CTD's are too frequent...

Post » Sat Feb 19, 2011 9:16 am

I'm getting CTD's. I can't even enter the Super Mart (or whatever it's called - the building near Megaton), it crashes when loading the interior cell every time. I then said screw going in there and started heading towards GNR. CTD when crossing the river. I don't have a particularly big load order. Does anyone know of any CTD prevention methods I could use. I'm very familiar with Oblivion and what mods cause it to CTD, but no so much with Fallout. Here's my mods:

Spoiler
Active Mod Files:00  Fallout3.esm01  StreetLights.esm02  BrokenSteel.esm03  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]04  CRAFT.esm05  CALIBR.esm  [Version 1.4]06  Project Beauty.esm07  EVE.esm08  FO3 Wanderers Edition - Main File.esm09  Mart's Mutant Mod.esm0A  Enhanced Weather - Rain and Snow.esm0B  RH_IRONSIGHTS.esm0C  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]0D  DarNifiedUIF3.esp**  Project Beauty- Broken Steel.esp0E  CASM.esp0F  TinCanCRAFTing.esp  [Version 2.0]10  Lucky_hacking_5.esp++  RH_IronSights_Basic_VanillaPlugin.esp++  RH_IronSights_Basic_BrokenSteelPlugin.esp11  dD - Enhanced Blood Main.esp12  PurgeCellBuffers.esp  [Version 2.1]13  GalaxyNewsRadio100[M].esp++  UPP - Original Perks.esp14  WastelandMastery.esp15  bzArmour.esp16  MegatonLights.esp17  megalight.esp18  FO3 Wanderers Edition - Main File.esp19  FO3 Wanderers Edition - DLC Broken Steel.esp++  FO3 Wanderers Edition - Optional Restore Tracers.esp1A  RH_FWE_Patch.esp1B  WeaponModKits.esp1C  WeaponModKits - FWE Master Release.esp1D  WeaponModKits - BrokenSteel.esp1E  WMK-RH IronSights.esp1F  EVE.esp20  Mart's Mutant Mod.esp21  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - Tougher Traders.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Master Menu Module.esp22  Mart's Mutant Mod - Project Beauty + FWE.esp23  1PipboyPDA.esp++  Headshot Realist.esp24  Enhanced Weather - Rain and Snow in Fallout.esp25  Enhanced Weather - Radioactive Rain and Snow Plugin.esp26  Enhanced Weather - Weather Sounds in Interiors.esp27  Enhanced Weather - Sneak Bonus during Storms.esp28  Enhanced Weather - REBOOT.esp29  URWL.esp++  Merged Patch.esp2A  Bashed Patch, 0.esp


Any ideas would be appreciated.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Fri Feb 18, 2011 10:21 pm

I found one thing that helps. I'm running some major texture replacers; NielMC's Texture Pack, and some others. I found that setting the LAA flag helps tremendously. It doesn't remove the CTD's all together, but does reduce them.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Sat Feb 19, 2011 5:07 am

First thing I notice is that your missing the FWE/EVE FOIPS. That may be what causes the crash in the SuperMart.

Couple other things:

I forget what the ++ means re WryeBash (denotes merged?) but Mart's Mutant Mod - Tougher Traders.esp should not be used with FWE as it is already part of FWE.

IIRC, same goes for Mart's Mutant Mod - Natural Selection.esp

Also, I don't know what Lucky_hacking_5.esp does but FWE already has skill based automatic hacking which allows you to completely skip the, IMO, incredibly annoying hacking mini-game.

Last thing: Have you done MasterUpdate? Not sure how this interacts with WryeBash (Flash) but many have said it can improve stability- I do it and things are good.

You could also try out FSR (OSR for FO3) if your comp not strong. It doesn't improve things for FO3 as much as it does for OB but maybe worth a try.

Here is my load order for reference. Your missing the files in red.:
Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
EVE.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
DarNifiedUIF3.esp
DN_RecyclingMachine.esp
Echo_BatteryCharger.esp
Sack of Holding.esp
1Animated Nightvision goggles.esp
MrSlackPants-NightVisionGogglesNoModel.esp
solarcharger.esp
MoreMapMarkers.esp
Treasure Maps_Underground.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_A Fist Full of Caps.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 Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
RealFragGrenade3.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.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 - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
LED pipboy light extended.esp
Faster PipBoy Light.esp
merged.esp

Total active plugins: 63
Total plugins: 65

User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Sat Feb 19, 2011 4:03 am

First thing I notice is that your missing the FWE/EVE FOIPS. That may be what causes the crash in the SuperMart.

Couple other things:

I forget what the ++ means re WryeBash (denotes merged?) but Mart's Mutant Mod - Tougher Traders.esp should not be used with FWE as it is already part of FWE.

IIRC, same goes for Mart's Mutant Mod - Natural Selection.esp

Also, I don't know what Lucky_hacking_5.esp does but FWE already has skill based automatic hacking which allows you to completely skip the, IMO, incredibly annoying hacking mini-game.

Last thing: Have you done MasterUpdate? Not sure how this interacts with WryeBash (Flash) but many have said it can improve stability- I do it and things are good.

You could also try out FSR (OSR for FO3) if your comp not strong. It doesn't improve things for FO3 as much as it does for OB but maybe worth a try.

Here is my load order for reference. Your missing the files in red.:
Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
EVE.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
DarNifiedUIF3.esp
DN_RecyclingMachine.esp
Echo_BatteryCharger.esp
Sack of Holding.esp
1Animated Nightvision goggles.esp
MrSlackPants-NightVisionGogglesNoModel.esp
solarcharger.esp
MoreMapMarkers.esp
Treasure Maps_Underground.esp
Treasure Maps_Secrets of the Wasteland.esp
Treasure Maps_A Fist Full of Caps.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 Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
RealFragGrenade3.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.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 - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
LED pipboy light extended.esp
Faster PipBoy Light.esp
merged.esp

Total active plugins: 63
Total plugins: 65



I didn't use the EVE FOIP because it's for a earlier version of EVE. Is it safe to use, even though it was made for version 0.96? Also, it says it was made for FWE 6.01, which isn't the latest and I'm using the latest of all the mods in my load order. Is it still kosher to use?

Yes, a "++" means it is merged into my Bashed Patch. I found that with Oblivion, merging mods improves stability.

What is the Master Update? I'm not familiar with that.

Fallout Stutter Remover gives me CTD's. That's why I don't use it. Besides, my stuttering isn't that bad. The Fallout engine is more resistant to stuttering that that of Oblivion.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Sat Feb 19, 2011 11:16 am

I Googled the Master Update option that you mentioned. But I read that it was for the 1.5 patch. I am using the latest (1.7) patch. Is the master update still necessary?
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Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Sat Feb 19, 2011 1:17 am

I use FWE, MMM, EVE and WMK too and can't even play without master update, total crashfest.
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[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Sat Feb 19, 2011 6:52 am

I've encountered a new problem. I ran the master list update, added EVE components from FOIP, rebuilt my Bashed Patch, and now, when I launch Fallout I have no mouse and keyboard response. There is no cursor, and the keyboard doesn't do anything. I tried disabling the new mods, removing the ESM flag from ESP's, and rebuilding my Bashed Patch. Not helping. I enabled the Iron Sights flag in the BP, but disabled it as well. Any ideas. I'm gonna keep trying stuff. Oh yeah, I also let the game generate a new ini.
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Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Sat Feb 19, 2011 2:32 am

Okay, I figured it out. It was caused from merging my Merged Patch into the Bashed Patch. Seems the engine doesn't like that.
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Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am

Post » Sat Feb 19, 2011 4:26 am

Even though the FOIPs are a little outdated they are necessary- most of what they contain are still relevant. However, someone at the Nexus, poopoopapa, made an update for EVE 0.97 and uploaded it here http://www.megaupload.com/?d=NG1YEAHI

You can read his post on the http://www.fallout3nexus.com/downloads/file.php?id=4968, comments, page 2 (and more posts further back and also on the EVE page). I've been using it, and so far so good except one little issue that I asked about both on the FOIP page and http://www.gamesas.com/index.php?/topic/1158315-what-is-the-fix-for-energy-weapon-criticals-rendering-foes-invisible/... unfortunately no answer yet.

Alternatively you can revert to EVE 0.96 and use the most recent "official" FOIPs.

AFAIK, the lack of support for FWE 6.03 is not an issue- the changes don't interact with EVE I would guess.

You may have already discovered but, MasterUpdate is a function of FO3Edit. http://www.gamesas.com/index.php?/topic/1040411-relzbetawipz-fo3edit-fo3masterupdate/page__hl__masterupdate

I got crashes with FSR as well.
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Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Sat Feb 19, 2011 3:41 am

Thanks for the link. I thought I pinpointed why the game would load without mouse and keyboard functionality, but it turns out I didn't. I can fix the problem, but I'm honestly not sure why it does that. Sometimes the fix for it works, sometimes it doesn't. I think it stems from the outdated FOIP EVE plugins. If I build my BP with the records from those being imported, or merged, the game won't load properly. De-selecting them and rebuilding the patch once doesn't fix the problem. I have to build the patch again, with no new changes, for the problem to be fixed. I don't know. It's working now, and I don't have any mods merged, am using the 0.97 FOIP plugins, and have the merged patch with all mods active.

Yeah, I figured out the Master Update thing. It helps from what I can tell with the time I've played so far. Will do more extensive testing as soon as I am satisfied that this loading problem is fixed.
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Harry Leon
 
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Joined: Tue Jun 12, 2007 3:53 am


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