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Game is crashing 20-30 min in


superdozer

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Hey there, new to mods.

With the mods I have installed the game is loading and running fine. After about 20-30 min however the sound cuts out and the game freezes/crashes. I have the LOOT and Vortex settings to where they should be I believe. Also have NVSE and 4gb patch installed/working. My computer specs are fine, new gaming laptop. Are there some settings I should check or maybe some of the mods I have are incompatible?

 

Current mods:

NVSE

4gb patch

YUP

NV Stutter remover

NVAC-New Vegas Anticrash

Nevada Skies

Electro city

A World of Pain

Weapons mods expanded

Wasteland flora overhaul

Invisible wall remover

Fallout character overhaul

Willow

UIO interface

Caesars new regime

Weapon Retexure project

NMC texture pack (and patch)

 

I am new to modding and have been working at it a while to start understanding how to set things up, but not sure how to troubleshoot this issue. Any feedback is helpful, thanks!

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Well a full list of your load order would certainly help (Take a snip photo from your MO, if it's too big, try to grab it from Loot, it should come in some weird looking text file), have you seen if Wasteland Flora Overhaul and the Texture Pack have any compatibility? Also I see that you're running WME with WRP, you need to make sure you got the compatibility patch and you need to make sure you're running WRP 1.9.5, since the newest version of WRP uses another mod in conjunction with itself for the weapon skins. Also with Nevada Skies, are you running all of the plugins? or Just the one you need, the other two plugins, unless you don't own the DLCs and you are running TTW, then you don't need the other two plugins, just NevadaSkies.esm and the one esp you need, you can delete the other two or at the least check them off and set them at the very bottom of your load order.

To help with crashing in general, I would suggest you go and find the following:

Zan AutoPurge Crash Protector - https://www.nexusmods.com/newvegas/mods/49319 , Great mod in general and it will also create a save to where you last crashed so you can pick up where you left off or further troubleshoot the problem.

JIP LN NVSE Plugin - https://www.nexusmods.com/newvegas/mods/58277 . Some mods require this and it's nice to have in general, will also help you fix certain things that YUP doesn't pick up immediately.

Unofficial Patch Plus - https://www.nexusmods.com/newvegas/mods/62953 , Use this in conjunction with YUP, they're meant to be used together, and I haven't had an issue running both of them, it's very helpful.

Something else you need to keep in mind is you are not running NVSE.exe, if you have in fact 4GB patch your New Vegas, running the exe through your MO of choice should automatically pick it up and everything should work perfectly. When you are at the main menu, open the console using the ` key and type in getNVSEversion, and if you get a 5, or any number back, you should be good to go. I would also recommend checking the forums for any other issues. Sometimes you can troubleshoot it rather easily.

https://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting , If you are still hard crashing in general, I would consult this further and ensure you don't got any other issue. You're running a very minimal number of mods, so you should be able to figure it out.

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We REALLY need to see a "load order" as produced by "LOOT"; to include the main game and DLC files whenever you report a problem. With modded games its the sequence, not merely the list of mods, which is the cause of many problems. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

Please see the 'Vanilla Load Order' entry in the 'First Timer Advice' section; and the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article.

 

The following are from the "Common Problems" section of that wiki article:

 

For your "delayed crash", please see the 'Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)' and 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' entries in the 'Solutions to "Crash To Desktop" (CTD) problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

* Do not use an "Auto-purge" mod for game play. (That was old advice from before we knew better.) They are designed for debugging by mod creator's only, according to the author of the JIP extensions to NVSE. See the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu', "Cause-2", "Solution-3" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide for the game settings that do the same job.

I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so.

-Dubious-

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We REALLY need to see a "load order" as produced by "LOOT"; to include the main game and DLC files whenever you report a problem.

 

Here is my load order right now. The suggestions you both made are really helpful and I will look into the troubleshooting that is already posted

 

 

 

0 0 FalloutNV.esm

1 1 DeadMoney.esm

2 2 HonestHearts.esm

3 3 OldWorldBlues.esm

4 4 LonesomeRoad.esm

5 5 GunRunnersArsenal.esm

6 6 ClassicPack.esm

7 7 MercenaryPack.esm

8 8 TribalPack.esm

9 9 CaravanPack.esm

10 a YUP - Base Game + All DLC.esm

11 b FCOMaster.esm

12 c IWR.esm

13 d ELECTRO-CITY - CompletedWorkorders.esm

14 e AWorldOfPain(Preview).esm

15 f ELECTRO-CITY - Highways and Byways.esm

16 10 NVWillow.esp

17 11 NevadaSkies.esm

18 12 YUP - NPC Fixes (Base Game + All DLC).esp

19 13 FCO - NPC Changes.esp

20 14 Vurt's WFO.esp

21 15 WeaponModsExpanded.esp

22 16 CNR_Beta.esp

FCO - Afterschool Special.esp

23 17 FCO - GlowingOne.esp

24 18 FCO - OHSB NPC Edits.esp

FCO - Russell.esp

FCO - The New Bison Steve.esp

25 19 FCO - Willow (Cazy).esp

26 1a FCO - Willow.esp

27 1b IWR - Rebuilt.esp

28 1c Weapon Retexture Project.esp

NevadaSkies - TTW Edition.esp

29 1d NevadaSkies - Ultimate DLC Edition.esp

NevadaSkies - Basic Edition.esp

 

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The following are found under the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article.

 

* Move any "inactive/disabled" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message.

* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version.

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata".

FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

* Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW). The reverse also holds true: don't install mods that are not compatible with, or specific to, TTW or FNC if you are playing with them

-Dubious-

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