CuChulainnW Posted April 4, 2014 Share Posted April 4, 2014 I am having a freezing issue similar to the one described here: ( http://forums.nexusmods.com/index.php?/topic/459565-help-freezing-after-lonesome-road/ ). I have yet to find a solution, however a slight work around is to teleport out of the missile silo before entering the exit door which takes you to the mojave. My game is heavily modded however I do have a very powerful gaming system to handle it. If you've experienced a similar situation, or know a solution to resolve this please postl Thanks, Cu. Link to comment Share on other sites More sharing options...
Purr4me Posted April 4, 2014 Share Posted April 4, 2014 If you have a load order or some way to describe what mods you have running, there is a possible out. It depends on the exact situation too. if you can hard save just before the freezing up spot do so and let me know if you can go backwards still and not freeze.kitty Link to comment Share on other sites More sharing options...
CuChulainnW Posted April 4, 2014 Author Share Posted April 4, 2014 FalloutNV.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmDetect Traps.esmjokristinascloset.esmIWR.esmNSkies URWLified.esmwsex.esmMilitary NV Backpacks.esmUWHNV-Core.esmNew Vegas Redesigned II.esmFreesideOpen.esmNevadaSkies.esmELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esmProject Nevada - Core.esmProject Nevada - Equipment.esmCINEMATECH.esmAdvanced Recon Tech.esmSortomatic.esmAfterschool Special.esmoHUD.esmDetect Traps - Traponator 4000.espDetect Traps - Perk.espDetect Traps - DLC.espLucky Lighter.esphousemod.espVeronicaFix.espsleep_on_back_sexy.espIWR - Rebuilt.espMojaveOutpostCleanUp.espVurt's WFO.espNSkies URWLifiedDM.espNSkies URWLifiedHH.espNSkies URWLifiedOWB.espBetter Looking Mojave Outpost Barracks.espwsexInnuendoAnims.espwsexInnuendoNPCs.espMilitary NV Backpacks - BumBagUseSlot1.espNovac Hotel Suite Upgrade Final.espNovac Reborn.espPrimm Reborn.espUWHNV-Addon-GRA.espUWHNV-Addon-DLC.espUWHNV-Addon-FollowerHome.espVeronica 2.espNVR- Recommended.espNew Vegas redesigned- Honest Hearts.espCass and Veronica.espLFox 1st Recon Beret Perk.espGoodsprings Reborn.espbetsybrahmin.espFSOmusic.espFreesideOpenPatch.esporiginalintro.espCobra NV.espEVE FNV.espEVE FNV-[GRA Patch for EVE 1.3].espProject Nevada - Rebalance.espProject Nevada - Cyberware.espAdvanced Recon Gear.espAdvanced Recon Tech.espAdvanced Recon Tech - Detect Traps.espAdvanced Recon Gear - Project Nevada.espHigherCompanionLevelCap.espSlave In Pose NV Edition.espAdvanced Recon Riot Gear Helmet.espAdvanced Recon Range Finder.esprotfacetoriches.espathornysituation.espkochandbohr.espawilderwasteland.espoutsidebets.espPacersgambit.espRadioGhosts.espVeronica's Gauss Rifle.espWeathered10mmFixes.espLFox Stealth Suit Bug Fixes.espMission Mojave - Ultimate Edition.espSunnyCompanion.espHZFollowerCheatMenu.espNewVegasExtendedMapMarkers.espWeaponModsExpanded.espEVE FNV - ALL DLC.espCentered 3rd Person Camera - Unraised.espCASM.espMilitary NV Backpacks - Vendor Script Replenish.espbzArmour.espbzBodySuits.espThe Mod Configuration Menu.espDarNifiedUINV.espNevadaSkies - Ultimate DLC Edition.espEVE FNV - NO GRA.espDYNAVISION 2 - Dynamic Lens Effect.espELECTRO-CITY - Imaginator.espDirectors Chair.espveronica_no_hood.espavangraffscorned.espBouncing Natural Breasts.espBenny's Lucky Lighter.esporiginalintroExtended.espStealth Suit Configuration Menu.espWeathered10mmFixed.espHigh Roller Suite.espwsex-DSI.espProject Nevada - Rebalance Uncapped Max Level.espGR123SurvivalistRifleMods.espfreesideopendebug.espbetsybrahminFSO.espNewVegasBounties.espNewVegasBountiesII.espQRhymeRenegade.espNewVegasBountiesFSOPatch.espNewVegasBountiesII Fixes - DLCs.espNV Cass Hat & Outfit Playable.espProject Nevada - Dead Money.espProject Nevada - Honest Hearts.espProject Nevada - Old World Blues.espProject Nevada - Lonesome Road.espProject Nevada - Gun Runners' Arsenal.espMy Merge Patch.espProject Nevada - WMX.espProject Nevada - EVE All DLC.espProject Nevada - EVE No DLC.espProject Nevada - EVE No GRA.espWMX-DLCMerged.espWMX-EVE-AllDLCMerged.espTotal active plugins: 134Total plugins: 142 System: OS Name Microsoft Windows 8.1Processor Intel® Core i7-4770 CPU @ 3.40GHz, 3401 Mhz, 4 Core(s), 8 Logical Processor(s)Installed Physical Memory (RAM) 32.0 GBGraphics card: Name NVIDIA GeForce GTX 760 (192-bit) Link to comment Share on other sites More sharing options...
CuChulainnW Posted April 4, 2014 Author Share Posted April 4, 2014 I should mention, I have run the mods through FNVEdit, and am using MasterFiles as I was having crashes with out it after removing and adding mods back. Now that I have fresh saves again I may not have to run the masterfile edit. I have made several saves before exiting out the missile silo doors which triggers the cutscene. The cutscenes work just fine. It's when I get back to the mojave, I am stuck looking at the footlocker. No "SPECIAL" menue pops up as it should. The HUD display is gone, the background sounds are fine, the environmental effects work, day to night etc. I can't move, or toggle Pip Boy etc. I can esc to load the game again. I can by pass the cutscene and missile silo door and teleport directly to Goodsprings or other locations with out problem, however that does not properly conclude Lonesome Road. I can go back into the Devide too with out trouble. It only freezes when I go through those misile silo doors to get to the cutscene finaly. Thanks for your input. Link to comment Share on other sites More sharing options...
Purr4me Posted April 5, 2014 Share Posted April 5, 2014 FNVEdit, and am using MasterFiles as I was having crashes with out it after removing and adding mods back. Now that I have fresh saves again I may not have to run the masterfile edit.ok , it appears you have a slight mess. Understand, the arrangement of the mods is way off course, and I doubt Even Loot won't fix it. The above Quote is to verify you mean "master-updated the esp's?". If so, you have a real mess. Data controlling some aspects of function can get canceled out if set to esm format, esm formats mean the data is allowed to be over written and be passive, where an ESP is in total control and can't be overridden by an esm. Thus the purpose of the two formats. None the less, go into the game, go up to the doors. enter console and click on the doors, write down the Form ID of that door. exit the game, RunFNVEdit. post the data written down into the form (id) box and hit enter. what I want from you is, how many mods share that same data and post those mods you see across the tabs on the right side of xedit windows. Now, understand, the last hard save you have will be standing at that door, here is what is needed to take place. You need to Identify IF the mods sharing the data are at fault or not, that means this hard saved game will be totally unless for testing purposes afterwards. it's a test game. the list you post here, of the files inter-reacting with that set of doors are to be the only mods loading, and the only mods sitting in the data line up, no other mods are to be in there at all. If you use Mo, just edit the main folders and leave all data intact but move the master / esp's up into an option folder so the plugins don't load and the game can not see them. this game uses *.NAM files and some other neat things to force even an unchecked mod to load. any master files will load no matter what. so, the load order will be just those mods, run the game now, yes, there will be things missing, IF the game even allows you to load it up, al you need to do is walk through the doors. IF it now allows you too? then the test is done, and the mods that share the same data are not at fault, one of the other plugins will be. But if you still can not transverse through the doors, then you can step by step remove one esp or esm at a time in the same manner and rerun at the same point. until you can transverse through the doors. this is a lot to do if you don't use MO. kitty Link to comment Share on other sites More sharing options...
CuChulainnW Posted April 7, 2014 Author Share Posted April 7, 2014 Thank you Purr4me, I ran the door entry through the FNVedit, and found that Nevada Skys was mentioned and looked a little suspicious. So I deactivated that mod then went through the door. RESULT!. I am through the door, the SPECIAL menue triggered, and the game is buisness as usual. I have made a save after the collection of gear and am about to reinstall Nevada Skies. Thanks again! Cu Link to comment Share on other sites More sharing options...
Purr4me Posted April 7, 2014 Share Posted April 7, 2014 Fantastic ! it was a big post too, so i hope you copy it down, a lot of things I post make sense to a lot of people, most, it dos not.This was a thought in time post, a walk through a set of events as the tech works out the problem in the minds eye. it is only one way, there are many ways and tools that can be used to get to this point too. this was my first attempt at this issue.it is a common method. When I edit things on the PC, and don't run the game at all, Ideal with how the tools and the files react too. A merging process is very pacific and touchy so things need to done in the correct order and manner. There are many ways you can merge data, that will load up properly, and others that won't, stages of events in all of this is the very same as how a game runs, windows handles files, stores them, gathers info, index's them retrieves that too. your "saved game" is the same as a windows operating systems registry file in how it is built with that respect but is for the game only, it's your data base, I call it that for what it really is, the games registry as you build it up. IF your build is using sloppy mods? well, kinda shows what can happen. some mods, when they are made, have other mods siting in the authors data folder, and are not active, but this is not fallout 3, and a lot think just because the engine tech is the same, it is not, so the storage methods are also not quite the same. NV is an upgrade of the engine capabilities, better direct x system and screen capture abilities.I know fallout 3 data is in the game, they used it as a base platform and changed a lot of stuff, so that makes a lot of people think it is the same data base. if that were to be true, you could interchanges all files between both games and not need to use tools and methods to force it to work right. so many things come down to realizing that simple things are actually the cause of a problem. a colon, a semi colon, a period, a letter in a text inside a file, a piece of code never seen, can literally kill a game, or because the way the game is structured, build up a rotten, corrupted data base, AKA your saved game file. IF it starts to bloat up and your at a low level? something is really wrong some where. you can have a Crystal clean set of mods, every file is flawless, but, how they interact between them selves at game run time is the key, your case (Nevada Sky's was mentioned and looked a little suspicious. So I deactivated that mod then went through the door. RESULT!.) your welcome. Have fun.kitty Link to comment Share on other sites More sharing options...
Longcrossing Posted May 9, 2014 Share Posted May 9, 2014 Thank You, Thank You, Thank You!I was having the same exact problem right at the end of Lonesome Road.Very frustrating (my first play through). I used Nexus Mod Manager to deactivate Nevada Skies, ran LOOT and Voila! LR completed perfectly! Best Regards,Longcrossing Link to comment Share on other sites More sharing options...
Recommended Posts