ETPC Posted September 13, 2015 Posted September 13, 2015 (edited) Hey y'all. After following this guide, I'm having serious issues with my FO3 install. First thing's first, load order: Active Mod Files: 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 1.9] 08 CALIBR.esm [Version 1.4] 09 Inventory Access.esm 0A aHUD.esm 0B Mart's Mutant Mod.esm 0C ArefuExpandedByAzar.esm 0D DCInteriors_ComboEdition.esm 0E Project Beauty.esm 0F EVE.esm [Version 0.99] 10 Mothership Crew.esm [Version 1.66] 11 AWorldOfPainFO3.esm 12 Abbreviated Effects.esm 13 AQFH3.esm 14 3DNPC_FO3.esm 15 RH_IRONSIGHTS.esm 16 AQFH1.esm [Version 1.06] 17 TheInstitute.esm 18 Vault 101 Revisited.esm 19 Xepha's Dynamic Weather.esm 1A 3DNPC_Chapel.esm 1B 3DNPC_Factory.esm 1C 3DNPC_FO3Generic.esm 1D DocLeskosResearch.esm 1E 3DNPC_QuantumGravity.esm 1F 3DNPC_LittleBoBeep.esm 20 3DNPC_DotsDiner.esm 21 3DNPC_Room404.esm 22 The Librarian.esm 23 3DNPC_IRS.esm 24 RiversideCafe.esm 25 3dnpc_ClaraBella.esm 26 3DNPC_Spider.esm 27 3DNPC_Cosmos.esm 28 3DNPC_Village.esm 29 3DNPC_Mortar.esm 2A 3DNPC_Zynx.esm 2B CubeExperimental (EN).esm 2C 3DNPC_Slasher.esm 2D CRAFT.esm 2E FO3 Wanderers Edition - Main File.esm 2F tubrrCompound.esm 30 Enhanced Weather - Rain and Snow.esm 31 xCALIBR.esm 32 20th Century Weapons.esm 33 DarNifiedUIF3.esp 34 FO3 Wanderers Edition - DLC Broken Steel.esp 35 PPA - The Pitt.esp 36 JIP Selective-Fire.esp 37 CASM.esp 38 YearlingBooks.esp 39 Confessor Cromwell has a Break_EV.esp ++ The Mantis Imperative - Nasty Zeta No Scaling.esp [Version 1.1] 3A WeaponModKits.esp 3B RH_WMK_Bridge.esp 3C WeaponModKits - FWE Master Release.esp 3D 20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp 3E MetroCars.esp 3F Big Town Overhaul [GangStore].esp 40 FortIndependenceRedesigned.esp ++ 20th Century Weapons -Plus- Reborn xCALIBRized + RHIron.esp 41 ArlingtonRestoration.esp 42 WWM.esp 43 aqfh3.esp 44 tubRRCompound.esp 45 FO3 Wanderers Edition - DLC Anchorage.esp 46 FO3 Wanderers Edition - DLC Mothership Zeta.esp 47 UniqueWeaponsRetextured.esp ++ UniqueWeaponsRetextured_FWE.esp [Version 1.4] 48 IMPACT.esp 49 FO3 Wanderers Edition - More Gore.esp 4A FO3 Wanderers Edition - DLC The Pitt.esp 4B Realistic Interior Lighting.esp 4C Rivet City Realignment.esp 4D Temple of the Union Overhaul.esp 4E The Mantis Imperative - Jello.esp [Version 1.08--ADVENTURE] 4F HeirApparent.esp [Version 1.81] 50 AQFH2.esp [Version 1.08] 51 01AtM - Firefly Ranch.esp 52 DCInt_ARoomWithAView.esp 53 Laurens_Bathroom_poetry_V1.esp 54 UndergroundHideout.esp 55 lexx_brahmin-variant-Fo3.esp 56 PLweightadjust.esp [Version 1.08] 57 NotSoFast.esp [Version 1.07] 58 The Mantis Imperative - Mantis.esp [Version 1.08] 59 RH_FWE_Bridge.esp 5A BaileysCrossingMetro.esp 5B Shadows and Dust - Southwest DC - Public.esp 5C TrentonTowers.esp 5D K9BreedsMoreDogs.esp 5E Dragonskin Tactical Outfit.esp 5F FasterMorePowerfulMines.esp [Version 1.0] 60 WeaponModKits - BrokenSteel.esp 61 WeaponModKits - ThePitt.esp 62 WeaponModKits - Zeta.esp 63 Museum.esp 64 Kentbury Way.esp 65 PotomacSteamworks.esp 66 CanterburyCommonsInteriors.esp 67 A Trail of Crumbs.esp 68 Powered Power Armor.esp 69 PPA - Broken Steel.esp 6A PPA - FWE.esp 6B PPA - Mothership Zeta.esp 6C PPA - Operation Anchorage.esp 6D Xepha's Dynamic Weather - Weather Machine (Quest Added).esp 6E AutoGates.esp 6F ZL-SVD-CALIBR.esp 70 IntoTheDeepWoods.esp [Version 1.061] 71 Newoffice.esp 72 Existence 2.0.esp 73 NewMall.esp 74 FWEAlienWorkBenchFix.esp 75 RockopolisRebuilt.esp 76 ArefuExpandedByAzar-Radio.esp 77 3DNPC_FO3_BrokenSteel.esp 78 3DNPC_Radio.esp 79 Scorched Earth Chapter Linker.esp 7A Fo3HirezdFlamer.esp 7B Fo3HirezdMinigun.esp 7C RubblePilesFix.esp 7D megalight.esp 7E Enhanced Weather - Weather Sounds in Interiors.esp 7F Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp 80 Xepha's Dynamic Weather - Rain.esp 81 Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp 82 krzymar-MoonSize_080%.esp [Version 0.2.0] 83 PAL - MERGED.esp 84 Better RC Church.esp 85 UrgeWashingtonBoS.esp 86 Flora Overhaul.esp 87 IntoTheDeepWoods-Forested Overhaul Patch.esp 88 FeralGhoulTest.esp 89 RagdollOverhaulFo3.esp 8A Tribal_DX.esp 8B WinterizedT51bDX.esp ++ PPA - FWE Tougher NPC Power Armour.esp 8C BornAgain Outcast v3.esp ++ WeaponModKits - FWE Talon Loot Crash Fix.esp 8D PlasmaRifleAwesomefiedWMK.esp 8E ZL-MP5 Pack.esp ++ Bornagain Zeta Combat Armor Texture Patch.esp ++ FO3_WRP.esp 8F Millenia_AKS74U.esp 90 Assaultrifle_replacers_WMK+RH+FWE.esp ++ ClearAndPresentAdjustment_Beauty_Weapons_1_1-1.esp ++ 32S&W.esp ++ Millenia_CombatShotgun_replacer.esp ++ Millenia_C96_replacer.esp ++ Millenia_AK47_replacer.esp ++ Chems and Meds Re-Textures Pack.esp ++ majormodder's Junk Food to Barbeque Crisps.esp ** schematics2.esp 91 GNR Enhanced.esp ++ Mart's Mutant Mod - DC Interiors.esp 92 Project Beauty- Broken Steel.esp 93 Mart's Mutant Mod - Project Beauty.esp 94 K9Breeds.esp ++ K9BreedsPatchDLCPitt.esp ++ K9BreedsPatchMMM.esp 95 GlowingGhouls-MMM.esp ++ Zeta Turret Drone Karma Fix - MMM Merged.esp 96 CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp ++ PPA - FWE 2.esp 97 DragonskinBonusPack.esp ++ Dragonskin_for_FWE_2014.esp ++ MP5ForFWE.esp ++ SVDForFWE.esp 98 20th Century Weapons -Plus- Reborn Cut Weapons.esp 99 ZL-ACR.esp 9A FO3 Wanderers Edition - Main File.esp 9B UUF3P - FWE Patch.esp 9C Blackened FWE + MMM + EVE + Project Beauty.esp [Version 3.3] 9D Blackened RH + FWE + EVE.esp [Version 1.0] 9E WeaponModKits - OperationAnchorage.esp 9F WeaponModKits - PointLookout.esp A0 PLFewerItems.esp A1 UniqueWeaponsRetexturedPITT.esp ++ UniqueWeaponsRetexturedPITT_FWE.esp [Version 1.1] ++ WMK Uniques for FWE_EVE Addon.esp A2 Project Beauty- Point Lookout.esp ++ FO3LODGen.esp A3 Xepha's Dynamic Weather - Main + DLC Merged.esp A4 Bashed Patch, 0.esp Alright, so. I had to trim down a lot of stuff that the guide uses because when I finished the guide I had around 197 active plugins and FO3 did *not* like that. After 5 minutes of moving around in the wasteland, I had missing meshes, missing textures (white bodies) and menus refused to load. I was able to fix this by slimming down to around 165 plugins but it still happens occasionally if I get into serious combat scenarios, along with an extreme and unbearable amount of stuttering and freezing that makes heavy combat completely unplayable. This I haven't been able to fix. I'm also having recurring crashes and buggy npc's in the areas of the Temple of the Union (hannibal dosen't spawn, when he is forced to spawned he just walks away into the wastes), Rockbreaker's Last Gas (an enclave patrol with unkillable/undeletable members keeps crashing my game, fixed by using killall) and Evergreen Mills (crashing AND unkillable Fallen Brothers). The last one is a big problem, particularly the northern shack, where if I enter it with AI on, it is an instant crash. However, if I turn off AI with tcai and tai, it is fine. If I then turn it back on, crash. This one I haven't been able to fix. I even tried lowering MMM spawns and waiting 4 days for cells to refresh and respawn. Anyone have any ideas? When the game works, I'm having a ton of fun but it seems to be not working more often then not. I'm running Windows 10 with a 4gb 970 with the latest drivers, 8gb of ram and a i5-4670k. I have all the suggested INI tweaks in the guide active, along with ENBoost. I also have all my drivers and runtimes (directx, c++, NET, etc) up to date. I'm running out of ideas. Edited September 13, 2015 by ETPC
Kelmych Posted September 13, 2015 Posted September 13, 2015 Did you try running the game with one or more MO profile(s) that have fewer plugins to see if there might be one or two plugins causing a problem? I've run FO3 in the past with a lot of plugins, by the way, so I don't think it's just the number of plugins. I've used the game with all the mods in the guide except for some marked optional, and I haven't tested all the quest mods in the Potential quests section (as mentioned in the guide). For example, I did a short test of 3DNPC Fallout Bundle but I haven't run it for a long period yet, and it's still an alpha version.
ETPC Posted September 14, 2015 Author Posted September 14, 2015 When I was starting the modding, I would test it in sections (much like how the guide is laid out) and found no problems until I was finished and went out into the wastes and had the engine problems. I should also mention, the modding was started on a previously mod free save with just the DLC. And to make matters worse, I did a huge no-no because I kept removing mods from my load order and continuing on with saves, so I probably have a lot of script crud in my saves that I don't know how to fix. I haven't tried my load out on a completely fresh save because.....to be honest, I want to continue with this character.
Kelmych Posted September 14, 2015 Posted September 14, 2015 You might try turning off the extra quest mods temporarily and see if that affects the result.
ETPC Posted September 16, 2015 Author Posted September 16, 2015 (edited) Things seem to have settled down with the mods and while I still have the issues every now and then, doing a killall in problematic cells seems to work ok as a kludgey solution. However, now I'm getting missing mesh errors with 20th CW weapons, specifically the Ruger Mk. II Silenced. It works fine when I drop it into the world, but when it's equipped I get the missing mesh error in both first and third person. I had this before but toggling AI on and off fixed it. This time, however, it seems that isn't cutting it. I tried reinstalling the resources for the mod but that didn't help either. Any ideas? Also, are there issues running the GECK through MO? It keeps instantly crashing when I start it up. Edited September 16, 2015 by ETPC
Kelmych Posted September 16, 2015 Posted September 16, 2015 I've been able to run the Geck through MO with Fallout NV, although I haven't tried doing this for FO3 I expect the concerns are the same. Take a look at the recent STEP forum post on using the CK through MO for Skyrim. There are some similar steps needed when doing this with FO3.
ETPC Posted September 17, 2015 Author Posted September 17, 2015 I'll look into that and see if it helps, thanks! Any ideas about the 20th CW problem though?
Kelmych Posted September 17, 2015 Posted September 17, 2015 Perhaps the mesh for the weapon has problems. I'll see if I can see an error in Mk-II Ruger v0 Silenced.nif
ETPC Posted September 17, 2015 Author Posted September 17, 2015 Alright, hopefully it isn't just me because I feel like I did everything right, heh. Also, I managed to get the GECK working by unloading all the plugins and reloading them one by one, there might be a mod that is not behaving well in there. Also also, the link for the Collision Meshes FO3 Pack re-directs to a 404 page on mediafire.
Kelmych Posted September 17, 2015 Posted September 17, 2015 The link was updated again; the guide has been updated for the new link.
ETPC Posted September 19, 2015 Author Posted September 19, 2015 The missing mesh problem does not stem from 20th CW, but it stems from 20th CW Reborn FWE etc etc. I PM'd the mod author to let them know.
Kelmych Posted September 19, 2015 Posted September 19, 2015 I looked at the mesh from the original 20th century weapon mod in Nifskope and I didn't anything that was obviously wrong - note that I'm not a graphic artist and I don't spend much time using Nifskope. I don't see how the patch mod causes the problem unless the RH_Ironsights version of the mesh is bad. The plugin does change the projectile models to use xCalibr versions, but these should be OK. This what makes it fun to mod Bethesda games .
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