Need a little help with DC Interior mods.

Post » Sat Feb 19, 2011 9:22 am

So I have as 7 Zip files DC Interiors Combo Edition, DC Interiors Collectables, DC Interiors GT, DC Interiors Lenfant, DC Interiors MD, DC Interiors Ssq, and DC Interiors TKP. Which of these should be zipped to get the best effects...or should I zip all of them?
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Alexandra walker
 
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Post » Sat Feb 19, 2011 12:13 am

It depends on what you want to add. Combo is everything but Collectables. Collectables is separate due to using content from all DLC, and works best with the Combo. Individual packs are best for compatibility issues. Not mentioned, but also a part of the mod, is the Wasteland edition, which adds some interiors to wasteland-range houses. Personally, I'd recommend the Combo+Wasteland+Collectables installation, because unless you've got something already overriding the relevant areas covered in the mod, there shoulldn't be any problems.

As for zipping, I'd recommend a different tactic. Don't unzip directly to your data folder. Rather, make a new folder with the name of the Combo, then plop everything you want from the mod into it, and use FOMM to make a Fomod out of the folder. Anything goes wrong, just deactivate the fomod.
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Robert DeLarosa
 
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Post » Sat Feb 19, 2011 5:28 am

Thanks for the assistance.
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Susan
 
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Post » Fri Feb 18, 2011 9:33 pm

Ugh... I've had problems with the game ctd all over the wasteland as I was running, probably when entering another exterior cell. Eventually I had quicksaved right before a ctd so that loading from that point produced a repeatable crash one second later. This was my opportunity to find out what had been giving me so much trouble all this time. It didn't take long at all as I began disabling mods one by one and loading the save. After disabling DC Interiors the ctd stopped happening and I have been roaming around the wasteland for 30 minutes.

I'm going to keep this up for another 90 minutes more just to be sure that the crashes are really gone before I visit nexus and rate down DC Interiors. Scouring the comments showed that nobody else is having this problem. I had a similar experience with Arefu Expanded, and had to disable that as well.
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Lauren Graves
 
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Post » Sat Feb 19, 2011 7:11 am

I'm going to keep this up for another 90 minutes more just to be sure that the crashes are really gone before I visit nexus and rate down DC Interiors. Scouring the comments showed that nobody else is having this problem. I had a similar experience with Arefu Expanded, and had to disable that as well.

That is exactly the reason why you should not negatively rate the mod, as it shows the issue is not with the mod itself. I have personally never experienced any crashes with DC Interiors, and I have a load list of 147 mods loaded up - perhaps more troubleshooting would be in line before providing a negative review to a high quality mod.
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Sxc-Mary
 
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Post » Sat Feb 19, 2011 6:45 am

Ugh... I've had problems with the game ctd all over the wasteland as I was running, probably when entering another exterior cell. Eventually I had quicksaved right before a ctd so that loading from that point produced a repeatable crash one second later. This was my opportunity to find out what had been giving me so much trouble all this time. It didn't take long at all as I began disabling mods one by one and loading the save. After disabling DC Interiors the ctd stopped happening and I have been roaming around the wasteland for 30 minutes.

I'm going to keep this up for another 90 minutes more just to be sure that the crashes are really gone before I visit nexus and rate down DC Interiors. Scouring the comments showed that nobody else is having this problem. I had a similar experience with Arefu Expanded, and had to disable that as well.


Care to tell what setup you've got? Load order, install order/method, bash/merge patch, etc.?
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Nathan Risch
 
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Post » Sat Feb 19, 2011 10:19 am

Certainly, here is my active mod files list ( this does not include mods that are in the load order but disabled ):

Spoiler
00  Fallout3.esm01  StreetLights.esm02  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]03  CRAFT.esm04  CALIBR.esm  [Version 1.4]05  Project Beauty.esm06  FO3 Wanderers Edition - Main File.esm07  Mart's Mutant Mod.esm08  AmyWong.esm09  FireLightFix.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp0A  StreetLights - Wasteland.esp0B  CRAFT - Activation Perk.esp0C  CALIBRxMerchant.esp0D  GalaxyNewsRadio100[M].esp0E  People_Radio.esp0F  KBATRadio.esp10  CONELRAD 640-1240.esp11  Existence2.0.esp12  UPP - Pack 1.esp13  UPP - Pack 2.esp14  UPP - Experience Perks.esp15  UPP  - Quest Perks.esp16  UPP - Beverage Perks.esp17  VaultTechLocators.esp18  megalight.esp19  CanterburyCommonsEmbiggened.esp1A  FO3 Wanderers Edition - Main File.esp1B  FO3 Wanderers Edition - Alternate Travel.esp1C  FO3 Wanderers Edition - Followers Enhanced.esp1D  FO3 Wanderers Edition - Optional VATS Halftime.esp++  FO3 Wanderers Edition - Project Beauty.esp++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp1E  Mart's Mutant Mod.esp++  Mart's Mutant Mod - Master Menu Module.esp1F  Mart's Mutant Mod - Project Beauty.esp20  Mart's Mutant Mod - FWE Master Release.esp21  Mart's Mutant Mod - FWE Master Release + Project Beauty.esp22  AmyWong - FOSE.esp23  AmyWong - CALIBR 1.3 (FWE 5).esp24  AmyWong - FWE 5.esp++  amywongmodmod.esp25  Fellout-Full.esp26  Realistic Interior Lighting.esp++  More Ammo.esp27  AmyWong - Load Order Fix.esp28  Bashed Patch, 0.esp29  Amy Wong Tweaks.esp2A  MaxLevelWorkaround.esp


My ctd encounters in exterior areas are very noticeably absent after I disabled the following .esps:

DCInteriors_ComboEdition.esp
Zan_AutoPurge_SmartAgro.esp

Other info:
Spoiler

Intel Core2Duo 3.0 GHz
4.0 GB RAM
Windows XP Pro 64 Bit

The Fallout.ini was edited with the following lines:

bUseThreadedAI=1
iNumHWThreads=2

Also, the Fallout.exe was edited so that the game can use all 4.0 GB of RAM

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Heather M
 
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Post » Sat Feb 19, 2011 6:57 am

DC Interiors Combo should be an ESM file, not an ESP file, if you have an ESP file I would recommend grabbing the most recent version from Nexus.
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Annick Charron
 
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Post » Sat Feb 19, 2011 10:43 am

Additionally, these files aren't needed because you're not using BS or PL:

** Project Beauty- Broken Steel.esp
** Project Beauty- Point Lookout.esp


The current version of Streetlights already includes the wasteland lights so you can disable StreetLights - Wasteland.esp too.

Some people find using mods to purge cell buffers cause crashing so if it were my game, that one you were using would be the mod I would suspect of causing my troubles.
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Alexandra Louise Taylor
 
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Post » Sat Feb 19, 2011 10:41 am

Some people find using mods to purge cell buffers cause crashing so if it were my game, that one you were using would be the mod I would suspect of causing my troubles.

Forgot to mention that myself, actually, as I am one of those people (had issues with those mods myself) - personally, I do Cell Buffer purges manually with the console when I need to do them, I find that far more reliable.
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JAY
 
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Post » Sat Feb 19, 2011 4:13 am

I too feel that rating down the excellent DC interiors is unfair to the creator and gives others the wrong impression that the mod causes games to crash. It is most likely that there's some conflict within your mods; disabling the mod(s) that conflict with DC interiors will also solve the problem. AT the very least, I hope you can investigate the problem further and offer constructive feedback to the modders.
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Alex Blacke
 
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Post » Fri Feb 18, 2011 9:05 pm

Yes, it was an .esm not an .esp. Ah well. Perhaps I was too quick to point my finger at DC Interiors. I no longer feel that it is that mod. There were two instances of random ctd when I was wandering around outside. I had also bumped spawns up to 2-4 enemies per spawn and was shocked to see that everywhere I turned there was something shooting at something else or trying to sneak closer to me and Amy Wong. Anyway, thanks for looking at my load order. I don't feel right to continue to steal this topic from the op. For now I will just have to disable more mods one by one until the ctd stops happening.
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Phillip Brunyee
 
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Post » Sat Feb 19, 2011 3:19 am

Craft activation perk is not needed with FO3 6.03 as it is built in...I do not know what the caliber merchant or vaulttechlocator mods are either. And usually real lights comes before weather changing mods. Other than that, I have all of your mods loaded into my mod load and I am up to around 200 now with no issues with DC interiors combo and collectables.

Oh - I dont use unofficial mod anymore - that was written for an earlier version of FO3. Also the newest FWE fixes most of the issues that the unofficial fixed so I would take it out to see if it helps with stability.
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Calum Campbell
 
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