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Purge cell buffer mod causing problems


seweryn

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How many plugins (active or not) are in your Data folder? Move any inactive ones out.

 

-Dubious-

 

So according to nmm i have 130 installed mods, load order consist of 135 plugins, 153 installed mods.

 

I have 4 inactive plugins, which are part of nevada skies and ghost variant mods.

 

Here is my load order

 

 

 

GameMode=FalloutNV

 

FalloutNV.esm=1

DeadMoney.esm=1

HonestHearts.esm=1

OldWorldBlues.esm=1

LonesomeRoad.esm=1

GunRunnersArsenal.esm=1

ClassicPack.esm=1

MercenaryPack.esm=1

TribalPack.esm=1

CaravanPack.esm=1

NVEC Complete + NVCE.esm=1

PipboyRemover.esm=1

New Vegas Redesigned 3.esm=1

FCOMaster.esm=1

ELECTRO-CITY - CompletedWorkorders.esm=1

Momod.esm=1

More Perks.esm=1

More Perks for Dead Money.esm=1

Project Nevada - Core.esm=1

Project Nevada - Equipment.esm=1

Project Nevada - Rebalance.esp=1

ELECTRO-CITY - Highways and Byways.esm=1

T6M Equipment Replacer NV.esm=1

NVWillow.esp=1

VanessaFollowerNV.esm=1

Project Nevada - Cyberware.esp=1

More Perks for Honest Hearts.esm=1

More Traits.esm=1

More Perks for Old World Blues.esm=1

NevadaSkies.esm=1

Daughters of Ares.esp=1

MikotoBeauty.esm=1

Gomorrah Redesigned v2.esp=1

AEVegas.esm=1

More Perks for Companions.esm=1

oHUD.esm=1

The Mod Configuration Menu.esp=1

Daughters of Ares - CouriersStash.esp=1

pipboy2500_edisleado.esp=1

Vurt's WFO.esp=1

FalloutNV_lang.esp=1

New Vegas Redesigned 3.esp=1

More Perks Update.esp=1

More Perks for Companions Update.esp=1

More Perks for Dead Money Update.esp=1

More Traits Update.esp=1

More Perks for Old World Blues Update.esp=1

Project Nevada - Dead Money.esp=1

Project Nevada - Honest Hearts.esp=1

Project Nevada - Lonesome Road.esp=1

EVE FNV - ALL DLC.esp=1

Wellcometohell.esp=1

WeaponModsExpanded.esp=1

Project Nevada - Old World Blues.esp=1

Project Nevada - Gun Runners' Arsenal.esp=1

XFO - 4bb - Perks - Two per level.esp=1

MojaveDelight.esp=1

ARESproject.esp=1

More Perks for Honest Hearts Update.esp=1

AradiaKatoArmor.esp=1

Wastelander Pack.esp=1

Tm01Gear.esp=1

T6M Female Power Armor NV.esp=1

T6M Old World Blues Replace.esp=1

The Weapon Mod Menu.esp=1

NCR Rearmament v1.5 (Lore).esp=1

MikotoBeauty.esp=1

WelcometohellOWB.esp=1

WelcometohellHH.esp=1

AsukaDollHouse.esp=1

WelcometohellLR.esp=1

Courier Vests.esp=1

Project Nevada - WMX.esp=1

FCO - Mikoto Patch.esp=1

RadioMayak.esp=1

Devil'sMistressReturns.esp=1

E-88 Plasma Rifle.esp=1

OldWorldRadio.esp=1

Couriers Blunder + Rifle.esp=1

hunter.esp=1

SalvagedCourierDLC04.esp=1

Lockpicks.esp=1

MagicThize WCF Weapons System.esp=1

Kaya47NordicBags.esp=1

[VS]AssassinTomahawkV1.2.esp=1

DragonskinTacticalOutfit.esp=1

CoolLasersMod.esp=1

T6M Wonder Woman NEW Uniform.esp=1

T6M Combat Uniform NV.esp=1

HeroesOfTheApocalypse.esp=1

TeslaRifle.esp=1

T6M Unique Item.esp=1

Radio Free Wasteland.esp=1

Radio Free Christmas.esp=1

CPRadiostation.esp=1

AAR-525NV-.esp=1

DMS - Dynamic Modification System.esp=1

Jswords4freeDMGPlus5.esp=1

Jswords4sale.esp=1

Jswords4free.esp=1

Jswords4saleDMGPlus5.esp=1

DemonsMacheteV2.esp=1

SWP Gauss Rifle.esp=1

AssaultPhaser.esp=1

JustAnArmorPack_NV.esp=1

JustAnArmorPack_WithCheatBox.esp=1

Seeker Armor.esp=1

Nocturne.esp=1

zaty1elimachete-HardMode.esp=1

Murdelizer.esp=1

BlackWolf Backpack.esp=1

BlackWolf Backpack - Vendor Script Replenish.esp=1

Tailor Maid Black Retex - NV.esp=1

Virtuoso.esp=1

geonoxT3Armors.esp=1

MercWanderer.esp=1

BabyDoll.esp=1

HZBagOfHolding.esp=1

zaty1elimachete-EasyMode.esp=1

Centered 3rd Person Camera.esp=1

pyRepair.esp=1

DragonskinNCRPersonnelWearingOutfits.esp=1

LaraCroftArmor.esp=1

TRmbkNV.esp=1

AsukaArmorMkiV.esp=1

Ghost Variants Safe.esp=0

PinkPrincessSuitEN.esp=1

Ghost Variants Adjutant.esp=1

Ghost Variants.esp=0

HT Unlimited Ammo.esp=1

QS_Blackwolf_NV_Backpackmod.esp=0

MoMod-NightSpawn.esp=1

MoMod-MCMMenu.esp=1

MoMod-Aliens.esp=1

MoMod-Terminators.esp=1

CASM.esp=1

Zan_AutoPurge_SmartAgro_NV.esp=1

NevadaSkies - TTW Edition.esp=0

NevadaSkies - Ultimate DLC Edition.esp=1

NevadaSkies - Basic Edition.esp=0

 

 

 

 

Any idea what can creates these kind of problems ?

Thanks in advance,

Edited by seweryn
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The "plugins" cap is nominally 140, but that is just a guideline. Inactive and even "uninstalled" files present in the "Data" folder with extensions the game recognizes count against this. But this "cap" is highly dependent upon your system (the entire complex of sub-system components). Through trial and error I have determined my personal cap is 129. (Just one of many reasons why you need to install and test one mod at a time.) Given your problem started when you added "just one" plugin, you probably are right over your personal limit. So, as advised you need to reduce your number of plugins. So far as I know that means reduce the number of ESM & ESP files. (The number of "loose files" in the "Data" sub-folders from various texture & mesh, animation, sound, HUD, etc. mods do not seem to matter.)

 

Time to look into "merging plugins" or just scaling back to what you consider essential.

 

-Dubious-

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The "plugins" cap is nominally 140, but that is just a guideline. Inactive and even "uninstalled" files present in the "Data" folder with extensions the game recognizes count against this. But this "cap" is highly dependent upon your system (the entire complex of sub-system components). Through trial and error I have determined my personal cap is 129. (Just one of many reasons why you need to install and test one mod at a time.) Given your problem started when you added "just one" plugin, you probably are right over your personal limit. So, as advised you need to reduce your number of plugins. So far as I know that means reduce the number of ESM & ESP files. (The number of "loose files" in the "Data" sub-folders from various texture & mesh, animation, sound, HUD, etc. mods do not seem to matter.)

 

Time to look into "merging plugins" or just scaling back to what you consider essential.

 

-Dubious-

 

I thought you have 255 esp cap like in oblivion.

In oblivion i had around 200 esp active and didn't have such problem, and back then i had 512mb Vram video card. Now i have 3GB ram card.

Strange but thanks for the info.

 

Edited by seweryn
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" 153 installed mods." That is your problem. You need to reduce your files t o 130-135 total. This includes the base game and DLCs.

 

The "plugins" cap is nominally 140, but that is just a guideline. Inactive and even "uninstalled" files present in the "Data" folder with extensions the game recognizes count against this. But this "cap" is highly dependent upon your system (the entire complex of sub-system components). Through trial and error I have determined my personal cap is 129. (Just one of many reasons why you need to install and test one mod at a time.) Given your problem started when you added "just one" plugin, you probably are right over your personal limit. So, as advised you need to reduce your number of plugins. So far as I know that means reduce the number of ESM & ESP files. (The number of "loose files" in the "Data" sub-folders from various texture & mesh, animation, sound, HUD, etc. mods do not seem to matter.)

 

Time to look into "merging plugins" or just scaling back to what you consider essential.

 

-Dubious-

 

So what tool would you suggest, fnedit or wrye flash ?

I used wrye bash for oblivion, it was quite handy.

I am currently using nmm since i thought it was a good tool and i thought wrye bash was quite dead.

I used wrye bash in the past but they are saying that fnedit is better if you want less problem, and that you want in game like this.

So thanks for the info,

Cheers,

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You are sort of talking about "apples" and "oranges". FNVEdit is "xEdit" for FNV, a tool for examining and merging the contents of plugins. Wrye Flash is one of the four main "mod managers", for managing "install order" and "load order". Different purposes. If you are familiar and comfortable with Wrye Bash, then WF works the same way. I use it exclusively, but then I can rebuild packages as necessary to what WB/WF is expecting so I can keep all the mods under one manager, and because it seamlessly reverts files when a mod is uninstalled. And I also use FNVEdit for the things it is designed for, and the GECK, and FNVLODGen, and a number of other tools. It's all about the right tool for the particular job.

 

Suggest you read the wiki article "FNV General Mod Use Advice" about some of the major differences in FNV from other games you may be used to. Different games have different limitations and design constraints.

 

Wrye Bash is not "dead"; it is undergoing active development (primarily refactoring at the moment) to make it readily adaptable to new games. The latest beta now supports Oblivion, Skyrim, Skyrim SE, and Fallout 4. Wrye Flash is a fork that supported FO3 and FNV, and will be merged into the main WB build as soon as the refactoring is done and they find a C++ programmer to work on the game specific PBash/CBash patcher codes. You can track WB development progress in the Oblivion thread.

 

-Dubious-

Edited by dubiousintent
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Auto-purge mods will cause issues (not necessarily those described above) all by themselves and should not be used. The game clears old cell memory when more is needed to load a new cell.

If you want the game to clear the cell buffer more aggressively, enable bPreemptivelyUnloadCells and bSelectivePurgeUnusedOnFastTravel in your INI settings.

 

NEVER use the PurgeCellBuffers (PCB) command. It's a debugging tool used for testing cell and reference loading, not a magic fix for memory problems.

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  • 2 weeks later...

Auto-purge mods will cause issues (not necessarily those described above) all by themselves and should not be used. The game clears old cell memory when more is needed to load a new cell.

If you want the game to clear the cell buffer more aggressively, enable bPreemptivelyUnloadCells and bSelectivePurgeUnusedOnFastTravel in your INI settings.

 

NEVER use the PurgeCellBuffers (PCB) command. It's a debugging tool used for testing cell and reference loading, not a magic fix for memory problems.

 

 

You are sort of talking about "apples" and "oranges". FNVEdit is "xEdit" for FNV, a tool for examining and merging the contents of plugins. Wrye Flash is one of the four main "mod managers", for managing "install order" and "load order". Different purposes. If you are familiar and comfortable with Wrye Bash, then WF works the same way. I use it exclusively, but then I can rebuild packages as necessary to what WB/WF is expecting so I can keep all the mods under one manager, and because it seamlessly reverts files when a mod is uninstalled. And I also use FNVEdit for the things it is designed for, and the GECK, and FNVLODGen, and a number of other tools. It's all about the right tool for the particular job.

 

Suggest you read the wiki article "FNV General Mod Use Advice" about some of the major differences in FNV from other games you may be used to. Different games have different limitations and design constraints.

 

Wrye Bash is not "dead"; it is undergoing active development (primarily refactoring at the moment) to make it readily adaptable to new games. The latest beta now supports Oblivion, Skyrim, Skyrim SE, and Fallout 4. Wrye Flash is a fork that supported FO3 and FNV, and will be merged into the main WB build as soon as the refactoring is done and they find a C++ programmer to work on the game specific PBash/CBash patcher codes. You can track WB development progress in the Oblivion thread.

 

-Dubious-

 

Thank you all. I used wrye flash, created bash, patch. Stopped using pcb command and auto purge mods. Traveled to tons of different locations, and didn't encountered any flickering textures. It seems i didn't have some compability patches installed also. Maybe now i will manage to play the darn game instead of finding solutions to problems. Sorry, for not replaying sooner. I was so pissed that i have this problem that i stoped playing the game. Took some break. Thanks again for your help. Cheers.

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