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Game Chrashing more often then it should


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My game chrashes on loading screens,after loading screens , freezes , and in some rare cases just chrashes while doing normal stuff that shouldn't chrash the game\

Computer specs:

Intel® Core i7-4790S CPU @ 3.20 GHz 3.20 GHz
RAM: 12.0 GB
System: 64-bit Operating System, x64-based processor
Graphic Card: NVIDIA GeForce GTX 745
Running windows 10-64 bit

Dedicated Video RAM:4096 MB

Game folder:E:\Steam\steamapps\common\Fallout New Vegas

Free Hard Drive Space:61.5 GB

Ultimate Edition

I have: NVSR,NVSE,NVAC,4GB Patcher,nvseconfig.ini,loot,game companion,ordenador

As recomeded by Dubious i went on FNV Genreal Advice Toward game stabilty and so on didn't help

I use TTW Performance Guide (https://taleoftwowastelands.com/content/ttw-performance-guide)

There are some files in there that are missing masters but does are disabled so ignore them

Thanks in advance

P.S:If i forgot anything let me know

P.P.S:Thanks to Dubious for linking me how to ask for help site

Load Order:

GameMode=FalloutNV

FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
YUP - Base Game + All DLC.esm=1
Interior Lighting Overhaul - Core.esm=1
New Vegas Redesigned 3.esm=1
Interior Lighting Overhaul - L38PS.esm=1
JIP Selective-Fire.esm=1
LazarusProject.esm=1
SomeguySeries.esm=1
WMR.esm=1
FCOMaster.esm=1
Gomorrah Redesigned v2.esp=1
Niner.esm=1
NVStripOpen.esm=1
Bitter Springs Redesigned.esp=1
Casa Madrid Redesigned.esp=1
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
House of Horrors.esm=1
Project Nevada - Extra Options.esm=1
oHUD.esm=1
Weapons.of.the.New.Millenia.esm=1
Caliber.esm=1
Military NV Backpacks.esm=1
WMVM.esm=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
FCO - NPC Changes.esp=1
WCP.esp=1
StripOpenMain.esp=1
Weapons.of.the.New.Millenia.Store.esp=1
ADAM Complete.esp=1
NCROverhaul.esp=1
Project Nevada - Rebalance Complete.esp=1
Project Nevada - All DLC.esp=1
ADAM - MERGE.esp=1
boa ncrpahelmet.esp=1
Boacombat2glove.esp=1
AmmoChecking.esp=1
AnT.esp=1
NewVegasBounties.esp=1
NewVegasKiller.esp=1
MoreNiner.esp=1
Better Burned Man.esp=1
CasinoHeists.esp=1
CASM with MCM.esp=1
Crashed Vertibird Interior.esp=1
dD - Enhanced Blood Main NV.esp=1
IntenseTraining30.esp=1
ILO - NVWillow.esp=0
ILO - YUP Patch.esp=1
NVDLC04 Allegiance w Duster.esp=1
LFox Magic Fingers Perk Level 24.esp=1
LFox Magic Fingers Perk.esp=1
Military NV Backpacks - BumBagUseSlot1.esp=1
Military NV Backpacks - No Straps.esp=1
Military NV Backpacks - Vendor Script Replenish.esp=1
NukaCola-Ojo.esp=1
Ragdolls.esp=1
Real Recoil.esp=1
1nivVSLArmors.esp=1
The Weapon Mod Menu.esp=1
UnlimitedCompanions.esp=1
Wild Wasteland YCS Fix.esp=1
The Mod Configuration Menu.esp=1
Armor Replacer Child NPC Fix.esp=1
Project Nevada - Cyberware Additions.esp=1
FCO - OHSB NPC Edits.esp=1
FCO - Russell.esp=0
FCO - Willow (Cazy).esp=0
FCO - Willow.esp=0
DarNifiedUINV.esp=1
FlashlightNVSE.esp=1
pipboy2500_edisleado.esp=1
Weapons.of.the.New.Millenia.Leveled.Lists.esp=1
Reload Sounds.esp=1
Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp=1
Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1
Weapons.of.the.New.Millenia.Store.LITE.esp=1
Weapons.of.the.New.Millenia.Cheat.Cabinet.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
ILO - New Vegas Bounties II.esp=0
ILO - New Vegas Bounties.esp=1
FNV Realistic Wasteland Lighting - Full.esp=1
New Vegas Redesigned 3.esp=1

 

Ignore the file extension

Edited by skyrimguy14164
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CTDs on "loading screens" depends upon whether it is before you "load a saved game" or after. Please see the 'Issue: Modded game CTDs on startup' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

You are using CASM with MCM, which is good. You may need to scale back some of the times when it saves, and put a delay in (I use 5 seconds) to ensure scripts that initialize when you change cells have a chance to complete before a save is made.

 

Otherwise, the most likely cause is exhausting your "heap size". Please see the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

-Dubious-

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Why are you using TTW guide if you are not playing TTW? From what I understand that guide is set up specifically for those playing TTW.

 

Did you use LOOT to manage your load order? From the look of your mods you should use a merged patch created thru FNVEdit or a bashed patch, Wrye Smash.

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As I said in my post I am using nvse_config.ini and i have it set to 500 ( and scrap heap size to 128) which is maximum and also have 4gb patcher so I've done everything I can in the heap department

As for the TTW guide it helped me with fps gain and it revolts about tweaks in the ini's (like turning on the built in purge system )

And as i also said in the post I'm using loot

And for the merge patch I thought those are only required if your plugin cap is over 139 but mine is 83

Edited by skyrimguy14164
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Your hardware is capable of handling the loads. NVSR also has some "heap management" options. Though there have been mixed results: they help some people and hurt others.

 

You are confusing "merge plugins" with "merge patches", which are similarly named but different beasts. "Merge plugins" combine multiple non-conflicting plugin files into one to reduce the active plugin count. (As you said, you don't need it for that purpose at this time.)

 

But "merge plugins" do not deal with "record level conflicts" to surmount the "rule of one", which you do need to deal with. "Merge patch" files do record level conflict resolution. They can be created as a Wrye Flash "bashed patch" file, or a manually created FNVEdit "merge patch" file, and a "Mator Smash" "smashed patch" file. Please see the 'Merge Patch File' section of the wiki "FNV General Mod Use Advice" article.

-Dubious-

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CTDs occur when the game or processor encounters a situation it doesn't know how to handle gracefully. This can take several forms, such as invalid instructions (which usually are the result of one program writing data into the area used by another program's instructions; so called "memory leaks") or partial instructions such as when the "heap" is exhausted and unable to store everything it is supposed to have saved. Another cause is corrupted memory, such as when you have failing/weak RAM chips and it allows a bit to flip or doesn't accurately load saved material from disk. These are just examples. The key point is, CTDs are not supposed to happen.

 

In games this is usually either due to a mod conflict (one overwriting some of the instructions of another), or exhausting the heap, or when the sort order is wrong so the game determines it is missing a "master" file required by a mod to have been previously loaded. (There are other causes, of course.) This relates to "merge patching" in that the "rule of one" means only the last plugin to touch on a record is loaded. Any other plugins that previously touched that record are ignored, completely as if they were never included. You need "record level conflict resolution" (i.e. a "merge patch") to enable a "winner" to be determined while still allowing other records from earlier loading plugins to be included. If the last touching plugin is a compatibility patch making alterations to more than one plugin, but it is assuming other plugin changes were made, the result is "unpredictable".

 

In very general terms, anything that is changing the game does not really allow for sloppiness. You need to get everything "right". Trying to skip steps so you can "play the game ASAP" is a sure recipe for problems. If you take your time and test each mod one at a time as you install it, you can have a trouble-free game from day one. And often this means learning more than you wanted to about how things have to work.

 

-Dubious-

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The purpose of the "merge patch" is to perform "record level conflict resolution" in order to overcome the "rule of one". In order to do that it needs to be last of all the mods which have those conflicts. The merge patch file is designed to enable all those plugins that touch the same record to include all their other "non-conflicting" records that the "rule of one" would otherwise exclude. There are some exceptions to the "merge patch is last of all plugins" rule (such as ESPs required by some "post-processor" pre-sets such as for ENB/SweetFX), but it is such a common recommendation by mod authors to place their mod last (so it wins conflicts) you need to really investigate to determine if that is actually necessary in each case.

 

I would say as a general guideline that only if the author specifically says "place this mod AFTER a bashed/merged patch file" should you do so. Otherwise, most likely they did not even consider you might be using one.

 

If you are using a merge patch file, the other plugins that want to be last can be placed "anywhere above the merge patch" with the caution that whichever is loading last of them will be the "record conflict winner". Please see the wiki "Bash Tags and the Wrye Bash Patch" article on how "bash tags" affect determining the winner.

 

-Dubious-

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