nithlus666 Posted October 26, 2020 Share Posted October 26, 2020 Someone help me please! Everytime I enter the area of Primm in New Vegas I just CTD if I try to open my inventory, the pause menu, VATs, or if I go inside a building in Primm. There's no error code or anything it just crashes to the desktop! Here is my mod list in order, I also have the 4GB patch installed and all of that as well. 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 FCOMaster.esm 12 c FreesideOpen.esm 13 d Functional Post Game Ending.esm 14 e More Perks.esm 15 f More Perks for Dead Money.esm 16 10 NVStripOpen.esm 17 11 More Perks for Honest Hearts.esm 18 12 More Traits.esm 19 13 Project Nevada - Core.esm 20 14 Project Nevada - Equipment.esm 21 15 Project Nevada - Rebalance.esp 22 16 Project Nevada - Cyberware.esp 23 17 Project Nevada - Extra Options.esm 24 18 More Perks for Old World Blues.esm 25 19 More Perks for Companions.esm 26 1a SomeguySeries.esm 27 1b YUP - NPC Fixes (Base Game + All DLC).esp 28 1c FCO - NPC Changes.esp 29 1d FCO - OHSB NPC Edits.esp 30 1e Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp 31 1f Project Nevada - Cyberware Additions.esp 32 20 FOVSlider.esp 33 21 LootMenu.esp 34 22 Reload Sounds.esp 35 23 The Mod Configuration Menu.esp 36 24 Project Nevada - Gun Runners' Arsenal.esp 37 25 Project Nevada - Honest Hearts.esp 38 26 Centered 3rd Person Camera - Unraised.esp 39 27 Project Nevada - Dead Money.esp 40 28 Project Nevada - Lonesome Road.esp Functional Post Game Ending - Populated Casinos Patch.esp 41 29 FreesideOpenPatch.esp 42 2a NCR Rearmament v1.5.esp 43 2b More Perks Update.esp 44 2c StripOpenMain.esp 45 2d Functional Post Game Ending - Strip Open Patch.esp 46 2e More Perks for Companions Update.esp 47 2f More Perks for Dead Money Update.esp 48 30 More Perks for Old World Blues Update.esp 49 31 Readius_NV.esp 50 32 dD - Enhanced Blood Main NV.esp 51 33 EVE FNV - ALL DLC.esp 52 34 WeaponModsExpanded.esp 53 35 Russell.esp 54 36 FCO - Russell.esp 55 37 FalloutNVCheatTerminal.esp 56 38 Delay DLC - DM + HH + OWB + LR + GRA.esp 57 39 Project Nevada - WMX.esp 58 3a Project Nevada - EVE All DLC.esp 59 3b Project Nevada - Old World Blues.esp 60 3c Ross' Perks.esp 61 3d Functional Post Game Ending - YUP Patch.esp 62 3e More Traits Update.esp 63 3f More Perks for Honest Hearts Update.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted October 27, 2020 Share Posted October 27, 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.In addition, please see the 'Common Game Problems' and 'HUD-UI-Menu Issues' sections of the wiki "FNV General Mod Use Advice" article. "User Interface (UI)" problems indicate you have changed XML files. This is often caused by an "install order" problem with more than one mod replacing or editing the same XML file. Please see the wiki "HUD-UI-Menu issues" article. (This takes some interpretation as applies to your situation. There are too many permutations for an "if A then B" type of guide. If you haven't encountered XML files before then the "TL;DR" section is not going to help by itself.) "Disabling" mods is not enough to restore things to "vanilla" if they overwrote any files. UI mods definitely do this, and can make "edits" to other existing XML files. You have to "verify local files" to restore the originals, and still may need to delete the "loose files" so those vanilla versions get used from the BSA files. Then correct the sequence in which you install those UI affecting mods. Please see the 'Restoring to "Vanilla"' entry of the wiki "FNV General Mod Use Advice" 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.-Dubious- Link to comment Share on other sites More sharing options...
gnarly1 Posted October 27, 2020 Share Posted October 27, 2020 Someguy series may contain deleted navmeshes which will cause CTD. Also Functional Post Game Ending and Someguy series may conflict. Refer the Someguy modpage posts tab re both these issues reported by other users. Link to comment Share on other sites More sharing options...
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