Knightmare23 Posted May 19, 2013 Posted May 19, 2013 Hi, recently i have been having frequent random (30 mins or less) ctd's while playing fallout: new vegas - ultimate edition. I had this problem before in another computer but wasnt able to fix it. Things ive tried: - Reinstall mods - Reinstall game - stutter remover and make fnv use 2 cores The ones mentioned above did not fix the problem, i figured it could be something load order related so i tried to change my load order but still didnt work. Im no expert in load order. Here is my load order. Need help [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] CaravanPack.esm [X] Interior Lighting Overhaul - Core.esm [X] NSkies URWLified.esm [X] Project Nevada - Core.esm [X] Project Nevada - Equipment.esm [X] ELECTRO-CITY - CompletedWorkorders.esm [X] ELECTRO-CITY - Highways and Byways.esm [X] New Vegas Redesigned II.esm [X] Project Nevada - Rebalance.esp [X] Project Nevada - Cyberware.esp [X] jokristinascloset.esm [X] T6M Equipment Replacer NV.esm [X] Mission Mojave - Ultimate Edition.esp [X] MMUE POP.esp [X] MMUE-CP-New Vegas Redesigned.esp [X] MMUE-CP-ILO.esp [X] CASM.esp [X] The Mod Configuration Menu.esp [X] The Weapon Mod Menu.esp [X] Project Nevada - Dead Money.esp [X] Project Nevada - Honest Hearts.esp [X] Project Nevada - Old World Blues (No Cyberware).esp [X] Project Nevada - Lonesome Road.esp [X] Project Nevada - Gun Runners' Arsenal.esp [X] Power Armor Training Perk.esp [X] FalloutNVCheatTerminal.esp [X] Boacombat2glove.esp [X] boa ncrpahelmet.esp [X] NCR Rearmament v1.5 (Lore).esp [X] CNR_Beta.esp [X] Neckchains.esp [X] T6M Dead Money Armor.esp [X] T6M Old World Blues Replace.esp [X] T6M Under Wear.esp [X] XVEnclaveBunker.esp [X] Project Nevada - XV Enclave Bunker Patch.esp [X] NVR- Recommended.esp [X] New Vegas redesigned- Honest Hearts.esp [X] MojaveDelight.esp [X] MojaveDelighted.esp [X] Voice dissonance fix.esp [X] NVWillow.esp [X] WMXUE.esp [X] WMXUE-PN.esp [X] WMXUE-ArenovalisTextures.esp [X] WMXUE-CouriersStash.esp [X] EVE FNV - ALL DLC.esp [X] Project Nevada - EVE All DLC.esp [X] MMUE-CP-EVE.esp [X] WMXUE-EVE.esp [X] NSkies URWLifiedOWB.esp [X] NSkies URWLifiedHH.esp [X] NSkies URWLifiedDM.esp [X] Interior Lighting Overhaul - Ultimate Edition.esp [X] ILO - PipBoy Light.esp [X] LevelersHouse.esp [X] GRA-WRP-Patch-Two_Unofficial.esp
DoctaSax Posted May 19, 2013 Posted May 19, 2013 A load order like that needs a merged / bashed patch. You should look into using FNVEdit to make your mods work together.
Knightmare23 Posted May 19, 2013 Author Posted May 19, 2013 How do i know which one to patch and do i still need the patches individual patches or should i just create one big merged patch?
DoctaSax Posted May 19, 2013 Posted May 19, 2013 You still need the invdividual patches between mods; you just need to make your own, final patch too that resolves all remaining conflicts specific to your own load order. No matter how many patches exist for a particular mod, the modder can never know which other mods you have installed that affect the same record. If NVR redesigns an npc's face, and another mod changes that npc's inventory, and another changes the hair, you've got a conflict. The same with mods that alter a cell and others that alter the climate for that cell. Some conflicts won't crash your game, others will. It's up to the users to figure this out if they want to use many mods together. If you learn the basics of FNVEdit you'll always be able to find the source of conflicts and force things to work together. See http://newvegas.nexusmods.com/mods/38413/? for a manual. Don't pay attention to the masterupdate/masterrestore section, but read the rest. Seems scary at first (big file), but it's better in the long run.
Knightmare23 Posted May 21, 2013 Author Posted May 21, 2013 ok, I used fnvedit and started with an auto-merged patch but there are still a lot of conflicts in it...mostly face data conflicts between new vegas redesigned II and mission mojave. I was able to fix everything except for the face data conflicts. It seems that no matter what data I choose, mmue's or fnvr2's, fnvedit still marks them as a conflict. anyone know how to resolve this or if this is already resolved in mmue's fnvr2 patch?
BruceWayne Posted May 21, 2013 Posted May 21, 2013 If you use the NVR-MMUE patch it is natural that it conflicts with those two. If it wouldn't, there'd be no patch. It combines the changes made by the two and overwrites both of those mods, thus the conflicts are intended and necessary.
Knightmare23 Posted May 21, 2013 Author Posted May 21, 2013 you mean i dont need to include it in my merged patch? ok, im going to try playing fnv again. hope this fixes the ctds.
Knightmare23 Posted May 22, 2013 Author Posted May 22, 2013 Still got ctd's. I loaded everything in fnvedit and found 2 more conflicts: I tried to change it around but i still got conflict. tried to remove it but got more conflict. how do i resolve this?
BruceWayne Posted May 22, 2013 Posted May 22, 2013 Still got ctd's. I loaded everything in fnvedit and found 2 more conflicts: conflict1.jpg conflict2.jpg I tried to change it around but i still got conflict. tried to remove it but got more conflict. how do i resolve this? That is not the source of your ctds. Again, the merged patch combines leveled lists. As you can see, it has combined entries from both mods into one list. The conflicts in these cases are wanted, since you merged both lists. If you were to remove the merged patch, you'd see that the last loaded mod were the conflict winner. But it would have negated all changes made by the mods that came before.
Knightmare23 Posted May 23, 2013 Author Posted May 23, 2013 hmm, then what could be causing the ctds? I sorted the load order using boss then manually sorted the ones that boss did'nt recognize. My load order right now is still the same as the one in the original post with the merged patch loaded last. Mods not recognized by boss: [X] CNR_Beta.esp [X] XVEnclaveBunker.esp [X] Project Nevada - XV Enclave Bunker Patch.esp [X] MMUE-CP-ILO.esp [X] MojaveDelight.esp [X] MojaveDelighted.esp [X] LevelersHouse.esp [X] GRA-WRP-Patch-Two_Unofficial.esp [X] T6M Dead Money Armor.esp [X] T6M Old World Blues Replace.esp [X] T6M Under Wear.esp [X] WMXUE-CouriersStash.esp [X] WMXUE-ArenovalisTextures.esp [X] WMXUE-EVE.esp
Halstrom Posted May 23, 2013 Posted May 23, 2013 You might also try the latest SCR beta, it's apparently fixed some CTD's around Legion camps.
BruceWayne Posted May 23, 2013 Posted May 23, 2013 hmm, then what could be causing the ctds? I sorted the load order using boss then manually sorted the ones that boss did'nt recognize. My load order right now is still the same as the one in the original post with the merged patch loaded last. Mods not recognized by boss: [X] CNR_Beta.esp [X] XVEnclaveBunker.esp [X] Project Nevada - XV Enclave Bunker Patch.esp [X] MMUE-CP-ILO.esp [X] MojaveDelight.esp [X] MojaveDelighted.esp [X] LevelersHouse.esp [X] GRA-WRP-Patch-Two_Unofficial.esp [X] T6M Dead Money Armor.esp [X] T6M Old World Blues Replace.esp [X] T6M Under Wear.esp [X] WMXUE-CouriersStash.esp [X] WMXUE-ArenovalisTextures.esp [X] WMXUE-EVE.esp Most, if not all of them come with load order recommendations in their readme or on their page. Compatibility patches have to be loaded after the mods they make compatible with each other (for instance WMXUE-EVE after WMXUE and EVE).
Knightmare23 Posted May 23, 2013 Author Posted May 23, 2013 @Halstrom: Thanks for the letting me know. ill try that. @BruceWayne: Yup, some of them dont have anything about load order in their readmes so I ran boss then sorted them based on their respective dependencies. I also arranged them by categories like armor mods, sound mods, etc based on how boss arranged the mods it recognised. Mods I didnt sort: - LevelersHouse.esp (requires FalloutNV.esm) http://newvegas.nexusmods.com/mods/47473/? - GRA-WRP-Patch-Two_Unofficial.esp (requires FalloutNV.esm and GunRunnersArsenal.esm) http://newvegas.nexusmods.com/mods/50279//?
BruceWayne Posted May 23, 2013 Posted May 23, 2013 Load them wherever you feel comfortable. They have known issues and bugs listed in their respective OPs. Consider them before making a desision. I use the WRP and GRA without a patch and haven't noticed anything yet. Maybe it'll work without it. Some general stuff: If I were to speculate, which mods could cause problems, EVE caused me a lot of crashes back in FO3. Maybe it isn't very stable for FNV either. I can vouch for PN, WMX, MMUE, WRP and NVR working together with merged/bashed patches. I can't really tell what all those optional MMUE files in your load order are or what they are supposed to do. As a general rule for an unstable game, remove mods until it is stable again. Once you reach stability you can add mods one at a time to see if they work together. It would be best to try them at once, to see if they do. If you install all of them in big chunks, it gets difficult to tell if they're working or not or wether or not they are causing crashes. Install them with FOMM, so if you decide to remove them, FOMM can handle the removal of loose files, which can be a pain for larger mods.
Knightmare23 Posted May 24, 2013 Author Posted May 24, 2013 Made some progress...uninstalled EVE then made a new merged patch without EVE and was able to play for about an hour or two before getting a ctd. The extra mmue patches are for the preorder packs, project nevada, fnvr, and interior lighting overhaul. Do you not use them and still get a smooth gameplay?
BruceWayne Posted May 24, 2013 Posted May 24, 2013 If it helps you, here is my (working) load order: [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] ClassicPack.esm [X] SomeguySeries.esm [X] AWorldOfPain(Preview).esm [X] Primary Needs HUD.esm [X] Project Nevada - Core.esm [X] Project Nevada - Equipment.esm [X] JIP Selective-Fire.esm [X] Lone Gunman's Tools of Trade.esm [X] Sexout.esm [X] SexoutCommonResources.esm [X] SexoutStore.esm [X] Project Nevada - Rebalance.esp [X] Project Nevada - Cyberware.esp [X] msexBase.esm [X] iHUD.esm [X] CINEMATECH.esm [X] ELECTRO-CITY - CompletedWorkorders.esm [X] ELECTRO-CITY - Highways and Byways.esm [X] New Vegas Redesigned II.esm [X] Lings.esm [X] AWOPDeadMoney.esp [X] AWOPLowLootMWeapons.esp [X] AWOPLowLootMWeaponsArmor.esp [X] AWOPLowLootGeneral.esp [X] AWOPLowLootSkillBooks.esp [X] The Mod Configuration Menu.esp [ ] AWOP-PNRebalanceHPpatch.esp [X] Mission Mojave - Ultimate Edition.esp [X] MMUE-CP-Electrocity.esp [ ] MMUE-CP-New Vegas Redesigned.esp [X] DarNifiedUINV.esp [X] CASM.esp [X] Readius_NV.esp [X] The Weapon Mod Menu.esp [X] populatedcasino.esp [X] Project Nevada - Dead Money.esp [X] Project Nevada - Honest Hearts.esp [X] Project Nevada - Old World Blues (No Cyberware).esp [X] Project Nevada - Lonesome Road.esp [X] Project Nevada - Gun Runners' Arsenal.esp [X] Project Nevada - Extra Options.esp [X] MMUE-CP-PNCore.esp [ ] MMUE-CP-PNRebalance.esp [ ] MMUE-CP-PNEquipment.esp [X] SecretStash80.esp [X] avangraffscorned.esp [X] Goodsprings Filler.esp [X] NewVegasBounties.esp [X] NewVegasBountiesII.esp [X] TheInheritance.esp [X] CourierCacheWSE.esp [X] TheCollector.esp [X] Casino Exchange All.esp [X] ManualReload.esp [X] AG Supplementary Uniques-AllInOne.esp [X] AG Supplementary Uniques-GRA.esp [X] 1nivVSLArmors.esp [X] 1nivPNSLPatch.esp [X] DragonskinTacticalOutfit.esp [ ] DragonskinNCRPersonnelWearingOutfits.esp [X] DragonskinBonusPack.esp [X] iL-Camouflage Ghost Bodysuit.esp [X] merccustom.esp [X] VegasOutfits.esp [X] WastelandCourier.esp [ ] NVR- Recommended.esp [X] New Vegas redesigned- Honest Hearts.esp [X] KillingKarmaFix.esp [X] dD - Enhanced Blood Main NV.esp [ ] dD-Reduced Dismember Force.esp [X] dD-Reduced Ragdoll Force.esp [ ] dD-Smaller Spatters Realistic.esp [X] WeaponModsExpanded.esp [X] Project Nevada - WMX.esp [X] WMX-ModernWeapons.esp [X] WMX-DeadMoney.esp [X] WMX-HonestHearts.esp [X] WMX-OldWorldBlues.esp [X] WMX-LonesomeRoad.esp [X] WMX-GunRunnersArsenal.esp [ ] WMX-MW-GRA.esp [ ] WMX-ArenovalisTextures.esp [X] WMX-PreOrderPackClassic.esp [ ] MMUE-CP-WMX.esp [X] FewPosesMore NVedition.esp [X] 7DanceFnV.esp [X] MediumBeard.esp [X] SideburnsBeardShort.esp [X] Sideburns.esp [X] SGD's Black Bandana.esp [X] SmallerTalk.esp [X] CNR_Beta.esp [X] housemod.esp [X] jotoughgirl.esp [X] SalvagedCourierDLC04.esp [X] BlackMountainThugArmorT6m.esp [X] Type 6.esp [X] T6M Combat Uniform NV.esp [X] MojaveDelight.esp [ ] Veronica.esp [X] MCL_Weapon_Pack_1.4.esp [X] SexoutZAZ.esp [X] MaresLeg.esp [X] msexVeronica.esp [X] SexoutSex.esp [X] SexoutFadeToBlack.esp [X] SexoutConsequences.esp [X] SexoutDiscounts.esp [X] SexoutAffairs.esp [X] SexoutAffairsMojaveDelight.esp [X] MalePreset.esp [X] NVWillow.esp [X] SexoutWillow.esp [X] PinupPoses.esp [X] SariDPosesNV.esp [X] Slave In Pose NV Edition.esp [X] DYNAVISION 2 - Dynamic Lens Effect.esp [X] ELECTRO-CITY - Imaginator.esp [X] Directors Chair.esp [ ] Cass Barks.esp [ ] Merge.esp [X] Bashed Patch, 0.esp Deactivated mods are all included in the bashed patch. Usually I have either NSkies or Project Reality loaded as well. Their .esps go right above the bashed patch. PR can even be loaded after that. Some of my mods are not sorted at all, because they don't need to, as they change a single aspect or are minor changes, that don't conflict.
van_gelis Posted May 24, 2013 Posted May 24, 2013 You may whant to play the game in windowed mode -i do to sometimes- so if a crash occurs you can avoid black screens and task manager.Plus geting ocasionally a crash -CTD- i think that it is feature of NV short off ,you can also check Fallout nv 4Gbhttp://newvegas.nexusmods.com/mods/35262/? it works for me .
astymma Posted May 24, 2013 Posted May 24, 2013 The two most common causes of CTD's imo are the following: Deleted References... one mod deletes a reference and another mod later tries using and/or referencing it. Guaranteed CTD. The best way to fix this problem is to open your entire load order in FNVEdit, then choose Apply Filter, select ONLY "Conflict Status Inherited By Parent" (and let it take the god awful 10 minutes to do this) and then, on each mod in your load order EXCEPT vanilla FalloutNV.esm and the DLCs, right click the mod title and choose "Undelete and Disable References". This will remove the delete from the record and disable the record instead. Prevents that type of CTD. Invalid Pathing... very common source of CTDs. Many mods add/remove/edit/delete pathing. If you keep CTDng in a specific area, find out what mods edit the navmeshes in that area and delete ALL of them except the one you want. Merging pathgrids/navmeshes has never worked consistently using any merge tool... at all... ever... seriously. Best bet is pick one navmesh and let it and only it modify vanilla. Simply accept that occasionally your NPCs might run into something. It's better than random CTDs from a cell every time you go there. As an example, a ton of mods alter the navmeshing in Goodsprings. I completely removed the records from ALL mods that modify the Goodsprings navmeshes except for AWOP since it had the most alterations. The vanilla pathing will get NPCs to and from most modded houses as long as they built them by roads or in existing ruins. Are these perfect solutions? Nope. Do they work? Yup.
DoctaSax Posted May 24, 2013 Posted May 24, 2013 Deactivated mods are all included in the bashed patch. Usually I have either NSkies or Project Reality loaded as well. Their .esps go right above the bashed patch. PR can even be loaded after that. Some of my mods are not sorted at all, because they don't need to, as they change a single aspect or are minor changes, that don't conflict. Last time I made a full install was with an older version of Nskies, but I remember it didn't exactly need to go last in the LO back then. The only reason that was suggested was that its changes to cells' climate data would load after mods that edited those cells too (like dropping a weapon chest in there somewhere), but you can import that data in your merged/bashed patch.
BruceWayne Posted May 24, 2013 Posted May 24, 2013 *snip* Last time I made a full install was with an older version of Nskies, but I remember it didn't exactly need to go last in the LO back then. The only reason that was suggested was that its changes to cells' climate data would load after mods that edited those cells too (like dropping a weapon chest in there somewhere), but you can import that data in your merged/bashed patch. I was mostly playing with Project Reality, until I found out recently, that it was the reason that my fps were basically halved most of the time. I always did let that one load last. Nskies is an .esm (now? not sure if it always was) so loading it last is not really an option. It seems though, that the merged/bashed patch make it work like intended. *snip Very informative. It's definitely worth to keep an eye out on those problems. While I was mostly aware of the problems regarding disabling/deleting, I was kind of oblivious to the whole navmeshing thing. Although I know that they can be some nasty little buggers in some cases...
DoctaSax Posted May 24, 2013 Posted May 24, 2013 Nskies is an .esm (now? not sure if it always was) so loading it last is not really an option. It seems though, that the merged/bashed patch make it work like intended. Yeah, I'm behind a little, working my way through a new install. I just got a pet peeve about mod authors claiming "last slot" in your LO for a variety of reasons, which ends up being confusing. Much better to know what's the data in it that needs to load last, and the variety of ways to make sure it does, ie through patching in addition to LO manipulation. btw, good point about disabling & undeleting, astymma. Always worth it.
Knightmare23 Posted May 24, 2013 Author Posted May 24, 2013 @van_gelis: what does it mean when it says 4GB virtual memory? is it 4GB vram? @astymma: thanks! ill keep an eye for them while im doing the merged patch. I have been looking at wrye flash for awhile now and dont really get how to install it. I extracted the contents and found that there is no .exe file and no readme. Do i really need a bashed patch or could i do that with fnvedit as well?
Knightmare23 Posted May 29, 2013 Author Posted May 29, 2013 ok, it looks like ive fixed all of them and i dont get a lot of ctd except when entering the vicki and vance at primm.
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