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Crash on start up via MO 2


Northwain

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I've just started a fresh playthrough of NV and began by using this guide: https://vivanewvegas.github.io/core-utilities.html That said, I only got up to the 4GB Patcher and decided to run the game to see is the NVSE was working. Within 2 to 3 seconds the game will hard crash with no error message... Furthermore, when I run the game normal via the main exe, the game runs fine, no issues.

Any idea what I'm doing wrong? Any help would be greatly appreciated!

Note 1: I have zero mods installed. I only have the stuff to get the game working by putting it in the root folder.
Note 2: I have tried turning the archive validation on and off and running the game... no luck.

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* Are you using the FNV 4GB Patcher (even with the GOG version)? For FNV Steam users (and now for GOG users as well with v1.4 or later) the tool easily solves the problem of the 2GB memory limit and loading NVSE for both the game and '''GECK'''. (Older versions of the tool are deprecated. The latest version (v1.4+) now supports the GOG version for auto loading NVSE, and the "NVSE_CONFIG.INI" file does not work for the GOG version without RoyBatty's patch. Revert to the backup copy created if you did run an older version.) Run the patcher once (as "Local Administrator" if necessary) and thereafter just use the default game FalloutNV.EXE (preferred) or FalloutNVLauncher.EXE (rewrites your INI files) as a normal user. The patched game automatically detects and launches NVSE.

How can you tell if the 4GB Patch is working?
: Look for the "Data\NVSE\NVSE_CONFIG.INI" file which for GOG users will otherwise will not get created without the "nvse_steam_loader". Check the "nvse_steam_loader.log" file (in the game root folder with the FalloutNV.EXE file) for errors.
: The [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] has a function which can be run from the console: "GetIsLAA" (not case sensitive).
: Possible return codes:
:* 0=patch is not applied
:* 1=patch was applied to the executable, but extra memory is not being allocated
:* 2=successfully allocated extra memory from the patch and is fully working.
: If "GetIsLAA" is returning code "1", try running the game from a "Local Administrator" account. If that is succesfull, you need to move the game install location out of the "C:\Program Files" folder tree, or correct the "permissions" on it's folder if you have moved it, as you are going to have other problems down the road. Please see the wiki "Installing Games on Windows Vista+" article for details.
: Alternatively: if the Windows "Task Manager" indicates the "FalloutNV.exe" program has more than 2GB (2,000,000KB) of "Memory (Private Working Set)", then the 4GB Patcher is in effect. However, to the contrary: less does not mean it is not working. The game simply hasn't needed that much memory as yet.

NVSE will only "work" when a mod calls for one of it's functions.

 

* If you are suddenly having a "slowdown" or lag; or a lack of sound; or problems getting NVSE to load, or really anything new unexpectedly, please see the 'Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. This may be due to an on-going series of Windows Updates for the "Meltdown and Spectre Vulnerabilities".

You may need to exclude FNV from "Data Execution Protection (DEP)" and configure " Windows Defender Exploit Guard (WDEG)" (or Microsoft's "Enhanced Mitigation Experience Toolkit (EMET)" for Win7). Please see "Issue - NVSE - fails to load after update KB4058043 to Win10 FCU v1709" under the 'Solutions to Starting the game problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.

* If you have "NVSE logging" enabled (see the 'Checklist Item #4' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide), disable it until actually needed.
(Reading from or writing to disk for any reason is the slowest thing the game does.)

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.

If the problem persists, then work through either the 'Solutions to Starting the game problems' or the 'Solutions to "Crash To Desktop" (CTD) problems' sections in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

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. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned". It is NOT a list of various mods to install that happen to work on the author's machine. It addresses fundamentals underlying how to get the basic game and mods to work together.

 

-Dubious-

Edited by dubiousintent
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Okay, I got it working... not sure how though. That said, I now have a new issue... might be minor though. The main menu has no text but the buttons are still there and clickable. Any idea what this could be?

Note: Again, I have no mods installed.

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Please see the wiki "Missing Masters" article.

Work through the 'Solutions to Starting the game problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. In particular make sure you have the DirectX 9 drivers installed. (Yes, I know the later DirectX drivers are "backwards compatible", but the 10 year old game doesn't know that and is looking for those specific drivers.)

 

"User Interface (UI)" problems indicate you have changed XML files. This is often caused by an "install order" problem with more than one mod replacing or editing the same XML file. Please see the wiki "HUD-UI-Menu issues" article. (This takes some interpretation as applies to your situation. There are too many permutations for an "if A then B" type of guide. If you haven't encountered XML files before then the "TL;DR" section is not going to help by itself.)

"Disabling" mods is not enough to restore things to "vanilla" if they overwrote any files. UI mods definitely do this, and can make "edits" to other existing XML files. You have to "verify local files" to restore the originals, and still may need to delete the "loose files" so those vanilla versions get used from the BSA files. Then correct the sequence in which you install those UI affecting mods. Please see the 'Restoring to "Vanilla"' entry of the wiki "FNV General Mod Use Advice" article.

-Dubious-

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