Crash in Springvale

Post » Tue Mar 09, 2010 5:08 pm

Half a year ago, I played Fallout without mods or expansions, but now I have just bought Fallout3 GOTY and installed a bunch of mods. But it's causing me some trouble.

I have crashed twice in Springvale. The first time, was while trying to speak to dike who has dike's farm and the second time was close to that area. I don't know which mod adds dikes farm, or if that mod is known to cause crashes, but it seems to be causing my trouble.

Yesterday I sorted my mods according to the mod order list tied to Boss (I ddn't run Boss though), so I think my mod order should be right.

I'm new at using Fallout mods, but have played a lot of modded Morrowind.
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Roisan Sweeney
 
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Post » Wed Mar 10, 2010 3:49 am

Since appearently nobody know anything about dike's farm, could someone then please tell me how to see it. In morrowind, I can go into the console and type ori, to see, which mod adds something. How do I do that in Fallout
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Elisha KIng
 
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Post » Tue Mar 09, 2010 1:45 pm

Are you using http://www.fallout3nexus.com/downloads/file.php?id=9497?? If you are then I suggest you uninstall either friendly new neighbours or FNNCQ
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John N
 
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Post » Tue Mar 09, 2010 8:12 pm

dikes Farm is added by my 'Friendly New Neighbors' (FNN.ESP). Please don't use it in the moment it was meant as a onetime adventure and can easily conflict with other mods which changes this Farm in Springfield. I didn't made updates in a long time.

If you need the slavery system use my FNNCQ instead. This one is tested for compabilty and is regulary updated. Also FNNCQ doesn't touch anything in this region.
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Sunny Under
 
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Post » Tue Mar 09, 2010 5:31 pm

Thank you for your help :)

I had installed friendly new neighbours since it was recomanded (or at least entioned) on Mez' modlist. But it souns like it's the mod causing trouble, so I'll remove it. Since I'm not really into slavery, I don't think, I will add another slavery mod instead.
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Gavin boyce
 
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Post » Tue Mar 09, 2010 5:39 pm

Yeah, I had problems with that mod too.
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Neliel Kudoh
 
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Post » Wed Mar 10, 2010 12:17 am

Yeah, I had problems with that mod too.


A lot of mods change something in this area. In the next update of "Friendly New Neighbours' I use a not so mod overcrowded place for the farm and make it to an esm which solves a lot of other possible problems.

It's a 'simple' mod conflict.
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Inol Wakhid
 
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Post » Tue Mar 09, 2010 4:00 pm

Well that and when I was being escorted to dike's friend's place, dike died, leaving me ass-naked in the Wasteland with a group of raiders with no weapons.
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Ice Fire
 
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Post » Tue Mar 09, 2010 1:11 pm

Well that and when I was being escorted to dike's friend's place, dike died, leaving me ass-naked in the Wasteland with a group of raiders with no weapons.


That's normal and one of the quest stages! Welcome to your new live as a runaway slave in the Wasteland. In a unmodded game you can survice without fighting but it is not easy.
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Jenna Fields
 
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Post » Wed Mar 10, 2010 3:47 am

...So that was intended?

In an unmodded game, I can survive without fighting if I have the help of some chems and at the very least some form of armor. I eventually gave up and TGM'd my way through the raiders, went into a building to sleep and get away from everyone and got killed by Talon Mercs on my way out. That's about where I gave up with the entire thing.
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no_excuse
 
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Post » Tue Mar 09, 2010 1:26 pm

...So that was intended?

In an unmodded game, I can survive without fighting if I have the help of some chems and at the very least some form of armor. I eventually gave up and TGM'd my way through the raiders, went into a building to sleep and get away from everyone and got killed by Talon Mercs on my way out. That's about where I gave up with the entire thing.


I playtested this a lot. It's a completly different way to play. The enemy of your enemy is your friend, you have to run a lot and you are happy about every little item you can find. You can outrun Talon Mercs even Deathclaws you only have to learn how. It's all about survival. It's not easy I know but since then I had a completly different view of the game and learned a lot about strategy. It's a completly other way to play and I had a lot of fun while testing.
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Anna Kyselova
 
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Post » Tue Mar 09, 2010 3:28 pm

But you can't use those little items. And I may be able to outrun the Talon Mercs, but their bullets and rockets are a bit too quick for me.
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Chris Duncan
 
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Post » Tue Mar 09, 2010 8:51 pm

But you can't use those little items. And I may be able to outrun the Talon Mercs, but their bullets and rockets are a bit too quick for me.

You can't use weapons. But you can use all other items. For example dikeie has a leather armor and normaly a lot of stimpacks in the moment he dies.

Surely you get some hits but it is possible to survive and outrun your foe. I did it a lot before I published the mod.
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Heather M
 
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Post » Wed Mar 10, 2010 12:54 am

Odd. I couldn't even open up my Pip-Boy.
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Amanda Furtado
 
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Post » Tue Mar 09, 2010 2:36 pm

Odd. I couldn't even open up my Pip-Boy.

That's simple and was heavily coverd and talked about in the nexus forum to 'Friendly New Neigbors'. It's a problem wich comes from alternative pip-boy mods. I remove all items from the player in the same way as the original game does. Because the alternative pip-boy is not marked as quest item it is removable and so the player loose it in this process. If you don't use such a mod all works as intended.
As I stated earlier the best way is to play 'Friendly New Neigbors' without any other mods.
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Aman Bhattal
 
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