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Alton IL crash

General help and troubleshooting.
tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Wonder if it will perform

Post by tizerist » Fri Apr 05, 2013 3:09 pm

Wonder if it will perform better under 2.0



jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

Problem almost solved. Alton

Post by jaassu » Sun Apr 21, 2013 7:42 am

Problem solved. Alton does not crash anymore (tested with TTW 2.2a).


Deleting the two directories:


../Data/textures/Alton/vehicles/


../Data/meshes/Alton/vehicles/


And Alton does not crash any more.


Now only needs to found which texture or mesh causes the crash. And there aren't many in that directory.


Specifically these 'STpickupTruck02*.nif' meshes cause the crash. After these are deleted seems to work.



tizerist
Posts: 235
Joined: Mon Sep 17, 2012 10:24 am

Excellent mate, keep us

Post by tizerist » Sun Apr 21, 2013 11:12 am

Excellent mate, keep us posted.



Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

I crash approaching Old

Post by Trm8r » Thu Apr 25, 2013 4:27 pm

I crash approaching Old Geoffrey also. Its too bad, it was great having a new, navmeshed worldspace to explore. I'm guessing it's an NPC or creature error. The only other time I've had repeating crashes, when approaching an area, was with Marts Mutant Mod. That's about the only game I couldn't finish.



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Did you try the fix he said?

Post by Senterpat » Thu Apr 25, 2013 7:11 pm

Did you try the fix he said?


Call me Pat. Senterpat is too much to type.

Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

"Did you try the fix he said?

Post by Trm8r » Thu Apr 25, 2013 11:24 pm

"Did you try the fix he said?"  Won't that leave red triangles everywhere?


I had other problems also. 1 quest wouldn't complete, I had to console "god mod" to survive the plane crash, and the subway town degraded to about 10 frames/sec.



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Yes but you won't ctd. You

Post by Senterpat » Fri Apr 26, 2013 4:38 am

Yes but you won't ctd. You can also just rename an existing trucks nif to the same and that truck would show up instead.

Also are you using a self converted mod?
Call me Pat. Senterpat is too much to type.

jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

Yep, can confirm that alton

Post by jaassu » Fri Apr 26, 2013 4:23 pm

Yep, can confirm that alton mod works with TTW 2.2a. Just played whole mainquest and returned back to DC. I did not play any side quests.


Needed to delete these meshes because they caused Alton to crash.


"../Data/meshes/Alton/vehicles/STpickupTruck02*.*"


Also mesh STpickupTruck02Clean.nif needs to be replaced with something else because its the vehicle that one uses when movining between DC and Alton.


simply copy and rename some other mesh and it will do.


I copied motorcycle01.nif to STpickupTruck02Clean.nif and seems to work.


 



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

Of note with meshes, I'm not

Post by TJ » Fri Apr 26, 2013 4:52 pm

Of note with meshes, I'm not sure if this applies here, but this is how it works:


The game will pull from the BSA files unless you're using AI! (which you probably are), then it pulls loose files too. If the mesh you deleted showed up with the red ! it's a mesh error (you deleted it and there isn't one in the BSA to replace it.) If you deleted it and don't see the ! then it was overwriting the stock mesh. Some advice for these issues, rename them or move them, don't delete until you know it will fix it.


My project Dash is on Kickstarter!



Hoppy Head
Posts: 4
Joined: Tue Apr 09, 2013 10:02 pm

I had the same crash problem.

Post by Hoppy Head » Mon Apr 29, 2013 9:37 pm

I had the same crash problem. The replacing the Nif in the Mesh works! I used Fallout New Vegas Edit to replace the bad truck meshes and it did not crash when I got to Old Geoffery. No deleting necessary. If it was not for this thread I would be lost thanks! 



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