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CTD - what's wrong with my load order?


SuperV

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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.

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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.

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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.

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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.

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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?

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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?

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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.

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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?

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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 saloon

2) Speak with Sunny and end tutorial as soon as possible

3) 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.

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