irswat Posted March 27, 2017 Share Posted March 27, 2017 (edited) If I am outside in goodsprings, there is no graphical issues. When I go inside suddenly textures are missing, missing meshes, textures change based on what angle they are viewed at, etc. If I save the game inside and then exit new vegas and reload new vegas the textures are fixed. Then I go outside and there are missing meshes, but if I save outside, exit new vegas, and reload, everything is perfect. then I go inside and the textures/meshes are messed up again inside.I have 133 plugins loaded including my bashed patch. I have compressed textures using ddsopt and/or ordenador down to no greater than 2048. I have deleted my FalloutNV, prefs, and default, and verified integrity of cache.I have patched NV for 4gb.Here is my load order Reveal hidden contents Quote falloutnv.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmYUP - Base Game + All DLC.esmCraft Master.esmCASE.esmLeveled List Organizer.esmCraft Pack.esmFNVToolkit.esmWar Never Changes.esmInterior Lighting Overhaul - Core.esmWARZONES - Misanthropy Pure.esmEndless Warfare.esmFactions Reloaded - Merge.esmFCOMaster.esmIWS-Core.esmMonster Wars.esmNVR - Extra Actions Lib.esmMeleeHotkey.esmAWorldOfPain(Preview).esmMomod.esmRockwellPursuit.esmTales from the Burning Sands.esmenclavebunker.esmDFB - Random Encounters.esmPlainsRepublic (2).esmCaliber.esmCaliberXgunrunners.esmCaliberXhonesthearts.esmCFWNV.esmSaxxonsQuestPack.esmRustTownV1Master.esmStrangers Abroad.esmWeapon Mod Expansion.esmJL121_Deathsong_Brotherhood.esmdomecity.esmdangame.esmWorld Of Secrets.esmAWOPDeadMoney.esmSAMP Master.espExpansionVendors.esmNVInteriors_Core.esmNVInteriors_ComboEdition_AWOP.esmWME - DLCs.esmMore Perks.esmStalker Weapons Pack.esmLone Gunman's Tools of Trade.esmBadlands.esmShogo_Heavy_Industries.esmPsiclones.esmAngelPark.esmProject Nevada - Core.esmProject Nevada - Equipment.esmProject Nevada - Rebalance.espProject Nevada - Cyberware.espProject Nevada - Extra Options.esmWeapons.of.the.New.Millenia.esmHouse of Horrors.esmMilitary NV Backpacks.esmD.E.I.M.O.S..esmSomeguySeries.esmAdvanced Recon Tech.esmReactivePeople.esmDesertersFortress.esmSpeedyResources.esmAnimationProject.esmSAMP Base.espWMVM.esmSAMP NPC's And Misc items.espAnimationProjectV5PatchForSprint.esmLazarusProject.esmInterior Lighting Overhaul - L38PS.esmNVInteriors_Core.espILO-Merged2.espThe Great Mojave Hunt - A Question of Ethics.espRockwellDescentMod.espThe Mod Configuration Menu.espThe Weapon Mod Menu.espProject Nevada - Cyberware Additions.espWeapons.of.the.New.Millenia.Leveled.Lists.espProject Nevada - FPSWeaponWheel.espFPSWeaponWheel.espAngelParkRemix.espHarderThan.espProject Nevada - Rebalance Complete.espProject Nevada - All DLC.espTheDeterrent.espBloodyWarGames.espHK Base.espEVE FNV - ALL DLC.espRockwellPursuit2014Update.espVicious Wastes.espWeaponModsExpanded.espWMX-DLCMerged.espCNR_Beta.espLost City FULL.espAG Supplementary Uniques-AllInOne.espTheInheritance.espWMX-EVE-AllDLCMerged.esptmzLODadditions.espAWOPMonsterPatch.espTrooperOverhaul-Dragbody.espSAMP Weapons.espWastelander Pack.espCFW-DLC.espADAM Complete.espADAM - MERGE.espTGsArmorCollectionVegas.espUHNV.espNPCs Upgraded.espNCR Rearmament v1.5.espAdvanced Recon Gear.espMoMod-NightSpawn.espLMDExpandedHotkeys.espFlashlightNVSE.espBigMerge3.espModFusion.espWMX-ArenovalisTextures.espNew Vegas Trade Center.espNCRTrooperOverhaul.espProject Nevada - WMX.espProject Nevada - EVE All DLC.espAG Supplementary Uniques-GRA.espGAE-EV.espFNV Realistic Wasteland Lighting - ENB Full.espBashed Patch, 0.esp any ideas?specs:i7 2600k @ 4.8 ghz3gb 7970 DD @ 1080p16 GB RAMSSD Edited March 27, 2017 by irswat Link to comment Share on other sites More sharing options...
dubiousintent Posted March 27, 2017 Share Posted March 27, 2017 As this seems to occur when you are changing between interior and exterior cells, it seems likely you are exhausting your "heap", especially if you are using the game default size. But it may also be related to the built-in game "auto-save" feature if you are using it. Please see the 'Issue: CTD on interior/exterior/"fast travel" cell change', and 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' entries; specifically "Cause-2, Solution-2" of the latter in the "Fallout NV Mod Conflict Troubleshooting" guide. -Dubious- Link to comment Share on other sites More sharing options...
irswat Posted March 27, 2017 Author Share Posted March 27, 2017 I am using heap replacement in nv sr. Thanks for the reply. I merged a bunch of NPC upgrade mods into one (npcs upgraded, cnr, ncr upgraded, etc) and got my plugin number down to 129. I tested just now with 0 problems which made me go woohoo! Link to comment Share on other sites More sharing options...
dubiousintent Posted March 27, 2017 Share Posted March 27, 2017 Yeah, I found my cap was 129 as well. I keep telling people: 140 is only a guideline. The actual limit is system and "mod mix" dependent. Glad to hear you worked it out. -Dubious- Link to comment Share on other sites More sharing options...
irswat Posted March 28, 2017 Author Share Posted March 28, 2017 random question: do you know how to use wrye bash so that all records from a particular mod will be conflict winner. For example: I want YUP bug fix records to always win. I also want my Combat enhancer values to always win. Is there a way to do this? Link to comment Share on other sites More sharing options...
dubiousintent Posted March 28, 2017 Share Posted March 28, 2017 (edited) Depends upon how work you want to put into that effort. Basically you have to identify which records conflict (use 'xEdit' aka 'FNVEdit', loading all your active plugins after disabling the BP; including making active any that were ghosted by the BP. Look for "red" and "yellow" background records. See the FNVEdit Training Manual for details). Then if you are lucky you only have to move their order so the one you want to win loads last among those that conflict. Unfortunately this is often not possible with something like YUP which has to load high in the LO. So you will have to ensure YUP has the appropriate Bash Tags and the same tags are removed from any plugins with conflicting records. Otherwise you will have to create a Merged Patch consisting of only the plugins in conflict (both for YUP and your Combat Enhancer), and then edit it so the desired records win. That way you don't need to worry about Bash Tags at all, as the BP will not see any record conflicts after your edited Merged Patch. See the pinned thread "Beginners guide to Xedit merged patch / WRYE bashed patch used together" (by gromulos) in the Troubleshooting sub-forum for step-by-step instructions. No way of telling which approach will be less effort until you examine the conflicts in FNVEdit. -Dubious- Edited March 28, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
irswat Posted March 28, 2017 Author Share Posted March 28, 2017 I actually just took the AI-difficulty mods and deep copy as override the records into a new plugin, loaded it after my bashed patch, and that seems to have worked very well. Now the wasteland is a brutal place. Link to comment Share on other sites More sharing options...
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