skyrimguy14164 Posted June 18, 2017 Share Posted June 18, 2017 (edited) My game chrashes on loading screens,after loading screens , freezes , and in some rare cases just chrashes while doing normal stuff that shouldn't chrash the game\Computer specs:Intel® Core i7-4790S CPU @ 3.20 GHz 3.20 GHzRAM: 12.0 GBSystem: 64-bit Operating System, x64-based processorGraphic Card: NVIDIA GeForce GTX 745Running windows 10-64 bitDedicated Video RAM:4096 MBGame folder:E:\Steam\steamapps\common\Fallout New VegasFree Hard Drive Space:61.5 GBUltimate EditionI have: NVSR,NVSE,NVAC,4GB Patcher,nvseconfig.ini,loot,game companion,ordenadorAs recomeded by Dubious i went on FNV Genreal Advice Toward game stabilty and so on didn't helpI use TTW Performance Guide (https://taleoftwowastelands.com/content/ttw-performance-guide)There are some files in there that are missing masters but does are disabled so ignore themThanks in advanceP.S:If i forgot anything let me knowP.P.S:Thanks to Dubious for linking me how to ask for help siteLoad Order:GameMode=FalloutNVFalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1YUP - Base Game + All DLC.esm=1Interior Lighting Overhaul - Core.esm=1New Vegas Redesigned 3.esm=1Interior Lighting Overhaul - L38PS.esm=1JIP Selective-Fire.esm=1LazarusProject.esm=1SomeguySeries.esm=1WMR.esm=1FCOMaster.esm=1Gomorrah Redesigned v2.esp=1Niner.esm=1NVStripOpen.esm=1Bitter Springs Redesigned.esp=1Casa Madrid Redesigned.esp=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1House of Horrors.esm=1Project Nevada - Extra Options.esm=1oHUD.esm=1Weapons.of.the.New.Millenia.esm=1Caliber.esm=1Military NV Backpacks.esm=1WMVM.esm=1YUP - NPC Fixes (Base Game + All DLC).esp=1FCO - NPC Changes.esp=1WCP.esp=1StripOpenMain.esp=1Weapons.of.the.New.Millenia.Store.esp=1ADAM Complete.esp=1NCROverhaul.esp=1Project Nevada - Rebalance Complete.esp=1Project Nevada - All DLC.esp=1ADAM - MERGE.esp=1boa ncrpahelmet.esp=1Boacombat2glove.esp=1AmmoChecking.esp=1AnT.esp=1NewVegasBounties.esp=1NewVegasKiller.esp=1MoreNiner.esp=1Better Burned Man.esp=1CasinoHeists.esp=1CASM with MCM.esp=1Crashed Vertibird Interior.esp=1dD - Enhanced Blood Main NV.esp=1IntenseTraining30.esp=1ILO - NVWillow.esp=0ILO - YUP Patch.esp=1NVDLC04 Allegiance w Duster.esp=1LFox Magic Fingers Perk Level 24.esp=1LFox Magic Fingers Perk.esp=1Military NV Backpacks - BumBagUseSlot1.esp=1Military NV Backpacks - No Straps.esp=1Military NV Backpacks - Vendor Script Replenish.esp=1NukaCola-Ojo.esp=1Ragdolls.esp=1Real Recoil.esp=11nivVSLArmors.esp=1The Weapon Mod Menu.esp=1UnlimitedCompanions.esp=1Wild Wasteland YCS Fix.esp=1The Mod Configuration Menu.esp=1Armor Replacer Child NPC Fix.esp=1Project Nevada - Cyberware Additions.esp=1FCO - OHSB NPC Edits.esp=1FCO - Russell.esp=0FCO - Willow (Cazy).esp=0FCO - Willow.esp=0DarNifiedUINV.esp=1FlashlightNVSE.esp=1pipboy2500_edisleado.esp=1Weapons.of.the.New.Millenia.Leveled.Lists.esp=1Reload Sounds.esp=1Weapons.of.the.New.Millenia.CaliberX4+.Patch.esp=1Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1Weapons.of.the.New.Millenia.Store.LITE.esp=1Weapons.of.the.New.Millenia.Cheat.Cabinet.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1ILO - New Vegas Bounties II.esp=0ILO - New Vegas Bounties.esp=1FNV Realistic Wasteland Lighting - Full.esp=1New Vegas Redesigned 3.esp=1 Ignore the file extension Edited June 18, 2017 by skyrimguy14164 Link to comment Share on other sites More sharing options...
dubiousintent Posted June 18, 2017 Share Posted June 18, 2017 CTDs on "loading screens" depends upon whether it is before you "load a saved game" or after. Please see the 'Issue: Modded game CTDs on startup' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. You are using CASM with MCM, which is good. You may need to scale back some of the times when it saves, and put a delay in (I use 5 seconds) to ensure scripts that initialize when you change cells have a chance to complete before a save is made. Otherwise, the most likely cause is exhausting your "heap size". Please see the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide. -Dubious- Link to comment Share on other sites More sharing options...
wfandrews Posted June 19, 2017 Share Posted June 19, 2017 Why are you using TTW guide if you are not playing TTW? From what I understand that guide is set up specifically for those playing TTW. Did you use LOOT to manage your load order? From the look of your mods you should use a merged patch created thru FNVEdit or a bashed patch, Wrye Smash. Link to comment Share on other sites More sharing options...
skyrimguy14164 Posted June 19, 2017 Author Share Posted June 19, 2017 (edited) As I said in my post I am using nvse_config.ini and i have it set to 500 ( and scrap heap size to 128) which is maximum and also have 4gb patcher so I've done everything I can in the heap departmentAs for the TTW guide it helped me with fps gain and it revolts about tweaks in the ini's (like turning on the built in purge system )And as i also said in the post I'm using lootAnd for the merge patch I thought those are only required if your plugin cap is over 139 but mine is 83 Edited June 19, 2017 by skyrimguy14164 Link to comment Share on other sites More sharing options...
dubiousintent Posted June 19, 2017 Share Posted June 19, 2017 Your hardware is capable of handling the loads. NVSR also has some "heap management" options. Though there have been mixed results: they help some people and hurt others. You are confusing "merge plugins" with "merge patches", which are similarly named but different beasts. "Merge plugins" combine multiple non-conflicting plugin files into one to reduce the active plugin count. (As you said, you don't need it for that purpose at this time.) But "merge plugins" do not deal with "record level conflicts" to surmount the "rule of one", which you do need to deal with. "Merge patch" files do record level conflict resolution. They can be created as a Wrye Flash "bashed patch" file, or a manually created FNVEdit "merge patch" file, and a "Mator Smash" "smashed patch" file. Please see the 'Merge Patch File' section of the wiki "FNV General Mod Use Advice" article. -Dubious- Link to comment Share on other sites More sharing options...
skyrimguy14164 Posted June 20, 2017 Author Share Posted June 20, 2017 Thank you for the suggsetionP.S:Could you explain what that has to do with my chrashes? Link to comment Share on other sites More sharing options...
dubiousintent Posted June 20, 2017 Share Posted June 20, 2017 CTDs occur when the game or processor encounters a situation it doesn't know how to handle gracefully. This can take several forms, such as invalid instructions (which usually are the result of one program writing data into the area used by another program's instructions; so called "memory leaks") or partial instructions such as when the "heap" is exhausted and unable to store everything it is supposed to have saved. Another cause is corrupted memory, such as when you have failing/weak RAM chips and it allows a bit to flip or doesn't accurately load saved material from disk. These are just examples. The key point is, CTDs are not supposed to happen. In games this is usually either due to a mod conflict (one overwriting some of the instructions of another), or exhausting the heap, or when the sort order is wrong so the game determines it is missing a "master" file required by a mod to have been previously loaded. (There are other causes, of course.) This relates to "merge patching" in that the "rule of one" means only the last plugin to touch on a record is loaded. Any other plugins that previously touched that record are ignored, completely as if they were never included. You need "record level conflict resolution" (i.e. a "merge patch") to enable a "winner" to be determined while still allowing other records from earlier loading plugins to be included. If the last touching plugin is a compatibility patch making alterations to more than one plugin, but it is assuming other plugin changes were made, the result is "unpredictable". In very general terms, anything that is changing the game does not really allow for sloppiness. You need to get everything "right". Trying to skip steps so you can "play the game ASAP" is a sure recipe for problems. If you take your time and test each mod one at a time as you install it, you can have a trouble-free game from day one. And often this means learning more than you wanted to about how things have to work. -Dubious- Link to comment Share on other sites More sharing options...
skyrimguy14164 Posted June 23, 2017 Author Share Posted June 23, 2017 Should the Merge Patch be last in the load order and from what i understand if i have 2 esp that need to be last in the load order if i create a merge patch i can put wherever? Link to comment Share on other sites More sharing options...
dubiousintent Posted June 24, 2017 Share Posted June 24, 2017 The purpose of the "merge patch" is to perform "record level conflict resolution" in order to overcome the "rule of one". In order to do that it needs to be last of all the mods which have those conflicts. The merge patch file is designed to enable all those plugins that touch the same record to include all their other "non-conflicting" records that the "rule of one" would otherwise exclude. There are some exceptions to the "merge patch is last of all plugins" rule (such as ESPs required by some "post-processor" pre-sets such as for ENB/SweetFX), but it is such a common recommendation by mod authors to place their mod last (so it wins conflicts) you need to really investigate to determine if that is actually necessary in each case. I would say as a general guideline that only if the author specifically says "place this mod AFTER a bashed/merged patch file" should you do so. Otherwise, most likely they did not even consider you might be using one. If you are using a merge patch file, the other plugins that want to be last can be placed "anywhere above the merge patch" with the caution that whichever is loading last of them will be the "record conflict winner". Please see the wiki "Bash Tags and the Wrye Bash Patch" article on how "bash tags" affect determining the winner. -Dubious- Link to comment Share on other sites More sharing options...
skyrimguy14164 Posted July 5, 2017 Author Share Posted July 5, 2017 I made a Merge Patch and while it does help with mods that need to be loaded last I'm still getting chrashes Link to comment Share on other sites More sharing options...
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