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NVAC - New Vegas Anti Crash


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#3511
nue7ra1

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Started playing for the first time in a while, turned textures up to max and downgraded other gfx options in turn. exited from the yangtze compound (from http://www.nexusmods...as/mods/44519/? ), and crashed.
log: 16005613 _ NewVegasAntiCrash FalloutNV.exe
16005613 _ 03510000 06050000 nvac.dll
16005613 _ 03460000 020000C0 nvse_1_4.dll
16014632 e 00AA55A6 C0000005 FalloutNV.exe
16014632 r 00994D5F 00AA55A6 FalloutNV.exe
16014632 ! _OUT_OF_ _MEMORY_ FalloutNV.exe
16014642 f 008C79CB 00000102 FalloutNV.exe

What can I do about it?

#3512
Queued

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In response to post #15643445. #15643620, #15644110 are all replies on the same post.

Oh, uhhh, those settings are actually terrible and most of them probably don't do what you think or want them to.

I'll get to those in a second; I highly recommend NVSR and specifically make sure NVAC doesn't conflict with it. I use NVSR so I sorta don't want my own project to interfere with me using it. While this crash could be (but probably isn't) related to NVSR heap replacement, based on those settings you listed, it's likely just a mix of you having turned on buggy incomplete features, crazy settings and the memory exhaustion that results.

Okay, just going to iterate through those settings and give a little info; they start off fine, but further in the list, there are problems:
- Fullscreen - No problem
- Anisotropic Filtering - No problem
- Antialiasing - No problem, though 8x is ridiculously taxing; traditional MSAA is crazy inefficient and slow
- Shadows - No problem
- Shadow Quality - No problem
- Shadow Filtering - No problem
- Max Shadows in Interiors - No problem
- Full Scene Reflections - Probably fine; I'm not sure which setting this maps to as the Configator made up descriptive names
- Water Reflections Width - No problem, though is Height also set to match?
- Object fade distance - No problem
- Item fade distance - No problem
- Actor fade distance - No problem
- Tree LOD fade - Technically no problem, but as far as I'm aware, vanilla New Vegas doesn't use the Tree LOD system and Tree LOD models are part of Object LOD instead
- Object LOD fade - No problem
- Land Quality - No problem
- Threaded Morpher - Does nothing; the game reads the value but never uses it
- Threaded Blood - Does nothing; the game never even reads this value
- Threaded Particles - Does nothing; the game reads the value but never uses it
- Threaded AI - Possible cause of crashes; use at your own risk
- Models Cloned in Background - Does nothing; the game never even reads this value
- Load Files in Background - Likely safe; however, use at your own risk
- Load lip files in background - Unknown impact; use at your own risk
- Havok Threads - Does nothing; the game never even reads this value
- Grids loaded - LEAVE THIS AT 5. This needs to be an odd value (5, 7, 9, etc.) and the game has code that only works properly when this is at the default of 5. Turning this up drastically increases memory and processor use. Also, this is probably why you're crashing outdoors.
- Pre-Emptively Unload Cells - Possible cause of crashes; use at your own risk
- Unload cells on fast travel - Possible cause of crashes; use at your own risk
- Use hard drive cache - Unknown impact; use at your own risk
- Preload Size Limit - Dumb setting; this is the data buffer for Bink video

I would highly recommend resetting your settings to default and using the game's vanilla launcher to adjust settings. Of the settings you listed, the ones that are worthwhile are adjusted to usefully high settings, with the exception of Object LOD fade (fBlockLoadDistanceLow, if I remember correctly which setting that corresponds to, and honestly can be increased by a factor of 10 via manually editing FalloutPrefs.ini) and the grass render distance (fGrassStartFadeDistance, which normally maxes at 7000, but NVAC extends range on by one cell, so increasing this number by maybe double should meaningfully extend grass render range). Also, the vanilla launcher doesn't properly toggle Vsync (it alters iPresentInterval in the wrong INI file).
[line]
- Edit - In response to your other two posts:
- More info is always fine and good so don't hesitate to post more, though if you reply to your own comment with the new info, if it's all coming in quick succession and related to a specific crash, that tends to keep things tidier and makes it easier for my replies to you to be focused in one place (and so that it all stays together instead of the comments drifting apart as some are replied to but other aren't).
- NVSR is fine, no comment on NVEC or Zan's; it's unlikely any of the three is the reason you're crashing, but the benefits (or otherwise) of NVEC or PCB (via Zan's) I've never actually looked into (nor do I use).

Edited by Queued, 16 June 2014 - 07:38 AM.


#3513
Queued

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In response to post #15646080.

Use a LAA (4GB) launcher, use ENB's ENBoost capability, remove high resolution texture mods, or a mix of the three (ENBoost is the most effective of the three). Other video settings have very little impact on address space (memory) usage; it's pretty much all textures.

A single massive or overly complex cell can also use up a lot of address space, but a LAA launcher or ENBoost will still help such a situation (by making more address space available for the cell data by increasing raw address space or reducing the address space taken up by textures, respectively).

#3514
lcimolino

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In response to post #15643445. #15643620, #15644110, #15646425 are all replies on the same post.

You have been immensely helpful. To be quite honest I didn't know what I was doing when I edited the settings, I just knew that my computer (not necessarily the game engine, but my computer) could handle any graphics settings in this game and I wanted to tone down memory usage in case 4GB wasn't enough to handle all the mods. I will be changing the settings as you recommend and start a new game to test them, then post back with results. Thank you again for doing your best to help my clueless self with this buggy game. :)

Edit: Yes, Water Reflection Height is set to match width, I just forgot to write that in my post.

Edited by lcimolino, 16 June 2014 - 08:20 AM.


#3515
nue7ra1

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In response to post #15646080. #15646485 is also a reply to the same post.

A single massive or overly complex cell can also use up a lot of address space,
that might just be the problem, also thanks for reminding me that ENBoost exists, I had forgotten completely about it.

#3516
lcimolino

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In response to post #15643445. #15643620, #15644110, #15646425, #15647120 are all replies on the same post.

To test if Grids loaded was indeed the problem I started a new game where I only changed the grids loaded option from 12 -> 5 and left all of my other settings intact (silly though they might be). I have played the same game for three hours now without ANY crashes to the desktop! I visited areas that were previously problematic as well in an attempt to force the issue... NO crashes and NONE of the stuttering I experienced all the time before! Grids loaded was the exact problem I was having. Thank you soo much for helping me to figure this out.

Edited by lcimolino, 16 June 2014 - 06:19 PM.


#3517
bitvypr

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In response to post #15634110. #15642715 is also a reply to the same post.

I'm using 4GB Fallout New Vegas. I am also using Poco Bueno and NMC's Texture Pack. No ENBs or memory tweaks to NVSE that I'm aware of. I'll dump the textures <grumble> and see what happens. Thanks!

Addendum:
Removed Poco Bueno and NMC's Texture Pack from the mix and tried to enter the Lonesome Road. Locked up.

16150958 _ NewVegasAntiCrash FalloutNV.exe
16150958 _ 01A90000 06050000 nvac.dll
16150958 _ 035B0000 04020030 nvse_1_4.dll
16151006 e 00A02F52 C0000005 FalloutNV.exe
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16151537 h 00877C8D 89028B4D FalloutNV.exe
16151537 h 00877C92 C7010000 FalloutNV.exe
16151537 h 00877C6D F3A58B4D FalloutNV.exe
16151537 h 00877C8D 89028B4D FalloutNV.exe
16151537 h 00877C92 C7010000 FalloutNV.exe
16151537 h 00877C6D F3A58B4D FalloutNV.exe
16151537 h 00877C8D 89028B4D FalloutNV.exe
16151537 h 00877C92 C7010000 FalloutNV.exe
16151537 h 00877C6D F3A58B4D FalloutNV.exe
16151537 h 00877C8D 89028B4D FalloutNV.exe
16151537 h 00877C92 C7010000 FalloutNV.exe
16151537 h 00877C6D F3A58B4D FalloutNV.exe
16151537 r 4B460608 7700261C
16151537 h 00877C8D 89028B4D FalloutNV.exe
16151537 h 00877C8D 89028B4D F16151537 h 00877C92 C7010000 FalloutNV.e16151537 h 00877C92 C7010000 FalloutNV.exe

Also tried it without the 4GB Fallout New Vegas widget and got the same results.

Other suggestions?

Edited by bitvypr, 16 June 2014 - 07:45 PM.


#3518
EssArrBee

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In response to post #15643445. #15643620, #15644110, #15646425, #15647120, #15658610 are all replies on the same post.

Can I steal this comment for a wiki page on INIs I might do very soon? I need as much info on the snake oil that is INI tweaks that I can get.

#3519
Queued

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In response to post #15634110. #15642715, #15660220 are all replies on the same post.

On the bright side, at least it's consistent; I know that means it's consistently frustrating for you, but it means I can make changes or additions to NVAC and you should be able to directly test if it helps or at least provides new info for me to work with. The null characters / mangled last line are because there's at least 2 threads (probably the game's main thread plus one worker thread) choking at the same time, and NVAC's log output isn't thread safe (the result just being mangled output, no risk of crash because of it, etc.).

So, until the next NVAC release where I'll add an address space exhaustion test to "e 00A02F52" to more conclusively determine if that is the issue, I'd recommend trying ENB's ENBoost functionality (you can use ENBoost without any of the visual modifications ENB is generally known for) to see if that makes a difference. The bad news is that if it is address space exhaustion, regardless of cause, NVAC can't do anything to help (it can only diagnose); only a LAA launcher, ENBoost, or not using memory-hungry mods can reduce the incidence of address space exhaustion.

#3520
Queued

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In response to post #15643445. #15643620, #15644110, #15646425, #15647120, #15658610, #15663480 are all replies on the same post.

Feel free. That list is using the names Configator gives to the settings; the actual INI settings they map to are fairly obvious, but ask if you want any clarified. Aside from iPreloadSizeLimit (info about it being used by Bink video is from a script extender developer, if memory serves), I looked through New Vegas code as I was making that list to determine if they read the setting and then if they actually used the variable set after reading the setting, so I'm fairly confident in the " Does nothing" notes in particular. Aside from INI settings, there is also a crazy amount of Game Settings (set via esp / esm / script / console) that also are never used by the game.

Edited by Queued, 16 June 2014 - 10:04 PM.





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