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New Vegas crash at Primm


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
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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-

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