Jump to content
  • 0
adzc1987

Followed Guide game wont launch Help!

Question

Its took me a while but I just finished the guide. It wont launch (fallout3.exe has stoped responding error) and I keep getting an error about a master file -

"The masters for some plugins (esp/esm) are not enabled.
The game will crash unless you install and enable the following plugins:

  • 20th Century v5 ALIVE (TEST Container).esp"

I cannot locate this file anywhere.

For some reason I also cannot seem to get it to load FOSE via MO, I got the game to lauch at the end of the

"The Need for UIO - User Interface Organizer "

section, I launhed FO3 via MO and it starts but no FOSE, when i launch via FOSE Loader in the FO3 folder it seemed to be fine, but when I try FOSE via MO it comes up with a dos box for a second then its gone.

I cant seem to make the bash file due to this either I dont think.

TBh im not sure what info is needed. I spent ages on this thinking everything was ok as MO did not seem to indictate any issues. Help please!

Edited by adzc1987

Share this post


Link to post
Share on other sites

Recommended Posts

  • 0

In the 'Plugins' tab of MO you will see a Warning_icon_MO.png icon that will show you the plugin calling for this missing master. If this isn't a mod installed in the guide you will need to find what dependencies it needs and rectify it. If it is a guide included mod, re-read the instructions to ensure you haven't missed a step.

 

As to the failure to load issue, could you post the logs and you MO inis?

Share this post


Link to post
Share on other sites
  • 0

When installing "20th Century Weapons -Plus- Reborn FWE-WMK-Calibr" did you follow the guide instructions to move all 3 plugins with the word "Alive" to optional ESPs? If you want, these 3 plugins can be deleted vs. moved.

 

If there is a missing master Fose will not load the game. In this case the problem isn't a missing master, it's a plugin which uses that master; the plugin itself should have been removed.

Share this post


Link to post
Share on other sites
  • 0

I think I have the 20th Cent weapons one sorted. Not sure, I reinstalled the whole lot (20th cent weapons + compatability patches) and it seems ok now.

 

I think I attached the things you asked for Grant. The Mod Organiser  log had to be compressed.

ModOrganizer.ini

ModOrganizer.zip

Share this post


Link to post
Share on other sites
  • 0

Couple of things.

There shouldn't be any need to have FOMM anymore, most of what that is used for can now be done with MO.

The last line of your log is this:

INFO (15:06:07.0269): Windows Exception (c0000005). Origin: "E:\Games\Steam\steamapps\common\Fallout 3 goty\fallout3.exe" (688156). Last hooked call: unsigned long __stdcall GetFileAttributesW_rep(const unsigned short *)

What this indicates is the failure to load is not from MO but teh game engine falling over, possibly due to a missing bsa or master or even a bad mod.

 

I can only suggest you create a new blank profile and test that FOSE gets called correctly and the game starts with no mods, just to verify a correct installation.

 

One last thing that grabs my eye, you have this call made in your log:

E:\Games\Steam\steamapps\common\Fallout 3 goty\nvd3dum.dll

That file is for nVidia's D3D driver related software and I can't see why that would be installed in your games folder. On my system it is located inside the Windows system folder structure. Are you experiencing any other issues with the game related to nVidia drivers?

Share this post


Link to post
Share on other sites
  • 0

I have had a similar problem with my setup and just fixed it, this may have zero relevance to your situation but I figure it is worth posting just in case.

 

I just started using this guide today and have just barely finished the ENB section.  No mods installed yet, only the cleaned vanilla esms.  Mine kept crashing as well, only through MO and with the exact same Windows Exception quoted above.  In the profiles section of MO, I simply UNchecked automatic archive invalidation and it fixed the problem.  Starts up great now.  I thought it said to have that checked in the guide, I could be mistaken.  Regardless, it may be worth inspecting your profiles to see if that makes a difference.

Share this post


Link to post
Share on other sites
  • 0

I think I have the 20th Cent weapons one sorted. Not sure, I reinstalled the whole lot (20th cent weapons + compatability patches) and it seems ok now.

 

I think I attached the things you asked for Grant. The Mod Organiser  log had to be compressed.

 

 

I have had a similar problem with my setup and just fixed it, this may have zero relevance to your situation but I figure it is worth posting just in case.

 

I just started using this guide today and have just barely finished the ENB section.  No mods installed yet, only the cleaned vanilla esms.  Mine kept crashing as well, only through MO and with the exact same Windows Exception quoted above.  In the profiles section of MO, I simply UNchecked automatic archive invalidation and it fixed the problem.  Starts up great now.  I thought it said to have that checked in the guide, I could be mistaken.  Regardless, it may be worth inspecting your profiles to see if that makes a difference.

To both of you, check that you have AI enabled AND there is an archive invalidation BSA listed FIRST in the Archive tab.

I forgot there is a current issue with AI in the Fallout compatibility plugins of MO that requires a bit of tweaking.

Follow the options in this post to ensure you have it correctly enabled.

Share this post


Link to post
Share on other sites
  • 0

I noticed that there has been a change in the 20th cent weapons on the guide. I suspect I followed the old way to install the mod, then I never noticed the update. Anyway enough on that.

 

I have not had specific issues relating to fallout, however I have been having display driver issues on some other games. Fallout 3 was running fine without mods. Ill do a clean install of drivers.

 

At work at the moment so will try everything you advise later.

 

Thanks for all your help.

Share this post


Link to post
Share on other sites
  • 0

I revised and simplified the instructions for the compatibility patches for 20th century weapons. Several users found the previous version confusing.

Share this post


Link to post
Share on other sites
  • 0

To both of you, check that you have AI enabled AND there is an archive invalidation BSA listed FIRST in the Archive tab.

I forgot there is a current issue with AI in the Fallout compatibility plugins of MO that requires a bit of tweaking.

Follow the options in this post to ensure you have it correctly enabled.

 

Hey the suggestion in that post worked, thanks!  The AI BSA was indeed listed last and putting it to first allows it to start up fine.

Share this post


Link to post
Share on other sites
  • 0

I added AI problems to the Troubleshooting section of the guide. I didn't add the details for the more complex problems, but feel free to add these if you think it would be useful.

Share this post


Link to post
Share on other sites
  • 0

Did not have a lot of time so did a few quick checks.

 

AI.bsa is already first on mine and it is checked within the profile.

 

I created a new profile with no mods (just AI checked within the profile) and lauched FOSE via MO, it crashed :(

 

Launched via the Fallout 3 option in MO, it crashed.

 

Launched via the Steam launch, the brought up the Fallout Launcher, clicked play and it crashed.

This is odd :S

 

I wonder if the multicore fix is working properly.

Edited by adzc1987

Share this post


Link to post
Share on other sites
  • 0

Best way to check if you have 'ballsed 'em up' is to remove them and let the launcher generate new ones.

 

If you can't even get the game to start from the launcher you may also want to 'verify the cache integrity' from within the Steam client.

 

At any rate, best option now is to start from a clean slate, don't try removing things looking for an issue, work the opposite way with a clean, minimal install. Ensure that a vanilla game can start with no issue and then proceed to installing the mods.

Share this post


Link to post
Share on other sites
  • 0

Sigh thats what I was afraid of, spent so long getting the mods installed :(
 

Is there not a way of adding more points during the guide to load the game to test?

Share this post


Link to post
Share on other sites
  • 0

You can take the current "Mod Organizer\mods" folder and make a copy of it with a different name (e.g., "modscopy"). Get the game running with just the vanilla files. See whether the Fallout Launcher works without using MO (double clicking in the Fallout 3 goty folder), then move on to using Mod Organizer. You will be able to use the mod folders in "Mod Organizer\mods" to reinstall mods after you get the vanilla game working; you won't need to do the usual time consuming full installation. After getting the vanilla game working, you can move (or copy) a small set of mods at a time back  to the new "Mod Organizer\mods" folder (if you make a new "mods" folder).

 

The guide mentions in several places making new Mod Organizer profiles at different steps of the installation, and also has a recommendation that this be done at multiple points in the installation that are not necessarily called out explicitly. Doing this allows you to quickly try versions of the installation with fewer mods. This is strongly encouraged.

 

One of the hardest parts to do is getting the Fallout ini files back to their default value; make sure to do this.

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

  • 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.