Jump to content

CTDs outta' the blue.


Wo0dGlue

Recommended Posts

A few days ago I started a new game of Fallout:NV with a large number of mods installed. Things have been going great and I've already invested around 30 hours into this character, however recently I've been getting CTDs as if the game lacks the memory required (but it does not notify of this, the game simply shuts down or "stops responding). I have the latest of NVSE and the NV 4GB, fake fullscreen and Anti-crash and I've had this ever since the start of my game.

I have also tried verifying my files, reinstalling 4GB and NVSE, to no avail. I have, and can, start the game via 4GB and NVSE.loader.

I'll provide my listed mods.

 

FCOMaster.esm

Project Nevada - Core

Project Nevada - Cyberware

Project Nevada - Equipment

Project Nevada - Rebalance

Interior Lighting Overhaul - L38PS

SomeguySeries

JIP Selective-Fire

oHud

YUP - Base Game + all dlc

FreesideOpen

thestripentrance

Project Nevada - Old World Blues

FCO - GlowingOne

FCO OHSB NPC Edits

FCO - NPC Changes

ExtendedDialogueVulpes

Project Nevada - Dead Money

Project Nevada - Honest Hearts

Project Nevada - Lonesome Road

Project Nevada - Gun Runners' Arsenal

DarNifiedUINV

ImmersivePickupSoundsFNV

Companion Sandbox Mode

UrgeWasterScarf

Wild Wasteland Integrated

Vurt's WFO

Interior Lighting Overhaul

The Mod Configuration Menu

New Vegas Landscape Overhaul

FlipOff

Roll

awilderwasteland

FNV Realistic Wasteland Lighting

betsybrahminFSO

Reload Sounds

rotfacetoriches

kochandbohr

outsidebets

Pacersgambit

athornysituation

I Got Spurs

HILheadgearpack

AnimatedIngestibles 0 5 SitOnly

Performance Of The Gods

Animated Chems

EnhanceGrass

Distributed Necklaces and Chains

RWD-NV v1.3[Alternative Version]

ManualReload

ManualReload-OldWorldBlues

DLC Weapon Integration

Burning CampFire

FP gun follows crosshair

SpeedyReloadPerk

CourierCacheWSE

TheInheritance

LightUpAndSmokeThoseCigarettes edisleado

Sit Anywhere

JIP Realistic Weapon Overheating

WeaponJamming

PortableCampsite

KingOfTheRing

HighGrass

SneakFoley

GrenadeFix

RealSmokes

ED-E 3D Sound

357retex

PaintYourWeapon

Paint Your Weapon - Honest Hearts Edition

MiscItemIcons

boa ncrpahelmet

Boacombat2glove

Better Burned Man

SignatureWeapons

CASM

Improved Ballistics Effects V2

Guitar Hero

AmmoChecking

Western Sky - Darker Nights

Western Sky

Factions Reloaded Legion

HuntingRifleMeshFixes

YUP - NPC Fixes (Base Game + All DLC)

UnlimitedCompanions

DriveableMotorCycle

BigBoomerRelocated

TwoShotSawedOff

Freeside Open Patch

FreesideOpenPatch

populatedcasino-medium

NewVegasBounties

ILO - New Vegas Bounties

Cowboy Perk Complete

NewVegasBountiesFSOPatch

ImmersiveRecoil

 

 

Link to comment
Share on other sites

I see you are using CASM. That's good, but did you disable the game setup "auto-saves" feature as well?

 

When are you experiencing the CTDs? Upon interior/exterior/"fast travel" cell change, perhaps? In which case, see this entry in the wiki article "Fallout NV Mod Conflict Troubleshooting".

 

I count 98 plugin files, but it's also pretty obvious it is not a complete list as you don't have the game master file nor any of the DLC masters listed though you do have Project Nevada files that depend upon them. You also don't seem to be using either "bashed" or "merged" patch file. As pointed out in the second cause of that same wiki article section, you need one with the mods you are including as they modify the main game files as well as competing with each other to some extent.

 

Finally, it looks like you have a manually sorted load order. You might try LOOT (linked in that same article) and see if it's sort doesn't make a difference. In mine it sorts YUP-NPC Fixes much higher above Factions Reloaded, just as a "for-instance". LOOT also provides a means to copy-and-paste your complete load order quite easily.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

Thanks for the reply. I reinstalled NV and all of my mods and it generally seems to work smoother now.

The crashes occured when loading a new area, either due to Fast travel or even just manually going there on the map - might've been due to Autosave and CASM, so I'll disable auto this time around to see if it helps anymore.

I'll try Loot incase the problems persist.

Link to comment
Share on other sites

Heap issues, the problem will return.

 

Enable the initial heap replacer in NVSE, I don't have the instructions handy but a google search should reveal them.

 

Turn on the cell buffer purging options in the Fallout.ini

Link to comment
Share on other sites

Heap issues, the problem will return.

 

Enable the initial heap replacer in NVSE, I don't have the instructions handy but a google search should reveal them.

 

Turn on the cell buffer purging options in the Fallout.ini

Those sound like good tips, but ...

1) Don't you mean NVSR (Stutter Remover) for the heap size and algorithm? (Instructions in the INI file under "Data\NVSE\Plugins" as well as on the download page.) I couldn't find anything about the heap in the NVSE docs. (Just one letter off ... so close :devil: )

2) Are you referring to the Fallout.INI file "[backgroundLoad]" section "bSelectivePurgeUnusedOnFastTravel=0" to "=1", or the "[General]" section "bCheckPurgedTextureList=0" to "=1", or both, or something else as cell purge options?

 

-Dubious-

 

 

 

Edited by dubiousintent
Link to comment
Share on other sites

 

Heap issues, the problem will return.

 

Enable the initial heap replacer in NVSE, I don't have the instructions handy but a google search should reveal them.

 

Turn on the cell buffer purging options in the Fallout.ini

Those sound like good tips, but ...

1) Don't you mean NVSR (Stutter Remover) for the heap size and algorithm? (Instructions in the INI file under "Data\NVSE\Plugins" as well as on the download page.) I couldn't find anything about the heap in the NVSE docs. (Just one letter off ... so close :devil: )

2) Are you referring to the Fallout.INI file "[backgroundLoad]" section "bSelectivePurgeUnusedOnFastTravel=0" to "=1", or the "[General]" section "bCheckPurgedTextureList=0" to "=1", or both, or something else as cell purge options?

 

-Dubious-

 

 

 

 

No I believe Roy means NVSE and is referring to the "Sheeson memory patch" explained here:

 

http://forum.step-project.com/topic/4490-memory-patch-has-been-ported-to-nvse/

 

As to the other question, both purge cell options.

Edited by Thenryb
Link to comment
Share on other sites

Yes I referred to the sheson memory patch in NVSE itself, it can be enabled by creating the file nvse_config.ini in the path Data\NVSE (make sure hide known file types is turned OFF in windows folder options).

 

copy/paste the following in to it.

[Memory]
DefaultHeapInitialAllocMB=450

The Fallout.ini settings are

 

bPreemptivelyUnloadCells=1

bSelectivePurgeUnusedOnFastTravel=1

 

As for NVSR, the heap replacer is buggy and will cause *more* ctd no matter what algo is chosen.

Link to comment
Share on other sites

Thanks for the clarification.

 

Ah yes, the Sheson memory patch :facepalm: ! I use that, got it from the "Fear and Loathing" STEP guide when I first started playing FNV and then promptly forgot about it. Have to add that (along with the purge tweaks) to a wiki article.

 

As for NVSR, I note from the change history that there was a problem prior to v4.1.33 in 2014 ("Fixes a bug that could probably cause crashes, probably after longer game sessions"), but it seems to be fixed. I've been using 4.1.36 (also in 2014) under Win7 since I started and not had any CTDs or unexpected "stopped responding" or "out of memory" issues. Not to say ALL systems won't have issues with NVSR. However, having two sources trying to set the default heap allocation does seem like overkill. And as we are talking about heap sizes in 400-500 or so MB (which are going to come out of the 32-bit game allocated memory area of 2-3.8GB), I would suggest normally using one or the other. Starting with Sheson/NVSE is the simpler approach.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

NVSR's actually replaces the whole heap allocation/deallocation algo, and is a different heap afaik. I have several test cases where it causes an Out Of Memory error without fail. Leaving it off prevents this from ever happening on *very* memory intensive cell changes. I believe it does not handle the built in purging of memory that the game does with it's own heap, if it did then this would not happen as it works fine with it disabled. However the source just isn't available for NVSR which is a shame, so it can't be fixed as it does improve performance significantly.

Link to comment
Share on other sites

Well, shoot me, pard'. Several repeatable test cases makes NVSR something I would only recommend with caveats for that particular purpose. I've updated my "FNV Mod Conflict Troubleshooting" guide to reflect that. Not that I doubted you, but I like to know the basis of "negative" claims.

 

Skyranger-1 is still active, occasionally (last: 27 May 2016). If you haven't provided him with your test cases already, you might let him know and ask him which type of heap he is referring to, or if he knows if it's the same as the Sheson patch.

 

Just FYI: there are a couple of types of "heap". One is used for data structures (like priority queues and sorts) and the other for dynamic memory management (swapping code in and out of memory). Both types are pretty common, and logical for games. So it would be helpful if we knew which each of those two mods (NVSE and NVSR) were dealing with. The combined suggested heap size for both is almost 1GB, which is a significant portion of the available game memory (2-3.8GB).

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...