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Hi, need some help with my crashing problem


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Hi, I need some help with my mods. I have been having a problem where whenever i try to leave Doc Mitchell's house after creating my character it just straight up crashes. Not why so i was wondering if it was something to do with my load order, mod conflicts, or some other reason. Here is my load order:

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 New Vegas Redesigned 3.esm
11 b FCOMaster.esm
12 c SomeguySeries.esm
13 d Gomorrah Redesigned v2.esp
14 e ELECTRO-CITY - CompletedWorkorders.esm
15 f AWorldOfPain(Preview).esm
16 10 More Perks.esm
17 11 More Perks for Dead Money.esm
18 12 Project Nevada - Core.esm
19 13 Project Nevada - Equipment.esm
20 14 Project Nevada - Rebalance.esp
21 15 Weapons.of.the.New.Millenia.esm
22 16 ELECTRO-CITY - Highways and Byways.esm
23 17 Project Nevada - Cyberware.esp
24 18 More Perks for Honest Hearts.esm
25 19 More Traits.esm
26 1a More Perks for Old World Blues.esm
27 1b More Perks for Companions.esm
28 1c NevadaSkies.esm
29 1d Mission Mojave - Ultimate Edition.esp
30 1e EVE FNV - ALL DLC.esp
31 1f Fellout-OWB.esp
32 20 Vurt's WFO.esp
33 21 New Vegas Redesigned 3.esp
34 22 Fellout.esp
35 23 Weapons.of.the.New.Millenia.Leveled.Lists.esp
36 24 FCO - GlowingOne.esp
37 25 FCO - NPC Changes.esp
38 26 WeaponModsExpanded.esp
39 27 WMX-DLCMerged.esp
40 28 IMPACT.esp
41 29 WMX-EVE-AllDLCMerged.esp
42 2a Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
43 2b WMX-POPMerged.esp
FCO - OHSB NPC Edits.esp
FCO - Project Brazil.esp
FCO - Russell.esp
44 2c More Perks Update.esp
45 2d Weapons.of.the.New.Millenia.Store.esp
46 2e FNV Realistic Wasteland Lighting - All DLC.esp
47 2f friendofnightforfellout.esp
48 30 More Perks for Companions Update.esp
49 31 More Perks for Dead Money Update.esp
50 32 More Traits Update.esp
51 33 More Perks for Honest Hearts Update.esp
52 34 More Perks for Old World Blues Update.esp
53 35 NewVegasBounties.esp
54 36 The Mod Configuration Menu.esp
NevadaSkies - TTW Edition.esp
55 37 NevadaSkies - Ultimate DLC Edition.esp
NevadaSkies - Basic Edition.esp

If there is anything that I am doing wrong or if there are some compatibility things I have to download please let me know. Thank you so much :smile:

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I recommend anyone read the entire "FNV General Mod Use Advice" article to understand the differences between this game and others you may have experience with; especially if this is your first attempt to play a modded FNV or it's been more than a year since you last did so.

All of the following may not apply to your specific situation, but are worth repeating anyway. The following are specifics from the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article, as suggested from that "load order". Check all the items in that section for other things not apparent in the "load order". (You should also be using the tools from the 'Towards Game Stability' section of that article.)

* 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 using the 4GB Patcher with the Steam version? (DO NOT use it with the GOG version, which is already patched. Applying the patch will break it. Revert to the backup copy created if you did run it.) If not, please see the 'Maximizing use of memory' section of the "FNV General Mod Use Advice" article. If you aren't sure if it was installed or working, just re-run the Patcher again. Make sure it's 4GB Patcher. Won't hurt the Steam game and it will tell you if it is already patched. (If the Windows ("Task Manager" | Processes) tab entry for the game process has more than 2GB (2,097,152KB) "Memory(Private Working Set)" used, then the 4GB patch is definitely in effect. But being below that threshold doesn't mean it isn't.)

How can you tell if the 4GB Patch (for Steam) is working? The JIP LN NVSE Plugin (recommended for everyone) has a function which can be run from the console: "GetIsLAA" (not case sensitive).
Possible return codes:
* 0=patch is not applied
* 1=patch was applied to the executable, but extra memory is not being allocated
* 2=successfully allocated extra memory from the patch and is fully working.
If "GetIsLAA" is returning code "1", try running the game from a "local administrator" account. If that is successful, you need to move the game install location out of the "C:\Program Files" folder tree, or correct the "permissions" on the folder you moved it to, as you are going to have other problems down the road. Please see the wiki "Installing Games on Windows Vista+" article for details.
Alternatively: if the Windows "Task Manager" indicates the "FalloutNV.exe" program has more than 2GB (2,000,000KB) of "Memory (Private Working Set)", then the 4GB Patcher is in effect. However, to the contrary: less does not mean it is not working. The game simply hasn't needed that much memory as yet.

* 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" (which I do not see), 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.

* 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.

* "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 ALL of the plugins they are designed to make compatible. (This also applies to "fix" files.) 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 Masters" errors as well. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata".

FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

* 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).

* If you have more than one mod that makes any change to the same record or set of records in the vanilla game, then 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. When in doubt, create a "Merge Patch" file anyway.

If the problem persists, then see either the 'Solutions to Starting the game problems' or the 'Solutions to "Crash To Desktop" (CTD) problems' sections in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

 

* Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog. Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article.

-Dubious-

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