SuperV Posted April 15, 2011 Share Posted April 15, 2011 This is my current load order. I get random CTDs during gameplay. Active Mod Files: 00 FalloutNV.esm 01 Community Bugfix Compilation Patch.esm 02 IWR.esm 03 IWS-Core.esm [Version 1.95] 04 More Perks.esm 05 More Perks for Companions.esm [Version 1.0.0] 06 More Traits.esm [Version 1.0.0] 07 Project Nevada - Core.esm 08 Caliber.esm 09 nVamp - Very Voracious Vermin.esm 0A Community Bugfix Compilation Patch.esp 0B DarNifiedUINV.esp 0C CASM.esp 0D IWR - Rebuilt.esp 0E PerkEveryLevel.esp ++ PMT - Destructible Ordnance.esp [Version 1.01] 0F PMT - Explosive Robots.esp [Version 1.0] 10 PMT - Deadlier Combat.esp [Version 1.01] 11 PMT - Rude Awakening.esp [Version 1.0] 12 Arwen_NV_Realism_Core.esp 13 Project Nevada - Cyberware.esp ++ FreeplayafterMQNVv1_6.esp 14 HarderThan.esp 15 More Perks Update.esp 16 More Perks for Companions Update.esp [Version 1.0.3] 17 More Traits Update.esp [Version 1.0.9] 18 xatmosSkillPerks.esp 19 IWS-Core-Patrols.esp [Version 1.95] ++ IWS-Core-Guards.esp [Version 1.95] ++ IWS-Core-Civilians.esp [Version 1.95] ++ IWS-AS-MedSpawns.esp [Version 1.95] 1A NoFastTravel_NV.esp 1B Realistic_Repair_NV.esp ++ Sorter - Combined.esp 1C Arwen_NV_Hard-Core.esp 1D WeaponModsExpanded.esp 1E Fellout.esp 1F nVamp - Very Voracious Vermin.esp 20 Bashed Patch, 0.esp Is there a way to "analyze" a CTD and understand what is the mod that caused it? Also, if you have any suggestions on mods I can change/swap, or if you recognize two mods that conflict with each other, please tell. I also appreciate suggestions on how to make the mod list more "fun to play". Thanks. Link to comment Share on other sites More sharing options...
Lateralizm Posted April 15, 2011 Share Posted April 15, 2011 This is my current load order. I get random CTDs during gameplay. Active Mod Files: 00 FalloutNV.esm 01 Community Bugfix Compilation Patch.esm 02 IWR.esm 03 IWS-Core.esm [Version 1.95] 04 More Perks.esm 05 More Perks for Companions.esm [Version 1.0.0] 06 More Traits.esm [Version 1.0.0] 07 Project Nevada - Core.esm 08 Caliber.esm 09 nVamp - Very Voracious Vermin.esm 0A Community Bugfix Compilation Patch.esp 0B DarNifiedUINV.esp 0C CASM.esp 0D IWR - Rebuilt.esp 0E PerkEveryLevel.esp ++ PMT - Destructible Ordnance.esp [Version 1.01] 0F PMT - Explosive Robots.esp [Version 1.0] 10 PMT - Deadlier Combat.esp [Version 1.01] 11 PMT - Rude Awakening.esp [Version 1.0] 12 Arwen_NV_Realism_Core.esp 13 Project Nevada - Cyberware.esp ++ FreeplayafterMQNVv1_6.esp 14 HarderThan.esp 15 More Perks Update.esp 16 More Perks for Companions Update.esp [Version 1.0.3] 17 More Traits Update.esp [Version 1.0.9] 18 xatmosSkillPerks.esp 19 IWS-Core-Patrols.esp [Version 1.95] ++ IWS-Core-Guards.esp [Version 1.95] ++ IWS-Core-Civilians.esp [Version 1.95] ++ IWS-AS-MedSpawns.esp [Version 1.95] 1A NoFastTravel_NV.esp 1B Realistic_Repair_NV.esp ++ Sorter - Combined.esp 1C Arwen_NV_Hard-Core.esp 1D WeaponModsExpanded.esp 1E Fellout.esp 1F nVamp - Very Voracious Vermin.esp 20 Bashed Patch, 0.esp Is there a way to "analyze" a CTD and understand what is the mod that caused it? Also, if you have any suggestions on mods I can change/swap, or if you recognize two mods that conflict with each other, please tell. I also appreciate suggestions on how to make the mod list more "fun to play". Thanks.Well, I personally can't figure out which mod it is, but one of those mods could rely on a mod you may have uninstalled. My suggestion is to uninstall them and then reinstall them. I do that every so often just in case. Link to comment Share on other sites More sharing options...
roguim Posted April 16, 2011 Share Posted April 16, 2011 Also take a look on the readme to see if you installed correctly the mods, if you forget to activated or deactivated some plugins and see if there is some mods that you have to choose one plugin and only use this. example you have both esm and esp files of the community Bugfix Compilation Patch but you should have only one version not the both. so deactivate one. same thing with nVamp - Very Voracious Vermin, confirm if you really need both esm and esp ( i doubt you need but as i don't have it, check the read mes or the mod thread to confirm it) also check if you don't have conflict with mods , maybe chancing the load order could help. Link to comment Share on other sites More sharing options...
rickerhk Posted April 16, 2011 Share Posted April 16, 2011 I would suggest you use just one of these (the esm one) Leave it right under FalloutNV.esm - Edit - Ninja'd on this 01 Community Bugfix Compilation Patch.esm 0A Community Bugfix Compilation Patch.esp Also, Arwen's is a pretty major overhaul, so if I was building a load order with Arwen's as the base, I would pick other mods that didn't change the same things that it does. Not sure about the PMT stuff about harder combat and messing with sleep. Arwen's does this type of thing. Link to comment Share on other sites More sharing options...
SuperV Posted April 16, 2011 Author Share Posted April 16, 2011 Thanks for the replies. I've tried a new load order and I get some CTDs in Primm. I used XFO, not Arwen's. Active Mod Files: 00 FalloutNV.esm 01 Community Bugfix Compilation Patch.esm 02 IWR.esm 03 IWS-Core.esm [Version 1.95] 04 More Perks.esm 05 More Perks for Companions.esm [Version 1.0.0] 06 More Traits.esm [Version 1.0.0] 07 Project Nevada - Core.esm 08 Caliber.esm 09 nVamp - Very Voracious Vermin.esm 0A DarNifiedUINV.esp 0B CASM.esp 0C IWR - Rebuilt.esp 0D PerkEveryLevel.esp ++ PMT - Destructible Ordnance.esp [Version 1.01] 0E PMT - Explosive Robots.esp [Version 1.0] 0F PMT - Rude Awakening.esp [Version 1.0] 10 XFO - 1aa - Accuracy Revamp - mild.esp 11 XFO - 1bb - Dmg - Non-Var - 2x.esp 12 XFO - 2ab - Armor - DR+DT - revamp - med.esp 13 XFO - 2da - Bleedthrough - 10% (from 20).esp 14 XFO - 3ac - rarity - ammo - hard.esp 15 XFO - 3bc - rarity - caps - hard.esp 16 XFO - 3cb - rarity - meds - med.esp 17 XFO - 4a - Perks - Paths.esp 18 XFO - 4ba - Perks - Perk Every Level.esp 19 XFO - 5a - SPECIAL & Stats Rebalance.esp 1A XFO - 5b - Skills - SP Formula Rebalance.esp 1B XFO - 5c - Skills - Better Med Surv Repair.esp 1C XFO - 5eb - Skills - Barter - Hard.esp 1D XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp 1E XFO - 6be - Pacing - Vanilla (JUST No Cap).esp 1F XFO - 7a - UnMSG - Empty.esp 20 XFO - 7b - UnMSG - Karma (Incl Sounds).esp 21 XFO - 7c - UnMSG - Sneak Status.esp 22 XFO - 8a - Cripple & Body Part Revamp.esp 23 XFO - 8b - Speed Increases.esp 24 XFO - 8c - Karma Rebalance.esp 25 XFO - 9a - Enemies - AI revamp.esp 26 XFO - 9da - Enemies - NPC Healing - low.esp 27 XFO - 10aa - Hardcore - Hunger&Thirst - Mild (2x).esp ++ XFO - 10b - Hardcore - Food&Drink (no healing).esp ++ XFO - 10c - Hardcore - Severe Penalties.esp 28 Project Nevada - Cyberware.esp ++ FreeplayafterMQNVv1_6.esp 29 HarderThan.esp 2A More Perks Update.esp 2B More Perks for Companions Update.esp [Version 1.0.3] 2C More Traits Update.esp [Version 1.0.9] 2D xatmosSkillPerks.esp 2E IWS-Core-Patrols.esp [Version 1.95] ++ IWS-Core-Guards.esp [Version 1.95] ++ IWS-Core-Civilians.esp [Version 1.95] ++ IWS-AS-MedSpawns.esp [Version 1.95] 2F NoFastTravel_NV.esp 30 Realistic_Repair_NV.esp ++ Sorter - Combined.esp 31 WeaponModsExpanded.esp 32 Fellout.esp 33 nVamp - Very Voracious Vermin.esp 34 Bashed Patch, 0.esp Anything wrong with it? Also, is there a way to know what caused a CTD? Link to comment Share on other sites More sharing options...
majinshinsa Posted April 16, 2011 Share Posted April 16, 2011 start off with no mods loaded and see if it crashes. then exit, and add a mod retry and so on until you figure out which one it is Link to comment Share on other sites More sharing options...
SuperV Posted April 16, 2011 Author Share Posted April 16, 2011 start off with no mods loaded and see if it crashes. then exit, and add a mod retry and so on until you figure out which one it is The problem is that I do not know how to replicate the crashes. They're completely random.Doesn't fallout generate a crash log or something that tells the user what the problem was? Also, I've read somewhere that VVV doesn't require IWS anymore. Can I disable IWS? --- I didn't like XFO and returned to Arwen's.This is my load order now: Active Mod Files: 00 FalloutNV.esm 01 Community Bugfix Compilation Patch.esm 02 IWR.esm 03 More Perks.esm 04 More Perks for Companions.esm [Version 1.0.0] 05 More Traits.esm [Version 1.0.0] 06 Project Nevada - Core.esm 07 Caliber.esm 08 nVamp - Very Voracious Vermin.esm 09 DarNifiedUINV.esp 0A CASM.esp 0B IWR - Rebuilt.esp 0C PMT - Destructible Ordnance.esp [Version 1.01] 0D PMT - Explosive Robots.esp [Version 1.0] 0E PMT - Rude Awakening.esp [Version 1.0] 0F Arwen_NV_Realism_Core.esp 10 Project Nevada - Cyberware.esp 11 FreeplayafterMQNVv1_6.esp 12 HarderThan.esp 13 More Perks Update.esp 14 More Perks for Companions Update.esp [Version 1.0.3] 15 More Traits Update.esp [Version 1.0.9] 16 xatmosSkillPerks.esp 17 NoFastTravel_NV.esp 18 Realistic_Repair_NV.esp 19 Arwen_NV_Hard-Core.esp 1A Arwen_NV_Encumbrance.esp 1B WeaponModsExpanded.esp 1C Fellout.esp 1D nVamp - Very Voracious Vermin.esp 1E Bashed Patch, 0.esp I have only one problem: sometimes NPCs can't use their guns and just keep looking at me until I kill them. If I save and load their gun appears and they start shooting at me. What could be causing this? Also, how should I build the bashed patch? What options should I use? Link to comment Share on other sites More sharing options...
rickerhk Posted April 16, 2011 Share Posted April 16, 2011 The problem is that I do not know how to replicate the crashes. They're completely random.Doesn't fallout generate a crash log or something that tells the user what the problem was? No crash log. Is there anything in common - like you are in combat, or press a key, or at the moment an enemy is killed?I have only one problem: sometimes NPCs can't use their guns and just keep looking at me until I kill them. If I save and load their gun appears and they start shooting at me. What could be causing this?The most common culprit that i've seen to cause this is a mod that does a Ref-walk for actors and puts a token in their inventory to do checks on them. It can glitch their inventory. It would be a mod that requires NVSE.Edit - i've also seen this cause CTD upon death of an actor in my own mod and stopped using the technique. Link to comment Share on other sites More sharing options...
SuperV Posted April 16, 2011 Author Share Posted April 16, 2011 The problem is that I do not know how to replicate the crashes. They're completely random.Doesn't fallout generate a crash log or something that tells the user what the problem was? No crash log. Is there anything in common - like you are in combat, or press a key, or at the moment an enemy is killed?I have only one problem: sometimes NPCs can't use their guns and just keep looking at me until I kill them. If I save and load their gun appears and they start shooting at me. What could be causing this?The most common culprit that i've seen to cause this is a mod that does a Ref-walk for actors and puts a token in their inventory to do checks on them. It can glitch their inventory. It would be a mod that requires NVSE.Edit - i've also seen this cause CTD upon death of an actor in my own mod and stopped using the technique. Apparently removing the bashed patch esp fixed the NPC weapon problem. What consequences will this have? How am I supposed to build the bashed patch correctly?Or should I just create a merged patch using FNVedit? Link to comment Share on other sites More sharing options...
SuperV Posted April 16, 2011 Author Share Posted April 16, 2011 I've switched to XFO again and tried building the Bashed Patch in a lot of different ways, and I still get the same bug: Load order Active Mod Files: 00 FalloutNV.esm 01 IWR.esm 02 More Perks.esm 03 More Perks for Companions.esm [Version 1.0.0] 04 More Traits.esm [Version 1.0.0] 05 Project Nevada - Core.esm 06 Caliber.esm 07 nVamp - Very Voracious Vermin.esm 08 DarNifiedUINV.esp 09 CASM.esp 0A IWR - Rebuilt.esp 0B PMT - Rude Awakening.esp [Version 1.0] 0C XFO - 1aa - Accuracy Revamp - mild.esp 0D XFO - 1bb - Dmg - Non-Var - 2x.esp 0E XFO - 2ab - Armor - DR+DT - revamp - med.esp 0F XFO - 2da - Bleedthrough - 10% (from 20).esp 10 XFO - 3ac - rarity - ammo - hard.esp 11 XFO - 3bc - rarity - caps - hard.esp 12 XFO - 3cc - rarity - meds - hard.esp 13 XFO - 4a - Perks - Paths.esp 14 XFO - 4ba - Perks - Perk Every Level.esp 15 XFO - 5a - SPECIAL & Stats Rebalance.esp 16 XFO - 5b - Skills - SP Formula Rebalance.esp 17 XFO - 5c - Skills - Better Med Surv Repair.esp 18 XFO - 5da - Skills - Sneak - mild.esp 19 XFO - 5eb - Skills - Barter - Hard.esp 1A XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp 1B XFO - 6be - Pacing - Vanilla (JUST No Cap).esp 1C XFO - 7a - UnMSG - Empty.esp 1D XFO - 7b - UnMSG - Karma (Incl Sounds).esp 1E XFO - 7c - UnMSG - Sneak Status.esp 1F XFO - 8a - Cripple & Body Part Revamp.esp 20 XFO - 8b - Speed Increases.esp 21 XFO - 8c - Karma Rebalance.esp 22 XFO - 10ab - Hardcore - Hunger&Thirst - Med (3x).esp 23 XFO - 10b - Hardcore - Food&Drink (no healing).esp 24 XFO - 10c - Hardcore - Severe Penalties.esp 25 Project Nevada - Cyberware.esp 26 HarderThan.esp 27 More Perks Update.esp 28 More Perks for Companions Update.esp [Version 1.0.3] 29 More Traits Update.esp [Version 1.0.9] 2A xatmosSkillPerks.esp 2B NoFastTravel_NV.esp 2C Fellout.esp 2D nVamp - Very Voracious Vermin.esp 1) Go to the saloon2) Speak with Sunny and end tutorial as soon as possible3) Go back to the saloon (everyone still has their gun and it works properly)4) Speak with Trudy (or anyone else, or just wait a while)5) Three hostile "wild dogs" spawn near Cheyenne, no one can use weapons and they just keep looking at the dogs while being killed The fact that wild dogs spawn near Cheyenne makes me think that VVV isn't working correctly, but that doesn't have anything to do with the fact that NPCs can't use their weapons.I will try completely disabling the Bashed Patch and post the results. Disabling the Bashed Patch gave even worse results: NPCs can't use weapons even the first time I go into the Saloon. I killed them via console and they actually had the weapons equipped in their inventory.I've also noticed that when Doc Mitchell tells you to get up, the "get up animation sequence" plays two times. Don't know if that's important. I will try disabling VVV and enabling the Bashed Patch again. --- Seems the problem was in fact VVV: I've tried the tutorial part again and everyone can use their weapons (and no wild dogs appear). To be honest VVV was a mod I was looking forward to, but oh well. Link to comment Share on other sites More sharing options...
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