Kiesa Posted May 27, 2014 Share Posted May 27, 2014 (edited) 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 VegasI 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: BEXApplication Name: FalloutNV.4gbApplication Version: 1.4.0.525Application Timestamp: 4e0d50edFault Module Name: FalloutNV.4gbFault Module Version: 1.4.0.525Fault Module Timestamp: 4e0d50edException Offset: 00ac6bfeException Code: c0000417Exception Data: 00000000OS Version: 6.1.7601.2.1.0.256.1Locale ID: 1033Additional Information 1: 29ddAdditional Information 2: 29ddfc8af651bcf7cde25089baeb9fdcAdditional Information 3: ed13Additional Information 4: ed13433d60be6acf8fa7e2fe57e88b65 This is My BOSS LogRECOGNISED PLUGINSFalloutNV.esm ActiveDeadMoney.esm ActiveBash Tag suggestion(s): {{BASH: Deflst}}HonestHearts.esm ActiveOldWorldBlues.esm ActiveLonesomeRoad.esm ActiveGunRunnersArsenal.esm ActiveClassicPack.esm ActiveMercenaryPack.esm ActiveTribalPack.esm ActiveCaravanPack.esm ActiveAdvanced Recon Tech.esm ActiveAfterschool Special.esm Version 2.01 ActiveDetect Traps.esm ActiveMore Perks.esm Version 2.0.0 ActiveMore Perks for Companions.esm Version 1.0.0 ActiveMore Traits.esm Version 1.0.0 ActiveNevadaSkies.esm ActiveNVInteriors_Core.esm Version 2.0 ActiveNVInteriors_ComboEdition.esm Version 1.3 ActiveRequires: NVInteriors_Core.esmNote: Merge of NVInteriors_WastelandEdition, NVInteriorsUrbanEdition, and NVInteriors_TweeksIncompatible with: NVInteriors_ComboEdition_AWOP.esmInterior Lighting Overhaul - Core.esm Version 6.6 ActiveBash Tag suggestion(s): {{BASH: C.Climate, C.Light}}Project Nevada - Core.esm ActiveBash Tag suggestion(s): {{BASH: Invent}}Project Nevada - Equipment.esm ActiveBash Tag suggestion(s): {{BASH: Delev, Invent, Names}}Requires: New Vegas Script Extender and Project Nevada - Core.esmProject Nevada - Extra Options.esm ActiverePopulated Wasteland.esm ActiveSortomatic.esm ActiveELECTRO-CITY - CompletedWorkorders.esm ActiveBash Tag suggestion(s): {{BASH: Actors.AIData, Actors.AIPackages, Invent, Names, NpcFaces}}ELECTRO-CITY - Highways and Byways.esm ActiveoHUD.esm ActiveIncompatible with: aHUD.esm, iHUD.esm, Primary Needs HUD.esmNew Vegas Redesigned II.esm ActiveBash Tag suggestion(s): {{BASH: NpcFaces, Hair, Eyes, Body-M, Body-F}}MikotoBeauty.esm ActiveBash Tag suggestion(s): {{BASH: Hair, Eyes, Graphics}}Project Nevada - Rebalance.esp ActiveBash Tag suggestion(s): {{BASH: Names, Invent}}Project Nevada - Cyberware.esp ActiveNVWillow.esp Version 1.05 ActiveMission Mojave - Ultimate Edition.esp Version 10 ActiveBash Tag suggestion(s): {{BASH: Actors.AIPackages, NoMerge, Sound, Stats, Scripts}}Incompatible with: Compiled Patch.esp, Compiled Patch All_DLCs.esp, Community Bugfix Compilation Patch.espMMUE POP.esp ActiveRequires: Mission Mojave - Ultimate Edition.espMMUE-CP-Electrocity.esp ActiveRequires: ELECTRO-CITY - CompletedWorkorders.esmMMUE-CP-NVInteriors.esp ActiveRequires: NVInteriors_ComboEdition.esmMMUE-CP-rePopulated.esp ActiveRequires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, rePopulated Wasteland.esmDarNifiedUINV.esp ActiveCASM.esp ActiveNote: Do not use with Auto Incremental Save; has the same purpose.The Mod Configuration Menu.esp Version 1.5 ActiveThe Weapon Mod Menu.esp Version 1.2 ActiveBetter Burned Man.esp ActiveProject Nevada - Cyberware Additions.esp ActiveProject Nevada - Rebalance Complete.esp ActiveProject Nevada - All DLC.esp ActiveMMUE-CP-PNALLDLC.esp ActiveRequires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm, Project Nevada - Core.esm, Project Nevada - Equipment.esp, Mission Mojave - Ultimate Edition.espMMUE-CP-PNCore.esp ActiveRequires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, Project Nevada - Core.esmMMUE-CP-PNRebalance.esp ActiveRequires: DeadMoney.esm OldWorldBlues.esm, Project Nevada - Core.esm, Project Nevada - Rebalance.esp, Mission Mojave - Ultimate Edition.espMMUE-CP-PNEquipment.esp ActiveRequires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, GunRunnersArsenal.esm, Project Nevada - Equipment.esp, Mission Mojave - Ultimate Edition.espCONELRAD 640-1240.esp Version 1.2 ActiveNewVegasBounties.esp ActiveNewVegasBountiesII.esp ActiveDetect Traps - Perk.esp ActiveMore Perks Update.esp Version 2.4.6 ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS}}More Perks for Companions Update.esp Version 1.0.6 ActiveMore Traits Update.esp Version 1.1.5 ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS}}Detect Traps - DLC.esp ActiveIncompatible with: Detect Traps - Dead Money.esppipboy2500_edisleado.esp ActiveSignatureWeapons.esp ActiveAdvanced Recon Gear.esp ActiveAdvanced Recon Tech.esp ActiveAdvanced Recon Tech - Detect Traps.esp Activechristinecos.esp ActiveBash Tag suggestion(s): {{BASH: Graphics}}1nivVSLArmors.esp Version 1.2 ActiveBash Tag suggestion(s): {{BASH: Deflst, Delev, Graphics, Invent, Names, Relev}}Advanced Recon Armor.esp ActiveAdvanced Recon Armor-Stealth With Drawn Weapon.esp ActiveAdvanced Recon Range Finder.esp ActiveAdvanced Recon Gear - Project Nevada.esp ActivebzArmour.esp ActiveFlashlightNVSE.esp Version 1.22 ActiveIncompatible with: Project Nevada - FlashlightNVSE.espNCR Rearmament v1.5 (Lore).esp ActiveIncompatible with: NCR Rearmament v1.5.espNVR- Recommended.esp ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, NpcFaces}}Requires: New Vegas Redesigned II.esmIncompatible with: NVR- Lore version.espNew Vegas redesigned- Honest Hearts.esp ActiveBash Tag suggestion(s): {{BASH: Actors.ACBS, NpcFaces}}Voice dissonance fix.esp ActiveBash Tag suggestion(s): {{BASH: NpcFaces}}Requires: New Vegas Redesigned II.esmMMUE-CP-New Vegas Redesigned.esp ActiveRequires: New Vegas Redesigned II.esm, Mission Mojave - Ultimate Edition.espJIP Companions Command & Control.esp Version 1.70 ActiveQuick Trade.esp Version 1.4 ActiveRequires: The Mod Configuration MenuWeaponModsExpanded.esp Version 1.1.2 ActiveBash 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.espProject Nevada - WMX.esp ActiveBash Tag suggestion(s): {{BASH: Graphics, Invent, Names, WeaponMods}}Requires: WeaponModsExpanded.esp, Project Neavda - Core.esm, Project Nevada - Equipment.esmWMX-DLCMerged.esp Version 1.0 ActiveBash Tag suggestion(s): {{BASH: Graphics, Invent, Names, Relev, Sound, Stats, WeaponMods}}WMX-ArenovalisTextures.esp Version 1.2 ActiveBash 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 ActiveBash Tag suggestion(s): {{BASH: Graphics, Stats, WeaponMods}}EVE FNV - ALL DLC.esp ActiveBash Tag suggestion(s): {{BASH: Delev, Destructible, Graphics, Invent, Names, Scripts, Sound, Stats, WeaponMods}}WMX-EVE-AllDLCMerged.esp Version 1.0.6 ActiveBash Tag suggestion(s): {{BASH: Graphics, Stats, WeaponMods}}Project Nevada - EVE All DLC.esp ActiveRequires: EVE FNV - ALL DLC.espMMUE-CP-EVE.esp ActiveRequires: Mission Mojave - Ultimate Edition.esp, EVE FNV.espMMUE-CP-WMX.esp ActiveRequires: Mission Mojave - Ultimate Edition.esp, WeaponModsExpanded.espELECTRO-CITY - Inventory Sorters Compatibility Patch - RegularCATEYEvalue.esp ActiveIncompatible with: ELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.espInterior Lighting Overhaul - Ultimate Edition.esp Version 6.6 ActiveBash Tag suggestion(s): {{BASH: C.Light}}Requires: DeadMoney.esm, HonestHearts.esm, OldWorldBlues.esm, LonesomeRoad.esm, Interior Lighting Overhaul - Core.esmILO - NVInteriors Project.esp Version 1.5 ActiveBash Tag suggestion(s): {{BASH: C.Light}}Requires: NVInteriors_Core.esm, NVInteriors_ComboEdition.esm, Interior Lighting Overhaul - Core.esmNevadaSkies - Ultimate DLC Edition.esp ActiveMikotoBeauty.esp ActiveBash Tag suggestion(s): {{BASH: Hair, Eyes, Names}}Merged Patch.esp ActiveUN-RECOGNIZED PLUGINSSomeguySeries.esm ActiveTheInheritance.esp ActiveRussell.esp ActiveILO - New Vegas Bounties.esp Version 1.0 ActiveDYNAVISION 3.esp ActiveNevadaSkies - Basic Edition.espNevadaSkies - TTW Edition.espEVE FNV - NO DLC.espEVE FNV - NO GRA.espProject Nevada - EVE No DLC.espProject Nevada - EVE No GRA.espWeapon Stat Viewer.esp ActiveCNR_Beta.esp ActiveFCO - GlowingOne.esp ActiveMMUE-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 fileUseMRTRendering=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 defaultEnableOcclusion=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 enabledEnableMotionBlur=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 enabledEnableShadow=0 // 0,1 - (0) Has no effect on FNV Gamebryo engine, even if enabledDepthBias=0 // 0 to 1000 - (0) Adjusts bias for calculating depth-based effects. Range 0-1000EnableDepthOfField=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 effectKeyOcclusion=121 // 'Shift-F10' always toggles the SSAO effectKeyReflection=122 //KeyCombination=16 //KeyScreenshot=44 // The 'Printscreen' key captures a screenshot in your game's root folderKeyShadow=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 versaBloomConstantDay=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 lowestBloomScreenLevelDay=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-tonesBloomPowerNight=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-tonesBloomScreenLevelNight=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 entirelyBloomAllowOversaturation=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 effectBrighteningLevel=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 oversaturationAdditiveIlluminationLevel=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 renderedUseForAlphaBlend=1 // 0, 1 (1) - UNKNOWN - seems to affect how the SSAO effect is renderedUseNoiseRandomization=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.htmSpecularColorMax=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 performanceDOFFocusRange=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 resolutionDOFFiltered=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 May 27, 2014 by Kiesa Link to comment Share on other sites More sharing options...
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