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Crashing in Vault 101

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
imperiousMarxist
Posts: 2
Joined: Tue Aug 06, 2013 10:15 am

Crashing in Vault 101

Post by imperiousMarxist » Tue Aug 06, 2013 10:28 am

I had just installed TTW a few hours ago and was finally able to start a new save. I had just created my character and went to the part where I chose my SPECIAL skills. When I walk down the hallway, after the transition that reads '9 years later', my game crashes. Four times it has done this, even after I had corrected my load order and uninstalled a vast majority of my significant mods with no avail. What should I do?



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

No mods at all is a good idea

Post by plumjuice » Tue Aug 06, 2013 10:50 am

No mods at all is a good idea until you leave 101. Post your load order.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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

yeah. the whole vault 101

Post by dawe1313 » Tue Aug 06, 2013 1:44 pm

yeah. the whole vault 101 chargen sequence is extremely picky about mods. it was like that even in vanilla FO3. best not to activate any mods until you exit the vault.


most people make a save right before entering the wasteland. that way if you start a new game, you don't have to go through it all again. use the search and you can find a number of saves like that available here on the TTW site. try one of them and see how it goes.



manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

Yo, maybe this will be useful

Post by manos » Wed Aug 07, 2013 8:29 pm

Yo, maybe this will be useful too:   http://newvegas.nexusmods.com/mods/50173/   (TTW Alternate start)


I didn't try it, so i don't know if it works like it should.


Video games are bad for you? That's what they said about rock'n'roll...

plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

TTW requires no mods, unless

Post by plumjuice » Sun Aug 11, 2013 3:29 am

TTW requires no mods, unless you mean you didn't remove the fallout 3 and ttw esms and the respective bsas.


You may want to consider posting a load order, giving system and OS specs, detailing any issues you had installing or really anything that comes to mind.


No-one can help you if you give near-zero info.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Falconhoof
Posts: 6
Joined: Mon Jul 29, 2013 6:30 am

I'm having this exact same

Post by Falconhoof » Tue Aug 13, 2013 9:10 pm

I'm having this exact same problem.  Right after the birthday party when I'm sitting on that bench with "Dad" giving me an exam; a notification comes up (the challenge completed 2/5 one for questing). That seems to trigger the game to crash.


Anyone have any ideas how to fix this? I'm running nothing but TTW, absolutely no other mods.


Unfortunately the alternate start doesn't work for me either. :(  I started a game without TTW activated and so have a character in the Mojave, but I'm afraid this will not start the main quest of Fallout 3 because of this (when I return to the capital wasteland).


Is there a way I can get the quest "Following in His Footsteps" to activate otherwise?


Thanks.



wfpeterson
Posts: 20
Joined: Sun Aug 11, 2013 12:19 am

Advice from someone in the

Post by wfpeterson » Thu Aug 15, 2013 3:24 am

Advice from someone in the Skyrim modding community is that you should try to avoid uninstalling mods. He says that any save made while a mod is active is going to carry along some bits of configuration due to the mod. May be benign or may screw up the game forever.


If the OP just disabled mods and tried to use the autosave made after you read the specials book he might try starting a completely new game with really no mods.


@Falconhoof. Have you tried going to see some of the people who start later quests in the main FO3 questline? I know that in vanilla FO3 you can skip some parts of the main quest but I've never read if anyone will give you one of the main sequence quests if you've never completed Escape! and recieved FIHF. I'm surprised you even got to CW, I have an old FNV save but when I get on the train in Freeside the switch says it's going to Nevada.



delta534
Posts: 71
Joined: Mon Feb 25, 2013 8:33 am

Falconhoof, Post your load

Post by delta534 » Thu Aug 15, 2013 5:30 am

Falconhoof, Post your load order. The order of the TTW files does matter. 



streichung
Posts: 14
Joined: Mon May 13, 2013 9:00 pm

You can take a save in front

Post by streichung » Thu Aug 15, 2013 5:51 am

You can take a save in front of the vault's door unless your mods make the sequence freeze.


Here you are a clean save I founded on the forum.


 



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Goldeathorus wrote:I happened

Post by TJ » Thu Aug 15, 2013 11:18 am

[quote=Goldeathorus]I happened to come across this bug myself a while back, but it didn't take long for me to fix it myself, so I didn't post anything about it. Firstly, I'm going to bet that absolutely everyone here who's having this occur happens to be using a mod that either removes, or changes their Pipboy.


The crash is caused by the game attempting to give the player their Pipboy at this point in the game. Simply removing the mod, or mods that change your Pipboy until the initial dialog of that scene is over will completely fix the crash. You don't have to remove or change anything else at all.[/quote]


Chuck and Jax have been telling everyone that will listen this exact statement over and over. PipBoy removers/replacers kill scripted sequences involving the PipBoy. It's also worth noting that that's only part of the problem with FO3 Tutorial quest. The issue: Of all the mods made for Fallout, 5 of them actually have proper enable code. OA, TP, MZ, BS, and PL (not these 5)  all have code to make sure they stay inactive until what? The Enclave radio comes on. Why was that so hard for modders back in the day to understand?


My project Dash is on Kickstarter!



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