Jump to content
  • 0
Sign in to follow this  
slayer80

outcast alternate start

Question

hey when ever i start as a outcast with the fwe alternative start and head to the nearby location lookout i always get a repeatable ctd with fwe and im just wondering if anyone else

has the same problems i strayed partially from the guide and am using nmm instead of mo and not using several other mods and havent finished installing the rest of the mods im planning on using i was wondering if anyone else can repeat the ctd so i know if the problem is with the mod or the way im setting up the game here is my loadorder if anyone is interested

 

GameMode=Fallout3

 

Fallout3.esm=1

Anchorage.esm=1

ThePitt.esm=1

BrokenSteel.esm=1

PointLookout.esm=1

Zeta.esm=1

Unofficial Fallout 3 Patch.esm=1

CRAFT.esm=1

CALIBR.esm=1

Project Beauty.esm=1

FO3 Wanderers Edition - Main File.esm=1

Mart's Mutant Mod.esm=1

Project Beauty- Broken Steel.esp=1

Project Beauty- Point Lookout.esp=1

FO3 Wanderers Edition - Main File.esp=1

FO3 Wanderers Edition - DLC Anchorage.esp=1

FO3 Wanderers Edition - DLC The Pitt.esp=1

FO3 Wanderers Edition - DLC Broken Steel.esp=1

FO3 Wanderers Edition - DLC Point Lookout.esp=1

FO3 Wanderers Edition - DLC Mothership Zeta.esp=1

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1

FO3 Wanderers Edition - Optional Restore Tracers.esp=1

FO3 Wanderers Edition - Talon Loot Crash Fix.esp=1

DarNifiedUIF3.esp=1

dD - Enhanced Blood Main.esp=1

CASM.esp=1

MoreMapMarkers.esp=1

UUF3P - FWE Patch.esp=1

megalight.esp=1

Blackened FWE + MMM + Project Beauty.esp=1

 

and im using nvac and the stutter remover but not enb boost

Edited by slayer80

Share this post


Link to post
Share on other sites

8 answers to this question

Recommended Posts

  • 0

Started as an Outcast only once all these years I'm playing with FWE and I clearly remember I got a CTD the moment I start heading towards megaton. I cannot confirm whether its a reproducible CTD or not since I never actually paid much attention to that specific session/character but if indeed there is something that is causing a CTD for a certain reason, then it would be more than a good idea to track, find and fix it since it could probably resolve other possible CTDs with FWE in general.

 

Your load order looks fine to me by the way.

Share this post


Link to post
Share on other sites
  • 0

Please remember that Mod Organizer is the core manager for the Clear and Present Danger - A guide for modding Fallout 3. As such troubleshooting will be limited to those who have a specific knowledge to your problem. Using NMM you will not have the drag and drop priority mod ordering and file conflict view, which aids in troubleshooting problems, that MO provides.

 

Have you use LOOT or BOSS to sort the plugins and run xEdit to see if you have any errors in your load order?

Share this post


Link to post
Share on other sites
  • 0

i was using loot but it completely effed up my load order so i used the load order suggested in the read me for the blackend patch i cant check to see if there are any errors in xedit atm as ive decided to completely reinstall the game but i highly doubt that the mods im using would be capable of doing that crash considering i tried it both with the mods installed and with just fwe installed and they both crashed though i did noticed the crash didn't happen as quickly with the rest of the mods disabled

 

also ive got a new bug which has something to do with enboost no matter what i do i cant get anti-aliasing to work

 

edit also the lookout location is a place added by the more map markers mod not to be confused with the point lookout dlc

Edited by slayer80

Share this post


Link to post
Share on other sites
  • 0

I've looked at the difference in load order produced by BOSS and LOOT, and for many plugins the differences are in areas that don't matter a lot. Just because they produce what looks like very different load orders doesn't mean that that LOOT is "wrong". Moreover, there is no support for BOSS which took a great deal of manual effort to maintain the plugin lists.

 

For some of the large mods there is no right answer; some of the objects should be before those of other mods and some should be after. The bash tags are very useful in reducing these problems, but the tags don't cover all the record types needed.

 

In Fallout 3 far and away the biggest compatibility problem is weapons, the area where slayer80 is having a problem. It's great that mod authors have created multiple additions that make weapons more interesting and varied, but this creates a compatibility nightmare. It's a little better in Fallout NV where the base mod added some of the capabilities seen in Fallout 3 mods (e.g., Ironsights) and more of the mod authors started with the assumption of some common mods (e.g., weapon mods that change the model (mesh) used for weapons; these are needed to support the additions to the weapons), but even there it's difficult (I expect getting a proper patch for Impact in FNV is just as hard as it is for Fallout 3).

 

In most cases FO3Edit is needed to examine portions of the compatibility problems, and using it isn't easy. There can also be installation problems which are hard to diagnose. The game engine works in Windows 7 and 8, but there are a lot of issues and these are even harder to diagnose. We can try to help users that have problems, but unless another user in the forum has seen similar problems it's hard to know what to do.

Share this post


Link to post
Share on other sites
  • 0

i thought the blackend patch should of taken care of any compatibility issues anyway since im reinstalling fallout 3 should i use mod organizer 1.3.7 or the version in the guide and the same question with fose theres a 1.3 b2 version

Share this post


Link to post
Share on other sites
  • 0

The Blackened patches take care of a lot of compatibility issues and are regularly updated. They require that EVE and/or MMM is used; perhaps the guide should change EVE from optional to either a regular mod or even Core so that the guide can be simplified a little to remove the old FOIP compatibility patches which are not as complete as the newer Blackened patches.

 

The next guide update will include the new version of FOSE, FOSE 1.3 beta 2. Use that vs. the old one.

 

The new MO fixes many problems but has added some new ones which are being fixed fairly quickly after they are found. I haven't used it for this guide yet as the concentration has been on getting the new version to work properly with Skyrim, but I expect that several of the participants in the Fallout threads are using the new version so if there are issues you can post them on these threads.

Share this post


Link to post
Share on other sites
  • 0

ah kk i guess ill wait for when the issues with mo are sorted out and when 1.9 of the uuf3p comes out considering there are still some bugs to be sorted

Edited by slayer80

Share this post


Link to post
Share on other sites
  • 0

Fallout 3 weapon compatibility is a seemingly neverending quest, but the compatibility mods do take care of a great deal of it. The good news is that there are probably more weapons available for FO3 than for FNV, and that a lot of the FNV mods that make interesting weapon changes (e.g., Impact, the Millenia weapons) have been ported to Fallout 3. The bad news is that full compatibility is hard to achieve since it requires additional manually created patches.

 

Others like GrantSP using the beta MO can comment on how it works with the Fallout 3 guide.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 86 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By se7enex
      Lucas Simms himself is missing his arms. I can see his gloves but his actual arms are invisible. I can't even begin to imagine what the fluff could be causing that. I did have issues with .32 and Mausers having big red exclamation marks but that's because it REQUIRES (listed in mod guide as optional) the individual weapon remakes. 

      Springvale Sewers, a AWOP location crashes consistently when I try to enter it. 

       
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.