fast-traveling back to Megaton (a just-in-case temporary waiving of my no fast-travel rule for problem-avoiding purposes). To this day, I do not know what happened, all I can figure is the Fallout 3 saved my game badly. All I know is once I reloaded my previous save, Fallout 3 started running properly again. I don't know if this will carry over to you, but you might be able to get something out of it. And if not, then I really can't think of anything else it could be.
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Euan
 
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Post » Fri Feb 18, 2011 8:58 pm

Well the Fo3edit search revealed that the following mods affect that area: Merc, Destruction, Street Lights. I disabled them and did the KillAll Command after the initial encounter. then resurrected the BoS.

I almost forgot about one method, may be you will try it. If you have constant crashes in similar circumstances, try to
1. Reload game twice. Load last save, then load it again- in the menu. Or
2. Load game, kill yourself (click on your character in console and then- KILL command). Load game again
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Mark Churchman
 
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Post » Sat Feb 19, 2011 12:12 am

I've in essence tried that with the same results.

Well it could be some mod in my load order at this point I don't know. As I fast traveled to another city space and got another crash (uggh). The game was fine in megaton, the wasteland, Arlington cometary, sewers (dungeons), etc. Something is going on in these closed city spaces that is crashing the game. I'm basically going to have to deactivate mods at a time till I get it nailed down.

Sorry for taking space in this thread for the issue which may have nothing to do with MMM. I will report what is necessary in whatever other thread later - too burnt now to deal with it - going to try and debug something more challenging for a while (real life).

thanks

====================================

update (so as not to commit one more post to this issue and waste more space here (sorry for that - I thought it was mutant death related).

Seems I was working with corrupted save files ... returning to a an earlier save and it all worked very well again. What I can say happened was that in the tunnel connecting Arlington Cemetery and Falls Church Area I met a generated BoS patrol (thanks to the mod of the same name) after meeting them the game went to hell. gonna try going without to make sure all is stable and then more testing of that mod. I'd heard it had issues in the past. Guess this is what some meant.
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Kit Marsden
 
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Post » Sat Feb 19, 2011 7:59 am

I had something similar happen to me a couple days ago. I had just finished a ransacking of Vault 106 and was on my way back to Megaton, and when I made a save on a hill overlooking Springvale, my game just... broke down.

Every single time I loaded that save, within 2 minutes, the game would crash. Whenever I wanted to do anything in the Megaton area, I couldn't because if I tried, the game would crash. I couldn't even save my game, if I tried the game would crash.

I did manage to get out of it by reloading a previous save and fast-traveling back to Megaton (a just-in-case temporary waiving of my no fast-travel rule for problem-avoiding purposes). To this day, I do not know what happened, all I can figure is the Fallout 3 saved my game badly. All I know is once I reloaded my previous save, Fallout 3 started running properly again. I don't know if this will carry over to you, but you might be able to get something out of it. And if not, then I really can't think of anything else it could be.

I've had problems like this too. They're not MMM related, but I thought I'd let you know that my process for tracking them down has always been to disable half my mods and test to narrow the culprits down, then disable half of that half etc. When I finally get to the mod in question, I have occasionally tried using FO3Edit to remove record groups one by one to see if I could narrow down problems there, though that has only worked twice. For a long time I was able to play with EVE after removing the WRLD group, but I eventually had to remove the mod.
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Nicola
 
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Post » Sat Feb 19, 2011 1:00 am

I've found crashes can be caused by a creature having aggro of you and for whatever reason does not follow you. Mine happened when a robot saw me and just stayed where he was, i would crash in any direction a certain distance away from the robot, if I killed it I wouldnt crash. I should imagine there's a console command to check if there's something detecting you, it was only by a fluke I saw this robot. I've also found the same with settings, crashes can occur if your display settings aren't maxed. Pysmon's problem however sounds more serious.


/edit The only time I've had trouble with falls church is when I used a mod that changed the navmesh in the area. I use a fix as well from the Ufop for paladin hoss & co.
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Amiee Kent
 
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Post » Sat Feb 19, 2011 1:40 am

I've come across a crash in DCTA Tunnel 014-B Potomac when killing one specific Mirelurk King. I crashed a couple times before I pulled stuff back and killed them one by one and upon killing this one King I crashed. Repeated it a couple more times to make sure it was just him and sure enough it was. This happened when killing him with gunfire, however when I killed it with a Nuka Grenade I did not crash (at least this one time, just alt tabbed out to report this).

edit: Just happened again when killing a normal Mirelurk further down the tunnel where I found that King.

edit 2: Hrm, just crashed down in that area again some time after killing he King instead of instantly. Maybe it could be something else down in there?

edit 3: Just read the post above this one and I think that may be the issue I was having. After crashing again in that zone when I moved far away from the area where it was happening I did a killall when I got back in and noticed I got an exp message from something. I think it may have been some other Mirelurk King that attacked me when I went further back in the area with AI disabled (not combat AI).

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  unofficial fallout 3 patch.esm  [Version 1.2.0]07  calibr.esm  [Version 1.4]08  xcalibr.esm09  fook2 - main.esm0A  fook2 - [dik] dlc improvement kit.esm0B  mart's mutant mod.esm0C  companion core.esm0D  robco certified v2.esm0E  unofficial fallout 3 patch - operation anchorage.esp  [Version 1.2.0]0F  unofficial fallout 3 patch - the pitt.esp  [Version 1.2.0]10  unofficial fallout 3 patch - broken steel.esp  [Version 1.2.0]11  unofficial fallout 3 patch - point lookout.esp  [Version 1.2.0]12  unofficial fallout 3 patch - mothership zeta.esp  [Version 1.2.0]13  darnifieduif3.esp++  no blur on hit.esp14  calibrxmerchant.esp15  dk_bullettime.esp  [Version 1.0.3]16  sprint mod.esp17  galaxynewsradio100[m].esp18  upp - pack 1.esp19  upp - pack 2.esp++  UPP - Original Perks.esp1A  upp - experience perks.esp1B  upp  - quest perks.esp1C  undergroundhideout.esp1D  eve operation anchorage.esp1E  fook2 - main.esp1F  fook2 - [dik] dlc improvement kit.esp20  fook2 main [hotfix].esp21  fook2 dik [hotfix].esp22  mrlabtechnician.esp23  householdwaterpurifier.esp24  upp - beverage perks.esp25  weaponmodkits.esp26  weaponmodkits - fook.esp27  weaponmodkits - operationanchorage.esp28  weaponmodkits - thepitt.esp29  weaponmodkits - brokensteel.esp2A  weaponmodkits - pointlookout.esp2B  weaponmodkits - zeta.esp2C  xcalibrmunitions.esp2D  xcalibrmunitions_fosenhancements.esp2E  eve.esp2F  companion core dlc addon.esp30  robco certified v2 zeta addon.esp31  mart's mutant mod.esp32  mart's mutant mod - dlc anchorage.esp33  mart's mutant mod - dlc the pitt.esp34  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp35  mart's mutant mod - dlc zeta.esp++  Mart's Mutant Mod - Master Menu Module.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Tougher Traders.esp36  mart's mutant mod - zones respawn.esp++  MMM RC6, FOOK2 1.1B2.esp++  MMM RC6, FOOK2 1.1B2 - DIK.esp++  MMM RC6, FOOK2 1.1B2 - Natural Selection.esp37  owned!.esp  [Version 3.0]++  Fellout-pipboylight.esp++  xCALIBR_override_unsorted.esp38  quantumpipev2.esp39  mark and recall.esp3A  Bashed Patch, 0.esp

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Kahli St Dennis
 
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Post » Sat Feb 19, 2011 7:24 am

Sorry to steer off-topic again, but feel I need to respond to this:

I've had problems like this too. They're not MMM related, but I thought I'd let you know that my process for tracking them down has always been to disable half my mods and test to narrow the culprits down, then disable half of that half etc. When I finally get to the mod in question, I have occasionally tried using FO3Edit to remove record groups one by one to see if I could narrow down problems there, though that has only worked twice. For a long time I was able to play with EVE after removing the WRLD group, but I eventually had to remove the mod.


You misunderstand, my problem (and now we can confirm Psymon's as well) was not *essentially* a mod problem (I use essentially rather loosely here), it was a savegame problem, something that FO3 can be notoriously bad at. Corrupted savegames happen, and just because they're corrupt does not mean they automatically can't be loaded. As evidenced by us, some can, and if they are, will screw up your game so bad you can't play it. Good news is, now y'all know the symptoms (sudden, unexpected crash-fest, and a very possibly repeatable crash when you try to re-save your game).

That's my final say in this predicament. Time to put it behind us and get back on topic.
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Kitana Lucas
 
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Post » Sat Feb 19, 2011 7:13 am

I'd add one more suggestion.

Whenever I update or add mods I always make about 2 saves in a known enclosed & Isolated cell then add or update the mods and then make 2 more saves. Sometimes only one if I already have made good saves recently. These are saves where I know the game is solid. I may make more saves when updating an overhaul (or in this case 2 overhauls). These saves then become a resource so when deactivating and reactivating mods I will load new mods onto those saves (followed by another save) or revert back to those saves when stripping mods out.

Save games are a resource and in looking over my save game files I see about half for oblivion and for F3 is my character standing in their house. I will ditch the random saves of my character on the road somewhere in favor of these.I even have a loose system of stances to let me know what kind of save (gun drawn, light on, torch up) to let me know at a glance this is a pre-added mod save, etc.

I never can bring myself to disable fast travel as that is an essential way to test stability in a fast and efficient manner.

These games take a lot of work and time to run with many mods.
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Jessica Stokes
 
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Post » Fri Feb 18, 2011 10:33 pm

Corrupted savegame here as well. I started a brand new game for the release of RC6. At the 9 hour mark in my character's life, I made a save outside WKML Broadcast Station after killing some Raiders and an Abominable Mutant. A few minutes later, I crashed at dikeerson Tabernacle Chapel. I reloaded my save and crashed at Mt. Mabel Campground, reloaded and tried to save at the Deathclaw Sanctuary and got a crash on save. I tried fast-traveling to Megaton before saving, I tried killing myself with an RPG, I tried saving inside the Sealed Cistern with the bobblehead but nothing worked.

I reloaded to a save made two gameplay hours earlier and avoided that entire section of the map and things seemed to be fine until around the 10 hour mark when I began experiencing a lot of stuttering and lag between Vault 101 and Ft. Independence. There were many Raiders, two scorpions, a Protectron, a molerat, a dead bloatfly and a few iguanas around but not more than my computer should be able to handle. A save made near the Enclave drop zone repeatedly crashed on load. I ended up reloading and again went in a different direction- this time to Rivet City and then Seward Square. I fought off some Muties and explored one of the DC Interiors buildings which had a few radroaches in it. I tried to save before leaving the building and once again got a crash on save.

I don't use masterupdate and normally have a solid game with few crashes. I can't do any further save testing since I've nuked my game and rolled back to RC5.
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Lucky Boy
 
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Post » Sat Feb 19, 2011 3:47 am

Night Ghoul Eyes and the sprint mod from FWE are awesome together.

Night time, forgot my NV goggles, load of equipment and I'm down at the radio antenna near Tenpenny Tower. Pop a Night Ghoul Eye and sprint for Megaton. I out ran a deathclaw, a bunch of raiders, at least one robot, some of those giant flies. Only problem was a Yao Guai that somehow could keep up with me even pretty good even when sprinting. Had to kill him.

That's one fast combination.
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Laura Mclean
 
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Post » Sat Feb 19, 2011 3:39 am

Night Ghoul Eyes and the sprint mod from FWE are awesome together.

Night time, forgot my NV goggles, load of equipment and I'm down at the radio antenna near Tenpenny Tower. Pop a Night Ghoul Eye and sprint for Megaton. I out ran a deathclaw, a bunch of raiders, at least one robot, some of those giant flies. Only problem was a Yao Guai that somehow could keep up with me even pretty good even when sprinting. Had to kill him.

That's one fast combination.


Lol, right!

I go night Ghoul hunting every once in a while. I too keep popping the eyes like candy.

The fridge is well stocked. They taste nice and make you eyes tingle... :wink_smile:
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Milagros Osorio
 
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Post » Sat Feb 19, 2011 3:52 am

I am having a strange issue. I disabled 5.0, saved and waited for respawn. Then, I installed MM 6.0. When I try to load my savegame it just goes on loading forever, literally. My load takes 3-5 secs and after 5 mins it still wasn't done :P. Any idea what happened?
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Danielle Brown
 
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Post » Sat Feb 19, 2011 1:50 am

Night Ghoul Eyes and the sprint mod from FWE are awesome together.
Night time, forgot my NV goggles, load of equipment and I'm down at the radio antenna near Tenpenny Tower. Pop a Night Ghoul Eye and sprint for Megaton. I out ran a deathclaw, a bunch of raiders, at least one robot, some of those giant flies. Only problem was a Yao Guai that somehow could keep up with me even pretty good even when sprinting. Had to kill him.
That's one fast combination.

I think night ghoul's vision is one of the best in the FWE+MMM. Very soft and suitable for wide range of Darkness :)
BTW- someone reported here about crashes after NG eyes usage + time skip with T key. Don't have such bug.

otm
I am having a strange issue. I disabled 5.0, saved and waited for respawn. Then, I installed MM 6.0. When I try to load my savegame it just goes on loading forever, literally. My load takes 3-5 secs and after 5 mins it still wasn't done . Any idea what happened?

-You must wait in safe place without NPC (except companions), such as Megaton Home.
-You need to download new FOIP patch, released today
-You need to recreate merged patch after new MMM installed.
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Steeeph
 
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Post » Sat Feb 19, 2011 3:17 am

-You must wait in safe place without NPC (except companions), such as Megaton Home.
-You need to download new FOIP patch, released today
-You need to recreate merged patch after new MMM installed.


I did all of these to no avail :(
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joeK
 
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Post » Sat Feb 19, 2011 5:37 am

I did all of these to no avail :(

Load order please
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JAY
 
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Post » Fri Feb 18, 2011 9:54 pm

Here you go :) Straight from BOSS, the ones it doesn't recognize are left last since it doesn't really matter where they load. I didn't have any problems before so I didn't think it would matter. I'm using FWE 6.0 :D

Spoiler

fallout3.esm
anchorage.esm
thepitt.esm
brokensteel.esm
pointlookout.esm
zeta.esm
craft.esm
calibr.esm
fo3 wanderers edition - main file.esm
mart's mutant mod.esm
streetlights.esm
ss master file.esm
darnifieduif3.esp
pcidles.esp
blackwolf backpack.esp
fo3 wanderers edition - main file.esp
fo3 wanderers edition - dlc anchorage.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 - dlc the pitt.esp
fo3 wanderers edition - alternate travel.esp
fo3 wanderers edition - followers enhanced (brokensteel).esp
fo3 wanderers edition - optional restore tracers.esp
fo3 wanderers edition - optional vats halftime.esp
7_holsterforhandgunsv1_1.esp
mart's mutant mod.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
mart's mutant mod - dlc zeta.esp
mart's mutant mod - fwe master release.esp
lucywestcompanion.esp
dd-less blood time.esp
sydney follower.esp
sydney follower - load order fix.esp
sn_depth_of_field.esp
josef greys kozaburo hair style for fallout 3.esp
npc response expansion.esp
ntfs.esp
mergedpatch.esp

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Bryanna Vacchiano
 
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Post » Fri Feb 18, 2011 6:10 pm

1. Try to disable merged patch and try again
2.Please move this files before FWE and try again
ydney follower.esp
sydney follower - load order fix.esp
sn_depth_of_field.esp
josef greys kozaburo hair style for fallout 3.esp
npc response expansion.esp
ntfs.esp

3. If this will not help- try to launch the game with DLC, FWE and MMM only enabled
If this will help- enable another mods one by one until you will find the culprit
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Dan Wright
 
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Post » Sat Feb 19, 2011 12:11 am

1. Try to disable merged patch and try again
2.Please move this files before FWE and try again
3. If this will not help- try to launch the game with DLC, FWE and MMM only enabled
If this will help- enable another mods one by one until you will find the culprit


Nope, nothing works :brokencomputer: I guess it's just my savegame...

It works if I just upgrade to MMM, I just can't do a clean installation. I'll just try my luck without the clean install. Hopefully after the respawn all will be working as they should :D

Thanks a lot for your help!
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Tiffany Holmes
 
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Post » Fri Feb 18, 2011 8:40 pm

Any word on this level up freeze yet? I have spent days troubleshooting, trying different load orders, reinstalling Fallout, then using only RC 6.0 to no avail. I make it to about level 8 or 9 then it's freeze up on level up. I have temporarily reverted back to RC 5 until these issues can be fixed. I am hoping a fix can be found soon.
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Marina Leigh
 
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Post » Sat Feb 19, 2011 6:00 am

Any word on this level up freeze yet? I have spent days troubleshooting, trying different load orders, reinstalling Fallout, then using only RC 6.0 to no avail. I make it to about level 8 or 9 then it's freeze up on level up. I have temporarily reverted back to RC 5 until these issues can be fixed. I am hoping a fix can be found soon.


Hey, have you tried my fix? its posted at page 6 of this thread. Your gonna need FO3Edit though.
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TIhIsmc L Griot
 
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