DaffydMoonshadow Posted May 2, 2016 Share Posted May 2, 2016 Hello everyone. I'm looking for help with the following problem: When I try to play FNV, I can only get as far as the Bethesda logo in the beginning, when my game becomes non-responsive and I have to use the Task Manager to force close it. This happens no matter what I do (mods, no mods/straight game, NVSE launcher, Fallout launcher, straight FalloutNV.exe). I'm using Mod Organizer (MO) and will post my load order below. Thanks in advance for any advice/help you can provide. Load Order:mod_id,mod_installed_name,mod_version,file_installed_name42376,"Advanced Desert Ranger Helmet","1.1.0.0","Adv Desert Ranger Helmet v1_1-42376-1-1.rar"40051,"Advanced Recon Range Finder","1.2.1.0","Adv Recon Range Finder-40051-1-2-1.rar"44153,"Advanced Recon Riot Gear Helmets","1.0.0.0","Advanced Recon Riot Gear Helmets v1-44153-1-0.rar"38328,"Advanced Recon Thermal Nightvision","3.3.1.0","Adv Recon Thermal Nightvision-38328-3-3-1.rar"39476,"Advanced Recon Trap Detection","2.7.1.0","Adv Recon Trap Detection - DLC Patch-39476-2-7-1.rar"0,"BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer","2.0.0.0","BEWARE_OF_GIRL_Type_3_HiRez_HiDetailed_Replacer_2_0.fomod"48222,"Breeze New Vegas Males - AIO-48222-1-8","1.8.0.0","Breeze New Vegas Males - AIO-48222-1-8.7z"39981,"CaliberX","3.17.0.0","Caliber 3-18 FOMOD-39981.7z"58362,"CaliberX Patches","1.1.0.0","CaliberX - Project Nevada (Patch)-58362-1-1.7z"44171,"Couriers Stash Pre-order pack selector vp5","d2015.8.13","C:/Users/Colin/Downloads/Fallout New Vegas mods/Couriers Stash Pre-order pack selector vp5-44171-0-5.zip"0,"Darnified UI - DT and DR","1.1.0.0","Darnified UI - DT and DR.fomod"0,"DarNified UI - New Vegas","d2015.4.20","C:/Users/Colin/Downloads/Fallout New Vegas mods/DUINVv02.7z"42666,"EVE - Essential Visual Enhancements","1.17.1.0","EVE v1.17.1 Updater Alternate-42666-1-17-1.zip"35935,"Fallout New Vegas ArchiveInvalidation Invalidated","d2015.4.18","C:/Users/Colin/Downloads/Fallout New Vegas mods/Fallout New Vegas ArchiveInvalidation Invalidated-35935-beta.7z"55487,"Keep The Way of The Canaanite","1.0.0.0","Keep The Way of The Canaanite-55487-1.7z"34902,"MTUI","1.0.0.0","MTUI-34902.zip"43135,"NMCs_Texture_Pack_For_New_Vegas","1.0.0.0","NMCs Textures NV LARGE Pack Part 3 of 3 FOR NMM-43135-1-0.7z"40040,"Project Nevada","2.5.0.0","Project Nevada 2_5-40040-2-5.7z"42363,"Project Nevada - DLC Support","1.3.0.0","Project Nevada - DLC Support 1_3-42363-1-3.7z"42363,"Project Nevada - EVE Support","1.2.0.0","Project Nevada - EVE Support 1_2-42363-1-2.7z"47285,"Project Nevada - Extra Options","1.2.0.0","Project Nevada - Extra Options 1_3-47285-1-3.7z"42363,"Project Nevada - WMX Support","1.3.0.0","Project Nevada - WMX Support 1_3-42363-1-3.7z"43971,"Spotters Binoculars","1.0.0.0","SpottersBinocs-43971-1.zip"48395,"Tactical Vests - with ammo pouches","1.0.0.0","Tactical Vests-48395-1.7z"37722,"Terminals Use HUD Color NV","1.0.0.0","Manual Version-37722-1-0.7z"0,"The Mod Configuration Menu","1.5.0.0","The Mod Configuration Menu.fomod"0,"The Weapon Mod Menu","1.2.0.0","The Weapon Mod Menu.fomod"55130,"They See Me Bedroll-ing","0.1.0.0","TheySeeMeBedrolling-55130-0-1.zip"57174,"UIO - User Interface Organizer","1.31.0.0","UIO - User Interface Organizer-57174-1-31.zip"-1,"Unmanaged: CaravanPack","",""-1,"Unmanaged: ClassicPack","",""-1,"Unmanaged: FalloutNV","",""-1,"Unmanaged: MercenaryPack","",""-1,"Unmanaged: TribalPack","",""39651,"Weapon Mods Expanded - WMX","1.1.4.0","Weapon Mods Expanded v1_1_4-39651-1-1-4.7z"39651,"Weapon Mods Expanded - WMX - DLC&POP","1.1.4.0","WMX-DLC v1_0_2-39651-1-0-2.7z"60350,"Weapon Repair Kit Improved","1.1.1.0","Weapon Repair Kit Improved-60350-1-1-01.zip"39651,"WMX-EVE Patch All DLCMerged","1.1.4.0","WMX - EVE Compatibility v1.0.10-39651-1-0-10.7z" Link to comment Share on other sites More sharing options...
JimboUK Posted May 2, 2016 Share Posted May 2, 2016 Is that the order they're in? if so get the offical DLC to the top right under the FalloutNV.esm. Crashing at start up is usually caused by an esp that can't find the master it relies on, fire up FNVEdit, if there is a missing master it will throw an error giving you the name of the missing master. Link to comment Share on other sites More sharing options...
DaffydMoonshadow Posted May 2, 2016 Author Share Posted May 2, 2016 (edited) That was the best I could come up with at the time; apparently MO doesn't have a copy/paste feature for the load order, so I just made a list of my mods. Here's the actual load order, typed in. FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmAdvancedReconTech.esmDetectTraps.esmProjectNevada-Core.esmProjectNevada-Equipment.esmCaliber.esmCaliberxgunrunners.esmCaliberxhonesthearts.esmProjectNevada-Rebalance.esmProjectNevada-Cyberware.esmProjectNevada-ExtraOptions.esmProjectNevada-RebalanceComplete.espProjectNevada-AllDLCMerged.espEVE FNV-AllDLC.espWeaponModsExpanded - WMX.espTheySeeMeBedrolling.espbzArmour.espCouriers Stash - Package Selection Menu.espThe Weapon Mod Menu.espWMX - DLC Merged.espTac Vest Addon_NV.espKeep The Way Of The Canaanite.espDarNifiedUINV.espAdvanced Recon Riot Gear Helmet.espThe Mod Configuration Menu.espAdvanced Recon Gear.espAdvanced Recon Tech.espAdvanced Recon Desert Ranger Helmet.espAdvanced Recon Tech - Detect Traps.espDetect Traps - DLC.espDetect Traps - Perk.espDetect Traps - Traponator 4000.espAdvanced Recon Range Finder.espSpotters Binocs.espWMX - EVE - All DLC Merged.espProject Nevada- Cyberware Additions.espProject Nevada - WMX.espWMX-POPMerged.espProject Nevada - EVE All DLC.espProject Nevada - Dead Money.esp (deactivated in favor of [Project Nevada - All DLC]Project Nevada - Gun Runner's Arsenal.esp (deactivated)Project Nevada - Honest Hearts.esp (deactivated)Project Nevada - Lonesome Road.esp (deactivated)Project Nevada - Old World Blues.esp (deactivated)Half Price Vendor Repairs.esp (from Weapon Repair Kit Improved)Weapon Repair Kit Improved+%.espWeapon Repair Kit Improved+CND%.espCaliber-PN.esp I do have FNV4GB installed, I do not have NVAC installed. this is actually the 2nd time I've had this problem; the first time I had the same mod list/load order, FNV4GB, and NVAC, and it would still freeze. Between the (actual) load order and the list of mods I gave earlier, I'm hoping we can figure this out. Again, Thanks. Edited May 2, 2016 by DaffydMoonshadow Link to comment Share on other sites More sharing options...
dubiousintent Posted May 13, 2016 Share Posted May 13, 2016 (edited) Hello everyone. I'm looking for help with the following problem: When I try to play FNV, I can only get as far as the Bethesda logo in the beginning, when my game becomes non-responsive and I have to use the Task Manager to force close it. This happens no matter what I do (mods, no mods/straight game, NVSE launcher, Fallout launcher, straight FalloutNV.exe). I'm using Mod Organizer (MO) and will post my load order below. Thanks in advance for any advice/help you can provide.... If you can't get the vanilla game to start, you have major problems. Forget your mods for the moment. First of all, read the articles in my signature "Installing Games on Windows Vista+" and "Steam and Mods". Moving Steam games out of the default "C:\Program Files" folder is the first step to solving most mysterious problems. (Ensure you have "Write/Modify" permissions to this new "game" folder.) Second: uninstall all mods, rename both the INI files in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder, have Steam "verify files", and run the vanilla Launcher so it will detect and set your video configuration and INI files. Test with the oldest save game or by creating a new character to at least the point where you exit Doc Mitchell's house. If you can't get that far in a vanilla game, you need to wipe out the game folders (including the "Users" one) and start from scratch downloading and installing from Steam. Once you have a generated character that can exit Doc's, save it and back up that save file for future testing. Then you can start installing mods one at a time and thoroughly test each one (use "God Mode": console "tgm", for testing) before adding the next. See the "Fear and Loathing" S.T.E.P. Guide for the correct install procedure. During this process remember that you are getting your mods functional; not building the character you will play with. Only once things are installed and stable do you create a character with body mods, etc. Most mods that add XML files should be installed before the following. (Look inside the package archive under the "Menus" folders.) Check their instructions carefully to determine which order is recommended by the author. (If you are using "DarNified UI", read the post "MCM error: 'DarNified UI has been detected in the HUD but not the Start Menu'". This applies to any conflicting XML files.) You should determine they are basically functioning correctly or adjust their install order prior to introducing the following. Note you will probably not be able to "adjust" any of their settings until the following are installed. 1. MCM2. MCM Bugfix 23. oHUD4. FlashlightNVSE122 (and other exceptions to the general rule)5. UIO Note that you should reinstall all of these (though Flashlight is not necessary) after you install/uninstall any other Menu/HUD/UI mods because these in particular need to see those XML files once they have been installed at the time these mods are installed. Just deactivating and reactivating doesn't work. As a general rule of thumb, all other Menu/HUD/UI mods should be installed prior (i.e. higher / lower numbered order) to these. Of course there are always exceptions (such as Flashlight) that you won't know about until they give a similar problem or just won't show up. In those cases, initially try placing them after oHUD but always before UIO. -Dubious- Edited May 13, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
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