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Textures. meshes and controls problems after several minutes



Hi, All!


I've installed FO3 using S.T.E.P. guide and encountered serious and strange problems with meshes and textures. I humbly asking a help from STEP community with this issue.


First, one main difference of my installation lays in using Wrye Flash and BAIN installations instead of MO. I've prepared all mods installations in order mentioned in guide. All optional ESPs were not installed, all files marked as 'hidden' were deleted from projects before installation or were moved to separate options of complex projects (and were not installed). I beleive, my installation should be very close to the STEP guide. Texture optimization wass done both for vanilla and listed mods. LAA patch was applied. Using FOSE and ENB.


Second, on test run mentioned in guide, just after main UI mods, everything was Ok.


Now, the symptoms.

1. After aternative start at Regulators HQ everything was OK: VATS is working, everything is Ok. Then I started moving towards the Scrapyard and noticed that waypoint icons became blue. Plus, my way to Megaton appeared as solid blue line. 



2. After reacing new cell surrounding cells rendered and I have found on screen several exclamation points.



3. Inside inventory most of icons became blue (mod configurations, some weapons, even regular combat knife).



4. Controls stopped working as expected after first sympthoms: no menu on ESC, no VATS, no possibility of looting corpses anymore, no possibility to talk.

5. After reaching Scrapyard I see exclamation points and red squares on all enemies. A lot of exclamation points over scrapyard.



6. After dying respawn was incorrect: light screen, no reaction and hostile indicator with name of dead PC.

7. After returning during one experiment to HQ brahmins that were Ok 5 minutes ago are looking like red squares with exclamation points. Map in PipBoy is completely blue.



So, the problem is that game graphicvs slowly degrades while moving around the Wasteland. It looks like some textures and meshes stopping loading correctly (I've seen some creatures and npcs, one time seen furniture etc).


I use BSA redirection in Wrye Flash.

I have following line in INI file (INI was generated as mentioned in guide):

sArchiveList=ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa

I've tried fragment from previous INI (it was used in previously played FOOK2 install):

SMasterMiscArchiveFileName=Fallout - Misc.bsa
SMasterVoicesArchiveFileName1=Fallout - Voices.bsa
SMasterVoicesArchiveFileName2=Fallout - MenuVoices.bsa
SMasterSoundsArchiveFileName=Fallout - Sound.bsa
SMasterTexturesArchiveFileName1=Fallout - Textures.bsa
SMasterMeshesArchiveFileName=Fallout - Meshes.bsa
SArchiveList=ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa

No effect. Problem still persists.


Now I see that I'm using invalidation from WF that worked before, using FOSE to launch game, have required lines in INI, checked meshes and textures (but it was not necessary - they weere present, because from start everything was Ok).


I've tried to disable ENB removing hooking d3d9.dll. Still the same problems.


My ideas how to fix this are exhausted, so I need help ::(:


Load order for diagnostics included below. It was generated by LOOT except I've manually ordered patches below Bashed Patch using guidelines in readme.

[spoiler=Load Order]00 fallout3.esm
01 anchorage.esm
02 thepitt.esm
03 StreetLights.esm
04 brokensteel.esm
05 pointlookout.esm
06 zeta.esm
07 Unofficial Fallout 3 Patch.esm [Version 2.2]
08 CALIBR.esm [Version 1.4]
09 Inventory Access.esm
0A Advanced Recon Tech.esm
0B iHUD.esm
0C aHUD.esm
0D Mart's Mutant Mod.esm
0E ArefuExpandedByAzar.esm
0F Project Beauty.esm
10 Abbreviated Effects.esm
11 DCInteriors_ComboEdition.esm
12 EVE.esm [Version 0.99]
13 Mothership Crew.esm [Version 1.66]
14 AQFH3.esm
15 AWorldOfPainFO3.esm
16 3DNPC_FO3.esm
17 GeorgetownExpansion.esm
19 AQFH1.esm [Version 1.06]
1A TheInstitute.esm
1B Vault 101 Revisited.esm
1C 20th Century Weapons.esm
1D Xepha's Dynamic Weather.esm
1E 3DNPC_Chapel.esm
1F 3DNPC_FO3Generic.esm
20 3DNPC_Factory.esm
21 DocLeskosResearch.esm
22 3DNPC_QuantumGravity.esm
23 3DNPC_LittleBoBeep.esm
24 3DNPC_Room404.esm
25 3DNPC_DotsDiner.esm
26 The Librarian.esm
27 3DNPC_IRS.esm
28 RiversideCafe.esm
29 3dnpc_ClaraBella.esm
2A 3DNPC_Spider.esm
2B Crowded Cities Redux.esm
2C 3DNPC_Cosmos.esm
2D 3DNPC_Village.esm
2E 3DNPC_Mortar.esm
2F 3DNPC_Slasher.esm
30 3DNPC_Zynx.esm
31 WastelandGuards01.esm
32 CRAFT.esm
33 FO3 Wanderers Edition - Main File.esm
34 UF3P - Exotic Caravans (Project Beauty).esm
35 xCALIBR.esm
36 Detect Traps.esm
37 tubrrCompound.esm
38 Enhanced Weather - Rain and Snow.esm
39 playbackdelay_001.esp
3A VeryVeryHard.esp
++ Fo3HirezdLincolnRepeater.esp
++ Mart's Mutant Mod - DC Interiors.esp
3B FortIndependenceRedesigned.esp
3C WeaponModKits.esp
3D WeaponModKits - FWE Master Release.esp
3E FO3 Wanderers Edition - DLC Broken Steel.esp
3F dD-Reduced Ragdoll Force.esp
++ dD-Reduced Dismember Force.esp
40 Xepha's Dynamic Weather - Rain.esp
41 Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
42 Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp
++ K9BreedsPatchDLCPitt.esp
++ Zeta Turret Drone Karma Fix - MMM Merged.esp
43 krzymar-MoonSize_120%.esp [Version 0.2.0]
44 YearlingBooks.esp
++ Detect Traps - Perk.esp
45 Enhanced Weather - Weather Sounds in Interiors.esp
46 Merc Adventurer Armor - eng.esp
47 Fast_but_dramatic_VATS_0.9.esp
48 schematics2.esp
49 ShellRain.esp
4A 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp
4B MetroCars.esp
4C Realistic Interior Lighting.esp
4D ArlingtonRestoration.esp
++ 20th Century Weapons -Plus- Reborn xCALIBRized + RHIron.esp
4F Blackened FWE + MMM + EVE + Project Beauty.esp [Version 3.3]
50 WeaponModKits - BrokenSteel.esp
51 WeaponModKits - OperationAnchorage.esp
++ WMK Uniques for FWE_EVE Addon.esp
52 RH_WMK_Bridge.esp
++ xCALIBR_20CW_v5.12.esp
53 aqfh3.esp
54 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
55 WeaponModKits - ThePitt.esp
56 WeaponModKits - Zeta.esp
57 WeaponModKits - PointLookout.esp
++ DIFF WMK.esp
++ DIFF.esp
58 FO3 Wanderers Edition - DLC Anchorage.esp
59 FO3 Wanderers Edition - DLC The Pitt.esp
5A Blackened RH + FWE + EVE.esp [Version 1.0]
5B tubRRCompound.esp
5C Rivet City Realignment.esp
5D Temple of the Union Overhaul.esp
5E The Mantis Imperative - Jello.esp
5F HeirApparent.esp
60 AQFH2.esp [Version 1.08]
61 Scorched Earth Chapter Linker.esp
62 01AtM - Firefly Ranch.esp
63 Laurens_Bathroom_poetry_V1.esp
64 The Mantis Imperative - Mantis.esp
65 FO3 Wanderers Edition - Main File.esp
++ FO3 Wanderers Edition - DLC Point Lookout.esp
66 FO3 Wanderers Edition - DLC Mothership Zeta.esp
67 FO3 Wanderers Edition - More Gore.esp
++ PPA - FWE Tougher NPC Power Armour.esp
68 lexx_brahmin-variant-Fo3.esp
69 New Toys - Cars.esp
6A UniqueWeaponsRetextured.esp
++ UniqueWeaponsRetextured_FWE.esp [Version 1.4]
6B Realistic Death Physics.esp
++ dD-Smaller Spatters Realistic.esp
++ dD-Smaller Wounds for merged.esp
6C PLweightadjust.esp [Version 1.08]
6D NotSoFast.esp
6E K9Breeds.esp
++ K9BreedsPatchMMM.esp
6F T3_leather armors.esp
70 WinterizedT51bDX.esp
71 UrgeWashingtonBoS.esp
72 Better RC Church.esp
73 PlasmaRifleAwesomefiedWMK.esp
74 MoreMapMarkers.esp
75 ZL-MP5 Pack.esp
++ MP5ForFWE.esp
76 BBBackpacks-v1-1.esp
77 megalight.esp
78 BornAgain Outcast v3.esp
79 FeralGhoulTest.esp
7A RH_FWE_Bridge.esp
7B PPA - The Pitt.esp
7C BaileysCrossingMetro.esp
7D Shadows and Dust - Southwest DC - Public.esp
7E DelayAnchorage.esp
7F TrentonTowers.esp
80 Museum.esp
81 Kentbury Way.esp
82 Dree Perks.esp
83 PotomacSteamworks.esp
84 CanterburyCommonsInteriors.esp
85 A Trail of Crumbs.esp
** ColtM4Carbines_RHIronSights.esp
86 Xepha's Dynamic Weather - Weather Machine (Quest Added).esp
87 AutoGates.esp
88 DelaySteel.esp
89 Radio_Neutron.esp
8A IntoTheDeepWoods.esp
8B Newoffice.esp
8C Scout Outfits.esp
8E FWEAlienWorkBenchFix.esp
8F delayzeta.esp
90 Existence 2.0.esp
91 NewMall.esp
92 Lookout Outfits.esp
93 RockopolisRebuilt.esp
94 Freebooter_Armor.esp
95 Tattered_suits.esp
96 MTCBigTownRobotFix.esp
97 delaypl.esp
98 ManualReload.esp
99 CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp
9A FO3NeckChains.esp
++ SVDForFWE.esp
9B Dragonskin Tactical Outfit.esp
9C DragonskinBonusPack.esp
9D Fo3HirezdMinigun.esp
9E Fo3HirezdFlamer.esp
++ Dragonskin_for_FWE_2014.esp
9F Powered Power Armor.esp
A0 PPA - FWE.esp
++ PPA - FWE 2.esp
A1 Advanced Recon Gear.esp
A2 Millenia_AKS74U.esp
A3 ArefuExpandedByAzar-Radio.esp
++ Millenia_C96_replacer.esp
++ Millenia_CombatShotgun_replacer.esp
A4 GNR Enhanced.esp
A5 MaxLevelWorkaround-HP-BS.esp
++ Paradise Lost - Unique Texture and Icon.esp
A6 PPA - Operation Anchorage.esp
++ Flora Overhaul.esp
A7 PPA - Broken Steel.esp
A8 Confessor Cromwell has a Break_EV.esp
A9 20th Century Weapons -Plus- Reborn Cut Weapons.esp
++ ACRForFWE.esp
AB RagdollOverhaulFo3.esp
++ The Mantis Imperative - Nasty Zeta No Scaling.esp [Version 1.1]
AC GlowingGhouls-MMM.esp
AD PPA - Mothership Zeta.esp
AE Assaultrifle_replacers_WMK+RH+FWE.esp
++ Millenia_AK47_replacer.esp
AF UniqueWeaponsRetexturedPITT.esp
++ UniqueWeaponsRetexturedPITT_FWE.esp [Version 1.1]
++ WeaponModKits - FWE Talon Loot Crash Fix.esp
B0 DarNifiedUIF3.esp
B1 Stimpak Counter.esp
B2 Flashlight-LOS.esp
++ Advanced Recon Tech - Detect Traps.esp
++ majormodder's Junk Food to Barbeque Crisps.esp
B3 Detect Traps - The Traponator 4000.esp
B4 Advanced Recon Tech.esp
B5 Advanced Recon Range Finder.esp
++ Detect Traps - DLC.esp
B6 Advanced Recon Tech FWE.esp
B7 RubblePilesFix.esp
B8 PLFewerItems.esp
B9 3DNPC_FO3_BrokenSteel.esp
BA rmSaveManager.esp
BB 3DNPC_Radio.esp
BC Conelrad 640-1240.esp
BD JIP Realistic Weapon Overheating.esp
BE JIP Selective-Fire.esp
BF Xepha's Dynamic Weather - Main + DLC Merged.esp
C0 Bashed Patch, 0.esp
C2 (TWPC) BBB-UUF3P-FWE Patch.esp
C3 (TWPC) BRCC-PB Patch.esp
C4 (TWPC) BVR-FWE Patch.esp
C5 (TWPC) CMRP-FWE Patch.esp
C6 (TWPC) GE-UUF3P Patch.esp
C7 (TWPC) K9B-MMM-UUF3P-FWE Patch.esp
C9 (TWPC) RIL-UUF3P-DM Patch.esp
CA (TWPC) RRE-PB-FWE Patch.esp
CB (TWPC) TMI-FWE Patch.esp
CC (TWPC) WD-UUF3P-FWE Patch.esp



P.S. Dear moderator. I am sorry - missed topic. Would you be so kind to move this topic to support section?

Edited by EvilMax
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Well, removing mods one by one and reinstalling resolved situation. The only two differences are following:


1. Load order. Minor tweaks like fast but dramatic VATS, manual reload and shell rain are dead last now.

2. Not sorted masters in plugins this time. Just ignored masters order in all plugins.


What I have found regarding guide.

 a) Uninstalled 3DNPC mod because it somehow caused meshes/textures problems with some clutter/apparel (detected on Scrapyard and decided to remove this mod).

 b) Fixed 20th century weapons plus reborn. 22magcasing mesh used for shell casing for Heritage Arms rifles like M-1894 and M-1858 was not present anywehere. Three plugins edited:

20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp

20th Century Weapons -Plus- Reborn xCALIBRized + RHIron.esp


This shell casing model replaced by the same from original 20th century weapond v5.12.


 c) Not optimized NMC and UHQ terrain textures. Somehow it causes problems with blackish rocks for me.


For now everything seems quite Ok with meshes and textures.

Edited by EvilMax
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One of the reasons for using Mod Organizer in the guide was to simplify troubleshooting and updates. With WB these are both harder.


Exclamation points mean there are missing meshes. Go up to the exclamation point, activate the console with ~, and click at the bottom of the exclamation point. You should see the FormID for the missing mesh (sometimes this doesn't work very well by the way for small objects). The first two characters are the mod identifier and the last six are the object identifier. The mod identifier for the object indicates the mod that provided the item model, and the complete FormID should allow viweing the object record and determining the name of the missing mesh file. You can then look to see which mod provides this and hopefully determine what is missing. WB provides some indications of which textures and meshes from a mod were overwritten.


If you're having problems initially leaving out ENB is probably a good idea. Make sure the other extender mod INI files are correct.


the fINIp INI files along with the INI tweaks generally work well. It would be best to use these since there are errors in some of the older recommended INI files.


The problems with the map suggest that the map mod didn't get installed correctly. You might want to at least initially try the simpler map mod mentioned in the guide and install the higher resolution mod later once things are working correctly.

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Thank you. I will gather FormIDs and check them with xEdit. But I think that meshes are in place, because this problem is quite 'dynamic' For example, I had normal weapons, but after switching from knife to laser pistol I saw empy hand with exclamation mark. Switching back to knife - it also disappeared. And map was good from scratch. Some controls lockdown and problem begin when moving across cells. I.e. after first distant grid load map markers are broken and controls locked.  It also happened after two interior-exterior transitions.


Anyway, for tests I've removed ENB and uninstalled all optimized textures projects. I will try to provide more information soon. Hope, I will not be forced to do 'last resort diagnostics' by uninstalling mods one by one.






Well, all broken things have vanilla IDs. All meshes and textures are present. And errors are dynamic and not related to really missing file: from start everything is Ok. Map is Ok, surroundings is ok too, I can see raders near the Wheaton Armory without any issues. But after I travel a bit around, I can see same raiders with broken meshes, PipBoy map is degraded and even PC's weapons can disappear after switching. It seems, I should start removing mods and reinstalling them one by one. Good news - if I resolve everything it will give me good pointers about WF installation of STEP project.

Edited by EvilMax
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