ctd and my bash patch

Post » Wed Jul 06, 2011 10:13 am

I havent played this in about 9 months. just reinstalled from steam, goty.
downloaded all new copies of the mods. fose, and fomm.

I am leaving megaton for the first time, talk to the chick in the house for morriority, run back to town, skirt the bottom side of it going to mole rats and bam, ctd 5 times in a row.

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  Mart's Mutant Mod.esm08  DCInteriors_ComboEdition.esm09  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]0A  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]0B  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]0C  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]0D  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]0E  CASM.esp0F  WeaponModKits.esp10  WeaponModKits - OperationAnchorage.esp11  WeaponModKits - ThePitt.esp12  WeaponModKits - BrokenSteel.esp13  WeaponModKits - PointLookout.esp14  WeaponModKits - Zeta.esp15  Mart's Mutant Mod.esp16  Mart's Mutant Mod - DLC Anchorage.esp17  Mart's Mutant Mod - DLC The Pitt.esp18  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp19  Mart's Mutant Mod - DLC Zeta.esp++  Mart's Mutant Mod - Zones Respawn.esp++  Mart's Mutant Mod - Tougher Traders.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Master Menu Module.esp1A  Outcast Collection Agent Expanded.esp1B  Outcast Collection Agent Expanded - DLC Plugin.esp1C  Bashed Patch, 0.esp1D  RRRU +4 UFP.esp


I have everything checked. outside check marks for every section I have checkmars for the insde. (bashed patch)

Am I missing something here, something I shouldn't bash is. a patch I shouldn't merge? a missing esp?
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adam holden
 
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Post » Wed Jul 06, 2011 5:07 pm

I would take out the unofficial patches and outcast collection agent mods also remove CASM. Did u master update your load order?
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Brittany Abner
 
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Post » Wed Jul 06, 2011 11:57 am

I havent played this in about 9 months. just reinstalled from steam, goty.
downloaded all new copies of the mods. fose, and fomm.

I am leaving megaton for the first time, talk to the chick in the house for morriority, run back to town, skirt the bottom side of it going to mole rats and bam, ctd 5 times in a row.

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  Mart's Mutant Mod.esm08  DCInteriors_ComboEdition.esm09  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]0A  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]0B  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]0C  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]0D  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]0E  CASM.esp0F  WeaponModKits.esp10  WeaponModKits - OperationAnchorage.esp11  WeaponModKits - ThePitt.esp12  WeaponModKits - BrokenSteel.esp13  WeaponModKits - PointLookout.esp14  WeaponModKits - Zeta.esp15  Mart's Mutant Mod.esp16  Mart's Mutant Mod - DLC Anchorage.esp17  Mart's Mutant Mod - DLC The Pitt.esp18  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp19  Mart's Mutant Mod - DLC Zeta.esp++  Mart's Mutant Mod - Zones Respawn.esp++  Mart's Mutant Mod - Tougher Traders.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Master Menu Module.esp1A  Outcast Collection Agent Expanded.esp1B  Outcast Collection Agent Expanded - DLC Plugin.esp1C  Bashed Patch, 0.esp1D  RRRU +4 UFP.esp


I have everything checked. outside check marks for every section I have checkmars for the insde. (bashed patch)

Am I missing something here, something I shouldn't bash is. a patch I shouldn't merge? a missing esp?


That's a very modest loadorder - my load order has all these mods and many many more... (well not outcast c a)

There really shouldn't be that many issues with your loadorder, all those mods play well together, and I imagine there are few conflicts between them.(dunno about outcast collection)


As for your loadorder, I would put RRRU above WMK, and an fo3edit merge patch is highly recommended.
Also run 'fo3edit -masterupdate' - this prevents CTD's as well (though usually when loading)

Is the crash at the same time/place or more random?
If it is at the same place every time then your savefile may be in a bit of trouble. (corrupt spawn? (or are they oblivion only?))
I assume you have a save-game before you left the vault - see if it crashes then.
Next, maybe create a clean save, then reactivate the mods...?

If all the above fail then you may need to dive into your fallout.ini file.
You'll have to google that information since I haven't edited my fallout.ini for ages, and have completely forgotten what I learned/did!

Omni.

EDIT: Oops - just checked my load order, and it seems I don't have the unofficial patches either, they have been known to cause problems as well. (which is why chakka suggests removing them)
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Lavender Brown
 
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