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CTD upon start up


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Disable all mods and remove all your equipment.

 

Enter a building with nobody in it and use the wait function and wait for four days. Save the game in a new slot.

 

Enable all your mods and load your game.

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Okay, I'll try it, if you got any other ideas for load orders pls post it. At first i had problems with awop and momod it turned out that moving momod above the 1st one fixed CTDs suprisingly.. I'm mentioning it cause there is high chance some switch will fix this just like it did with awop-momod.

 

Edit1: It didn't help, ma1025. :(

Edited by Rutgerhauerpl
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FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

oHUD.esm

FOOK - New Vegas.esm

FOOK - New Vegas DLCs.esm

Weapon Mod Expansion.esm

WME - DLCs.esm

WME - GRA.esm

AWorldOfPain(Preview).esm

NVInteriors_Core.esm

NVInteriors_ComboEdition_AWOP.esm

NVInteriors_Urban_Edition_AWOP.esm

IWS-Core.esm

DWCNV.esm

FreesideOpen.esm

LREP Core.esm

More Perks.esm

NVEC BugFixes.esm

NSkies URWLified.esm

The Mod Configuration Menu.esp

DarNifiedUINV.esp

HUD Extended.esp

C93 - No Hardcore and Status HUD Reminders.esp

NVEC Reduce CTD.esp

Readius_NV.esp

FreesideOpenPatch.esp

awilderwasteland.esp

outsidebets.esp

SaveCass.esp

MyL38.esp

Performance Merge.esp

FOOK - New Vegas.esp

FOOK - New Vegas DLCs.esp

PMT - Destructible Ordnance.esp

LR Destructible Ordnance.esp

FOOK-GRA Destructible Ordnance.esp

ExtendedNVRadio.esp

Improved Sound FX Merge.esp

Realistic Wildlife.esp

IWS-Core-Guards.esp

IWS-Core-Civilians.esp

LFox Night Vision Implant Low Brightness.esp

SoftDrinksRestoreDehydrationRevamped.esp

HZSmoothLight.esp

fastervats.esp

NV Fatal Headshots.esp

shadysandsshuffle 10 seconds.esp

GRA - The Right to Bear Arms.esp

ADAM Merge.esp

WeaponJamming.esp

BetterMercArmors.esp

LeatherBackpack - eng.esp

Roberts_NewVegas.esp

Sunglasses Shipment.esp

1nivVSLArmors.esp

TacticalPolice.esp

NVDLC04 Allegiance w Duster.esp

OldCourierDuster_Replacer.esp

NVCE Main.esp

NVCE DLC02.esp

NVCE DLC04.esp

AllCompanionsEssential 2.0b.esp

UnlimitedCompanions.esp

Classic Companion Config.esp

QuieterCompanionInventory.esp

AWOP-LowNPCSWastelandOnly.esp

ShilohDS-Color Maps and Icons.esp

Dynamic Quantity Prompt.esp

Dynamic Hardcore w Sleep.esp

WME - Arenovalis.esp

WME - FOOK.esp

WME - FOOK DLCs.esp

WME - Named & Sorted.esp

Mod Loot - 2. Reasonably Rare (WME).esp

EVE FNV.esp

EVE FNV-[GRA Patch for EVE 1.3].esp

GRA WRP Compatibility Patch.esp

WMEVE - FOOK.esp

WME-AWOP-EVE Patch.esp

WME - AWOP - FOOK.esp

IWR_ALL.esp

NVEC Performance Of The Gods - DLC.esp

MERGE.esp

 

Total active plugins: 87

 

That's my load order and it always seems to work well enough for me. Keep large game changing things (full overhauls like FOOK, Project Nevada, etc) near the top of your load order for both .esm and .esp so individual mods can overwrite certain things if they need to. Quests and single overhauls (New Vegas Bounties, Slavetown, Open Freeside, Run the Lucky 38, etc.) should go after total overhauls. Sound, texture, and clothing mods should be somewhere in the middle of your load order. Script changing mods like Unlimited Companions, All Companions Essential, Dynamic Hardcore Mode, etc should be near the bottom. Patches for other mods should be last in your order.

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Take a look at this please:

 

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

Caliber.esm

HonestHearts-CaliberX.esm

CaliberXgunrunners.esm

MoMod.esm

AWorldOfPain(Preview).esm

CHEMS.esm

Corvega.esm

domecity.esm

domecity_Kaz_plugin.esm

SVSR.esm

RustTownV1Master.esm

More Perks.esm

SlaveTown - Its a slaves life.esm

drgNV - Melissa Companion.esm

NVR-Strip.esm

Run the Lucky 38.esm

SpeedyResources.esm

Tales from the Burning Sands.esm

wsex.esm

War Never Changes.esm

WARZONES - Misanthropy Pure.esm

AngelPark.esm

New Vegas Redesigned II.esm

NVEC Complete.esm

Lings.esm

NSkies URWLified.esm

Interior Lighting Overhaul - Core.esm

NVEC Complete Lings Patch.esp

War Never Changes.esp

War Never Changes - Seven.esp

LingsPrettyThings.esp

NVR- Recommended.esp

Lings-PlayableRaces.esp

NVEC Complete NVR2 Patch.esp

NSkies merged.esp

ILO merged.esp

 

Total active plugins: 45

 

This is a complete esm list without these 3 plugins (ELECTRO-CITY - CompletedWorkorders.esm, ELECTRO-CITY - Highways and Byways.esm, rePopulated Wasteland.esm)

 

The esp list is incomplete a lot, I activated only those esps essential for my esms working. The esps are of no concern though, as it's the esms that crash my game.

 

So I've managed to run my game without CTDs setting up this esm load order. Now i want to make electrocity and repopulatedwasteland work, for now when i activate em near the bottom of my esm list, they make the game crash. Any idea where to put them in the above load order? I'ma try myself a little but dunno if i manage to figure smth out, any advice would be more than welcome.

 

ELECTRO-CITY - CompletedWorkorders.esm

ELECTRO-CITY - Highways and Byways.esm

rePopulated Wasteland.esm

Edited by Rutgerhauerpl
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The readme for those two mods say to put rePopulated Wasteland before Electro-City, and to have them both before Nevada Skies.

 

War Never Changes.esm

WARZONES - Misanthropy Pure.esm

AngelPark.esm

New Vegas Redesigned II.esm

NVEC Complete.esm

Lings.esm

rePOPULATED WASTELAND.esm

ELECTRO-CITY - Completed Workorders.esm

ELECTRO-CITY - Highways and Byways.esm

NSkies URWLified.esm

Interior Lighting Overhaul - Core.esm

 

Also toggle your ArchiveInvalidation in FOMM to make sure it's working properly. If you still can't get this to work, try asking for help on Electro-City's page.

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