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A Bunch Of Glitches, Including No Steam Overlay, And Distorted Textured


NazWeed

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Posted

Dear LL, I just purchased Fallout 3 on Steam. It's been quite a while since I played. I'm not going to get into why I lost Fallout 3 for the first time, but all that matters is that I have it again. Anyhow  I've run into my good share of glitches.

1.At first Fallout 3 wouldn't start up, so I tried messing around with G4WL trying to get that shit out of here since G4WL caused the game to crash. I figured out that getting FOSE fixed that. Strangely with FOSE and Fake Fullscreen Steam Overlay doesn't work. The game didn't stick around long enough in vanilla to see if there is Steam Overlay or not. This isn't the only game in which this happens, it happens with S.T.A.L.K.E.R, and Verdun. One of which you cannot mod, so I don't know what's going on. It also doesn't count my hours played. Also before anyone asks.......post-494894-0-45049700-1451429452_thumb.png

I did enable Steam Overlay.

 

2.The 10mm pistol's model gets distorted when I add extended mags.post-494894-0-44274700-1451428953_thumb.png

 

3.The sniper's textures are normal when used by my character, but the worldmodel is distorted.post-494894-0-89412300-1451428963_thumb.pngpost-494894-0-54274400-1451428972_thumb.pngpost-494894-0-89882800-1451428980_thumb.pngpost-494894-0-28181800-1451428988_thumb.png

 

My load order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Project Beauty.esm
CrossModData.esm
Animy_prostitution.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
iHUD.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
EVE.esm
RH_IRONSIGHTS.esm
DarNifiedUIF3.esp
BetterGamePerformance.esp
FO3 Wanderers Edition - Main File.esp
Mart's Mutant Mod.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
Blackened FWE + MMM + EVE + Project Beauty.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Project Beauty.esp
Fellout-Full.esp
WeaponModKits.esp
RH_WMK_Bridge.esp
WeaponModKits - FWE Master Release.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
RH_IronSights_Basic_AnchoragePlugin.esp
F3ProjectRealityMkI.esp
Mart's Mutant Mod - DLC Zeta.esp
RH_IronSights_Basic_ZetaPlugin.esp
UniqueWeaponsRetextured.esp
RH_FWE_Bridge.esp
RH_EVE_Bridge.esp
DIM TYPE3clothesRETAIL.esp
Realistic Interior Lighting.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits - BrokenSteel.esp
FO3_WRP.esp
WeaponModKits - ThePitt.esp
UniqueWeaponsRetexturedPITT.esp
RH_IronSights_Pitt_NewRifleSights.esp
WeaponModKits - OperationAnchorage.esp
Fellout-pipboylight.esp
dD - Enhanced Blood Main.esp
megalight.esp
UnlockAllAchievements.esp
Project Beauty- Point Lookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - PointLookout.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
FO3 Wanderers Edition - Project Beauty.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Project Beauty- Broken Steel.esp
HZSmoothLight - FO3.esp
GNR Enhanced.esp
RubblePilesFix.esp
Flora Overhaul.esp
Dree Perks.esp
bzArmour.esp
 
Total active plugins: 69
Total plugins: 69
 
Posted

Pretty sure some of those fallout 3 mods that I used that were sniper rifles and stuff had messages on their page about toggling the archive invalidation under tools or their textures would be messed up. Have you tried toggling archive invalidation off and on?

Posted

You toggle it off and then back on there are many times where texture errors and other errors will be fixed when you toggle it off and on. FOMM has it OBMM (oblivion mod manager) has it and there are many times where toggling it will fix a problem.

Posted

This fix is for fallout NV but maybe it will help. http://forums.steampowered.com/forums/showthread.php?t=3168247

 

This one is for fallout 3 but is 3 years old but might still work. Back up before doing. https://answers.yahoo.com/question/index?qid=20120805184806AAnq40H

 

Last comment 2nd page. http://www.gog.com/forum/fallout_series/steam_overlay

 

Also 2nd post first page. http://www.gog.com/forum/fallout_series/steam_overlay/page1

Posted

I don't see a merged patch at the end of your load order, required for WMK, on their description page. It also looks like you have weapon re-texture project? May need some patches for that one to work with some of those mods, I am also pretty sure blackend goes at the end of your load order after your merge patch. Sort your load order with Loot.

 

Other than that start disabling mods till problem goes away, fix from there.

Posted

Also I don't need a merged patch, I have all the addons.

 

So I guess when antistar wrote all this he was just pulling our leg...having all the "addons" has nothing to do with needing a merged or bashed patch.

 

"***Automatic Merged Patch Creation***

 

- This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using (including - but not limited to - WMX). If using more than one add-on for WMX at the same time (this includes compatibility patches), creating an automatic merged patch is even MORE important (assuming you want everything to work correctly).

 

- Download FNVEdit (http://newvegas.nexusmods.com/mods/34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it:

 

- Run FNVEdit, and a list of all the plugins in your Steam\steamapps\common\fallout new vegas\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'.

 

- Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. (Note that this may be under the 'Other' sub-menu, depending on which version of FNVEdit you have.)

 

- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.

 

- Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

 

- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.

 

- If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one."

 

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