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Rapid/early crashing with set of customizations loaded


asideways

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I'm using FOMM (0.13.21) for Fallout NV and several mods (notably AWOP and Project Nevada). I'm getting crashes within an hour or two of starting, no matter the load order I try or how many times I restart. BOSS's automatic load order wouldn't let a game (New or Load) run at all. I've also tried dropping a couple of Goodsprings related .esps (since I've never left the area) and an AWOP tweaker, but that hasn't helped.

I've also seen odd behaviors other than crashes in these short runs, including Sunny Smiles stopping (standing in mid-air) failing to trigger the conversation at the first set of geckos, suddenly moving at walk pace while unable to put my gun away or sprint with Nevada's sprint, and seeing Sunny's dog fail to follow her after we finished the last set of geckos.

I know loading a bunch of mods means more crashes and glitching, but this seem like more than should be expected(Fallout 3 handled more with less crashing), especially since most games once they crash, tend to keep crashing within a couple of minutes of the first crash.

Am I loading too much, got something incompatible in the set, got a bad load order, or what? Any ideas?

 

My latest load order is below. I've also got the textures "NMCs Textures NV SMALL Pack SINGLE FILE FOR NMM-43135-1-0.7z" in place, if that matters somehow.

 

[X] FalloutNV.esm

[X] NVInteriors_Core.esm

[X] NVInteriors_ComboEdition.esm

[X] AWorldOfPain(Preview).esm

[X] NVInteriors_Urban_Edition_AWOP.esm

[X] SomeguySeries.esm

[X] FreesideOpen.esm

[X] Project Nevada - Core.esm

[X] Project Nevada - Equipment.esm

[X] Project Nevada - Extra Options.esm

[X] Project Nevada - Rebalance.esp

[X] Project Nevada - Cyberware.esp

[ ] originalintro.esp

[X] Continue After Games Ending 1.9.3.esp

[X] Project Nevada - Cyberware Additions.esp

[X] Project Nevada - Rebalance Complete.esp

[X] awilderwasteland.esp

[X] Fellout.esp

[X] FNV NPCs Travel.esp

[X] freesideopendebug.esp

[X] FSOmusic.esp

[X] FreesideOpenPatch.esp

[X] betsybrahminFSO.esp

[X] outsidebets.esp

[X] NewVegasBounties.esp

[X] NewVegasBountiesII.esp

[ ] Project Nevada - All DLC.esp

[X] rotfacetoriches.esp

[ ] GoodspringsWastelandAdventurerRestoration.esp

[X] TopsToVault21.esp

[X] kochandbohr.esp

[X] avangraffscorned.esp

[X] factions reloaded followers.esp

[X] Goodsprings Reborn.esp

[X] Easy Unlocking and Easy Hacking.esp

[ ] AWOP Tweaks.esp

[ ] GdSpringMM.esp

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After an hour or two - that is a symptom of the infamous Bethesda memory leak. Beth is trying to tell you it's time to take a break. The 4g patch may help some. New Vegas seems to be able to handle far fewer mods before problems than FO3 for some reason.

 

A BOSS list is Far better for troubleshooting than the simple export list from NMM. And no, BOSS is not perfect, but it is the best thing we have for ordering mods - in the documentation it does warn you may have to make some changes manually - and in the documentation of some mods they do make recommendations on where their mod should be in the load order. And BOSS has a way to lock existing mods in a certain order so it doesn't change them again when you add new ones.

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A quick note I'd left out the first post, all the mods (and FOMM, etc.) are fresh downloads last weekend and New Vegas is (unfortunately) steam, so everything should be up to date.

After an hour or two... The 4g patch may help some...


It's anywhere from 20 minutes to about 2 hours and the crashes usually reoccur within a minute if I've got a save close to the point of a crash and I try again.
That said, I'd be happy to try a patch, though I'm unfamiliar with the term "The 4g patch". I did a quick search and I'm guessing you may have meant a 4GB addressable memory mod. I'm using 32bit XP, so that shouldn't apply, right? If this refers to a Bethesda patch, this is a steam release (a gift, I haven't and never plan to "buy" anything steam, since you can't really own it) so I would have thought it would be up to date like steam claims it is.

A BOSS list is Far better for troubleshooting than the simple export list from NMM. And no, BOSS is not perfect, but it is the best thing we have for ordering mods - in the documentation it does warn you may have to make some changes manually - and in the documentation of some mods they do make recommendations on where their mod should be in the load order. And BOSS has a way to lock existing mods in a certain order so it doesn't change them again when you add new ones.

I think I see the BOSS report you mentioned (attached as ANSI text). It mentions a warning("template contains 1018 duplicate entries"), not knowing several files ("auto-sorter doesn't recognize this mod"), and disliking the order of several ("The current load order of this mod does not match the current template") though some are disabled and BOSS's auto-sort crashed game loading.
Since I first posted, I tried with no AWOP files loaded and crashed about 1.5 hours in, talking to Jack in Red Rock. So then I tried with no Project Nevada loaded and crashed about 20 minutes in(from clicking Launch NVSE to crash), in AWOP's cigarette HQ, working my way through it's geckos. I may try with other sets disabled as well. I was about to try no NV interiors set, awilderwasteland, or Goodsprings Reborn (even though it claims 100% compatibility).
I can try an order similar to BOSS's recommendation, but I'm unsure what is causing that to crash when launching an actual game (a New, Load, or Continue). Is there any recommended approach to troubleshooting that? Use disabling to find the culprit(s) first, then figure out an order? Start with reordering? Something else?
Quick note, I'm using FOMM, not NMM, as NMM flatly refused to add packages containing .esm files after loading any packages containing .esp files until I'd uninstall and reinstall and start over from scratch, so I got tired of trying and went with FOMM.

Edited by asideways
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