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Alternate Start crashing


MrFrancis

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Iv'e not had any issue with the "Roleplayer's Alternate Start" mod, but now it's crashing the game as soon as I leave the starting shack. Oddly, previous saves from recent games over the past week in which I've had this mod active, everything was fine and I could leave without an issue and play as normal no matter what I did, but now it's suddenly giving me problems.


My load order is as followed:



0 0 FalloutNV.esm

1 1 DeadMoney.esm

2 2 HonestHearts.esm

3 3 OldWorldBlues.esm

4 4 LonesomeRoad.esm

5 5 GunRunnersArsenal.esm

6 6 ClassicPack.esm

7 7 MercenaryPack.esm

8 8 TribalPack.esm

9 9 CaravanPack.esm

10 a AWorldOfPain(Preview).esm

11 b Factions Reloaded - Merge.esm

12 c GRARG.esm

13 d More Perks.esm

14 e Vurt's WFO.esp

15 f GRA - The Right to Bear Arms.esp

16 10 More Perks Update.esp

17 11 GunRunnersExpandedV4.1.esp

18 12 Super Mutants of New Vegas V4.esp

19 13 FastSleepNV.esp

20 14 DLC Weapon Integration.esp

21 15 GARU.esp

22 16 PerkEveryLevel.esp

23 17 Respawning Deathclaws.esp

24 18 Sprint Mod.esp

25 19 Tag Skills Improved.esp

26 1a XFO - 4bb - Perks - Two per level.esp

27 1b dD - Enhanced Blood Main NV.esp

28 1c CCSP2_5d.esp

29 1d Clarity.esp

30 1e 357Maria.esp

31 1f MonocyteImplantImproved.esp

32 20 xatmosSkillPerks.esp

33 21 Expanded Traits.esp

34 22 Better Spotter Perk.esp

35 23 NoDegrade.esp

36 24 exp for repair.esp

37 25 Cheaper Repair Vendors 10%.esp

38 26 Sturdy Caravan Shotgun Fix.esp

39 27 HigherCompanionLevelCap.esp

40 28 UnlimitedCompanions.esp

41 29 LimestoneLOD.esp

42 2a Better Clothing.esp

43 2b Weathered10mmFixes.esp

44 2c Improved VATS and Autoaim fix with Better Binoculars.esp

45 2d Lily Ranged.esp

46 2e KORsLily-NCR.esp

47 2f HighGrass.esp

48 30 colt conversion.esp

49 31 HTRP-Vendor Supply Refresh.esp

50 32 HTRP-Daily Vendor Restock.esp

51 33 Followers Ready To Fight.esp

52 34 Burning Campfire.esp

SnowGlobePerks_SkillsOnly.esp

53 35 SnowGlobePerks.esp

54 36 Alternative Start.esp

55 37 qAllSkillBooks.esp

56 38 super mutant camps.esp

57 39 Convenient Fast Travel Markers.esp

58 3a More Fiends.esp

59 3b More Ghouls V2.esp

60 3c Mutant horde.esp

61 3d NukaCola-Ojo.esp

62 3e BooneNoLongerNCR.esp

63 3f implants.esp

64 40 BooneFaceRemake.esp

65 41 BigBoomerRelocated.esp



Maybe I have too many mods, or it's just a small conflict or issue that I've not noticed. Either way, any help would be appreciated.

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It's not too many plugins. The cap is somewhere between 130-140 depending upon your system and mix of mods. I'm suspecting the second "bullet point" (*) below.

 

Did you install Steam to it's default location? If so, please see the wiki "Installing Games on Windows Vista+" article for why the original default Steam behavior of installing games to the "C:\Program Files" folder tree was bad (they learned better, and don't do that any more); and why "disabling UAC and running as Administrator" is NOT sufficient, with instructions how to move it. This is the single most important thing you can do to fix and protect yourself against problems in the future. As much of a PITA as that is, it's never going to be any easier than now. Please see the 'Restoring to "Vanilla"' section of the wiki "FNV General Mod Use Advice" article as well.

If you did move Steam out of the default location, then likely any access privilege problem is one of "File and Folder permissions" on the parent "root" folder under which you installed the games. If this is not set correctly to allow at least "System", "Administrators", and "Users" to have "Full Control" then you can't overwrite other files or make changes. You then need to enable the "Properties | Security | Advanced | Change Permissions" setting of the parent folder to enable the box: "Replace all child object permissions with inheritable permissions from this object", so those changes get applied to the existing files and sub-folders.

All of the following may not apply to your specific situation, but are worth repeating anyway.

* Be aware that one error may mask a number of other errors, which will not appear until those masking them have been resolved. Building a stable game consists of resolving each problem individually until none remain, and then realizing that every change you make thereafter (including updates to mods already installed) run the risk of introducing new problems. Be prepared to revert to a previous save if you do so.

* Are you running Win10? Did you get the "Fall Creator's Update" (FCU)? Do you have "New Vegas Stutter Remover" (NVSR) installed? If all three are "true", then please see the 'Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play' (and other "heap size") entries in the 'Solutions to Performance problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

The FCU update was released in mid-November 2017, so a "brand new" system probably did not come with it installed. However, the default configuration is usually to have OS updates automatically installed. (Those usually start being distributed on the second Tuesday of each month, but may take a week or more to get to everyone.) See the MS "Get the Windows 10 Fall Creators Update" article for how to check your version release and manually pull down the update if necessary. It is important to keep your OS always "up to date" to prevent malware infections.

* Are you using the 4GB Patcher? If not, please see the 'Maximizing use of memory' section of the wiki "FNV General Mod Use Advice" article.

* If you are using the full 4GB of memory, most likely your CTD problem is the default "heap size" is too small. Please see the 'Solutions to "Crash To Desktop" (CTD) problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

* Move any "inactive" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message.

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than both of the plugins they are designed to make compatible. ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. LOOT does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Master" errors as well.

* Don't install compatibility patches for mods you do not have installed/active (e.g. get rid of any "TTW" patches if you aren't running TTW).

* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version.

* Do not use an "Auto-purge" mod for game play. (That was old advice from before we knew better.) They are designed for debugging by mod creator's only, according to the author of the JIP extensions to NVSE. See the 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu', "Cause-2", "Solution-3" entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide for the game settings that do the same job.

You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

-Dubious-

Edited by dubiousintent
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