Nichoice Posted November 22, 2012 Posted November 22, 2012 I am at work, so I can't post the huge list of mods I have. But for reasons beyond me, the game crashes everytime I enter Jacobstown Lodge. To my knowledge I have no mods which alters the lodge extensively.
srayesmanll Posted November 22, 2012 Posted November 22, 2012 I am at work' date=' so I can't post the huge list of mods I have. But for reasons beyond me, the game crashes everytime I enter Jacobstown Lodge. To my knowledge I have no mods which alters the lodge extensively. [/quote'] Without a load order it's really tough to root out an issue like this, so post one as soon as you can. Your last line of your post though might give a clue ("To my knowledge I have no mods which alters the lodge extensively.") Does that mean you do have mods the modify the lodge at all? If so, those would be the first ones I disable when testing. Next would be any mods that alter supermutants. Sometimes it's not that there was extensive changes in what a mod does, all it takes is one small conflict between 2 mods that can CTD. Again, post the load order (in spoiler tags please) as soon as you can, and also try disabling any mods that affect that area or anything that affects supermutants/nightkin and try again.
Nichoice Posted November 22, 2012 Author Posted November 22, 2012 I will try and post one asap. The only mod i know of that alters supermutants is the Lily mod which makes her a normal armored nightkin. I have no mods that I know of that alters the lodge itself.
Nichoice Posted November 22, 2012 Author Posted November 22, 2012 My load list: FalloutNV.esm Sexout.esm SexoutCommonResources.esm DEIMOS.esm MikotoBeauty.esm Advanced Recon Tech.esm More Perks.ems More Traits.ems Primary Needs HUD.esm Human Trafficking.esm Stalker Weapons Pack.esm Caliber.esm Mo'.ems Domecity.esm Project Nevada - Core.esm Project Nevada - Cyberware.esp (File extension .esp but marked as esm) Project Nevada - Equipment.esm Project Nevada - Rebalance StockingsNV.esp Sexysleepware.esp BBTombRaider.esp JillBSAA.esp NVLadyoutfit1.esp WastelandCourier.esp Merccustom.esp Nidaoutfitv1.esp Epock.esp NWIxiaarmor1.esp SexoutZAZ.esp SexoutRapeGame.esp SexoutFadeToBlack.esp SexoutBrutalRapers.esp SexoutXPM.esp The New Bison Steve Hotel.esp NewVegasBounties.esp NewVegasBountiesII.esp TheCollector.esp Alternative Console Access.esp Readius_NV.esp Easy Unlocking and Easy Hacking.esp FalloutNVCheat Terminal.esp The Box of Wonders.esp ELECTRO-CITY - Imaginator.esp The Mod Configuration Menu.esp Final Fantaxy XIII Lightning race.esp Resident Evil 6 - Leon.esp theHeroNV_1.1.esp Advanced Recon Armor.esp Advanced Recon Armor-nostealth.esp Advanced Recon Armor-location Doc Mitchell.esp Advanced Recon Gear.esp Advanced Recon Tech.esp Advanced Recon Gear-Locations Doc Mitchell.esp Army of Two Armor Pack.esp Centered 3rd Person Camera.esp Republic Commando - Clone Commandos.esp NCR Rearmament v1.5(lore).esp H4DMR.esp NVWillow.esp Follower Home marker.esp Geonox_Riot_Armor.esp Halo Stuff.esp m110.esp MGSAliveProject-Bigboss.esp MorePerks Update.esp MoreTraits Update.esp New ED-E.esp NVBS.esp RCSS.esp geonoxT3Armors.esp SWP40Pistols.esp SWP40PATCH01.esp QS_StealhboyMKII.esp TINA.esp UnlimitedCompanions.esp MikotoBeauty.esp Zaty1elimachete-EasyMode.esp HolsterGear.esp Wearable Dogtags.esp Mo'haveAmmoDepot.esp Mo'Guns.esp Geonox_wasteland_shirt.esp jowastelandscroundrel.esp bzarmor.esp YamsPinupParade.esp A Better Cass.esp A Better Veronica.esp SignatureWeapons.esp AL Black Corsetry and Blanc Dress.esp VelvetRose.esp Feng Shui NV.esp EasierMassPurifiedWater.esp Solar's Bottled Water.esp Freeside Junkers store.esp Companion Equipment.esp The Weapon Mod Menu.esp SexoutWillow.esp FlashlightNVSE.esp Razorback Gear.esp Razorback Gear - Project Nevada Patch.esp Lily as armored nightkin.esp 1nisVSlaArmors.esp 1nisVSlaArmors.esp CNR_BetaNODLC.esp LibertyLoft.esp SignatureArmor.esp TheBackPack.esp Project Nevada Extra Options.esp Bankcard.esp Reactive People - Ultimatum.esp EDIT: sorry I don't know how to do spoiler tags
Nichoice Posted November 22, 2012 Author Posted November 22, 2012 Phew, that was alot of speed typing. Sorry for the huge list, but those are all the activated mods I have. The only ones I installed recently are project Nevada, project ultimatum and spice of life for breeze (an armor mod for breeze bodies). I know spice of life changes the clothes npcs wear. I think project Nevada does effect supermutants. I know that Neil looks different on my recent playthrough since I have installed the mod. nothing else that I know of changes the supermutants or the lodge. Thanks for taking the time to look into this. EDIT: Spice of Life does alter Supermutants, it adds the eyepiece (the monocle) they are wearing into the Mutant's inventory. But I don't think that Spice of Life is the culprit for the CTDs because it doesn't seem to effect Black Mountain unless there is something I am not aware of.
BruceWayne Posted November 22, 2012 Posted November 22, 2012 Phew' date=' that was alot of speed typing. Sorry for the huge list, but those are all the activated mods I have. The only ones I installed recently are project Nevada, project ultimatum and spice of life for breeze (an armor mod for breeze bodies). I know spice of life changes the clothes npcs wear. I think project Nevada does effect supermutants. I know that Neil looks different on my recent playthrough since I have installed the mod. nothing else that I know of changes the supermutants or the lodge. Thanks for taking the time to look into this. [/quote'] You don't need to type the load order, you can export it with FOMM (Load Order -> Copy to clipboard and then paste it here...) Try removing Project Ultimatum first. I know, that mod sounds cool in theory, but it really bugs out on a lot of occasions and can mess up scripted scenes, makes companions unresponsive, etc. That one broke one of my playthroughs, because I've realized too late, that it was responsible for a lot of things going wrong. With that large amount of mods I'd strongly recommend to use BOSS (if you aren't using that one already) and a merged patch. These things filter out a large amount of conflicts (not all). You might also want to check which mods are doing the same things. PN changes a lot of the core gameplay mechanics and I don't know how well it plays with "more perks" and the likes. It's extremely customisable with MCM, so such mods aren't really needed anymore.
Nichoice Posted November 22, 2012 Author Posted November 22, 2012 I didn't know I could export load lists XD I will uninstall Project Ultimatum if it screws with scripted scenes, not like it does anything, just liked the idea of having reactive people. But I am 100% sure its not Ultimatum thats causing the CTDs. I am not using BOSS and have never used it, but I will try it out tonight when I get home. As to making merge files, unfortunately the last time I tried it did not work out soo well lol. If I knew how to make merge files I would finally be able to merge a better cass/veronica with sandbox and follower home marker. But i've always treat conflicting mods with caution as I don't' want to screw up everything and I usually just do without the conflicting mod through trial and error. As to PN, I am aware it makes many mechanic changes that make some of my mods irrelevant, I have gone through my list and deactivated some e.g. perks every level. From what I can see in my playthroughs, PN is working well with "more perks", the extra perks added by PN seems to be available to me as well i.e. I see perks from both PN and more perks (But of course there may be conflicts I have yet to see e.g. what happens when I pass the vanilla lvl30 or just conflicts that cannot be seen in-game).
BruceWayne Posted November 23, 2012 Posted November 23, 2012 I didn't know I could export load lists XD I will uninstall Project Ultimatum if it screws with scripted scenes' date=' not like it does anything, just liked the idea of having reactive people. But I am 100% sure its not Ultimatum thats causing the CTDs. I am not using BOSS and have never used it, but I will try it out tonight when I get home. As to making merge files, unfortunately the last time I tried it did not work out soo well lol. If I knew how to make merge files I would finally be able to merge a better cass/veronica with sandbox and follower home marker. But i've always treat conflicting mods with caution as I don't' want to screw up everything and I usually just do without the conflicting mod through trial and error. As to PN, I am aware it makes many mechanic changes that make some of my mods irrelevant, I have gone through my list and deactivated some e.g. perks every level. From what I can see in my playthroughs, PN is working well with "more perks", the extra perks added by PN seems to be available to me as well i.e. I see perks from both PN and more perks (But of course there may be conflicts I have yet to see e.g. what happens when I pass the vanilla lvl30 or just conflicts that cannot be seen in-game). [/quote'] PU is dynamically changing NPC behavior via script. If they don't finish and you leave the cell bad things will happen. I've learned that the hard way... As for the merged patch, that's actually pretty easy. There are a ton of tutorials out there, that cover them. If you're more the visual type, I'd recommend watching on Youtube. Making Sandbox, follower home marker and whatever visual overhaul compatible, requires some basic understanding of FNVEdit. I don't think that the merged patch can make them compatible, as it is more for merging leveled lists and form lists (i.e. New weapons, vendor inventories, ammo, recipes, etc). At least it didn't for me. The problem with the Jacobstown lodge, can be any number of things. If you're lucky, you get away with the steps mentioned above. If it doesn't work, one thing you could try, is entering with no mods at all in your data folder. If it's gone, activate half of them and check again. If it happens now it's one of those. Repeat until you find the culprit. If it happens with no mods installed at all, you might be victim of a corrupt save. I hope this will help a bit.
Nichoice Posted November 23, 2012 Author Posted November 23, 2012 It can't be a corrupt save, I started a new game and jumped to Jacobstown with console and it still happened. As for the merged file, I think the sandbox mod on nexus actually provides a tutorial on combining it with a better Cass. But I think the Sandbox mod also conflicts with Follower home marker. Not sure, I will need to look at it more when I get home tonight. Well fingers crossed with BOSS, hopefully that will fix some conflicts for me. If not I am gonna have to go through my mods half and half, then one by one. But i have a sneaking suspicion its Spice of Life. I hope its not, I love the clothes in that mod
BruceWayne Posted November 23, 2012 Posted November 23, 2012 From the looks of it the author of Spice of life writes in his description that you need either a merged or a bashed patch. So my bet would be that's it. BOSS your load order, make a merged patch and see if it goes. I didn't really notice SOL until now, it looks really nice. I'm definitely giving that one a shot. P.S. Creating a merged patch is really easy. Download FNVEdit, if you haven't yet. Extract it to your Fallout folder. Open it, let it load all your mods, wait until it's finished, right click anywhere in the left hand window(doesn't matter where or which mod you click), select merged patch, give it a name, close FNVEdit and choose yes if it asks you to save. Make sure to load the merged file last in your Mod manager.
KainsChylde Posted November 23, 2012 Posted November 23, 2012 In the newest version of FNVEdit, you have to select "more" at the bottom of the right-click menu. Merged Patch is there.
Nichoice Posted November 23, 2012 Author Posted November 23, 2012 I am at work so I am not gonna be able to try and make a merge file now, but from what I gather from your post I just check the mods I want to merge, select merge from the bottom of the right click menu? I assume i load the merged patch afterwards and don't load the original? I have been reading up on the matter, general advice seems to be keep to simple etc. Armors and Clothing with other Armor and clothing mods, weapons with weapons. Fingers Crossed! EDIT: What mods should I make merge patches with though? I am assuming simple mods like mods that add an armor here and there? As opposed to trying to make one out of complex mods like Project Nevada?
BruceWayne Posted November 23, 2012 Posted November 23, 2012 No, nothing of the sort. You just click "create merged patch" or "other->create merged patch" and don't have to do anything else. It creates it automatically for you. That's why it is so simple. I don't know how it is for the new version (haven't tried it yet, it came out tuesday!?), but some things cannot be merged, like certain NPC entries, like making companion overhauls compatible with sandbox and home marker. That requires manual editing.
KainsChylde Posted November 23, 2012 Posted November 23, 2012 Best bet is to get the FNVEdit Training Manual to really know what you're doing with it. But to make a merged patch you need to do the following. 1. Load ALL MODS in FNVEdit and click ok. 2. Once the program finishes loading, right click the list of mods and select "apply filter". See the Training Manual for which boxes to check in the filter settings. Click OK. 3. Once the filter finishes running, right click again and find "Merged Patch" It will ask you to name the patch. You're free to name it whatever you want. Once you approve a patch name, click ok again. 4. (optional) Scroll to the bottom of your mod list to find the merge patch you just created and click the + next to it. This will give you a list of merges the program couldn't find a simple fix for. These are usually multiple mods that change the same thing, so you'll have to choose which change you want to apply. 5. Once everything else is complete, click the x to close the program. You will get a popup to save your patch. ONLY SAVE THE PATCH! Uncheck any other mods that you may have accidentally changed. 6. Open FOMM or whichever mod manager you use. Your new patch should be at the bottom of the list. Make sure it is activated. Voila! You have just made a merged patch and can now launch the game.
BruceWayne Posted November 23, 2012 Posted November 23, 2012 Best bet is to get the FNVEdit Training Manual to really know what you're doing with it. But to make a merged patch you need to do the following. 1. Load ALL MODS in FNVEdit and click ok. 2. Once the program finishes loading' date=' right click the list of mods and select "apply filter". See the Training Manual for which boxes to check in the filter settings. Click OK. 3. Once the filter finishes running, right click again and find "Merged Patch" It will ask you to name the patch. You're free to name it whatever you want. Once you approve a patch name, click ok again. 4. (optional) Scroll to the bottom of your mod list to find the merge patch you just created and click the + next to it. This will give you a list of merges the program couldn't find a simple fix for. These are usually multiple mods that change the same thing, so you'll have to choose which change you want to apply. 5. Once everything else is complete, click the x to close the program. You will get a popup to save your patch. ONLY SAVE THE PATCH! Uncheck any other mods that you may have accidentally changed. 6. Open FOMM or whichever mod manager you use. Your new patch should be at the bottom of the list. Make sure it is activated. Voila! You have just made a merged patch and can now launch the game. [/quote'] That could go in the FAQ or your help thread, if it isn't already.
KainsChylde Posted November 23, 2012 Posted November 23, 2012 Well, reference to the training manual is in my help thread, I just abridged the section about merge patches.
Nichoice Posted November 23, 2012 Author Posted November 23, 2012 I am reading the Manual now, I think I understand what to do for applying filters. Assuming I just follow the diagram on p.30 by checking all 6 of the options. Still a bit hazy with the actual creating of the merge patch, but i am a more hands-on kinda guy. I am gonna have to wait till I get home and give it a try before I know. I hope this solves the CTDs in Jacobstown Lodge. If it doesn't, from what I understand from all this is that there is a massive conflict that even a auto-merge patch cannot resolve. And I am gonna have to do it the old fashion way 1/2 and 1/2 then one by one to find the culprit. Thanks alot for all the help, I hope this works.
Nichoice Posted November 23, 2012 Author Posted November 23, 2012 OMGGGGGGGGGGGG IT WORKED! I COC to the lodge with no crash!!!!! Thank you soo much for the help!
ChancellorKremlin Posted November 24, 2012 Posted November 24, 2012 What used to work for me was COCing to the location (Which didn't crash the game for me) - save it there, exit the game, then load that save, and it would usually allow me to walk around without it crashing, thus fixing that particular save for me. Glad to hear you've fixed it anyway though.
Nichoice Posted November 25, 2012 Author Posted November 25, 2012 What used to work for me was COCing to the location (Which didn't crash the game for me) - save it there' date=' exit the game, then load that save, and it would usually allow me to walk around without it crashing, thus fixing that particular save for me. Glad to hear you've fixed it anyway though. [/quote'] Yea, that is usually the first thing I try. But it didn't work this time, though making a merge patch did. So it must have been a mod conflict that couldn't be solved just by restarting the game. Btw, if a problem can be solved by restarting the game. To the best of my knowledge (I could be wrong here) its probably the game running outta memory i.e. CTDs. Try using the 4GB loader from Nexus or the NVSE friendly version you can get on the NVSE download page. My game never gets any CTDs now.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.