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Memory Error Despite Installing 4 GB Patch


GnomeYork

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Hi all, I've been following Qolore's excellent modlist, Viva New Vegas, and have met a discouraging obstacle. I seem to run out of memory despite installing the 4 GB Patcher, and never even approach 4 GB of memory usage! When I approached 2000 MB in memory, the game completely froze, forcing me to end it in Task Manager. Also, I sometimes freeze out in the wasteland, or when entering / exiting interiors. Here's my load order (I apologize for the alphabetical order MO2 decided to place the mods in. Not sure how I can fix that):

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And here are my NVAC logs:

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If it helps, here's my NVSE logs as well:

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Thank you all! If there's anything else I should include, please don't hesitate to tell me.

Edited by GnomeYork
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Without actually getting a final count (I stopped at 162) you are trying to run too many mods. You are actually lucky the game will load and run at all.

 

You need to reduce your mod count to about 135+/-.

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  On 7/27/2018 at 11:09 AM, M48A5 said:

Without actually getting a final count (I stopped at 162) you are trying to run too many mods. You are actually lucky the game will load and run at all.

 

You need to reduce your mod count to about 135+/-.

Sorry, I thought I posted my load order. I instead showed you the mods "enabled" in MO2. The esp's and esm's enabled are actually below the limit, after applying a bashed and merged patch. I went into LOOT instead to show you the load order:

 

 

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I apologize for any confusion this might have caused, as you can see, I am below the limit, and have not experienced any error messages indicating a violation of the 135 plug-in limit. For further clarification, I also inserted "!!" beside any plugin disabled during the creation of the Bashed Patch in Wrye Flash.

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  On 7/27/2018 at 12:24 PM, dubiousintent said:

You need more than a "mod list" to go by to setup this game properly. This is especially true if you have played other Bethesda games as it's got some major differences (such as the lower plugin cap). Please read the wiki "FNV General Mod Use Advice" article.

 

-Dubious-

 

Sorry Dubious, I realized my mistake and have replied to M485 as well with the same response below.

 

 

Sorry, I thought I posted my load order. I instead showed you the mods "enabled" in MO2. The esp's and esm's enabled are actually below the limit, after applying a bashed and merged patch. I went into LOOT instead to show you the load order:

 

 

  Reveal hidden contents

 

 

I apologize for any confusion this might have caused, as you can see, I am below the limit, and have not experienced any error messages indicating a violation of the 135 plug-in limit. For further clarification, I also inserted "!!" beside any plug-in disabled during the creation of the Bashed Patch in Wrye Flash.

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With 128 active plugins and 10+ (I stopped counting), you are exceeding the plugin limit. Everything that is in the "Data" folder will be counted towards the limit.

 

That is, everything in the data folder is loaded into memory until the time it is needed. That is why it is very important to remove any unused plugins. Just because it is inactive does not mean it is not loaded. It is just inactive in the game.

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What M48A5 said. Just to clarify a bit more: when you create a "bash patch" (BP) file, it can "deactivate" plugins it fully incorporates into the patch file. These "deactivated" plugins are renamed by adding ".ghost" to their extension so the game engine does not load them into memory IF YOU HAVE ENABLED "Ghosting" in Wrye Flash. In which case they should not show up in LOOT if you run it after building the BP. If they are not "ghosted" then they do count against the plugin cap. Please see the wiki "Bashed Patch file with Marked Mergeables" article.

Looking beyond the "too many plugins" issue, please see '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-

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