HyppieSabotage Posted May 30, 2016 Share Posted May 30, 2016 Hey all, The problem I've encountered is actually a pretty big annoyance, and its pretty much undoubtedly caused by my load order (which no doubt is very very sloppy) and the problem is this: Every time I go from some Interior Cell to an Exterior, chances are 18 times out of 20 that the loading screen will freeze (roulette table stops spinning, hints/tips stop changing, etc). From Interior to Exterior meaning anywhere from; Mick & Ralphs -> FreesideFreeside -> Wasteland McCarran -> Wasteland Gomorrah -> Strip Freeside -> StripStrip -> Freeside Strip -> Strip You get the idea. So basically I was just looking for a confirmation as to whether or not its the messy load order/mod conflicts. It may even be running out of memory, but my rig can run the game extremely well with almost rare dips from 55+fps. (Can post load order if needed.) Link to comment Share on other sites More sharing options...
dubiousintent Posted May 30, 2016 Share Posted May 30, 2016 (edited) First, are you using "LOOT" to sort your mod "load order" (LO)? (Reduces mod conflicts.) Issue: CTD on interior/exterior/"fast travel" cell change.Cause1: Most importantly, completely disable all manner of autosaves in the game options. Most crashes on cell-change are caused by the autosave feature choking because it's trying to write data into a save it corrupted the last time you changed cells. Auto-saves are dangerous because they are seldom able to tell when the game is in the middle of doing something else critical. [CASM] and [CASM with MCM] attempt to provide more control over such situations. They are better than the built-in mechanism, but don't rely upon any auto-save exclusively. Manual "full saves" after waiting about five seconds with nothing happening are still safest.Cause2: Crashes on cell transition will happen more often the more mods you have that affect NPC's & levelled lists. You can't run different mods like that, reliably, without a "bashed" or "merged" patch. Otherwise I suggest you look over the troubleshooting guide posted here. It has links to an extensive series of helpful tools. -Dubious- Edited May 30, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
HyppieSabotage Posted May 30, 2016 Author Share Posted May 30, 2016 First, are you using "LOOT" to sort your mod "load order" (LO)? (Reduces mod conflicts.) Issue: CTD on interior/exterior/"fast travel" cell change.Cause1: Most importantly, completely disable all manner of autosaves in the game options. Most crashes on cell-change are caused by the autosave feature choking because it's trying to write data into a save it corrupted the last time you changed cells. Auto-saves are dangerous because they are seldom able to tell when the game is in the middle of doing something else critical. [CASM] and [CASM with MCM] attempt to provide more control over such situations. They are better than the built-in mechanism, but don't rely upon any auto-save exclusively. Manual "full saves" after waiting about five seconds with nothing happening are still safest.Cause2: Crashes on cell transition will happen more often the more mods you have that affect NPC's & levelled lists. You can't run different mods like that, reliably, without a "bashed" or "merged" patch. Otherwise I suggest you look over the troubleshooting guide posted here. It has links to an extensive series of helpful tools. -Dubious-Alright I'll try disabling the autosaving, and using LOOT is partially the reason my load order is a mess, having had it arrange my load order assuming it would get the job done clean and fast. It didn't. Link to comment Share on other sites More sharing options...
dubiousintent Posted May 30, 2016 Share Posted May 30, 2016 (edited) Why do you think LOOT messed up your LO? While not 100% perfect, it works by reading the file headers to determine the types of records the plugin modifies and arranges them in a hierarchy order. That is pretty hard to mess up unless an unknown record type is involved. Within record types you can move individual plugins up or down as needed. I do this all the time when creating "merged plugin" files. I always re-run LOOT after rearranging to see if it insists on moving something elsewhere, and don't argue with it unless I have specific knowledge why my judgement is better (which is so seldom I can't remember when BTW). So far, I have over 220 hours with over 200 mods and no stability problems (other than occasionally when I add a new mod until I work out it's quirks) in 4 hour sessions FROM DAY 1. I call that pretty successful. LOOT works. But it's only a part of the tool kit you need. I posted some "troubleshooting" guidelines [here] that may be of some help. -Dubious- Edited May 30, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
HyppieSabotage Posted June 6, 2016 Author Share Posted June 6, 2016 Why do you think LOOT messed up your LO? While not 100% perfect, it works by reading the file headers to determine the types of records the plugin modifies and arranges them in a hierarchy order. That is pretty hard to mess up unless an unknown record type is involved. Within record types you can move individual plugins up or down as needed. I do this all the time when creating "merged plugin" files. I always re-run LOOT after rearranging to see if it insists on moving something elsewhere, and don't argue with it unless I have specific knowledge why my judgement is better (which is so seldom I can't remember when BTW). So far, I have over 220 hours with over 200 mods and no stability problems (other than occasionally when I add a new mod until I work out it's quirks) in 4 hour sessions FROM DAY 1. I call that pretty successful. LOOT works. But it's only a part of the tool kit you need. I posted some "troubleshooting" guidelines [here] that may be of some help. -Dubious- Does it really? Sometimes I'd have one load order, game would run fine, as much as a sloppily pasted together load order would, and then I'd have loot rearrange it and it wouldn't work after. So there I'm assuming that its just something regarding the fact some mods require the esp.s to come before/after a specific one and everything just got out of whack. Which is why the load order I have now (although arranged by LOOT) seems to work fine with the game except with problem I'm having, and I refuse to add any more mods no matter how desperate I get to. (The disabling auto-save idea did not work either.) I forgot to mention, This problem could technically be bypassed by fast-traveling somewhere, but unfortunately 1. I'm a huge immersion-nut and refuse to fast travel anywhere unless I absolutely have to, and2. There's also not a 100% chance that the loading screen here wouldn't freeze up. Link to comment Share on other sites More sharing options...
dubiousintent Posted June 7, 2016 Share Posted June 7, 2016 (edited) Please bear with me if I seem to be repeating things stated previously. It is not clear to me that you picked up on the significance of some points in passing. 1) LOOT is not 100% accurate. No tool is. It can't process information that is not present in the plugin. That happens for a variety of reasons. Usually that additional information is contained in the mod's documentation. The author goes to the trouble of mentioning things like requirements and "load order" (LO) because YOU have to implement those aspects. Statements like "as much as a sloppily pasted together load order would" do not inspire a confidence that you have paid attention to such reading. Successfully modding a game takes time and effort with attention to details. 2) Some mods that require their ESPs to come after a specific one are due to "mod conflicts" so theirs will win, or "dependencies" upon the other mod which must come first (called a "master") so the game can use the earlier loading mod's assets. Failure to get these in the correct order is a primary reason for problems. Again, it is essential to heed the author's warnings/advice is this regard. Some mods are "patches", which may not include the information about a needed "master" within the plugin itself. So LOOT needs your assistance to correct the situation. You can use the "metadata" capability of LOOT to preserve that information as to which mod a particular mod needs to load after, so you only need to make the adjustment once. It is covered in the LOOT documentation. No one expects you to know all the answers, so don't be shy about asking here. But you do need to provide details, such as your LO. 3) LOOT will only change your LO when it finds a reason to do so. Typically this is due to the addition or removal of another mod. So, when the LO changes, something about it changed. It is not arbitrary: there is a reason behind it even if you don't recognize it. 4) The point about the "auto-save" is that disabling it after things have gotten corrupted will not help with the corrupted file. The damage has already been done. You have to go back to a save point before the corruption. That would preferably be a "full save" that you manually initiated. The best time to disable auto-saves is prior to starting a new game. You shouldn't have to fast travel anywhere. It's always useful to post your LO (in "Spoiler" tags. Use the "Special BBCode" button in the "Reply" menu bar). "LOOT" can copy your LO into a file suitable for posting here. (It's under the ":" with three dots to the extreme right in it's menu bar.) We might see something obviously wrong, or that is missing (such as a "merged/bashed" patch file) or too many mods. -Dubious- Edited June 7, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
HyppieSabotage Posted June 7, 2016 Author Share Posted June 7, 2016 Haha no worries, in all honesty it should be me asking you to bear with me, and I should thank you for doing so too, as you're the only person willing to help with this for as long as you have. Because I am by no means anywhere close to being maybe an amateur modder at best; as my load order is basically the equivalent of seeing something I like and copying it. (In this case; Gopher's load order) and when I said "sloppily pasted together load order" I was only blaming myself, as you couldn't be more right in assuming I may or may not have pad so much attention to what I needed to. Gopher's videos help, but the ratio of confusion to understanding while watching them is practically just not in my favor. So I understand dealing with me is probably as frustrating as dealing with a 4 year old toddler, but I basically possess enough knowledge about modding to know that I am probably going to break my game when I get overzealous with the mods. However, the point about starting from a full save/new game was something I didn't think about at first (shameful, I know) and kind of sounds like a promising idea, despite how far I am in my save already. But anyways, I do thank you and appreciate your patience and understanding. (Load order) 0 0 FalloutNV.esm1 1 HonestHearts.esm2 2 OldWorldBlues.esm3 3 LonesomeRoad.esm4 4 DeadMoney.esm5 5 GunRunnersArsenal.esm6 6 ClassicPack.esm7 7 MercenaryPack.esm8 8 TribalPack.esm9 9 CaravanPack.esm10 a YUP - Base Game + All DLC.esm11 b New Vegas Redesigned II.esmNVEC Complete + NVCE.esm12 c Interior Lighting Overhaul - Core.esm13 d ELECTRO-CITY - CompletedWorkorders.esm14 e NVInteriors_Core.esm15 f NVInteriors_ComboEdition_AWOP.esm16 10 AWorldOfPain(Preview).esm17 11 CCO - Gameplay Changes.esm18 12 The New Bison Steve Hotel.esm19 13 CCO - Follower Tweaks.esm20 14 More Perks.esm21 15 More Perks for Dead Money.esm22 16 ELECTRO-CITY - Highways and Byways.esm23 17 More Perks for Honest Hearts.esm24 18 CCO - Classic Perks.esm25 19 Project Nevada - Core.esm26 1a Project Nevada - Equipment.esm27 1b Project Nevada - Rebalance.esp28 1c Project Nevada - Cyberware.esp29 1d Sortomatic.esm30 1e More Perks for Old World Blues.esm31 1f SomeguySeries.esm32 20 Project Nevada - Extra Options.esm33 21 Interior Lighting Overhaul - L38PS.esm34 22 Weapons.of.the.New.Millenia.esm35 23 Sortomatic-AWOP.esm36 24 oHUD.esm37 25 Afterschool Special.esm38 26 YUP - NPC Fixes (Base Game + All DLC).esp39 27 Project Nevada - Rebalance Complete.esp40 28 Interior Lighting Overhaul - Ultimate Edition.esp41 29 Project Nevada - All DLC.espProject Nevada - Lonesome Road.esp42 2a ADAM - LR.esp43 2b ADAM - HH.esp44 2c EVE FNV - ALL DLC.esp45 2d ILO - NVInteriors Project - AWOP.esp46 2e outsidebets.esp47 2f More Perks Update.esp48 30 WeaponModsExpanded.esp49 31 TheInheritance.esp50 32 NewVegasBountiesIII.esp51 33 Weapons.of.the.New.Millenia.Store.esp52 34 CourierCacheWSE.esp53 35 ILO - A World of Pain.esp54 36 ADAM - Rangers on Patrol.esp55 37 rotfacetoriches.esp56 38 NewVegasBounties.esp57 39 NewVegasBountiesII.esp58 3a Delay DLC - DM + HH + OWB + LR + GRA.esp59 3b Weapons.of.the.New.Millenia.Store.LITE.esp60 3c ADAM - MAIN.esp61 3d ADAM - Outcast Ranger Armour.esp62 3e ADAM - NCR Patrol Armour.esp63 3f DarNifiedUINV.esp64 40 DYNAVISION 2 - Dynamic Lens Effect.espProject Nevada - Dead Money.espProject Nevada - Gun Runners' Arsenal.espProject Nevada - Honest Hearts.esp65 41 WMX-DLCMerged.espProject Nevada - Old World Blues.esp66 42 The Mod Configuration Menu.esp67 43 WMX-ArenovalisTextures.esp68 44 ADAM - Nemesis Armours.esp69 45 ADAM - Trooper Gloves.esp70 46 ADAM - Project Nevada Patch.esp71 47 ammoingredientsloot.esp72 48 Armored Duster.esp73 49 boa ncrpahelmet.esp74 4a Boacombat2glove.esp75 4b LFox Bottle That Water.esp76 4c CCO - Perk Rebalance.esp77 4d CCO - Damage Resistance.esp78 4e Easy Hacking.esp79 4f My essential friends (animals).esp80 50 ED-E flies.esp81 51 New Vegas redesigned- Honest Hearts.esp82 52 PipBoyLight.esp83 53 pipboy2500_edisleado.esp84 54 More Perks for Honest Hearts Update.esp85 55 Follower Home Marker.esp86 56 JIP Companions Command & Control.espManualReload-OldWorldBlues.esp87 57 ManualReload.esp88 58 LFox Missing Ammo Recipes GRA DLC.esp89 59 LFox Missing Ammo Recipes HH DLC.esp90 5a LFox Missing Ammo Recipes.esp91 5b More Perks for Old World Blues Update.esp92 5c More Perks for Dead Money Update.esp93 5d kochandbohr.esp94 5e avangraffscorned.esp95 5f Pacersgambit.esp96 60 PortableCampsite.esp97 61 PreorderShotFix.esp98 62 Project Nevada - Cyberware Additions.esp99 63 PMT - Faint Heartbeat.espPMT - Silent Heartbeat.esp100 64 PMT - OWB - Hazmat Suit Tweaks.espPMT - OWB - Less Generous Sink Buddies.esp101 65 PMT - OWB - Reduced Big MT Spawns.espPMT - OWB - Reduced World Scrap.espPMT - OWB - Slave Collar Explosives.esp102 66 PMT - OWB - Sonic Emitter Robot Damage Fix.esp103 67 PMT - Responsive Kill Reactions.esp104 68 RWD-NV v1.4 [standard Version].esp105 69 RWD-NV v1.4 [standard Version] Update+DLC.esp106 6a NCR Ranger Helmet Neck Cover.esp107 6b thestripsentrance.esp108 6c Freeside Open Patch.esp109 6d The Weapon Mod Menu.espPMT - OWB - Reduced Ammo and Items.esp110 6e ILO - New Vegas Bounties II.esp111 6f ILO - New Vegas Bounties.espILO - Nevada Skies Patch.esp112 70 ILO - YUP Patch.esp113 71 Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp114 72 AWOP - NVR II.esp115 73 WMX-EVE-AllDLCMerged.esp116 74 AWOP-WMX-EVE AllDLCMerged.esp117 75 Project Nevada - WMX.esp118 76 Project Nevada - EVE All DLC.esp119 77 Vurt's WFO.esp357retex.esp120 78 singleshot_retex.esp121 79 Alternative Repairing.esp122 7a Alternative Repairing - Ultimate Edition.esp123 7b Alternative Repairing - No Explosions.esp124 7c Alternative Repairing - Additional Campfires.esp125 7d Alternative Repairing - Breakdown Item Icons.esp126 7e Alternative Repairing - NVInteriors.esp127 7f Alternative Repairing - NVInteriors Combo AWOP Edition.esp128 80 MTB.esp129 81 Russell.esp130 82 Voice dissonance fix.esp131 83 FNV Realistic Wasteland Lighting - Full.esp132 84 NVR- Recommended.esp133 85 Quicker PipBoy Light-0_4Sec.esp134 86 FlashlightNVSE.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted June 7, 2016 Share Posted June 7, 2016 No problem. Patience I have. Just remember in the future that all we have to go on is what you say in your posts. Often people don't realize what is important and we have to try to "read between the lines". It is best to include an emoticon when you are "making a funny" so we are clear when you aren't being serious. Moving on ... The LO suggests to me a couple of things. 1) With that many mods, you definitely need either a "merged patch" or "bashed patch" file, which would be at or very close to the bottom of the LO but I don't see it. See [this S.T.E.P. Guide] which covers both approaches. Use the "Wrye Bash Pictorial Guide" to quickly get functional with "Wrye Flash", which I think is the easier approach for a novice modder. 2) You have a number of HUD-UI-Menu mods installed. There are some important subtleties concerning "install order" involved in getting them to work together correctly. If they are working fine, then you can delay this, but if you decide to start over you should read [this post] first where I cover the subject. 3) Are you missing any of the "game fixer" mods, such as (in my "install order"):- [New Vegas Stutter Remover (NVSR)] (requires (NVSE). The 5.0 beta versions are stable. Check version requirements of other mods when choosing.)- [New Vegas AntiCrash (NVAC)],- [Better Game Performance],- [Yukichigai Unofficial Patch (YUP)] (and the various optional patches for it and other mods. There are other YUP patch files than on that page you may have to search out for other mods),- [Mission Mojave Ultimate Edition - FNV Community Patch (MMUE)] (and it's various optional mod compatibility patches),- [New Vegas Enhanced Content (NVEC)] (notice it has "bugfix" modules if you don't want the "complete version" with enhancements). I see you have this but it appears to be disabled? -Dubious- Link to comment Share on other sites More sharing options...
HyppieSabotage Posted June 11, 2016 Author Share Posted June 11, 2016 The only ones from the game fixer mods I do not have are NVAC, Better Game Performance, and Mission Mojave. How beneficial do you suppose these would be to someone in my position? As for Yukichagai, I'm pretty sure I've got that and its subordinate patches/files in order. NVEC I think is disabled because earlier in my playthrough I noticed it was giving me some effects in-game that I didn't much like, and in disabling I probably broke something. The HUD-UI mods I'm at least 99% sure that those are all fine and in working order, because I was able to follow and actually succeed in watching Gopher's guide videos on setting up these many HUD mods up without conflict (or at least fatal conflict.) The Merged patches however, I did not have much luck in watching his guides on these. Once upon a time I tried making a merged patch for this load order, how I managed to get it "working" I've no idea, I don't even know if it is working, but despite my huge amounts of laziness I may try again because while not a game-breaking issue, mine is one that will completely ruin a play-session, especially if said session only comes up to about 16 minutes before having to Ctrl+Alt+Del. :pinch: Link to comment Share on other sites More sharing options...
dubiousintent Posted June 12, 2016 Share Posted June 12, 2016 (edited) I'm using all of those "fixer" files together, and I get 4-5 hour sessions without crashes or freezing. I suggest adding them one at a time and see how it goes. Better Performance doesn't consume a LO slot. NVAC is a NVSE plugin so it doesn't either. Of them all I would consider NVAC the most necessary, but really MMUE is the only new plugin for you. Initially I wondered about MMUE, but then I saw that it has many more fixes than YUP. So I installed it after YUP so it would win any asset file conflicts they might have, and that is where LOOT sorts it. I suspect (but haven't checked) that they don't overlap too much. Note I said NVEC has separate "bugfix" files (listed under "Optional Files"). I don't want all the gameplay plugins it adds (those effects) either, so I only use the "bug fixes" files myself. If they don't affect anything you are using, then skip them. If you have that many mods and aren't particularly interested in which record wins a conflict, then I recommend using the "Bashed Patch" (BP) from Wrye Flash. (The "WB Pictorial Guide" "Basics and Installers Intro" is aimed at just this.) Even if you later decide you want a particular record to win that the BP didn't choose, you can alter it's outcome either by using a "bash tag", or with an "override.esp" file you create in a similar fashion to a "merged patch". I touch on this briefly in the wiki article [Merged Plugin Guidelines for Personal Use]. The BP build process can disable any plugins that it completely incorporates. I find this usually frees up a dozen or so slots. I suggest you try creating a BP, then see about adding MMUE as suggested above and rebuild it and see if you can't get under 130 active plugins even with it added. -Dubious- Edited June 12, 2016 by dubiousintent Link to comment Share on other sites More sharing options...
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