Kpso Posted April 9, 2011 Share Posted April 9, 2011 I recently added some mods, like fook and dead money.Also added many other mods which I found usefull and the game started to crash on loading new locations. Sometimes it goes without a crash for 30 minutes, sometimes it freezes in the middle of loading or crashes to desktop.Is there any option to tell which mod is causing it? I was looking for some sort of crash log, to know which one i should turn off, I was experimenting with turning of mods but issue still exists. This is my mod list: AA12.espAK47.espassassinlife.espAutoSaverNV.espAWorldOfPain(Preview).esmBetter Tag Skills.espBinocs12fov.espCaravanPack.esmClassicPack.esmCONELRAD 640-1240.espCRFTOven.espDeagle.espDiscontinuedNCRArmorSet.espdressup.espEd-E essential.espExistence2.0.espFalloutNV.esmFOOK - New Vegas.esmFreeplayafterMQNVv1_6.espgambling.espGoodsprings Spruced Up.espGoodspringsHome.espGuns.espHacking 1x Word (Firmly) NV.espHousePenthouseMarker.espIncreasedcarryweight2.espJeyebotCompanion.espKillable Kids.espLess Armor Degradation.espLess Weapon Degradation.espLevel Cap 100.espLightCombatArmour.espLogicalReputationShifts.espLucky38.espLUCSA.espM14.espMegaContainer.espMercenaryPack.esmModdable Unique Weps.espMr Moneybags.espMuaha.espNepaleseKukri.espNew Ammo.espNewStripMapMarkers.espNVfreeradicalperkfix.espPerkEveryLevel.espR.A.C.E. Station.espRasRepairAll.espSarsaparilla.espSKIBOgunshop.espSorter - Combined.espspeed glasses.espThe Box of Wonders.espTribalPack.esmURWLNV.espVault11HouseFix.espVG0Weapons.espVMS44Fixed.espWeathered10mmFixed.espNewVegasBounties.espNewVegasBountiesII.espDeadMoney.esmFOOK - New Vegas DLCs.esmFOOK - New Vegas DLCs.espFOOK - New Vegas.esp25StarCap.espAK47 with mods (Scope).espBobbleheads - Not Hidden.espCasino UnBanner.espenclaveradio.espFreeplayafterMQNVv1_2.espGoodspringsPlayerHomeB.espImproved Sound FX.espJswords4freeDMGPlus5.esp050.espNo Scope Wobble.espNV Desert Eagle - less kick.esppopulatedcasino.espRepairLists.espRicher Casinos Max.espRocket Drop V2 - Can Sell Rockets.espSilencedUltraSMG.espUnlimited Companions.espUsableCigarettesHC.espCaravanCardFix.espvegassuburbshome.espWeaponModsExpanded.espweaponcaseupdatefinal.espCaliber.esmIWS-Core.esmIWS-AS-EnableDebugInfo.espIWS-AS-MedSpawns.espIWS-Core-Civilians.espIWS-Core-Guards.espIWS-Core-Patrols.espSunnyCompanion.espaaaJNFSniperZooming.espBoostedSkills.espFNVToolkit.esmGrenadeHotkey.espGrenadeHotkey - DeadMoney.espNVStripOpen.esmMore Ammo.espXFO - 4bb - Perks - Two per level.espAutomated Reloading Bench.espRBX.esmBiggunsTerminal.espSaveCass.espxatmosSkillPerks.espweight50000.espMAC.espNo Night.espStation 13.espRustTownV1-1.espStripOpenNPCs.espBetterLoadingText.espELECTRO-CITY - CompletedWorkorders.esmELECTRO-CITY - Highways and Byways.esm any ideas? Link to comment Share on other sites More sharing options...
GrindedStone Posted April 10, 2011 Share Posted April 10, 2011 (edited) FalloutNV.esm should be at the top, then other .esm, then .esp below that. With this many mods a Merge patch or bashed patch would be required. Merge patch is thru FNV edit, an Bashed patch thru wyre bash. They both do the same thing basicly so it's just which way do you wana learn. If you end up crashing when saving you should master update with FNV edit as it fixes an avoids that problem. Autosaving, Quicksaving, and overwriting any save has been known to promote coruption, along with using the continue button from the main loading screen. So we just don't use those, press esc each time an create a new save, then don't delete any till you are ready to delete them all an start a new game. There are a lot of mods that are "Dirty" meaning they have identical to master records, things set to delete, un-needed masters, an masters in the wrong order. This will cause a whole number of wierd problems, like for example half of a scripted menu disapeared, along with random issues. The modder is the one that should have cleaned the mod before they uploaded, but since just about nobody does or even knows about it, it's up to you. Webensized FO3/FNV edit guide by CSB talks about cleaning. I'm not really into doing it the "correct way" instead I do it the faster way, which is to load all the mods at once, apply the inherited by parent filter, right click each mod, remove identical to master records, set deleted to disabled, top to bottom on all the mods except the DLC, you never want to touch the DLC an have to save them (it breaks them) Once that part is done remove the filter an right click each of the mods top to bottom, pick clean masters, an then sort masters, save it when it's finished. If by chance it causes an error on saving a mod, just apply the filter an clean that mod again an save again which fixes that error. If you add or subtract mods an keep using the same save game it's a risk, you could very well break the game, and only in that one spot that crashes everytime. Though, you can back it up with proof by starting a new game an noticing that the problem isn't there anymore, which is also the first step in getting a diagnosis on any problem. Also you shouldn't have mods in the data folder which you are not using, if you are not using it, or not going to use it, don't install it or have it installed. If you must add or subtract or even update something after the gameplay has begun, then it might be time to start a new game, I start a new game everytime I wana change something major, but I start new games a lot anyway from getting killed. That being said you are almost always better with just ditching some of these mods you have. There are a few large ones, an what those fools don't realize is that by making their mod huge, it also makes it conflict with every other mod out there, with some secret PP'ing contest to see who can make the largest mod, which as it turns out just ends up breaking the game, or making it more easy to break the game when some unsuspecting player comes in a thinks that hey I can just use any mod I want because it looks cool. The truth is that most of these people haven't even thought about what if the content they create conflicts with other mods or the game itself, in most cases you find they only want to create this one certian thing, an if they have to knock over a few things in the process, hey, whoopz, idk it works great on my computer. Most of the time they conflict with themself, an if that isn't a giant indicator of no brain I don't know what is quite frankly. Note though that I'm not trying to discourage you from using mods, only discourage you from the work you would need to do to fix this crap. To which I suggest only using the mods that you simply got to have or you'll die. This way it's at least worth it when you spend many hours fixing it along with less time fixing, more time playing. It's better to build the load order slowly with lots of testing between all the boring work you have to do. If you plan out the build then it seems to work better an even last longer. However you might have to build more than one before you are any good at it. I've built about 90 over the years, an they each turned out different, even when they are using the same mods in the same basic order. You can't ever tell till you start playing with it. So just build it slow test a whole lot an only use the stuff you can't live without or use one mod you wanted to try out with a bunch you know are good. Install a mod you are not so sure about after you have already tested the other mods in the load order for a few weeks an know they are good. If you have a problem it's easy to know why, it's the last mod you installed. Edited April 10, 2011 by GrindedStone Link to comment Share on other sites More sharing options...
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