@Cerdac - Try again. Shouldn't crash all the time
@thatcow212 - Only Hank sells plans, there isn't another merchant
OFFICIAL CRASH TO DESKTOP (CTD) THREAD
Started by
Elderwind
, Dec 16 2010 04:54 AM
50 replies to this topic
#11
Posted 21 December 2010 - 12:49 AM
#12
Posted 21 December 2010 - 01:24 PM
still ctd on fast travel with even 1.4.3 patch
#13
Posted 23 December 2010 - 11:32 AM
First off, let me preface this by saying this has been one of the best ideas for a mod yet. When it works, it's awesome.
Here are some of the problems I have been having. I noticed leatra's post about the walls, when I was having severe CTDs and I have to agree. I had dozens of these things up everywhere, and the more I added the more frequent the CTDs became. I am using the broken overpass in front of Mojave Outpost BTW. I skipped the junk walls and saw vast improvement. I bought some metal pallets to recreate the fallen bridge/overpass (it took 3) and immediately started getting CTDs again. Removed them, and things seemed stable once more. Placed the scavenger truck and immediately had problems again, though not as frequent. This was when I started noticing something that may or may not be a factor.
It was impossible for me to park that behemoth truck without interfering with the environment (by that I mean cutting into preexisting architecture. I also noticed that my guards were flickering more if they weren't placed just right (not too far off the ground, because they don't always sink down to level, but not with their feet in the ground, because they would get stuck). So I am wondering if some of these issues are compounded by the blueprint builds interfering with the vanilla environment.
If this is the case, it might be resolved by creating a fixed sandbox somewhere outside of the pre-programmed world. Or perhaps just adapting it to one of the existing bases/towns and just unlocking buildings, rather than adding them, might be another approach. Honestly, I would enjoy this just as much as a standalone, unintegrated mod.
The only other thing I could think was that maybe BOG was interfering(which is about the only thing I have running that would possibly be interfering), but the guards seem to be a minor glitch compared to the structures.
It would be awesome to see these working flawlessly. Like I said, this is hands down the best mod concept I have seen. I wish I was more of a programmer so I could lend a hand. Good luck and keep up the good work.
Here are some of the problems I have been having. I noticed leatra's post about the walls, when I was having severe CTDs and I have to agree. I had dozens of these things up everywhere, and the more I added the more frequent the CTDs became. I am using the broken overpass in front of Mojave Outpost BTW. I skipped the junk walls and saw vast improvement. I bought some metal pallets to recreate the fallen bridge/overpass (it took 3) and immediately started getting CTDs again. Removed them, and things seemed stable once more. Placed the scavenger truck and immediately had problems again, though not as frequent. This was when I started noticing something that may or may not be a factor.
It was impossible for me to park that behemoth truck without interfering with the environment (by that I mean cutting into preexisting architecture. I also noticed that my guards were flickering more if they weren't placed just right (not too far off the ground, because they don't always sink down to level, but not with their feet in the ground, because they would get stuck). So I am wondering if some of these issues are compounded by the blueprint builds interfering with the vanilla environment.
If this is the case, it might be resolved by creating a fixed sandbox somewhere outside of the pre-programmed world. Or perhaps just adapting it to one of the existing bases/towns and just unlocking buildings, rather than adding them, might be another approach. Honestly, I would enjoy this just as much as a standalone, unintegrated mod.
The only other thing I could think was that maybe BOG was interfering(which is about the only thing I have running that would possibly be interfering), but the guards seem to be a minor glitch compared to the structures.
It would be awesome to see these working flawlessly. Like I said, this is hands down the best mod concept I have seen. I wish I was more of a programmer so I could lend a hand. Good luck and keep up the good work.
#14
Posted 23 December 2010 - 03:18 PM
BOG = beware of girl body replacer... if it changes anything other then player mesh then it is incompatible.. and I tested BOG and itrs incompatible
#15
Posted 24 December 2010 - 01:19 AM
Okay, This is kinda getting annoying. I first should start of that everything works fine but the NCU or what ever they are. So My patrol guys are fine, my patrol robots are fine. But when I add a statinoary sniper or stationary Gaurd. After I stationed them, about 5 to 30 minutes it crashes. It says Fallout: New Vegas is not Responding. Please fix this! I can't use the Statinoary people. BUt everything else is fine...
#16
Posted 24 December 2010 - 01:53 AM
The stationary guards/snipers CTD is an issue with the game engine, not the mod. Elder has been trying too figure a easy way to make a work around too avoid the problem.
#17
Posted 24 December 2010 - 04:44 AM
Does anyone know why my game keeps crashing every time i try to fast travel. I think its the mod, but i'm not totally sure. It only started after i installed it. I have NVSE installed and it is working. i can only think that it might be conflicting with objects from my town in RTS. I disabled it, but im not sure if that would get rid of the stuff.
#18
Posted 24 December 2010 - 06:10 AM
iTzQwazy: What mods are you running.. sounds like you have a conflict....
#19
Posted 24 December 2010 - 04:37 PM
CTD whenever I load a save to my fort. I have added a lot to my base which is at the airport south of Camp Searchlight.
#20
Posted 24 December 2010 - 08:06 PM
@psycho2112 - Its the stationary guards



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