Jump to content

Matrimelee

Members
  • Posts

    87
  • Joined

  • Last visited

Everything posted by Matrimelee

  1. I found the problem: For some reason the uio file "Main And Pause Menus Overhaul.txt" was causing it.
  2. Something I also have noticed recently is that the game boots up like that Why would there be inliner and stack overflow errors (unless the big O stands for something else) on startup?
  3. Interesting. Sadly, that .dll is not responsible for my non-NVAC crashes.
  4. Defaulting all .inis did not work. And reinstalling is not an option here
  5. I tried it without any and it still crashes. I tried it with just Crash Logger, XNVSE, and JIP and it still crashed, but at least gave me a non-intact Crash Log! ModdingLinked: Crash Logger: FIX IT NOW NOW NOW version 5.0 at 2024-10-07 14:46:14.1101504 If this file is empty, then your game didn't crash or something went so wrong even crash logger was useless! :snig: Topmost stack module is NOT ALWAYS the crash reason! Exercise caution when speculating! When asking for help, please send the whole log file! Playtime: 00:00:12.6450149 Exception: EXCEPTION_ACCESS_VIOLATION (C0000005) Last Error: The specified module could not be found. (0000007E) Thread: [FNV] Main Calltrace: ebp | Function Address | Function Name | Source 0x0019FAB8 | jip_nvse (0x1001345A) | DeferredInit+0x32A | D:\VS Projects\jip_nvse\internal\patches_game.h:5600 0x0019FACC | jip_nvse (0x1004EC7E) | NVSEMessageHandler+0x18E | D:\VS Projects\jip_nvse\jip_nvse.cpp:1603 0x0019FB04 | nvse_1_4 (0x10078193) | PluginManager::Dispatch_Message+0x143 | D:\New Vegas Notes\NVSE\nvse\nvse\PluginManager.cpp:884 0x0019FB3C | nvse_1_4 (0x1006D653) | HandleMainLoopHook+0x53 | D:\New Vegas Notes\NVSE\nvse\nvse\Hooks_Gameplay.cpp:718 0x0019FEC0 | nvse_1_4 (0x1006BFB5) | MainLoopHook+0x5 | D:\New Vegas Notes\NVSE\nvse\nvse\Hooks_Gameplay.cpp:46 0x0019FEE0 | nvse_steam_loader (0x100021E4) | | 0x0019FF70 | FalloutNV (0x00ECC470) | | 0x0019FF80 | KERNEL32 (0x1001FCC9) | BaseThreadInitThunk+0x19 | 0x0019FFDC | ntdll (0x100680CE) | RtlGetAppContainerNamedObjectPath+0x11E | 0x0019FFEC | ntdll (0x1006809E) | RtlGetAppContainerNamedObjectPath+0xEE | Registry: REG | Value | DEREFERENCE INFO eax | 0x00000000 | ebp | 0x0019FAB8 | ebx | 0x764E0D00 | ecx | 0x00000001 | edi | 0x0019FAB0 | edx | 0x363BF580 | eip | 0x37D4345A | esi | 0x0019FAB0 | esp | 0x0019FA80 | Stack: # | Value | DEREFERENCE INFO 0 | 0xFFFFFFFF | 1 | 0x0019FAF0 | 2 | 0x0177D678 | 3 | 0x007416D6 | 4 | 0x00741705 | 5 | 0x00790966 | 6 | 0x00799861 | 7 | 0x007BD47D | 8 | 0x007BD4A0 | 19 | 0x37C6C968 | 0x4553564E ==> String: "NVSE" 20 | 0x37C6E8C4 | 0x53564E78 ==> String: "xNVSE %d.%d.%d" 3A | 0x2F0FA5C0 | 0x01000000 ==> None: : 3B | 0x0D0FFC70 | 0x010472D0 ==> RTTI: BSSimpleArray<char const *,1024> 9D | 0x0119FE84 | 0x010F1EE0 ==> Class: TypeInfo: B4 | 0x01082860 | 0x6C6C6146 ==> String: "Fallout: New Vegas" C1 | 0x0019FD9C | 0x6F445C66 ==> String: "f\Documents\My Games\FalloutNV\FalloutPrefs.ini" C2 | 0x0019FDA0 | 0x656D7563 ==> String: "cuments\My Games\FalloutNV\FalloutPrefs.ini" D5 | 0x01771618 | 0x6C6C610A ==> String: " alling winmain= 9108l sizesapps\common\Fallout New Vegas\Data\NVSE\nvse_config.ini" -------------------------------------------------------------------------------- Device: OS: "Windows 10 Enterprise - 19045 (22H2)" CPU: "AMD Ryzen 9 7900X3D 12-Core Processor" GPU: "NVIDIA GeForce RTX 4070 Ti" RAM: "32.00 GB" -------------------------------------------------------------------------------- Process' Memory: Physical Usage: 649.15 MiB / 3.71 GiB (17.07%) Virtual Usage: 2.08 GiB / 4.00 GiB (52.08%) -------------------------------------------------------------------------------- Mods: # | Mod | Author 00 | FalloutNV.esm | ipely 01 | DeadMoney.esm | jfader 02 | HonestHearts.esm | jfader 03 | OldWorldBlues.esm | jfader 04 | LonesomeRoad.esm | jfader 05 | GunRunnersArsenal.esm | jfader 06 | Fallout3.esm | ipely 07 | Anchorage.esm | jduvall 08 | ThePitt.esm | jduvall 09 | BrokenSteel.esm | bchapin 0A | PointLookout.esm | jburgess 0B | Zeta.esm | ipely 0C | TaleOfTwoWastelands.esm | TTW Team 0D | TTWFixes.esm | The TTW Team 0E | SolidProject.esm | TommInfinite and friends. 0F | Helmet Overlay.esm | Slippy 10 | Museum.esm | 11 | Tale of Bi Wastelands.esm | pintocat 12 | Main And Pause Menus Overhaul.esm | Nehred 13 | PointThatSomewhereElse!.esm | Lime 14 | FCOMaster.esm | Drumber 15 | Project Beauty.esm | Dracomies and SpaceOden - TTW Version by Roy Batty 16 | The Armory.esm | THHG 17 | New Vegas Redesigned 3.esm | 18 | AnotherInteriorMod.esm | 19 | The Outfittery.esm | Merge Plugins Script v1.9 1A | 3DNPC_FO3.esm | 1B | HNNV.esm | 1C | 3DNPC_BlueNote.esm | Kris Takahashi 1D | JokerineStripMall.esm | Jokerine 1E | NewVegasUncut.esm | Moburma, TJ, RoyBatty, sandbox6 1F | Interior Lighting Overhaul - Core.esm | Sarge198 20 | TTWInteriors_Core.esm | Chucksteel 21 | TTWInteriorsProject_Combo.esm | Chucksteel 22 | NewVegasUncut - TTW.esm | 23 | NewVegasUncut - TTWInteriors.esm | 24 | Working Vending Machines.esm | Eddoursul
  6. Even by just trying to start New Vegas with only FalloutNV.esm checked doesn't work anymore. ENB was not the culprit either.
  7. I am not sure when it happened, but I can't get into the main menu of my game without NVAC anymore. I tried debugging a crash (which I eventually was able to fix) that happened at a certain place with Cobb's Crash Logger, just to find out that the game crashes at a certain point of loading into the main menu with NVAC removed from the NVSE folder. I admit that I am running a pretty big mod list, though every mod has been manually checked with FNVEdit (Error references removed or changed), and I was able to fix many "problems"/warnings that were listed in the "falloutnv_error.log". A file, that was always very reliable when it came to analysing problems loading into the game (especially freezes because of faulty references bloating up the file to GIGABYTES). Game starts with NVAC falloutnv_error.log https://pastebin.com/dPKP79id Game crashes with No NVAC falloutnv_error.log https://pastebin.com/2ry9MDDG One thing I noticed is that this line doesn't appear when loading up the game without NVAC: NiDX9Renderer::Create> Using D3DFMT_X8R8G8B8 backbuffer format Initializing Shader System... Initializing Sky... Initializing TES... Initializing TreeManager... Activating Tasklet Threads... Loading Files... though that just could be fluff. So the obvious question would be: Why does my install fail to boot the main menu without NVAC? Are there any general "problems"/"errors" which the engine without NVAC definitely wants to see fixed before loading any further? Because I hardly think that "Faction" errors (the line where the non-NVAC game is crashing), telling me that one faction is a friend of another faction which is marked not being a friend to that faction is responsible for breaking the startup sequence. Funnily enough, Cobb's Crash Logger is not able to identify why my game is crashing without NVAC. Am 4GB patch LAA enabled, ENB, Heap Replacer + Mod limit increase with these injectors: Help would be much appreciated!
  8. I am using a lot of texture mods. Ay. NPC Kit mod, creature texture mods. NMC on medium. But I never really get Out of Error messages due to NV Tick Fix and other great performance mods today. Though of course things losing their collision might be a side effect of too much VRAM or "Memory being used" NOT crashing the game. I appreciate the help! Though it seems like that this really is a "me" problem with my load order / texture packs.
  9. Hey there, short question: Do objects that are "Initially Disabled" still take up memory when a cell is being loaded with them in their "Disabled" state?
  10. I could show it, but it won't tell you much, because I have merged many mods together, renamed stuff, and so on. I am not using Rebuild the Capital either. https://pastebin.com/Aj2RTthE Tbh, I did not post here because I wanted my load order to be fixed or corrected, I just wanted to know if other people have experienced the same issue like OP in the last years, and if there was a potentially fix for it.
  11. I've been using TTW Canterbury Commons Redesigned for a while now, removed some unnecessary rubble as personal edits, and made my own navmesh pathing too. But I already encountered this problem way before I made any edits in that place. I do think that the bug is caused by hardcoded memory stuff, some unknown navmesh f*#@ery, or faulty nifs. Or all three together. Very frustrating.
  12. Are you using the Enhanced camera mod and enabled this feature bUseThirdPersonArms? Because that was it for me.
  13. Hello, since I never found an actual cause for this problem, and these problems also occur in a lot of fixed places (not just out of the blue) in my game, I would like to know if people have found an actual solution/trigger for this problem many many years later. There are several places in TTW where this problem can occur, and some places where it definitely will occur (Canterbury Commons, Andale bridge, The Pitt World guard post where a raider on the scaffolding is constantly jumping up and down) unless you fast travel directly to these locations. These problems do NOT affect a whole cell, but just some parts of it. I have thought, since I am using medium texture packs, that a full memory might be the problem, but then again, the (my modified) Open Strip area, which has way more meshes, and is way more performance heavy than CC, is completely free of this problem, and CC also doesn't load up that much memory from one cell away (besides that, most of the time, the game will just crash anyway with full memory). I tried looking at corrupt or multiple navmeshes in FNVEdit, but they were all fine in the places that were prone to go collision-less. For some reason, only the east side of DC seems to be affected by this since I can't think of any places in the west side besides the bridge at Andale. I have been looking at the map, and the world objects around the problem areas for a long time now, and really couldn't find any culprit. My only bet is, that there might be some corrupt objects/meshes/textures/whatever that for some reason are bricking up the collision data of some places, but I def. lack the knowledge to go any further than that. Problem zones in F3 part of TTW Canterbury collision bug perimeters:
  14. It actually was that quest. Oh god, I feel stupid now. I should really restrict my playtime in the Capitol. Thanks for the help!
  15. Does anyone know which quest mod added a NPC right next to the Strip entrance close to the squatters in Freeside, who gives the courier a quest to check on his caravan belongings that he lost somewhere, and bring them back to him? I really have no idea if this was a big, or small quest mod, or if it had any other content.
  16. Sorry for necro, but it has been 5+ years now, and is there a mod out there now, which makes NPC's go loot corpses?
  17. Oh s#*&#33;! For some reason the ugridstoload both in my Fallout.ini and FalloutPrefs reset to 5 some days ago. No idea how this happened, but do you think that this could be the cultprit?
  18. Sorry for the necro, but I am having the same problem as well. The bug is rare, only happens outside, and only affects one cell. Quick saving and quick loading fixes the character / NPC bouncing, but all the objects in the cell are still missing their collision boxes, respectively you just can walk through them. Could this be a ugridstoload problem? (since I set it to 7)
  19. Hello there, am trying to find out why a certain weapon won't play a sound when checking its ammo capacity. I opened up the weapon animation in NifSkope and found the certain spot, where the sound which should be played, is specified. But the question is, WHERE exactly is the animation file looking for the sound? Should it be in the .nif file, or somewhere in the FalloutNV/data/sound folder?
  20. I tried "improved LOD texture noise" and it still looks like this I somehow remember that the LOD used to be more detailed / not so washed out when there was a larger distance between the player and for example a mountain (like the texture you see under the cliff in my picture). Funny thing is, that I never really gave the lod much attention until I saw this scenery. But now, after seeing this, this somehow bugs me. I tried different .ini values, set the terrain values to very big numbers and so on, but the quality stayed the same (means, that the lod only disappears if I am very close by).
  21. Some factions won't attack me though (Goodsprings for example). Even with a -100 reputation.
  22. Hello there, is there some sort of script or item effect in New Vegas which makes all NPC's hostile if you attach it to an item which you are wearing?
×
×
  • Create New...