Jump to content

Reinstalled FNV, installed New California mod, game crashes


GruppaA

Recommended Posts

Hi people. I was so so excited to try the New California mod. I installed it to the proper directory.

However, I didn't recognize right away it was a complete game makeover, so I had installed some mods for weapons, monsters, enhanced graphics and so on.

I started the game with all those mods enabled, and I made it as far as running out of the Vault.

I then saved the game, a few hours later, I disabled all those extra mods, just left it clean New California, and went to launch the game. When I try to load the game from where I left off, the game thinks for 5 seconds, then crashes. What should I do?

Link to comment
Share on other sites

It's seldom a good idea to just "disable" mods that are included in a "save game".

 

* 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. If those plugins without the "mod index" numbers are "deactivated by the "Bash Patch", then you failed to have them "ghosted" by "Wrye Bash/Flash" when you built your "Bashed Patch". Please see the wiki "Bashed Patch file with Marked Mergeables" article.

Our current understanding is that if you have a plugin (active or not) installed in the "Data" folder, the game engine loads it up into memory when it starts. This can cause problems such as conflicts, even though the plugin is not "actively" used by the game; and it does count against the "plugin cap". However, the plugin cap is mostly a guideline as to "more than this the game starts to have memory issues" and it really depends upon the mix of plugins and textures involved and how much memory they collectively consume as to when that occurs. You have a limited amount (4GB when patched; 2GB by default) of memory available to the game and every plugin of any nature consumes some of that memory. Add to this that the game can be shown to have "memory leaks" which eventually cause it to CTD.

Additionally, any time you remove a plugin from your current play-through you risk corrupting your save game files. This is because they typically store information there as to the state of their variables and quests. If you picked up a unique (non-vanilla) item added by a mod, that item (like any item you pick up) is stored in the save game, but also requires the plugin it came from to be available as that item's "source records". Hence the general advice to never remove a plugin from your current game.

So, convenient or not, uninstall those inactive plugins. Once you do play them (as "active"), leave them in your game or start a "new" one. At the very least, if you think they are "completed" and you have not kept any of their "unique" items, make sure you know which was the last save game prior to removing the mod and are prepared to have to revert back to it when things go wrong later on (no matter how many hours later that may be). Perform a "Clean Save" (see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article) after removing the plugin and before resuming play, even once you go back to a previous save.

You have to get a stable FNV setup before you can add TTW. Then you have to check the TTW FAQ Forum for both the "Recommended Mods for 3.2.x" and "Mods Incompatible with 3.2+" threads as well as the FAQ page.

 

Once that is done, if you are still having problems, see the 'Solutions to Starting the game problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

-Dubious-

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...