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Crash on Startup.


Kiesa

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I'd like help trouble shooting Fallout New Vegas. Its crashing when I attempt to launch it from NVSE, 4gblaucher, and Fakefullscreen. Load Order appears to be fine all master files are loaded before relevant mods, FNVEdit does not crash. I've edited my Ini with busethreadedai=1 and iNumHWThreads=2. I can't Place whats making me crash. For clarification the game does not open it crashes before there is a game window when trying to launch from an exe.

 

Additional Information.

Game is in C:\Users\Kiesa\Steam\SteamApps\common\Fallout New Vegas

I have Ultimate edition so every Dlc and Preorder.

I'm Using Mod Organizer to mod my game.

I have NVSE latest version.

I have BOSS and NVEdit.

 

These are the problem details that appear in a pop up when I attempt to launch the exe.

 

Problem signature:

Problem Event Name: BEX
Application Name: FalloutNV.4gb
Application Version: 1.4.0.525
Application Timestamp: 4e0d50ed
Fault Module Name: FalloutNV.4gb
Fault Module Version: 1.4.0.525
Fault Module Timestamp: 4e0d50ed
Exception Offset: 00ac6bfe
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 29dd
Additional Information 2: 29ddfc8af651bcf7cde25089baeb9fdc
Additional Information 3: ed13
Additional Information 4: ed13433d60be6acf8fa7e2fe57e88b65

 

This is My BOSS Log

RECOGNISED PLUGINS
FalloutNV.esm Active
DeadMoney.esm Active
Bash Tag suggestion(s): {{BASH: Deflst}}
HonestHearts.esm Active
OldWorldBlues.esm Active
LonesomeRoad.esm Active
GunRunnersArsenal.esm Active
ClassicPack.esm Active
MercenaryPack.esm Active
TribalPack.esm Active
CaravanPack.esm Active
Advanced Recon Tech.esm Active
Afterschool Special.esm Version 2.01 Active
Detect Traps.esm Active
More Perks.esm Version 2.0.0 Active
More Perks for Companions.esm Version 1.0.0 Active
More Traits.esm Version 1.0.0 Active
NevadaSkies.esm Active
NVInteriors_Core.esm Version 2.0 Active
NVInteriors_ComboEdition.esm Version 1.3 Active
Requires: NVInteriors_Core.esm
Note: Merge of NVInteriors_WastelandEdition, NVInteriorsUrbanEdition, and NVInteriors_Tweeks
Incompatible with: NVInteriors_ComboEdition_AWOP.esm
Interior Lighting Overhaul - Core.esm Version 6.6 Active
Bash Tag suggestion(s): {{BASH: C.Climate, C.Light}}
Project Nevada - Core.esm Active
Bash Tag suggestion(s): {{BASH: Invent}}
Project Nevada - Equipment.esm Active
Bash Tag suggestion(s): {{BASH: Delev, Invent, Names}}
Requires: New Vegas Script Extender and Project Nevada - Core.esm
Project Nevada - Extra Options.esm Active
rePopulated Wasteland.esm Active
Sortomatic.esm Active
ELECTRO-CITY - CompletedWorkorders.esm Active
Bash Tag suggestion(s): {{BASH: Actors.AIData, Actors.AIPackages, Invent, Names, NpcFaces}}
ELECTRO-CITY - Highways and Byways.esm Active
oHUD.esm Active
Incompatible with: aHUD.esm, iHUD.esm, Primary Needs HUD.esm
New Vegas Redesigned II.esm Active
Bash Tag suggestion(s): {{BASH: NpcFaces, Hair, Eyes, Body-M, Body-F}}
MikotoBeauty.esm Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes, Graphics}}
Project Nevada - Rebalance.esp Active
Bash Tag suggestion(s): {{BASH: Names, Invent}}
Project Nevada - Cyberware.esp Active
NVWillow.esp Version 1.05 Active
Mission Mojave - Ultimate Edition.esp Version 10 Active
Bash Tag suggestion(s): {{BASH: Actors.AIPackages, NoMerge, Sound, Stats, Scripts}}
Incompatible with: Compiled Patch.esp, Compiled Patch All_DLCs.esp, Community Bugfix Compilation Patch.esp
MMUE POP.esp Active
Requires: Mission Mojave - Ultimate Edition.esp
MMUE-CP-Electrocity.esp Active
Requires: ELECTRO-CITY - CompletedWorkorders.esm
MMUE-CP-NVInteriors.esp Active
Requires: NVInteriors_ComboEdition.esm
MMUE-CP-rePopulated.esp Active
Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, rePopulated Wasteland.esm
DarNifiedUINV.esp Active
CASM.esp Active
Note: Do not use with Auto Incremental Save; has the same purpose.
The Mod Configuration Menu.esp Version 1.5 Active
The Weapon Mod Menu.esp Version 1.2 Active
Better Burned Man.esp Active
Project Nevada - Cyberware Additions.esp Active
Project Nevada - Rebalance Complete.esp Active
Project Nevada - All DLC.esp Active
MMUE-CP-PNALLDLC.esp Active
Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm, Project Nevada - Core.esm, Project Nevada - Equipment.esp, Mission Mojave - Ultimate Edition.esp
MMUE-CP-PNCore.esp Active
Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, Project Nevada - Core.esm
MMUE-CP-PNRebalance.esp Active
Requires: DeadMoney.esm OldWorldBlues.esm, Project Nevada - Core.esm, Project Nevada - Rebalance.esp, Mission Mojave - Ultimate Edition.esp
MMUE-CP-PNEquipment.esp Active
Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm, Project Nevada - Equipment.esp, Mission Mojave - Ultimate Edition.esp
CONELRAD 640-1240.esp Version 1.2 Active
NewVegasBounties.esp Active
NewVegasBountiesII.esp Active
Detect Traps - Perk.esp Active
More Perks Update.esp Version 2.4.6 Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS}}
More Perks for Companions Update.esp Version 1.0.6 Active
More Traits Update.esp Version 1.1.5 Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS}}
Detect Traps - DLC.esp Active
Incompatible with: Detect Traps - Dead Money.esp
pipboy2500_edisleado.esp Active
SignatureWeapons.esp Active
Advanced Recon Gear.esp Active
Advanced Recon Tech.esp Active
Advanced Recon Tech - Detect Traps.esp Active
christinecos.esp Active
Bash Tag suggestion(s): {{BASH: Graphics}}
1nivVSLArmors.esp Version 1.2 Active
Bash Tag suggestion(s): {{BASH: Deflst, Delev, Graphics, Invent, Names, Relev}}
Advanced Recon Armor.esp Active
Advanced Recon Armor-Stealth With Drawn Weapon.esp Active
Advanced Recon Range Finder.esp Active
Advanced Recon Gear - Project Nevada.esp Active
bzArmour.esp Active
FlashlightNVSE.esp Version 1.22 Active
Incompatible with: Project Nevada - FlashlightNVSE.esp
NCR Rearmament v1.5 (Lore).esp Active
Incompatible with: NCR Rearmament v1.5.esp
NVR- Recommended.esp Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS, NpcFaces}}
Requires: New Vegas Redesigned II.esm
Incompatible with: NVR- Lore version.esp
New Vegas redesigned- Honest Hearts.esp Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS, NpcFaces}}
Voice dissonance fix.esp Active
Bash Tag suggestion(s): {{BASH: NpcFaces}}
Requires: New Vegas Redesigned II.esm
MMUE-CP-New Vegas Redesigned.esp Active
Requires: New Vegas Redesigned II.esm, Mission Mojave - Ultimate Edition.esp
JIP Companions Command & Control.esp Version 1.70 Active
Quick Trade.esp Version 1.4 Active
Requires: The Mod Configuration Menu
WeaponModsExpanded.esp Version 1.1.2 Active
Bash Tag suggestion(s): {{BASH: Actors.AIData, Delev, Graphics, Invent, Names, Relev, Stats, WeaponMods}}
Incompatible with: RH_IRONSIGHTS_NV.esm, Weapon Mod Expansion.esm, Weapon Mod Expansion.esp
Project Nevada - WMX.esp Active
Bash Tag suggestion(s): {{BASH: Graphics, Invent, Names, WeaponMods}}
Requires: WeaponModsExpanded.esp, Project Neavda - Core.esm, Project Nevada - Equipment.esm
WMX-DLCMerged.esp Version 1.0 Active
Bash Tag suggestion(s): {{BASH: Graphics, Invent, Names, Relev, Sound, Stats, WeaponMods}}
WMX-ArenovalisTextures.esp Version 1.2 Active
Bash Tag suggestion(s): {{BASH: Graphics, NoMerge}}
Requires: WeaponModsExpanded.esp and Selected Arenovalis' / Milennia's Weapon Re-textures. Refer to the readme for details.
WMX-POPMerged.esp Version 1.0 Active
Bash Tag suggestion(s): {{BASH: Graphics, Stats, WeaponMods}}
EVE FNV - ALL DLC.esp Active
Bash Tag suggestion(s): {{BASH: Delev, Destructible, Graphics, Invent, Names, Scripts, Sound, Stats, WeaponMods}}
WMX-EVE-AllDLCMerged.esp Version 1.0.6 Active
Bash Tag suggestion(s): {{BASH: Graphics, Stats, WeaponMods}}
Project Nevada - EVE All DLC.esp Active
Requires: EVE FNV - ALL DLC.esp
MMUE-CP-EVE.esp Active
Requires: Mission Mojave - Ultimate Edition.esp, EVE FNV.esp
MMUE-CP-WMX.esp Active
Requires: Mission Mojave - Ultimate Edition.esp, WeaponModsExpanded.esp
ELECTRO-CITY - Inventory Sorters Compatibility Patch - RegularCATEYEvalue.esp Active
Incompatible with: ELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.esp
Interior Lighting Overhaul - Ultimate Edition.esp Version 6.6 Active
Bash Tag suggestion(s): {{BASH: C.Light}}
Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, Interior Lighting Overhaul - Core.esm
ILO - NVInteriors Project.esp Version 1.5 Active
Bash Tag suggestion(s): {{BASH: C.Light}}
Requires: NVInteriors_Core.esm, NVInteriors_ComboEdition.esm, Interior Lighting Overhaul - Core.esm
NevadaSkies - Ultimate DLC Edition.esp Active
MikotoBeauty.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes, Names}}
Merged Patch.esp Active

UN-RECOGNIZED PLUGINS
SomeguySeries.esm Active
TheInheritance.esp Active
Russell.esp Active
ILO - New Vegas Bounties.esp Version 1.0 Active
DYNAVISION 3.esp Active
NevadaSkies - Basic Edition.esp
NevadaSkies - TTW Edition.esp
EVE FNV - NO DLC.esp
EVE FNV - NO GRA.esp
Project Nevada - EVE No DLC.esp
Project Nevada - EVE No GRA.esp
Weapon Stat Viewer.esp Active
CNR_Beta.esp Active
FCO - GlowingOne.esp Active
MMUE-CP-ILO.esp Active

 

This is my enbseries.ini

 

// Annotated ENBseries.ini file for the 'Enhanced Shaders for Fallout New Vegas - Version Delta F 'Lite' - January 21, 2011 . Each comment shows the possible values for each item, as well as the default vaule in parentheses. Lines without any comments are either not used for this mod, or have no function at all in the game. Feel free to experiment. (NOTE: NOT ALL EFFECTS COMMENTED WORK WITH THIS VERSION OF THE MOD - SSAO and Depth of Field not available for this version.).

[PROXY]
EnableProxyLibrary=0 //
InitProxyFunctions=1 //
ProxyLibrary= //
[GLOBAL]
UseEffect=1 // 0,1 - (1) Setting this to 1 will enable the mod by default when the game is started.
AlternativeDepth=1 // 0,1 - (1) Determines the method used to caluculate depth-based effects. Setting to 0 generally produces unwanted artifacts.
AllowAntialias=1 // 0,1 - (1) Meant to allow in-game AA to work with this mod, but does not. However, this setting is required for this mod's DoF and SSAO to work.
BugFixMode=0 // 0,1,2,3,4,5 - (0) Sets alternate methods for rendering HDR textures. Try different settings when troubleshooting.
SkipShaderOptimization=0 // 0,1 - (0) If set to 1, generally means epic-fail.
QuadVertexBuffer=0 // (0,1 - 1) At 1, allows rectangle geometry to be drawn from VRAM; at 0, drawn from system RAM. Set to 0 if experiencing issues.
EnableShaders_3_0=1 // 0,1 - (1) Allows Shader Model 3.0 effects to be used. Try setting to 0 if your GPU does not support SM3.
AdditionalConfigFile= // 0,1 - Allows loading of an additional ENBseries.ini file
UseMRTRendering=0 // 0,1 - (0) Set to 1, this enables alternate rendering technique (?) Bad results in Fallout New Vegas.
CyclicConfigReading=False // True or False - (True) When true, the changes made to this document will be loaded into the game in real-time! Works best in 'Windowed' mode.
[EFFECT]
EnableBloom=1 // 0,1 - (1) Enables Bloom effect by default
EnableOcclusion=0 // 0,1 - (0) Disables Occlusion effect by default - You must also use the AA Compatibility ESP file to allow this effect to work along with Anti-Aliasing!
EnableReflection=0 // 0,1 - (0) Has no effect on FNV Gamebryo engine, even if enabled
EnableMotionBlur=0 // 0,1 - (0) Disables MotionBlur effect by default. Note: this effect has strange blur/bloom effect on FNV Gamebryo engine if enabled. Does not add motion blur effect.
EnableWater=0 // 0,1 - (0) Has no effect on FNV Gamebryo engine, even if enabled
EnableShadow=0 // 0,1 - (0) Has no effect on FNV Gamebryo engine, even if enabled
DepthBias=0 // 0 to 1000 - (0) Adjusts bias for calculating depth-based effects. Range 0-1000
EnableDepthOfField=0 // 0,1 - (1) Enables Depth of Field effect by default - You must also use the AA Compatibility ESP file to allow this effect to work along with Anti-Aliasing!
[iNPUT]
KeyUseEffect=123 // NOTE: This section is meant to allow keymapping of effects, but does not work. 'Shift-F12' always toggles 'All Effects'
KeyBloom=120 // 'Shift-F9' always toggles the Bloom effect
KeyOcclusion=121 // 'Shift-F10' always toggles the SSAO effect
KeyReflection=122 //
KeyCombination=16 //
KeyScreenshot=44 // The 'Printscreen' key captures a screenshot in your game's root folder
KeyShadow=119 //
KeyWater=118 //
KeyShowFPS=106 // The '*' key above your numeric keypad toggles a small FPS counter in the top-left of your screen
[REFLECTION] //
ReflectionPower=15 //
ChromePower=10 //
UseCurrentFrameReflection=0 //
ReflectionQuality=0 //
ReflectionSourceSpecular=50 //
ReflectionSourceTFactor=50 //
UseAdditiveReflection=0 //
ReflectionDepthBias=0 //
UseLowResReflection=0 //
ReflectionSinglePass=1 //
UseEnvBump=1 //
EnvBumpAmount=50 //
EnvBumpOffset=50 //
ReflectionFlip=0 //
[bLOOM]
BloomPowerDay=1 // 1 to 100 - (1) Bloom power during the day, dependent on screen brightness. Daytime is determined 'BloomScreenLevelDay' below.
BloomFadeTime=3000 // 0 to 100000 - (3000) Time in miliseconds for the bloom adaptation to take place in-game when transitioning from light to dark areas and vice versa
BloomConstantDay=0 // 1 to 100 - (0) Constant Bloom power during the day, independent of screen brightness.
BloomQuality=0 // 0, 1, 2 - (0) Quality of Bloom effect, 0 is highest and 2 is lowest
BloomScreenLevelDay=70 // 0 to 100 - (68) Overall brightness level of the screen, in percent, that determines 'Daytime' for the Bloom effect. Values 'between' day and night levels are interpolated.
BloomCurveDay=5 // -10 to 10 - (5) Gamma correction for bloom during the day. Higher values mean higher contrast, lower values mean more mid-tones
BloomPowerNight=15 // 1 to 100 - (14) Bloom power during the night, dependent on screen brightness. Night time is determined 'BloomScreenLevelNight' below.
BloomConstantNight=1 // 1 to 100 - (1) Constant Bloom power during the Night, independent of screen brightness.
BloomCurveNight=3 // -10 to 10 - (3) Gamma correction for bloom during the night. Higher values mean higher contrast, lower values mean more mid-tones
BloomScreenLevelNight=8 // 0 to 100 - (10) Overall brightness level of the screen, in percent, that determines 'Night time' for the Bloom effect. Values 'between' day and night levels are interpolated.
BloomAdaptationScreenLevel=98 // 0 to 100 - (98) Overall brightness level of the screen, in percent, above which the Bloom effect is deactivated. Should be set higher than 'BloomScreenLevelDay'
BloomAdaptationMultiplier=60 // 0 to 100 - (60) Adjsuts brightness range used for Bloom adaptation. Setting this to '100' disables adaptation entirely
BloomAllowOversaturation=1 // 0,1 - (1) Setting this to 0 will only apply soft bloom across the image and prevent any 'oversaturation' effect.
BloomMaxLimit=100 // 1 to 100 - (100) Allows you to 'limit' the brightness of the bloom effect. At 100, the effect is not limited.
[sSAO] // NOTE: SSAO soft-shadowing is disabled by default in this mod. To enable, hit Shift-F10 in-game. You may see some unwanted artifacts at times (i.e .'npc sky ghosts')
// NOTE: You must also use the AA Compatibility ESP file to allow SSAO to work along with Anti-Aliasing!
UseFilter=0 // 0, 1 - (1) Enables fitering of the SSAO effect for better quality. Significant impact on performance.
OcclusionQuality=0 // 0, 1, 2 - (0) Quality of SSAO effect, 0 is highest and 2 is lowest. Significant impact on performance.
FilterQuality=0 // 0, 1, 2 - (0) Quality of SSAO filtering, 0 is highest and 2 is lowest. Significant impact on performance.
DarkeningLevel=23 // 0 to 100 - (23) The darkness intensity of the shadows produced by the SSAO effect
BrighteningLevel=0 // 0 to 100 - (0) Amount of object-edge brightening used to balance with the darkness introduced by the SSAO. Makes objects feel more 'volumetric'.
IlluminationLevel=0 // 0 to 100 - (0) The amount of indirect lightning applied to surfaces by a 'multiply add function'. Does not affect dark areas of the screen, high values result in oversaturation
AdditiveIlluminationLevel=6 // 0 to 100 - (0) Amount of geometry-based 'additive illumination' lighting applied to the scene, also affects dark areas of the screen.
UseAmbientOcclusion=0 // 0, 1 - (1) - Enables the soft-shadowing effect. Must be set to 1 for any SSAO to work. Significant impact on performance.
UseIndirectLighting=0 // 0, 1 - (0) - Enables the ambient lighting. Must be set to 1 for SSIL (additive illumination) to work. Significant impact on performance.
FadeDistance=70 // 0 to 100 - (70) Determines how far 'into the distance' the SSAO effect is applied. At low values, the effect is only applied to nearby objects. Significant impact on performance.
UseForAlphaTest=1 // 0, 1 (1) - UNKNOWN - seems to affect how the SSAO effect is rendered
UseForAlphaBlend=1 // 0, 1 (1) - UNKNOWN - seems to affect how the SSAO effect is rendered
UseNoiseRandomization=1
[colorCORRECTION] //
DarkeningAmountDay=0 // -100 to 100 (0) How much the image will be darkened during the day, negative values brighten the image. Daytime is determined 'ScreenLevelDay' below.
ScreenLevelDay=80 // 0 to 100 (70) Overall brightness level of the screen, in percent, that determines 'Daytime'. Values 'between' day and night levels are interpolated.
DarkeningAmountNight=0 // -100 to 100 (-50) How much the image will be darkened during the night, negative values brighten the image. Daytime is determined 'ScreenLevelNight' below.
ScreenLevelNight=2 // 0 to 100 (2) Overall brightness level of the screen, in percent, that determines 'Night time'. Values 'between' day and night levels are interpolated.
GammaCurveDay=-1 // -10 to 10 - (-1) Gamma correction for overall color the day. Higher values mean higher contrast, lower values mean more mid-tones.
GammaCurveNight=-5 // -10 to 10 - (-5) Gamma correction for overall color the night. Higher values mean higher contrast, lower values mean more mid-tones.
ColorSaturationDay=-1 // -10 to 10 - (1) Color saturation during the day. Higher values mean brighter colors, lower values means a greyer image.
ColorSaturationNight=1 // -10 to 10 - (1) Color saturation during the night. Higher values mean brighter colors, lower values means a greyer image.
UsePaletteTexture=1 // 0, 1 - (1) Enables the use of 'enbpalette.bmp' for color correction and tone-mapping, overriding some Color Correction settings (see http://enbdev.com/palette_en.htm)
[WATER] //
UseWaterDeep=1 //
WaterDeepness=30 //
WaterQuality=0 //
[sHADOW] //
ShadowFadeStart=400 //
ShadowFadeEnd=800 //
ShadowAmountDay=70 //
ShadowAmountNight=70 //
ShadowScreenLevelDay=60 //
ShadowScreenLevelNight=20 //
ShadowQuality=0 //
UseShadowFilter=1 //
FilterQuality=1 //
ShadowBlurRange=40 //
[ENGINE] //
ForceAnisotropicFiltering=0 //
MaxAnisotropy=8 //
ForceDisplayRefreshRate=0 //
DisplayRefreshRateHz=60 //
[MOTIONBLUR] //
MotionBlurQuality=0 //
MotionBlurVelocity=10 //
MotionBlurRotation=10 //
[PERPIXELLIGHTING] // This PERPIXELLIGHTING section is used to enhance specular lighting, I am unclear if/how this works in the Gamebryo engine.
SpecularColorMin=0 // More details on PERPIXELLIGHTING at http://enbdev.com/doc_ppl_en.htm
SpecularColorMax=100 //
SpecularColorMultiplier=100 //
SpecularGlossinessMin=0 //
SpecularGlossinessMax=100 //
SpecularGlossinessMultiplier=100 //
[DEPTHOFFIELD] // Note: You must also use the AA Compatibility ESP file to allow Depth of Field to work along with Anti-Aliasing!
DOFQuality=0 // 0, 1, 2 - (0) Quality of Depth of FIeld effect, 0 is highest and 2 is lowest.
DOFNumberOfPasses=3 // 0 to 5 - (3) Number of 'passes' used to create depth of field effect. Higher passes means higher quality, but lower performance
DOFFocusRange=160 // 0 to 1000 - (150) Size of focus range based on distance. With higher values, less of the scene is affected by the depth of field blur.
DOFBlurinessRange=2 // 0 to 10 (3) Amount of blurring applied by the depth of field effect dependent on screen resolution
DOFFiltered=1 // 0, 1 - (1) Enables filtering of the depth of field effect for better quality

 

 

I'm fairly competent at modding at least mid to high tier Journeyman by Oblivion Ranking. I think I can get relevant information should you ask for it, I myself have no idea whats causing it. Suggestions welcomed.

Edited by Kiesa
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