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HELP Needed


MenAtFire

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Can someone help me with FNV? I don't have heavily modded game but it constantly crashing or stopping to respond and i have to either restart whole pc or do magic to get Task manager to close it. 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 Interior Lighting Overhaul - Core.esm
11 b Interior Lighting Overhaul - L38PS.esm
12 c Project Nevada - Core.esm
13 d ELECTRO-CITY - CompletedWorkorders.esm
14 e FCOMaster.esm
15 f Project Nevada - Equipment.esm
16 10 ELECTRO-CITY - Highways and Byways.esm
17 11 Project Nevada - Rebalance.esp
18 12 Project Nevada - Cyberware.esp
19 13 Project Nevada - Extra Options.esm
20 14 FalloutNV_lang.esp
21 15 The Mod Configuration Menu.esp
22 16 PerkEveryLevel.esp
23 17 Project Nevada - Cyberware Additions.esp
24 18 Project Nevada - Rebalance Complete.esp
25 19 dD - Enhanced Blood Main NV.esp
26 1a ILO - PipBoy Light.esp
27 1b DeadMoney_lang.esp
28 1c OldWorldBlues_lang.esp
29 1d HonestHearts_lang.esp
30 1e LonesomeRoad_lang.esp
31 1f Weightless_all_PL.esp
32 20 Project Nevada - All DLC.esp
33 21 EVE FNV - ALL DLC.esp
34 22 Project Nevada - EVE All DLC.esp
35 23 WEATHER RUDY ENB.esp
FCO - Russell.esp
36 24 FCO - GlowingOne.esp
37 25 Automated Crafting Recipes.esp
38 26 Pip-Boy Modules.esp
39 27 vigorchecktest.esp
40 28 NevadaSkies.esp
41 29 FCO - NPC Changes.esp
42 2a WeaponModsExpanded.esp
43 2b GunRunnersArsenal_lang.esp
44 2c FCO - OHSB NPC Edits.esp
45 2d Weapon Retexture Project.esp
46 2e Interior Lighting Overhaul - Ultimate Edition.esp
47 2f ILO - GS Shack.esp

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Do you have "New Vegas Stutter Remover" (NVSR) installed? If so, please see the 'Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)' and 'Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu' entries in the 'Solutions to "Crash To Desktop" (CTD) problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

Please see the 'First Timer Advice' section; and the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article.

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. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions.

In future, Please provide ALL the information requested in the wiki "How to ask for help" article. Don't forget to identify things that do not appear in the "load order", such as the version of Windows, if you are using a "Steam" or "GOG" and/or "regional language version" of the game (even if you are playing it in English); using the FNV4GB Patch, NVSE and it's related plugins; replacements for textures (specifically their larger image sizes: 1024x1024, etc.), animations, or "bodies", etc.; and "post-processors" like ENB or SweetFX. It saves us playing "20 questions" and gets you a more specific answer more quickly. (The usual turn-around on post and reply in an older game forum is 24 hours.) Screenshots don't usually work so well because they tend to cut off or fail to display needed information and are hard to "piece together" into a complete and coherent picture.

* See "How to markup images (etc) in forum posts and comments" article for how to use "Spoiler tags". LOOT already includes those tags in the "load order" it copies to your clipboard, so you can just paste it's list into your post.

-Dubious-

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Oh yeah i have NVSR as well as 4gb patch installed.

Fallout New Vegas RU version and Steam one. I have newest Win10 as well.

And its not my first time modding FNV (or any other bethesda game) but its been quite some time when i had last installed FNV and modded (i cant play "Clean" versions of B games so they are always modded)

I cant pinpoint problem here which is quite frustrating so thats why im asking for help here

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NVSR requires specific configuration changes for Win10. It's explained in the first linked article.

 

We've collected a lot of scattered problems and solutions for FNV over the last 5 years into the wiki articles, and they are constantly being updated.

 

-Dubious-

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Please 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.

"NVAC - New Vegas AntiCrash" error log entries are described on the "Description" page. This an important log for "in-game" errors. Some are intended to assist mod authors; while others are there to help "you, the player" trying to resolve a problem. You are interested in the entries which are NOT automatically handled successfully by NVAC. Key entries to look for are the following "letter codes":
* "e" entries are Exceptions handled specifically by NVAC's targeted code changes
* "h" entries are exceptions identified Heuristically by NVAC's "global" exception handler, sometimes handled unsuccessfully.
* "m" entries are "Middle of nowhere" exceptions, sometimes handled unsuccessfully.
* "ñ" entries are Null instruction exceptions, sometimes handled unsuccessfully.
* "n" entries are Null pointer call exceptions, sometimes handled unsuccessfully.
* "o" entries are stack Overflow exceptions, usually handled unsuccessfully.
* "q" entries are program self-termination information; these are effectively crashes.
* "u" entries are Unhandled exceptions reported from the Unhandled Exception Filter; these are crashes (and the NVAC author wants to hear about them).
* "v" entries are unhandled exceptions reported by NVAC's "global" exception handler; these are crashes.
* "w" entries are informative, relaying exception information as it passes through New Vegas's final exception handler.
* "x" entries are critical errors in Windows exception data; these entries should never occur.
* ":" entries are output from OutputDebugString calls.
* ";" entries are output from the game's own error checking.
Other codes may be of interest, but are not things the player is likely to be able to resolve, They are useful for informing the author of the mod to aid them in fixing their plugin. In particular, pass along the
* "_" entries are informative, relaying that NVAC was loaded and the base address of various DLLs
* "!" entries are informative, relaying human-readable text for the user
entries.
Any error codes found in the log but not listed on the mod "Description" page should be reported to the NVAC comments page.

Otherwise just work your way through the "Common Problems" section of the wiki "FNV General Mod Use Advice" article. That, combined with the above, covers about 99% of the problems most people have getting the game to start.

 

-Dubious-

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0 0 FalloutNV.esm

1 1 DeadMoney.esm

2 2 HonestHearts.esm

3 3 OldWorldBlues.esm

4 4 LonesomeRoad.esm

 

/ SNIP

27 1b DeadMoney_lang.esp

28 1c OldWorldBlues_lang.esp

29 1d HonestHearts_lang.esp

30 1e LonesomeRoad_lang.esp

 

 

Is at least one of the load order problems ... that the order of these do not match ?

 

I don't really know , but thought I would mention it .

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You do not need the "*_lang.esp" files at all, unless you are playing a "regional" (non-English) version of the game. They contain the "localized" dialog text. The English version of the game doesn't have such "_lang" files, and removing them apparently switches the game to using just English. (The exception is the German language "no gore" version. That is a bit more complicated and you have to get Steam Support involved.)

 

No idea if they are load order dependent, but have my doubts due to their nature. Much like BSA files, they would appear to be linked by the significant portion of the matching ESM filename (e.g. "LonesomeRoad"). However, I would expect to see "FalloutNV_lang.esp" if the others are present.

 

-Dubious-

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