yahavbak Posted September 25, 2019 Share Posted September 25, 2019 HELPthis is my modlisti tried using this guide:https://www.sinitargaming.com/nv.htmlusing the Ruby ENBwhat am i doing wrong? Link to comment Share on other sites More sharing options...
M48A5 Posted September 25, 2019 Share Posted September 25, 2019 (edited) What is wrong here: Project Nevada - EVE All DLC.esp, Project Nevada - EVE No DLC.esp and Project Nevada - Eve No GRA.esp. among others. You need to pay attention to what you are installing and what you are activating. I suggest you actually read your load order and make the necessary changes before starting the game. Edited September 25, 2019 by M48A5 Link to comment Share on other sites More sharing options...
yahavbak Posted September 25, 2019 Author Share Posted September 25, 2019 can you be a bit more specific please?im gonna try to find duplicates but if you can point out more i'll be more than thankful Link to comment Share on other sites More sharing options...
yahavbak Posted September 25, 2019 Author Share Posted September 25, 2019 nevermind - the game doesnt launch even when everything is disabledany suggestions? Link to comment Share on other sites More sharing options...
yahavbak Posted September 25, 2019 Author Share Posted September 25, 2019 heres the crash log if it helps:Problem signature: Problem Event Name: APPCRASH Application Name: FalloutNV.exe Application Version: 1.4.0.525 Application Timestamp: 4e0d50ed Fault Module Name: ntdll.dll Fault Module Version: 6.1.7601.17514 Fault Module Timestamp: 4ce7ba58 Exception Code: c0000005 Exception Offset: 00033280 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1037 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 Link to comment Share on other sites More sharing options...
dubiousintent Posted September 25, 2019 Share Posted September 25, 2019 First we need to resolve the CTD "Windows Exception code: 0xc0000005". The "Faulting Application" is often the victim of another program rather than the actual culprit, making it virtually impossible for the user to trace the source. Any recent update since the last time it was working correctly is suspect, as are viruses even if you have anti-virus (AV) running. Run AV from multiple sources when checking for infections. There are a number of free online scanners on the internet (though they are all going to try to sell you their services after the first time).You may need to exclude FNV from "Data Execution Protection (DEP)" and configure " Windows Defender Exploit Guard (WDEG)" (or Microsoft's "Enhanced Mitigation Experience Toolkit (EMET)" for Win7). Please see "Issue - NVSE - fails to load after update KB4058043 to Win10 FCU v1709" under the 'Solutions to Starting the game problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article.Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode once you have scanned since the last connection), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering. There are also tools (often called "Game Boosters") to help you determine "unnecessary when offline" Windows services you can temporarily shut down.It is also possible that any recent change to your mods (such as updates) or your existing "load order" (such as additions or removals) have causes a corruption of the current save game file. Try going back to a save game from before the problem started. Often starting a "new game" with a vanilla test character can help confirm if the problem lies in the current load order. * Did you install Steam to it's default location? If so, please see the wiki "Installing Games on Windows Vista+" article for why the original default Steam behavior of installing games to the "C:\Program Files" or "C:\Program Files(x86)" folder tree was bad (they learned better, and don't do that any more); and why "disabling UAC and running as Administrator" is NOT sufficient, with instructions how to move it. This is the single most important thing you can do to fix and protect yourself against problems in the future. As much of a PITA as that is, it's never going to be any easier than now. System updates often cause issues with games installed to these folder trees. Please see the 'Restoring to "Vanilla"' section of the wiki "FNV General Mod Use Advice" article as well. Now then, regarding your "load order": * Move any "inactive/disabled" 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.* 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 are treated as "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). The reverse also holds true: don't install mods that are not compatible with, or specific to, TTW or FNC if you are playing with them. Having us just saying "these are duplicates" doesn't teach you how to determine such for yourself. And we are not invested in wading through all the installation instructions for all your mods to determine them for you. You need to understand them. We will gladly help by pointing out the problems and interpreting confusing directions, but expect you to do your own homework. That is how you learn. Remember: we are all volunteer players ourselves. Time spent helping you comes out of that available for playing our own games. But I will suggest you re-examine the WMX optional file descriptions carefully. 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. -Dubious- Link to comment Share on other sites More sharing options...
yahavbak Posted September 26, 2019 Author Share Posted September 26, 2019 hey, thanks for the replyi've managed to fix the CTD by revalidating the game files, but now the game crashes when i leave doc mitchells houseProblem signature: Problem Event Name: APPCRASH Application Name: FalloutNV.exe Application Version: 1.4.0.525 Application Timestamp: 4e0d50ed Fault Module Name: FalloutNV.exe Fault Module Version: 1.4.0.525 Fault Module Timestamp: 4e0d50ed Exception Code: c0000005 Exception Offset: 00ad2c9e OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1037 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789in addition - it seems to me all WMX files are in order. is there anything wrong i missed? Link to comment Share on other sites More sharing options...
dubiousintent Posted September 26, 2019 Share Posted September 26, 2019 That is the same Windows "exception code" as previously. "Revalidating" files is not going to solve it. Your problem is one unknown program overwriting the memory used by FNV. You have to reduce the programs running at the same time in order eliminate the problem, and probably also have to add FNV to the DEP/EMET exceptions as outlined in my previous post. * 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. As for WMX, you are using optional files for individual DLCs instead of the "All DLC" merged version, while using the "WMX-EVE-AllDLC" patch. You have the individual POP files along with the "PreOrder PackClassic" (which combines them). Etc. This is the same problem you have with the Project Nevada files. If you have all the DLC installed, then use the "Merged" version and leave out the individual files. They are causing conflicts because of the "Rule of One": last file touching on a record "wins", totally and completely as if the previous files did not exist. Which is why merged files are the superior choice when possible and a "merge patch" file is needed to perform "record level conflict resolution" so you get the benefit of the non-conflicting records in the other files. -Dubious- Link to comment Share on other sites More sharing options...
yahavbak Posted September 26, 2019 Author Share Posted September 26, 2019 well, i got it to run and it worksit seems to have been just a memory problemif i run into anything else i'll ask for more helpregarding the merge patch - ill try to do that when i get the chancethanks for the help man Link to comment Share on other sites More sharing options...
Recommended Posts