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Mothership Zeta freezing

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seldalore
Posts: 11
Joined: Mon Sep 17, 2012 11:15 pm

Mothership Zeta freezing

Post by seldalore » Tue May 28, 2013 8:05 am

The TTW patcher initially gave me errors when patching the FO3 DLCs Mothership Zeta and Point Lookout, so I manually copied the .BSAs necessary to the NV folder (as, according to another thread, fixes the problem). However, when I approach the radio signal coming from Zeta, the game freezes as I approach the dead alien.


Does anyone else have this issue? I do not have many mods installed, aside from TTW, and am not new to modding the game either - so it can't be a conflict. Any insight into how to fix this problem would be much appreciated.


Edit: Apparently another has had this issue, so I will try what they recommend by leaving some items behind and trying again. http://www.taleoftwowastelands.com/content/alien-site-crash



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

By what I recall hearing, the

Post by Risewild » Tue May 28, 2013 8:40 am

By what I recall hearing, the next update will have this problem fixed laugh.


Hope the workaround works for you yes.


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seldalore
Posts: 11
Joined: Mon Sep 17, 2012 11:15 pm

Okay, I managed to get as far

Post by seldalore » Wed May 29, 2013 4:54 am

Okay, I managed to get as far as the cutscene where the aliens dissect the player, but soon after (still in cutscene) the two aliens closest to the camera freeze and the one behind them is looping some blinking/head-turning animation. I believe at this point or just before, the screen should blur and I should be in the cell with the other prisoner, but I am not getting that far. Any tips?



seldalore
Posts: 11
Joined: Mon Sep 17, 2012 11:15 pm

*Burp* Erm. Excuse me.

Post by seldalore » Fri May 31, 2013 12:05 am

*Burp* Erm. Excuse me.



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Well I just went and tested

Post by Risewild » Fri May 31, 2013 12:58 am

Well I just went and tested this to see if I could find a workaround, but the MZ intro sequence runs normal for me and I appear in the cell with Somah after it. So I can't reproduce that and have no idea how to help sad.


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

You haven't posted a load

Post by JaxFirehart » Fri May 31, 2013 1:00 am

You haven't posted a load order yet, those are always helpful.



seldalore
Posts: 11
Joined: Mon Sep 17, 2012 11:15 pm

Very well, here is my load

Post by seldalore » Fri May 31, 2013 4:19 am

Very well, here is my load order:


FalloutNV.esm


DeadMoney.esm


OldWorldBlues.esm


LonesomeRoad.esm


GunRunnersArsenal.esm


CaravanPack.esm


ClassicPack.esm


MercenaryPack.esm


TrivalPack.esm


Fallout3.esm


Anchorage.esm


ThePitt.esm


BrokenSteel.esm


PointLookout.esm


Zeta.esm


TaleOfTwoWastelands.esm


Primary Needs HUD.esm


DLC Weapon Integration.esp


DFB - Dynamic Crosshair.esp


1nivVSLArmors.esp


RaestlozPCIdles.esp


Roberts_NewVegas.esp


The Mod Configuration Menu.esp


CASM.esp


DynamiCamera.esp


Zan_AutoPurge_SmartAgro_NV.esp


HZFollowerCheatMenu.esp


Glove_be_gone.esp


Hardcore (Double Rates).esp


noautoaim.esp


HJLNoGorev100.esp


UnlimitedTraits.esp


WeaponJamming.esp


psychoelf traits 1.esp


DarnifiedUINV.esp


InfiniteAmmo.esp


InfiniteAmmoLoneRoad.esp


InfiniteAmmoHH.esp


InfiniteAmmoGRA.esp


PlayableNCRSurvivorArmor.esp


I apologize for not posting this sooner. Asking for assistance is not something I am very accustomed to.


I got through Fallout 3 main quest with nearly no bugs. The few I did run into were dialogue situations having no audible voices by the NPC, but they were scarce. I blew up the Citadel at the end of Broken Steel, something I have never done before, and loved it. I was also pleasantly surprised when the Brotherhood engaged me as a hostile when they realized I was responsible.



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

Risewild wrote:Well I just

Post by dawe1313 » Fri May 31, 2013 5:42 am

[quote=Risewild]Well I just went and tested this to see if I could find a workaround, but the MZ intro sequence runs normal for me and I appear in the cell with Somah after it. So I can't reproduce that and have no idea how to help .[/quote]


Risewild is one of the TTW Team testers, he plays strictly with no mods. if he could not duplicate this issue, it's probably mod related. did you try disabling everything but TTW and then see if it works?


if it still doesn't work with all your mods disabled, i really hate to say this, but it might be you have a bad TTW install.


if it is mod related, then you get to have fun doing the standard mod conflict hunt. disable all mods, enable 1 at the time, play, exit, rinse and repeat until you've gone through your entire load order. believe me, i know exactly how much that sucks, but you don't have too many mods. it shouldn't take too long.


the only thing in your load order that really jumps out at me as a possible cause would be the Zan_AutoPurge_SmartAgro_NV.esp. having a script throw a [abbr=Purge Cell Buffer]pcb[/abbr] can totally screw up scripted sequences like that.


also, i didn't see any indication of a merged/bashed patch. you might try making one and see if that helps


if you find a fix, please tell us exactly what you did so everybody will know


 



seldalore
Posts: 11
Joined: Mon Sep 17, 2012 11:15 pm

dawe1313 wrote:

Post by seldalore » Fri May 31, 2013 6:38 am

[quote=dawe1313]


the only thing in your load order that really jumps out at me as a possible cause would be the Zan_AutoPurge_SmartAgro_NV.esp. having a script throw a [abbr=Purge Cell Buffer]pcb[/abbr] can totally screw up scripted sequences like that.


[/quote]


You called it - the auto purge cell buffers mod was responsible. I tested once more with it enabled (along with the rest of my load order) and when it froze again, I turned just that mod off and everything went normal. I will just have to enable it after that cutscene and hope this doesn't happen again, but if it does, I am glad I have somewhere to point the finger. Thank you for giving me an idea where to start.



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

glad to help.

Post by dawe1313 » Fri May 31, 2013 6:44 am

glad to help. yes


there have been quite a few attempts at automating the cell buffer purge, and most of them wind up causing more problems that they fix, usually because the script fires at just the wrong time.



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