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CTD everytime I enter Jacobstown Lodge


Nichoice

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Posted

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.

Posted

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.

Posted

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.

Posted

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 :P

Posted

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.

Posted

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 :D(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.

Posted

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).

Posted

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...:D

 

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.

Posted

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 :(

Posted

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.

Posted

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?

Posted

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.

Posted

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.

Posted

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. :D

Posted

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.

Posted

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.

Posted

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.

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