I'd dispute the idea of 'too many
mods' since I consider Fallout 3 unplayable out of the box (Bethesda,
very good ideas, horrific implementation).
Anyway I'm told the
console versions are equally crash-worthy.
Again,
'corrupted save' issue is a significant contributor.
You move,
say, a plate from a table, then travel to the other side of the world
and save the game, you're not just saving your current state, you're
saving the exact location of that plate, and every other object in world
space, and every creature. It's a massive world with a lot of ****. If
any of that data gets corrupted you're basically f**ked. Over-writing
saves seems, for whatever reason, to increase the rate of corruption.
Saving on a new file seems to either cut crashes to occuring after
several hours of gameplay (6+, far too much for a single sit-down as it is), or not at all.
And, for whatever reason, the radio on your Pip-boy seems to create crashes.
As for Mods, a lot of them are ad-hoc
constructs, unstable as it is. Adding them in to a massive dynamic world
space is probably not a good idea. Running a lot of them concurrently isn't a good idea as they can conflict, or modify the default data a bit heavily.
Modifié par superimposed, 18 mars 2010 - 09:59 .




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