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Posts posted by MrKeytil
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it is possible those on a website devoted to that version of the game might know better. (If you find one that helps, please provide us with a link so we can direct others there in the future.)
I didn't understand this part. I just un-installed my jip ln nvse plugin and then installed the latest version, which is at this time 55.00
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I un-installed all mods and then re-installed them one-by-one. I think my JIP LN NVSE Plugin was broken. I re-installed it and now it doesn't crash anymore. Thanks for the help, i could upvote or kudos or endorse or whatever upvote system this forum has to your profile if you would tell me how to do it, because i can't seem to find anything like that here
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The Nexus description page of NVAC explains how to interpret it's log file. Exception code "c00000fd" is saying you have two "Stack Overflow" errors. Basically you need to allocate more "heap space" by way of the "Sheson NVSE patch". See the 'Checklist Item #4' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.
That load order is not sorted correctly.
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 see 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.
If that is not sufficient to resolve your problem, please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as if you are using a "regional language version" of the game; using the FNV4GB Patch, NVSE and it's related plugins; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.)
* See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags".
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-
I allocated more "heap space" to the game (it was 400 and i changed it to 496).
Here's the falloutnv_error.log:
Fallout: New Vegas
Computer Name: Khaaytil
Initializing Renderer...
Create D3D9 instance...SUCCESSFUL
NiDX9Renderer::Initialize> Attempting to create rendering device
NiDX9Renderer::Create> Using D3DFMT_X8R8G8B8 backbuffer format
Initializing Shader System...
Initializing Sky...
Initializing TES...
Initializing TreeManager...
Activating Tasklet Threads...
Loading Files...
Loading a user created or misnamed BSA
Loading a user created or misnamed BSA
Loading a user created or misnamed BSA
Loading a user created or misnamed BSA
Loading a user created or misnamed BSA
Loading a user created or misnamed BSA
Loading a user created or misnamed BSA
QUESTS: Could not find previous info (010108DD) for TopicInfo (01011B23) in Topic "NVDLC01RadioElijahEnd" (01011B12).
MASTERFILE: Could not find referenced object (0100522F) on Script (00000000) '0'. Script will not be executed.
MASTERFILE: Could not find referenced object (0100522F) on Script (00000000) '0'. Script will not be executed.
MASTERFILE: Armor '' needs to have biped slots selected in the editor.
MASTERFILE: Armor '' needs to have biped slots selected in the editor.
MASTERFILE: Unable to find Idle (0F000000) on owner object (0F000CD9).
MASTERFILE: Unable to find Topic (0F000000) on owner object (0F000CD9).
MASTERFILE: Unable to find Idle (0F000000) on owner object (0F000CD9).
MASTERFILE: Unable to find Topic (0F000000) on owner object (0F000CD9).
MASTERFILE: Unable to find Idle (0F000000) on owner object (0F000CD9).
MASTERFILE: Unable to find Topic (0F000000) on owner object (0F000CD9).
DEFAULT: (Faction Reaction Error) Faction '' (1A02D500) is a Friend or Ally of Faction '' (0001B2A4), but Faction '' (0001B2A4) is not a Friend or Ally of Faction '' (1A02D500). Faction ''(01011584) will be forced to be a Friend of Faction '' (1A02D500)
MODEL ERROR: Could not find file 'RagdollConstraint\Default.rdt'.
Initializing Player...
Initializing Scripts...
MASTERFILE: Could not find referenced object (0B00195A) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
MASTERFILE: Could not find referenced object (0B001952) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
MASTERFILE: Could not find referenced object (0B001959) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
MASTERFILE: Could not find referenced object (0B001953) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
MASTERFILE: Could not find referenced object (0B001955) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
MASTERFILE: Could not find referenced object (0B001954) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
MASTERFILE: Could not find referenced object (0B001958) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
MASTERFILE: Could not find referenced object (0B001957) on Script (0E0072C9) 'E0072C9'. Script will not be executed.
Initializing Actor Locations...
Loading initial area...
Placing player...
Begin Idle loop...
The script function list doesn't have all the names filled in.
Failed to find texture textures\pnx\armor\leather backpack\backpack_n.dds
MODELS: Could not get file for texture textures\characters\bodymods\falloutnv.esm\00000007modbodymale.dds.
MODELS: Could not get file for texture textures\characters\facemods\falloutnv.esm\00000007_0.dds.
ANIMATION: Bad note string "Sound: NPCGeckoSwim" frame 1 in "creatures\NVGecko\swimmtturnright.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwimSurface" frame 1 in "creatures\NVGecko\swimmtturnright.kf".
ANIMATION: Animation group note problem. See C:\Users\Khaaytil\Documents\My Games\FalloutNV\Warnings.txt file.
ANIMATION: Bad note string "Sound: NPCGeckoSwim" frame 2 in "creatures\NVGecko\swimmtforward.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwimSurface" frame 2 in "creatures\NVGecko\swimmtforward.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwim" frame 29 in "creatures\NVGecko\swimmtforward.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwimSurface" frame 29 in "creatures\NVGecko\swimmtforward.kf".
ANIMATION: Animation group note problem. See C:\Users\Khaaytil\Documents\My Games\FalloutNV\Warnings.txt file.
ANIMATION: Bad note string "Sound: NPCGeckoSwim" frame 1 in "creatures\NVGecko\swimmtfastforward.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwimSurface" frame 1 in "creatures\NVGecko\swimmtfastforward.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwim" frame 14 in "creatures\NVGecko\swimmtfastforward.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwimSurface" frame 15 in "creatures\NVGecko\swimmtfastforward.kf".
ANIMATION: Animation group note problem. See C:\Users\Khaaytil\Documents\My Games\FalloutNV\Warnings.txt file.
ANIMATION: Bad note string "Sound: NPCGeckoSwim" frame 6 in "creatures\NVGecko\swimmtturnleft.kf".
ANIMATION: Bad note string "Sound: NPCGeckoSwimSurface" frame 6 in "creatures\NVGecko\swimmtturnleft.kf".
ANIMATION: Animation group note problem. See C:\Users\Khaaytil\Documents\My Games\FalloutNV\Warnings.txt file.
ANIMATION: (AttackLoop) too many blend values in "Characters\_1stPerson\2hlattackloop.kf". Blend 1, BlendIn 1, BlendOut 0
ANIMATION: Animation group note problem. See C:\Users\Khaaytil\Documents\My Games\FalloutNV\Warnings.txt file.
MODELS: Could not find parent node extra data for 'Scene Root'.
Audio: Attempted to play multi-channel sound (data\sound\fx\wpn\shotgunhunting\wpn_huntingshotgun_reloadstart.wav) in 3D. Forcing 2D playback.
Removing previous operation ADD for Task on Navmesh 0x020104ac (srcptr = 0x00000000)
MODELS: Could not get file for Meshes\effects\fxnullexplosionartNoHat.egm.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartHat.egm.
MODELS: Could not get file for texture textures\characters\facemods\honesthearts.esm\00009482_0.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_n.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_sk.dds.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartNoHat.egm.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartHat.egm.
MODELS: Could not get file for texture textures\characters\facemods\honesthearts.esm\000094cb_0.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_f_n.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_f_sk.dds.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartNoHat.egm.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartHat.egm.
MODELS: Could not get file for texture textures\characters\facemods\honesthearts.esm\000094cb_0.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_f_n.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_f_sk.dds.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartNoHat.egm.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartHat.egm.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_n.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_sk.dds.
MODELS: Could not get file for texture textures\characters\mouth\mouthraider_n.dds.
MODELS: Could not get file for texture textures\characters\mouth\teethlowerraider_n.dds.
MODELS: Could not get file for texture textures\characters\mouth\teethupperraider_n.dds.
MODELS: Could not get file for texture textures\characters\mouth\tongueraider_n.dds.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartNoHat.egm.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartHat.egm.
MODELS: Could not get file for texture textures\characters\facemods\honesthearts.esm\000094cb_0.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_f_n.dds.
MODELS: Could not get file for texture textures\nvdlc02\characters\nvdlc02_deadhorsehead_f_sk.dds.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartNoHat.egm.
MODELS: Could not get file for Meshes\effects\fxnullexplosionartHat.egm.
MODELS: Could not get file for texture textures\c
Everytime i verify integrity of game files after the crash it downloads a 448 bytes file.
Here's the other stuff from "how to ask for help"
PC SPECS:
CPU: Intel i3-2120 3.30ghz
GPU: nvidia gt 620 4 gb (i don't believe it has 4 gb vram but that's what dxdiag shows)
Resolution: monitor is 1920x1080. According to nvidia's gt 620 page, gt 620 max resolution is 2560x1600. I'm playing the game on 1024x768
RAM: 6 gb
HDD free space: C 80 gb and D 30 gb
It's desktop pc
Windows: windows 7 pro service pack 1 64-bit
Game's location: C:\Steam\steamapps\common\Fallout New Vegas enplczru
Game version: i don't know where to look at this, it's the last steam version
DLCs: yes, all of them
Mod manager: Nexus mod manager
Construction kit: GECK, latest version
Helper programs: LOOT, fnvedit, wrye flash, nvse, nvconfigator
Enhancements: no, only steam overlay
4gb patch: yes, i have applied 4 gb patch
Did the game work before: yes, it did. It started happening after discovering general store. It doesn't happen if i don't discover general store
Steam verify: yes, i did. Yes and no. I did when it first happened and it didn't help, then i restored my old ini files and it keeps happening
Hide known extensions: no
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I get a CTD when i fast travel or just walk to sorrows camp or dead horses camp (also on the road from eastern virgin to dead horses camp). It starts happening after discovering general store, i loaded a save before discovering general store and i could walk in to both camps with no CTD. I verified game files but it didn't help.
Here's nvac log:
21023235 _ NewVegasAntiCrash FalloutNV.exe 21023235 _ 03130000 07050000 nvac.dll 21023235 _ 0C800000 05010040 nvse_1_4.dll 21023235 _ 77420000 06011DB1 ntdll.dll 21023339 O 00579ADE C00000FD FalloutNV.exe 21023339 r 00570345 00000048 FalloutNV.exe 21023339 O 0043B46F C00000FD FalloutNV.exe 21023339 r 0040FC3C 00000003 FalloutNV.exe
Here's my load order:GameMode=FalloutNV FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 YUP - Base Game + All DLC.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 Project Nevada - Core.esm=1 Project Nevada - Equipment.esm=1 Project Nevada - Rebalance.esp=1 Project Nevada - Cyberware.esp=1 SolidProject.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 LootMenu.esp=1 All Weapon Sounds Overhaul .esp=1 AllVanillaCompanionPerks.esp=1 RetrievableThrowables.esp=1 ExplosivesImmunityFix.esp=1 BLEEDNV.esp=1 ItemBrowser.esp=1 FalloutNV_lang.esp=0 The Mod Configuration Menu.esp=1 JIP Companions Command & Control.esp=1 JIP MiniMap.esp=1 Gamechanger.esp=1 The Weapon Mod Menu.esp=1 WeaponModsExpanded.esp=1 WMX-DLCMerged.esp=1
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Wouldn't it work if you manually added the fallout 3 version of the mod to nexus mod manager and installed that way? I think nmm is programmed to install the files in the selected game folder, so it should just install the meshes there
EDIT: It works
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Have you tried using "player.addperk AllVanillaCompanionPerks"? (I seen mixed usage of the "Base-ID" and the Editor-ID" with that command. The GECKWiki example uses the "Editor-ID".)
Otherwise my guess would be you have the mod-index from your current "load order" wrong in the console.
Do let us know what finally works. It's something we should clarify.
-Dubious-
I finally found the problem, for some reason my mod load order is increased by 1, nexus mod manager shows the last mod as 1C but last mod is 1D in-game. Thanks for all the help
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Have you tried using "player.addperk AllVanillaCompanionPerks"? (I seen mixed usage of the "Base-ID" and the Editor-ID" with that command. The GECKWiki example uses the "Editor-ID".)
Otherwise my guess would be you have the mod-index from your current "load order" wrong in the console.
Do let us know what finally works. It's something we should clarify.
-Dubious-
No, it's still not working. I tried another perk mod and it's working perfect when i player.addperk the mod's perk (XX000B5F) it gives me the perk, when i do the same with my perk it just gives the same error, again and again and again. No matter what load order i write, still the same error (i tried from 00 to 30, my mod list is less than 20). You can see my mod here, maybe you can find what's wrong with it. It's working perfect when adding the perk on terminal, i just can't player.addperk
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Use parentheses to group the pairs you want evaluated first: By default it evaluates left to right, but with parens it's "innermost first". So your conclusion of (Condition1 OR Condition2) AND Condition3 is correct for default behavior. But if you grouped them by (Condition1 OR (Condition2 AND Condition3)), it wouldn't matter if either of the AND conditions were False, as long as Condition1 was True.
There are various tutorials linked, along with many "TIPS" of "lessons learned" in the "Scripting" and "Dialog" sections of the wiki "Getting started creating mods using GECK" article.
The GECKWiki is the only one which has the latest functions added by plugins to NVSE, as well as refinements and new discoveries that are not posted to the old Bethsoft site because it was such a pain to edit. Many things look like the same info, until you happen upon the differences.
-Dubious-
I know the conditional statements in geck scripting, they're not much different from other programming languages's conditional statements, not so hard to understand. However i can't understand the conditions on a perk or terminal or something else similar. I can't add scripts to perks (or maybe i can, i don't really know) so i have to use this weird menu bethesda gave me
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This isn't a support post, more like an informative post. I don't really know if it really works like that, i'm just writing what i figured out by trying almost all of them.
Let's say you have 3 conditions
HasPerk | Perk: YourPerk | == | 1.00 | OR HasPerk | Perk: WhiskeyRose | == | 1.00 | AND GetIsReference | Reference: PlayerRef | == | 1.00 | AND
If player has YourPerk but not WhiskeyRose, it's true and vice versa. It works kinda like this
(Condition1 OR Condition2) AND Condition3
I think the one on bottom doesn't count, only first and second ones (that of course depends on your list, it might be bigger)
Please write a comment if i'm wrong and tell me the right part, this thing is so confusing i can't really figure out much. Also if you have a good source to learn geck, please leave it in comments (not geck.bethsoft because they don't have everything, geck wiki is just a copy of geck.bethsoft with a different style so don't mention it either)
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I made a terminal that runs this script when player presses "Add "AllVanillaCompanionPerks" perk"
player.addperk AllVanillaCompanionPerks
and it's working perfect, it gives me the perk and the perk is fully functional. However i can't add the perk with console, when i write <player.addperk 1CA1196C> (yes i'm writing it without the carrots) it gives the error i mentioned above. When i hover over the perk in geck it displays this
'AllVanillaCompanionPerks'(01A1196C)
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Re: Your Perk reference. I presume you are/were testing using "Player.AddPerk" function after you had created your new Perk and installed it. Note the example given there: the "PerkID:ref" used is the "Editor-ID" (LittleSlugger) of the "Perk", not the "Reference-ID" you are attempting. Functions are very particular about the type of "ref" they take. The examples are often the only clue as to which type is intended. (Please see the 'GECK Form-ID, Base-ID, Ref-ID, and Editor-ID' section of the wiki "Getting started creating mods using GECK" article regarding the differences.) I should have caught that the first time around.
The largest section of the wiki "Getting started creating mods using GECK" article is "Scripting". Try working through some of the tutorials, and then see if there is a "TIP" related to your particular issue. It does indeed get convoluted. Much of "scripting" is also performed in "Result Scripts" of "Dialog". Check out that section in the "Getting Started" guide as well.
You want to use the GECKWiki.com (not geck.bethsoft.com) for function reference. The community stopped using the "official" site because it was too cumbersome to edit (5 reCAPTCHAs per edit) and couldn't get Bethesda to fix it. The community finally cloned the wiki instead. GECKWiki is the only one with current functions for JIP NVSE (etc.) and new discoveries.
-Dubious-
Thanks for all the information. I just realized that i was writing the formid (i think) wrong, it's XXa1196c but i kept writing XXa1169c. I looked at it several times but still kept seeing 69 though, i think my mind was confused
Nevermind its still not working, i'll look at those links to see if i can find anything. Thanks for the help.
By the way is there a way to uncheck all dlc when opening geck? Whenever i open geck it checks all the dlc and it takes time to uncheck them all
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Re: Your Perk reference. I presume you are/were testing using "Player.AddPerk" function after you had created your new Perk and installed it. Note the example given there: the "PerkID:ref" used is the "Editor-ID" (LittleSlugger) of the "Perk", not the "Reference-ID" you are attempting. Functions are very particular about the type of "ref" they take. The examples are often the only clue as to which type is intended. (Please see the 'GECK Form-ID, Base-ID, Ref-ID, and Editor-ID' section of the wiki "Getting started creating mods using GECK" article regarding the differences.) I should have caught that the first time around.
The largest section of the wiki "Getting started creating mods using GECK" article is "Scripting". Try working through some of the tutorials, and then see if there is a "TIP" related to your particular issue. It does indeed get convoluted. Much of "scripting" is also performed in "Result Scripts" of "Dialog". Check out that section in the "Getting Started" guide as well.
You want to use the GECKWiki.com (not geck.bethsoft.com) for function reference. The community stopped using the "official" site because it was too cumbersome to edit (5 reCAPTCHAs per edit) and couldn't get Bethesda to fix it. The community finally cloned the wiki instead. GECKWiki is the only one with current functions for JIP NVSE (etc.) and new discoveries.
-Dubious-
Thanks for all the information. I just realized that i was writing the formid (i think) wrong, it's XXa1196c but i kept writing XXa1169c. I looked at it several times but still kept seeing 69 though, i think my mind was confused
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I have no idea how much you know about creating and adding a Perk, but your problem statement indicates some confusion. Suggest you see the wiki article "How to create a perk" first.
Thanks. I don't know much, this is my first mod actually. I've edited some mods with fnvedit before but never created my own in geck. The only thing i can understand is scripting and not even that much, bethesda kinda made it complicated. I could use some sources if you have any, geck.bethsoft.com didn't help much
You are creating your own ESP (which adds that Perk to the game), so the "xx" in your "XXA1169C" Reference-ID has to be the mod index of your new ESP within your "load order" at the time you try to add it "in-game". (If you aren't familiar with the term "mod index", please see "TIP - Limit to mod size" under the "GECK and the Active File" section of the wiki "Getting started creating mods using GECK" article.
I know load order. AllCompanionVanillaPerks.esp (my mod) is in 17th order but for some reason i always get that error i mentioned above. 17, 18, even 25 even though i don't have that many mods, it's still giving the same error
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I'm trying to make a perk that combines all companion perks, so the player doesn't need to have all companions in order to have their perks. But when i try to add it in-game, i get this error
Item XXA1169C not found for parameter Perk. Compiled script not saved!
I tried from 00 to 25, even though my load order is smaller, but still the same error. I also tried to add the perk with this mod, it says "1 perk found" but it won't show the perk.
Here's the file, it's not completed yet.
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if not then you have something else wrong as well
Mods maybe?
GameMode=FalloutNVFalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1SolidProject.esm=1FalloutNV_lang.esp=0The Mod Configuration Menu.esp=1JIP Companions Command & Control.esp=1Container Exit Override.esp=1F4Quickloot.esp=1JIP MiniMap.esp=1Gamechanger.esp=1CASM.esp=1The Weapon Mod Menu.esp=1WeaponModsExpanded.esp=1WMX-DLCMerged.esp=1Mergedpatch.esp=1 -
When i save manually (in pause menu) it takes longer (like 15 seconds) to save, is there a fix for that or did i f up my game badly?
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Oh, i thought there is an MCM version of auto manual save (something like CASM)
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My suggestion to you is to use the MCM version that does not include CASM, it's the one I use personally.
Can you link me to the MCM version?
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Saving the game takes too long. When i manual/quick/auto save game freezes for like 10 seconds, i'm using CASM:NV because someone in this forum told me that quicksaves/autosaves can make save files bigger and sometimes cause problems. My save files are kinda big (8 mb) but i don't think it's causing the problem, because my fallout 3 and skyrim save files are like 15-17 mb (skyrim 17 and fo3 15) but they load/save faster (somewhere around 5 seconds). What can be causing this and how do i fix?
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As for your longer load times: when you "overwrite" a file repeatedly, something called "file fragmentation" creeps in. This means some of those "blocks" the file is written to get separated from each other and your hard drive head has to move around to locate them; taking more time. (This is less likely when a completely new file is created, unless the disk doesn't have sufficient "never used" file space and has to re-use "deleted file blocks".) The solution is to periodically "defragment" your drive. (BTW: You don't do this with a SSD. Different technology.) Windows provides a builtin tool for this purpose. There are also various "third-party" defrag tools which claim to do a better job you can search out on the web.
-Dubious-
Thanks
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I've completed 39 quests, discovered and looted 139 places and did some other stuff. But everything i did and stored is still in game and haven't been deleted. So what is it actually deleting when i quick/auto save? I still can't understand that part
You will keep your quests, discovered places and loot, but when you load a quick save, some of the things that happened just before you saved will not reappear. In the beginning of the game, I would quick save just before engaging an enemy force in case I was killed. When I loaded the save, there were not the same number of foes as in the game when I was killed. There have been other small things missing in the save that were present in the game just before making the save.
That being said, it's your game and you can do what you want. Take the advice of people that have been here for years and playing the game for years or just continue as you have been.
Now i understand what quicksaving actually can do, thanks. Still, unless it makes the game unplayable or might hurt my pc or something, i don't think i care much. A couple of enemies gone? easier for me to capture that place
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I've completed 39 quests, discovered and looted 139 places and did some other stuff. But everything i did and stored is still in game and haven't been deleted. So what is it actually deleting when i quick/auto save? I still can't understand that part
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Did you read the "Fourth Rule" in the article I linked in my initial post? That's the clearest example I know of, and something you can verify for yourself. If you don't follow that, I will try to clarify whatever confuses you but I need some idea as to what is not coming through.
Something that may help: compare the size of your latest "quicksave" file with that of your latest "auto" or "manual" save file. They aren't the same size (certainly by more than a few tens of bytes). Why do you think that is the case?
You might also note that sometimes a later file is slightly smaller than an earlier file. This means some information was not included that had been previously (for perfectly valid reasons). When you "overwrite" a file, it gets written in "blocks" of disk space. The last "block" usually is not completely filled with data related to the save, and contains left over "junk" from some other source. Because the entire block is copied, so is that "junk" carried along. Eventually it may all get overwritten with game data, and a new block gets allocated but at that point most of the "new block" contains "junk". If the "end of file marker" is off (or shortened just enough), the "junk" gets treated as part of the file, resulting in corruption. There is a lot of effort in the file system to prevent this, but it does still happen. That's just one of several ways corruption can creep in.
Another one of the things believed to corrupt save games are that "quick" and "auto" saves are "snapshots" of the game memory at that moment. Historically Bethesda games have had problems with scripts not having completed processing when those snapshots are taken, resulting in partial states and variable values. It appears the "full save" made when a manual save is initiated takes a bit longer to ensure the scripts are done. Certainly this is behind some of the options in mods designed to improve save file handling such as CASM. I understand (not having played it myself) that FO4 has greatly reduced the number of autosave files (to three I read) and a single quicksave file. Apparently they think they have overcome this problem in that game. Maybe so, but that doesn't mean it applies to FNV or older games.
Also: Save files are part of "risk management" against needing to reload for any reason. You may be willing to "risk" a corrupted game file which is overwritten constantly, but what are you going to do if it does become corrupted? How many hours of play are you going to lose going back to some file that wasn't overwritten? "When" did the corruption start? (Just with the last save is not likely.) You may consider the risk to be "low", but that is a far cry from "impossible".
-Dubious-
I've read the fourth rule, and all i did understand from it is quick/auto saving might leave me a corrupted save file. But i still don't truly understand what you mean. Quick/auto saving "saves" some junk that leaves me with 6 mb save file if it was 2 mb before. But it still loads in the same time (2 seconds) as it was before when i delete my quick save and then create a new one while in game. I sometimes do use the actual save button though, in case my quicksave gets corrupted or i accidentally kill someone and quicksave after killing and then realising that someone was important
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There's a simpler way to prove that loading a save doesn't revert the game back fully, save the game, play a facial expression on a character, load the game and that expression is still there.
30 seconds does seem rather excessive, I've had 500 hour saves load in half the time and I don't hold back on interacting with things, this on my old system with a mechanical drive. What are your specs? I'm wondering if you're struggling for memory.
6 gb ddr3 ram
gt 620 gpu
i3-2120 cpu
somewhere around 500gb hdd (i don't know what else details i have to write for hdd)
Write what else details you need and i'll edit (or write another reply)
Crash when near sorrows camp or dead horses camp
in Mod Troubleshooting
Posted
I think it isn't giving any errors: