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New Vegas crash at Primm

new vegas ctd primm

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#1
nithlus666

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Someone help me please! Everytime I enter the area of Primm in New Vegas I just CTD if I try to open my inventory, the pause menu, VATs, or if I go inside a building in Primm. There's no error code or anything it just crashes to the desktop! Here is my mod list in order, I also have the 4GB patch installed and all of that as well.

 

  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     FreesideOpen.esm
 13  d     Functional Post Game Ending.esm
 14  e     More Perks.esm
 15  f     More Perks for Dead Money.esm
 16 10     NVStripOpen.esm
 17 11     More Perks for Honest Hearts.esm
 18 12     More Traits.esm
 19 13     Project Nevada - Core.esm
 20 14     Project Nevada - Equipment.esm
 21 15     Project Nevada - Rebalance.esp
 22 16     Project Nevada - Cyberware.esp
 23 17     Project Nevada - Extra Options.esm
 24 18     More Perks for Old World Blues.esm
 25 19     More Perks for Companions.esm
 26 1a     SomeguySeries.esm
 27 1b     YUP - NPC Fixes (Base Game + All DLC).esp
 28 1c     FCO - NPC Changes.esp
 29 1d     FCO - OHSB NPC Edits.esp
 30 1e     Project Nevada - Rebalance Complete.esp
           Project Nevada - All DLC.esp
 31 1f     Project Nevada - Cyberware Additions.esp
 32 20     FOVSlider.esp
 33 21     LootMenu.esp
 34 22     Reload Sounds.esp
 35 23     The Mod Configuration Menu.esp
 36 24     Project Nevada - Gun Runners' Arsenal.esp
 37 25     Project Nevada - Honest Hearts.esp
 38 26     Centered 3rd Person Camera - Unraised.esp
 39 27     Project Nevada - Dead Money.esp
 40 28     Project Nevada - Lonesome Road.esp
           Functional Post Game Ending - Populated Casinos Patch.esp
 41 29     FreesideOpenPatch.esp
 42 2a     NCR Rearmament v1.5.esp
 43 2b     More Perks Update.esp
 44 2c     StripOpenMain.esp
 45 2d     Functional Post Game Ending - Strip Open Patch.esp
 46 2e     More Perks for Companions Update.esp
 47 2f     More Perks for Dead Money Update.esp
 48 30     More Perks for Old World Blues Update.esp
 49 31     Readius_NV.esp
 50 32     dD - Enhanced Blood Main NV.esp
 51 33     EVE FNV - ALL DLC.esp
 52 34     WeaponModsExpanded.esp
 53 35     Russell.esp
 54 36     FCO - Russell.esp
 55 37     FalloutNVCheatTerminal.esp
 56 38     Delay DLC - DM + HH + OWB + LR + GRA.esp
 57 39     Project Nevada - WMX.esp
 58 3a     Project Nevada - EVE All DLC.esp
 59 3b     Project Nevada - Old World Blues.esp
 60 3c     Ross' Perks.esp
 61 3d     Functional Post Game Ending - YUP Patch.esp
 62 3e     More Traits Update.esp
 63 3f     More Perks for Honest Hearts Update.esp
 


#2
dubiousintent

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Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because the game engine was not able to predictably handle the error.  Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article.

Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located.

"NVAC - New Vegas AntiCrash" error log entries are described on the "Description" page.  This an important log for "in-game" errors.  Some are intended to assist mod authors; while others are there to help "you, the player" trying to resolve a problem.  You are interested in the entries which are NOT automatically handled successfully by NVAC, and records which do NOT begin with "00" (which are in the vanilla game files and not typically going to be fixable by yourself).  Key entries to look for are the following "letter codes":
* "e" entries are Exceptions handled specifically by NVAC's targeted code changes
* "h" entries are exceptions identified Heuristically by NVAC's "global" exception handler, sometimes handled unsuccessfully.
* "m" entries are "Middle of nowhere" exceptions, sometimes handled unsuccessfully.
* "ñ" entries are Null instruction exceptions, sometimes handled unsuccessfully.
* "n" entries are Null pointer call exceptions, sometimes handled unsuccessfully.
* "o" entries are stack Overflow exceptions, usually handled unsuccessfully.
* "q" entries are program self-termination information; these are effectively crashes.
* "u" entries are Unhandled exceptions reported from the Unhandled Exception Filter; these are crashes (and the NVAC author wants to hear about them).
* "v" entries are unhandled exceptions reported by NVAC's "global" exception handler; these are crashes.
* "w" entries are informative, relaying exception information as it passes through New Vegas's final exception handler.
* "x" entries are critical errors in Windows exception data; these entries should never occur.
* ":" entries are output from OutputDebugString calls.
* ";" entries are output from the game's own error checking.
Other codes may be of interest, but are not things the player is likely to be able to resolve,  They are useful for informing the author of the mod to aid them in fixing their plugin.  In particular, pass along the:
* "_" entries are informative, relaying that NVAC was loaded and the base address of various DLLs
* "!" entries are informative, relaying human-readable text for the user entries.
Any error codes found in the log but not listed on the mod "Description" page should be reported to the NVAC comments page.

'Expression Error: SYNTAX' is not uncommon, even in vanilla without any mods loaded.  These are basically "typos".  Such errors are reported by NVAC but ignored. Those lines of script code do not get executed, but also are not "fatal" to the game.  They are the sort of thing mods like "Yukichigai Unofficial Patch - YUP", "JIP LN NVSE", "JohnnyGuitar NVSE", "lStewieAl's Tweaks" etc. are designed to fix or supplement if possible.

In addition, please see the 'Common Game Problems' and  'HUD-UI-Menu Issues' sections of the wiki "FNV General Mod Use Advice" article.  

"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.

 

* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then you really need to use a "Merge Patch File" with that collection of mods.  Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.  When in doubt, create a "Merge Patch" file for your overall "load order" anyway.  If you add, remove, or change the sequence of plugins in your "load order", don't forget to rebuild the "merge patch" file again.

-Dubious-



#3
gnarly1

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Someguy series may contain deleted navmeshes which will cause CTD.  Also Functional Post Game Ending and Someguy series may conflict. Refer the Someguy modpage posts tab re both these issues reported by other users.







Also tagged with one or more of these keywords: new vegas, ctd, primm

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