Mandel95 Posted October 21, 2020 Share Posted October 21, 2020 So recently my computer was acting really strange and eventually I had to reinstall windows.Before I reinstalled, I copied all my Mod Organizer loadouts/ROMS/profiles and I was able to get Skyrim and FO3 working again, but I have been having trouble returning to New Vegas.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 YUP - Base Game + All DLC.esm 11 b FOOK - New Vegas.esm 12 c FOOK - New Vegas DLCs.esm 13 d FreesideOpen.esm 14 e AWorldOfPain(Preview).esm 15 f NVInteriors_Core.esm 16 10 NVInteriors_ComboEdition.esm 17 11 Momod.esm 18 12 Tales from the Burning Sands.esm 19 13 More Perks.esm 20 14 More Perks for Dead Money.esm 21 15 SaxxonsQuestPack.esm 22 16 RustTownV1Master.esm 23 17 Weapon Mod Expansion.esm 24 18 domecity.esm 25 19 Niner.esm 26 1a The New Bison Steve Hotel.esm 27 1b AWOPDeadMoney.esm 28 1c NVWillow.esp 29 1d Caliber.esm 30 1e CaliberXhonesthearts.esm 31 1f More Perks for Honest Hearts.esm 32 20 Sortomatic.esm 33 21 CaliberXgunrunners.esm 34 22 NevadaSkies.esm 35 23 JIP Selective-Fire.esm 36 24 oHUD.esm 37 25 SomeguySeries.esm 38 26 Sortomatic-AWOP.esm 39 27 Afterschool Special.esm 40 28 KhanInitiation.esp 41 29 EZ_CompanionNVSE.esm 42 2a More Traits.esm 43 2b Freeside Open - AWOP.esm 44 2c Project Nevada - Core.esm 45 2d Project Nevada - Equipment.esm 46 2e Project Nevada - Rebalance.esp 47 2f Project Nevada - Cyberware.esp 48 30 More Perks for Old World Blues.esm 49 31 Project Nevada - Extra Options.esm 50 32 EZ_CompanionNVSE_Killable_Normal.esm 51 33 Th3OverseerCore.esm 52 34 D.E.I.M.O.S..esm 53 35 More Perks for Companions.esm 54 36 YUP - NPC Fixes (Base Game + All DLC).esp 55 37 FOOK - New Vegas.esp 56 38 Legion Quests Expanded.esp 57 39 Project Nevada - Rebalance Complete.esp 58 3a FOOK - New Vegas DLCs.esp 59 3b Project Nevada - All DLC.esp 60 3c FOOK-PN Convergence.esp 61 3d RustTownAdditions3.esp 62 3e FreesideOpenPatch.esp 63 3f JSawyer Ultimate.esp 64 40 AWOPCaliberXAmmoPatch.esp 65 41 Momodlorefriendly.esp 66 42 More Perks Update.esp 67 43 delilah.esp 68 44 AWOPMonsterPatchVanilla.esp 69 45 Headhunting.esp 70 46 NorthRoad.esp 71 47 FNV Realistic Wasteland Lighting - All DLC.esp 72 48 The New Bison Steve Hotel.esp 73 49 AWOPDeadMoneyVendorPatch.esp 74 4a AWOP Revs - LD Nothing.esp AWOP Revs - Original Goodsprings Fight.esp AWOP-FCO3.esp 75 4b AWOP-MoMod.esp 76 4c Caesars_Legion_Overhaul.esp 77 4d NewVegasBounties.esp 78 4e NewVegasBountiesII.esp 79 4f TheInheritance.esp 80 50 Russell.esp 81 51 AWOP - Russell.esp 82 52 NCRTrooperOverhaul.esp 83 53 KingOfTheRing.esp 84 54 NewVegasKiller.esp 85 55 NewVegasBountiesIII.esp 86 56 TheBetterAngels.esp 87 57 NukaCola-Ojo.esp 88 58 TGsArmorCollectionVegas.esp 89 59 AWOP Revs - Help In Goodsprings.esp 90 5a FreesideOpen - NewVegasBountiesIII.esp 91 5b DarNifiedUINV.esp 92 5c Distributed Necklaces and Chains.esp 93 5d EVE FNV - ALL DLC.esp 94 5e Weapon Mod Expansion.esp 95 5f IMPACT.esp 96 60 JIP Companions Command & Control.esp 97 61 JIP Improved Recipe Menu.esp 98 62 JIP MiniMap.esp 99 63 JIP Realistic Weapon Overheating.esp100 64 LootMenu.esp101 65 MonsterModLorefriendlyDLC.esp102 66 More Perks for Companions Update.esp103 67 More Perks for Dead Money Update.esp104 68 More Traits Update.esp105 69 More Perks for Honest Hearts Update.esp106 6a More Perks for Old World Blues Update.esp107 6b pipboy2500_edisleado.esp108 6c Project Nevada - Cyberware Additions.esp109 6d ShilohDS-Color Maps and Icons.esp110 6e The Mod Configuration Menu.esp111 6f The Weapon Mod Menu.esp112 70 Weapon Retexture Project.esp113 71 Caesars Freeside Shop.esp114 72 Freeside Open - Russell.esp115 73 Freeside Open Patch.esp116 74 Sortomatic_for_House_of_the_Chef.esp117 75 Tales PN.esp118 76 Roberts_NewVegas.esp119 77 DIM TYPE3clothesRETAIL.esp120 78 FalloutMaleHair.esp121 79 1CazyTestEsp.esp122 7a MojaveDelight.espI went through and disabled my mods and found that fallout character overhaul was causing CTD's when making a new character.Why might this be?Is it conflicting?Do I need to create the character and wait for mods to load and then try loading.I had the mod load order perfectly stable beforehand. The other thing I think that MAYBE was a major conflict was Coito Urgo Sum with something, but the game ran surprisingly well.I don't recall but...Any help is appreciated. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 21, 2020 Share Posted October 21, 2020 * Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because the game engine was not able to predictably handle the error. Please see the "Windows Error Messages" section of the wiki "How to read most Bethesda game error logs" article. Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located. "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, and records which do NOT begin with "00" (which are in the vanilla game files and not typically going to be fixable by yourself). 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. 'Expression Error: SYNTAX' is not uncommon, even in vanilla without any mods loaded. These are basically "typos". Such errors are reported by NVAC but ignored. Those lines of script code do not get executed, but also are not "fatal" to the game. They are the sort of thing mods like "Yukichigai Unofficial Patch - YUP", "JIP LN NVSE", "JohnnyGuitar NVSE", "lStewieAl's Tweaks" etc. are designed to fix or supplement if possible. * Please see the 'Body Replacement Basics' section of the wiki "FNV General Mod Use Advice" article, and the 'Issue: Body Replacer - Custom Body Types' and related 'Body Replacer -' entries under the 'Solutions to Graphics problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. * 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 for your overall "load order" anyway. If you add, remove, or change the sequence of plugins in your "load order", don't forget to rebuild the "merge patch" file again. * "Merged Patch" is a more generic term than "Bashed Patch", which is only produced by the Wrye Bash/Flash program. A Wrye "Bashed Patch" and a xEdit "Merged Patch" are generated from the entire "load order" list of plugins to resolve all "record level conflicts". They are roughly equivalent but use different algorithms. You can use the combination of both a "Bashed Patch" and a "Merged Patch" file (technically an "override" patch as described here), for different complimentary reasons. (What I say regarding "Wrye Bash (WB)" also applies to "Wrye Flash (WF)". "xEdit" is the generic name for "FNVEdit" which is the game specific implementation of that tool.) While both WB and xEdit are creating essentially the same thing, the big difference is that WB automates the "record level conflict" resolution in load order sequence producing a "merged patch" file named explicitly "Bashed Patch, 0.esp". This works fine for most such conflicts where you want the last loading plugin to "win" conflicts, but to also include non-conflicting records of earlier plugins to get around "The Rule of One". The xEdit process does similar but doesn't dictate the resulting file name and lends itself to deciding those exceptions where you want an earlier loading record to "win" the conflict instead. By running WB first, and then creating an xEdit "override" patch with just the different winners (hence the difference from a "merged patch" of the entire "load order"), you are reducing the number of manual changes needed. This becomes important if you tend to modify your load order with updates to plugins frequently, as you should rebuild your "merged patch(s)" whenever you do so. Note that xEdit can "automate" the creation process in a similar manner to WB, but it doesn't (last I knew but things are constantly evolving) make use of "Bash Tags". WB also has built-in "tweaks" to game settings that it incorporates into the patch, as well as merging of "leveled lists". You can also use xEdit to give "unique" results that none of the plugins provide (in effect creating a "new patch plugin" result within the overall patch.) There are more possibilities. Please see the wiki "Merged Plugin Guidelines for Personal Use" article for details. 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 set it up. It is designed for someone who has never played a modded PC game before, so it tries to avoid making any assumptions, is kept "up-to-date", and covers years of "lessons learned". It is NOT a list of various mods to install that happen to work on the author's machine. It addresses fundamentals underlying how to get the basic game and mods to work together. At least 90% of everything I post in the "Technical Support" sub-forum is already in that article. -Dubious- Link to comment Share on other sites More sharing options...
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