bhattiman Posted May 29, 2012 Share Posted May 29, 2012 (edited) This is a real downer. Crashes in the same spot every time. I'm running quite a few mods but the game is stable as a rock [i've had "real fun" getting it so! :wallbash: ] until I try to reach Novac up the Mountain Road.I've got the game how I want it and I just want to play, real frustrated.I don't have a clue what is causing the issue. I've tried everything I can think off all to no avail. Here is the load order - Generated by BOSS via FOMMAm I being retarded and missing something blatantly obvious?If you need further info please let me know. [X] FalloutNV.esm[X] DeadMoney.esm[X] HonestHearts.esm[X] OldWorldBlues.esm[X] LonesomeRoad.esm[X] GunRunnersArsenal.esm[X] ClassicPack.esm[X] MercenaryPack.esm[X] TribalPack.esm[X] CaravanPack.esm[X] Weapon Mod Expansion.esm[X] Project Nevada - Core.esm[X] Companion Core.esm[X] NosCo Companion System.esm[X] NCCS Nos' Premade Companions.esm[X] NVInteriors_Core.esm[X] NVInteriors_ComboEdition.esm[X] NVStripOpen.esm[X] rePopulated Wasteland.esm[X] WME - Dead Money.esm[X] WME - GRA.esm[X] WME - GRA Light.esm[X] WME - Honest Hearts.esm[X] WME - Lonesome Road.esm[X] WME - Old World Blues.esm[X] WME - DLCs.esm[X] RH_IRONSIGHTS_NV.esm[X] Caliber.esm[X] CaliberXgunrunners.esm[X] CaliberXhonesthearts.esm[X] RobCo Certified.esm[X] Cannabis.esm[X] Run the Lucky 38.esm[X] Selective Fire.esm[X] FreesideOpen.esm[X] ELECTRO-CITY - Highways and Byways.esm[X] TalonPack.esm[X] oHUD.esm[X] FOOK - New Vegas.esm[X] FOOK - New Vegas DLCs.esm[X] ELECTRO-CITY - CompletedWorkorders.esm[X] IWS-Core.esm[X] Project Nevada - Equipment.esm[X] Mission Mojave - Ultimate Edition.esp[X] DarNifiedUINV.esp[X] CASM.esp[X] The Mod Configuration Menu.esp[X] populatedcasino.esp[ ] populatedcasino-medium.esp[ ] populatedcasino-light.esp[X] NewVegasStripOverhaul.esp[X] Rancho Villa.esp[ ] dragongirl.esp[X] The New Bison Steve Hotel.esp[X] FOOK - New Vegas.esp[X] FOOK - New Vegas DLCs.esp[X] MMUE-CP-FOOK.esp[X] Project Nevada - Rebalance.esp[X] Project Nevada - Cyberware.esp[X] Selective Fire - Project Nevada.esp[X] TalonCompany.esp[X] CONELRAD 640-1240.esp[X] MojaveExtended100.esp[X] RadioClassical.esp[X] RadioClassical - Tune Dead Radios.esp[X] Water Purification Overhaul V1.0X.esp[X] NewVegasBounties.esp[X] The Lucky 38 Empire.esp[ ] Province_84.esp[X] Wasteland Explorer.esp[X] IWS-Core-Patrols.esp[X] IWS-Core-Guards.esp[X] IWS-Core-Civilians.esp[X] IWS-DM.esp[X] IWS-HH.esp[X] IWS-OWB.esp[X] IWS-LR.esp[X] QS_Blackwolf_NV_Backpackmod.esp[X] Spelling and Grammar Fix - Cannabis AddOn.esp[X] PSNightShiftVendorPG.esp[X] FlashlightNVSE.esp[X] Gnome_Wrangler.esp[X] sexysleepwear.esp[X] sexysleepwearnr.esp[X] MMUE-CP-PNCore.esp[X] MMUE-CP-PNRebalance.esp[X] MMUE-CP-PNEquipment.esp[X] MMUE-CP-rePopulated.esp[X] Follower Home Marker.esp[X] Light Step ED-E.esp[X] RobCo Certified Friendly Hit Fixer.esp[X] Steve The Radroach.esp[X] RogueArmor.esp[X] Cass Drinks Whiskey.esp[X] FoodFixes.esp[X] UnlimitedCompanions.esp[X] MaxFollowers12.esp[X] BennyReturns.esp[X] LFox Bottle That Water.esp[X] No speed penalty.esp[X] StripOpenMain.esp[X] Reactive People - Ultimatum.esp[X] FreesideOpenPatch.esp[X] WeaponModsExpanded.esp[X] ImplantsAsHoldout.esp[X] WMX-FOOKNV CP.esp[X] WMX-ModernWeapons.esp[X] WMX-MW-GRA.esp[X] WMX-DeadMoney.esp[X] WMX-HonestHearts.esp[X] WMX-OldWorldBlues.esp[X] WMX-LonesomeRoad.esp[X] WMX-GunRunnersArsenal.esp[X] WMX-FOOKNV-DLCs CP.esp[X] RH_IronSights_NV_Vanilla.esp[X] Weapon Mod Expansion.esp[X] NoBlurMenus2.esp[X] WME - Ironsights.esp[X] WME - Lonesome Road.esp[X] WME - RH Ironsights.esp[X] WME - FOOK.esp[X] WME - Packless.esp[X] WME - Packless - OWB.esp[X] WME - Dead Money.esp[X] WME - Honest Hearts.esp[X] WME - Ironsights - DLCs + GRA.esp[X] WME - Ironsights - DLCs.esp[X] WME - Ironsights - GRA.esp[X] WME - Old World Blues.esp[X] WME - Packless - DLCs.esp[X] WME - GRA Light.esp[X] WME - GRA - Weapon Integration.esp[X] WME - GRA - Vendor Reform.esp[X] WME - GRA - Unique Integration.esp[X] WME - GRA - Just Guns.esp[X] WME - GRA - Complete.esp[X] WME - GRA - All Weapons.esp[X] WME - DLCs.esp[X] WME - Ironsights - HH.esp[X] WME - FOOK DLCs.esp[X] EVE FNV.esp[X] MMUE-CP-EVE.esp[X] WMX-EVE.esp[X] Fellout.esp[X] Fellout-OWB.esp[X] ELECTRO-CITY - Darker Nights.esp[X] MMUE-CP-Electrocity.esp[X] End.esp Thanks in advance. Edited May 29, 2012 by bhattiman Link to comment Share on other sites More sharing options...
HeyYou Posted May 29, 2012 Share Posted May 29, 2012 Have you tried waiting for whatever your respawn time is, plus a day? Link to comment Share on other sites More sharing options...
bhattiman Posted May 29, 2012 Author Share Posted May 29, 2012 Have you tried waiting for whatever your respawn time is, plus a day? I'll give it a blast... Link to comment Share on other sites More sharing options...
bhattiman Posted May 29, 2012 Author Share Posted May 29, 2012 No, no workie. Any other suggestions? Link to comment Share on other sites More sharing options...
Craigsters Posted May 29, 2012 Share Posted May 29, 2012 If you know how to use FNVEdit try making a merged patch with it of all the mods you use, theirs a very very easy video tutorial Modding Fallout NV Tutorial - Part 5 - FNVEdit I'm dyslexic and have a basic education and was able to use FNVEdit after using the tutorial linked above Link to comment Share on other sites More sharing options...
bhattiman Posted May 29, 2012 Author Share Posted May 29, 2012 (edited) Lol... Thanks for the suggestion. I already have a merged patch but thanks for the video link, It highlighted several features of FNVEdit that I was unaware of. I've noticed several issues with my merged patch i.e. not fixing conflicts therefore I ask: Is it practical to have several merged patches throughout the load order addressing certain mods and then a "master" merged patch slapped on the end? Would this be exceptable? Edited May 29, 2012 by bhattiman Link to comment Share on other sites More sharing options...
Craigsters Posted May 29, 2012 Share Posted May 29, 2012 Lol... Thanks for the suggestion. I already have a merged patch but thanks for the video link, It highlighted several features of FNVEdit that I was unaware of. I've noticed several issues with my merged patch i.e. not fixing conflicts therefore I ask: Is it practical to have several merged patches throughout the load order addressing certain mods and then a "master" merged patch slapped on the end? Would this be exceptable? I haven't advance that far yet with FNVEdit sorry, the creator of that tutorial I linked to might know Link to comment Share on other sites More sharing options...
bhattiman Posted May 29, 2012 Author Share Posted May 29, 2012 Ok... So I took a different route then returned to the problem spot from the opposite direction.... Drum roll please.... No Crash! I then turned 180 and walked back, no sprinted back, to the problem spot... NO CRASH!!! :dance: I am really hoping that it isn't something to do with the time of day sky effects yada yada... Anyway, I'm now progressing towards Novac, I've tied all my fingers and toes crossed with cable ties and I'm sitting on an oak log... I hope to god it's ok now. It could also have been Bounty Hunters. In the linked vid the good sir said something about certain mods not liking FNVMasterUpdate but I have to use it, game won't start other wise. Thanks to Craigsters :thumbsup: and HeyYou :thumbsup: for your suggestion, much appriciated and kudos sent. Peace out, I'm returning to the wasteland :tongue: Link to comment Share on other sites More sharing options...
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