can't go in my megaton house

Post » Sat May 28, 2011 6:35 pm

:banghead: :flame: my game crashes when I go in my house it never happend before I had mods please help and im using FOMM so I can toggle mods :swear: :mad:


it's made my fallout joy go from :drool: to :stare:
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Ash
 
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Post » Sat May 28, 2011 11:42 am

Can we see your load order?
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Tanya
 
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Joined: Fri Feb 16, 2007 6:01 am

Post » Sat May 28, 2011 12:47 pm

Does it crash during other 'save game' moments?
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Carlos Rojas
 
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Joined: Thu Aug 16, 2007 11:19 am

Post » Sat May 28, 2011 8:38 pm

Does it crash during other 'save game' moments?

no
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Verity Hurding
 
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Joined: Sat Jul 22, 2006 1:29 pm

Post » Sat May 28, 2011 5:44 am

Are you using any Megaton house mods?

ETA to join the chorus - please post a load order so we can see what mods you're using and the order you're loading them in. Without that info we're stuck.
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Sophie Louise Edge
 
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Post » Sat May 28, 2011 2:17 pm

Are you using any Megaton house mods?

no none that should have any effect on the megaton house
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Scotties Hottie
 
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Joined: Thu Jun 08, 2006 1:40 am

Post » Sat May 28, 2011 7:40 pm

Again, could you please post your load order? It's impossible for anyone to know what could be affecting it without seeing your load order..
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carrie roche
 
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Post » Sat May 28, 2011 3:04 pm

Post your load order. Without one, there is really nothing anyone can do to help.
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Big Homie
 
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Post » Sat May 28, 2011 8:01 pm

Post your load order. Without one, there is really nothing anyone can do to help.

im new to to modding how do i post a load order? i can tell you all esm is on top and esp is on the bottom
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Dean
 
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Post » Sat May 28, 2011 3:47 pm

Open up Fallout Mod manager. Click the "Load Order" button at the top. Select the "Copy to clipboard" option. Now all you have to do, is right click in your message area here and select paste and it will show up :)
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Oscar Vazquez
 
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Post » Sat May 28, 2011 3:27 pm

Mod load order report
! Warning: current load order template contains 19 duplicate entries

Anchorage.esm
! This plugin depends on master 'fallout3.esm', which is loading after it in the load order

Fallout3.esm
* The current load order of this mod does not match the current template
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm (Inactive)

SAS Gear.esp
* This mod does not exist in the current template

MAXdog.esp
* This mod does not exist in the current template

Dogmeat Armor.esp
* This mod does not exist in the current template

10mmReplacer.esp (Inactive)

EssentialFollowers+Caravans.esp
* This mod does not exist in the current template

AK-47_Assault_Rifle.esp
* This mod does not exist in the current template

stat_change_AK-47_Assault_Rifle.esp
* This mod does not exist in the current template

FN_SCAR.esp
* This mod does not exist in the current template

Mini Uzi Suppressed.esp
* This mod does not exist in the current template

KDS M9Beretta With Ironsights.esp
* This mod does not exist in the current template

JHB House Robots Can Repair.esp
* This mod does not exist in the current template

WasteCA.esp
* This mod does not exist in the current template

NightvisionGoggles(Powered).esp
* This mod does not exist in the current template

Urbanized Winter Combat Armor.esp
* This mod does not exist in the current template

HZ_M92SE.esp
* The current load order of this mod does not match the current template

Indestructible Weapons and Armor.esp
* This mod does not exist in the current template

The order that the current template suggests is as follows:
fallout3.esm
anchorage.esm
thepitt.esm
brokensteel.esm
pointlookout.esm
zeta.esm
sas gear.esp
maxdog.esp
dogmeat armor.esp
hz_m92se.esp
10mmreplacer.esp
essentialfollowers+caravans.esp
ak-47_assault_rifle.esp
stat_change_ak-47_assault_rifle.esp
fn_scar.esp
mini uzi suppressed.esp
kds m9beretta with ironsights.esp
jhb house robots can repair.esp
wasteca.esp
nightvisiongoggles(powered).esp
urbanized winter combat armor.esp
indestructible weapons and armor.esp
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Charlie Ramsden
 
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Post » Sat May 28, 2011 5:01 pm

Always put Fallout3.esm first.
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Nienna garcia
 
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Post » Sat May 28, 2011 12:01 pm

Always put Fallout3.esm first.

done will it still crash?
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Nicole Elocin
 
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Joined: Sun Apr 15, 2007 9:12 am

Post » Sat May 28, 2011 2:39 pm

done will it still crash?


If it does, then try to disable the jhb house robots can repair.esp and see if that helps. That is the only mod I can see where it makes a change to the megaton house. If that doesn't work, see if you can remember if any of the weapons in your load order were added to the megaton house and do the same with those.
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Leanne Molloy
 
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Joined: Sat Sep 02, 2006 1:09 am

Post » Sat May 28, 2011 5:20 pm

If it does, then try to disable the jhb house robots can repair.esp and see if that helps. That is the only mod I can see where it makes a change to the megaton house. If that doesn't work, see if you can remember if any of the weapons in your load order were added to the megaton house and do the same with those.

new load order

Mod load order report
! Warning: current load order template contains 19 duplicate entries

Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm (Inactive)

SAS Gear.esp
* This mod does not exist in the current template

MAXdog.esp
* This mod does not exist in the current template

Dogmeat Armor.esp
* This mod does not exist in the current template

HZ_M92SE.esp

10mmReplacer.esp (Inactive)

EssentialFollowers+Caravans.esp
* This mod does not exist in the current template

AK-47_Assault_Rifle.esp
* This mod does not exist in the current template

stat_change_AK-47_Assault_Rifle.esp
* This mod does not exist in the current template

FN_SCAR.esp
* This mod does not exist in the current template

Mini Uzi Suppressed.esp
* This mod does not exist in the current template

KDS M9Beretta With Ironsights.esp
* This mod does not exist in the current template

JHB House Robots Can Repair.esp
* This mod does not exist in the current template

WasteCA.esp
* This mod does not exist in the current template

NightvisionGoggles(Powered).esp
* This mod does not exist in the current template

Urbanized Winter Combat Armor.esp
* This mod does not exist in the current template

Indestructible Weapons and Armor.esp
* This mod does not exist in the current template
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OTTO
 
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Post » Sat May 28, 2011 8:45 pm

If it does, then try to disable the jhb house robots can repair.esp and see if that helps. That is the only mod I can see where it makes a change to the megaton house. If that doesn't work, see if you can remember if any of the weapons in your load order were added to the megaton house and do the same with those.

it still froze
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Michael Russ
 
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Joined: Thu Jul 05, 2007 3:33 am

Post » Sat May 28, 2011 11:24 am

Go into one of the Megaton bathrooms and wait for 72 hours (3X24 hours). Try re-entering the Megaton house. Does it still lockup?

If no>>> problem solved.

If yes>>>Disable all mods except the Fallout ESM. Can you enter the Megaton house without lockup?

If yes>>>> Tturn on each mod one-by-one and test in between. Find out which mod is causing the lockup. Delete that mod.

gothemasticator
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Jonathan Egan
 
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Joined: Fri Jun 22, 2007 3:27 pm

Post » Sat May 28, 2011 5:40 pm

it still froze


The best advice I can offer you then (without introducing you to FO3Edit program) is to uncheck half of the mods (not: fallout3.esm, anchorage.esm, thepitt.esm, brokensteel.esm, pointlookout.esm, and zeta.esm though) and load up your game to see if you can enter in your megaton house again. If you still can't, uncheck half of the mods that are still checked. Keep doing this till you can enter into your megaton home again. Once you can, slowly start checking the mods one by one, until you find the mod that isn't allowing you to enter into your megaton home. I know it is a lot of work, but it is faster than waiting for another reply from someone that may have an answer for you. Good luck!

[edit] Ohh! I got ninja-ed by gothemasticator :P
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Del Arte
 
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