CTDs when saving and entering

Post » Sat May 14, 2011 1:28 am

Hi guys

I just resently installed a FWE (with MMM and WMK) version of my Fallout game and it all worked really good, just until some CTDs started to happen.

My load order - Everything should be up-to-date. Everything was downloaded and installed yesterday.

fallout3.esm
anchorage.esm
thepitt.esm
brokensteel.esm
pointlookout.esm
zeta.esm
unofficial fallout 3 patch.esm
craft.esm
calibr.esm
fo3 wanderers edition - main file.esm
mart's mutant mod.esm
dcinteriors_comboedition.esm
xepha's dynamic weather.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
craft - activation perk.esp
realistic death physics.esp
galaxynewsradio20[m].esp
upp - pack 1.esp
upp - pack 2.esp
vdsp-01.esp
haircuts.esp
trophies - megaton.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 - ufp support.esp
fo3 wanderers edition - followers enhanced (brokensteel).esp
fo3 wanderers edition - optional restore tracers.esp
fo3 wanderers edition - optional vats halftime.esp
fo3 wanderers edition - optional worn weapons.esp
weaponmodkits.esp
weaponmodkits - fwe master release.esp
weaponmodkits - operationanchorage.esp
weaponmodkits - thepitt.esp
weaponmodkits - brokensteel.esp
weaponmodkits - pointlookout.esp
weaponmodkits - zeta.esp
weaponmodkits - fwe optional worn weapons.esp
eve.esp
eve - fwe master release (follower enhanced).esp
eve operation anchorage.esp
eve - fwe with weaponmodkits.esp
eve anchorage - fwe dlc anchorage.esp
wasteland whisperer.esp
robco certified.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 - no geckos.esp
mart's mutant mod - hunting & looting.esp
mart's mutant mod - increased spawns.esp
mart's mutant mod - natural selection.esp
mart's mutant mod - reduced wasteland spawns.esp
mart's mutant mod - fwe master release.esp
mart's mutant mod - fwe with eve.esp
responsive kill reactions.esp
1pipboypda.esp
fo3 wanderers edition - more gore.esp
fo3 wanderers edition - more gore zeta.esp
fo3 wanderers edition - more gore the pitt.esp
fo3 wanderers edition - more gore pointlookout.esp
xepha's dynamic weather - main.esp
xepha's dynamic weather - anchorage.esp
xepha's dynamic weather - the pitt.esp
xepha's dynamic weather - point lookout.esp
xepha's dynamic weather - broken steel.esp
megalight.esp
refurbishes [all].esp
mez's merged patch 5-0 - dlc-fwe-wmk-mmm.esp


The CTDs started when I, at level 3, decides to travel to Big Town. There suddenly I start to recieve CTDs when both saving and entering interior cells. I have no clue why this suddenly started to happen. This also happend in an earlier game, which I ran with CASM (Cipscis' Automatic Save Manager ) where the same problem occured, but this was in Megaton. I thought CASM was to blame for the random CTDs and I therefore started a new game without the mod. Apparently that was not the chase.

I hope someone can help me dealing with this problem, and please tell me if I need to do anything, post anything or the like. But please also bear in mind that I am not a Mod-wiz so if you could direct me in a noobish/for dummies-way then that would be great!

Thank you
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Sat May 14, 2011 12:31 am

Have you applied the Fallout 3 Multicore fix?
Have you tried masterupdating your load order?

Also you should remove the following mods:
refurbishes [all].esp (Incompatible)
mart's mutant mod - no geckos.esp (Integrated in FWE MMM FOIP Patch)
mart's mutant mod - hunting & looting.esp (Integrated in FWE MMM FOIP Patch)
mart's mutant mod - increased spawns.esp (Integrated in FWE MMM FOIP Patch)
mart's mutant mod - natural selection.esp (Integrated in FWE MMM FOIP Patch)
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Fri May 13, 2011 5:18 pm

Thank you for the answer.
Can you please tell me more about the Fallout 3 Multicore fix, and masterupdating? I dont thing I have applied or tried those things. I am all new at FWE install, so I followed the progression of instalment found in Bashur's post on another forum: http://forums.voltronarmy.com/viewtopic.php?f=3&t=474 - It is pretty much those guidelines I have used.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Fri May 13, 2011 11:36 am

I had the exact same problem. It was resolved by using Master Update in FO3 edit.
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Fri May 13, 2011 11:34 pm

A MasterUpdate in FO3 Edit resolved the issue! Now I can play again :) Thanks for the help
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Fri May 13, 2011 11:02 am


mart's mutant mod - hunting & looting.esp (Integrated in FWE MMM FOIP Patch)
mart's mutant mod - increased spawns.esp (Integrated in FWE MMM FOIP Patch)
mart's mutant mod - natural selection.esp (Integrated in FWE MMM FOIP Patch)

:blink: :bolt:
Spoiler
I did not know that

User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Fri May 13, 2011 11:28 pm

:blink: :bolt:
Spoiler
I did not know that


Cuz nobody reads the [censored] FOIP readmes! ;)
Though I have to admit the FOIP readme svcks, I'll have to update that the next time I update the patch.
Yeah all optional MMM mods are integrated into the FWE FOIP patch or atleast comfigurable through the MMM submenu which we added to FWE.
Only the MMM DLC modules are still required.
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Fri May 13, 2011 6:41 pm

Cuz nobody reads the [censored] FOIP readmes! ;)
Though I have to admit the FOIP readme svcks, I'll have to update that the next time I update the patch.
Yeah all optional MMM mods are integrated into the FWE FOIP patch or atleast comfigurable through the MMM submenu which we added to FWE.
Only the MMM DLC modules are still required.

I do read the readme(s) guess i missed some of it, I had just read the entire FWE readme before thought, so I kinda just read it quickly though :P
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm


Return to Fallout 3

cron