alright, I'm desperate :(

Post » Tue Feb 01, 2011 5:45 pm

Right, I've delved deep into BOSS auto-sorting, sorting via my logic and my countless hours of repeat-testing, and I still cant get rid of a unknown CtD (that doesnt show up when nearly all the mods are deactivated) right when Doc Mitchel gives me my stuff.

I've managed to get through the game with the majority of these mods deactivated, only to crash on wait/sleep when these same mods are on (of which I narrowed it down to AWOP, Nevada Skies (with and without its compatibility patch), Underground Hideout. One of these mods causes a CtD, either on the end of the Doc Mitchel segment, or on wait/sleep.)

I've been at this for 2 weeks now, and I havent even gotten any playtime! I'm desperate! :(

The LO follows in the spoiler:
Spoiler
FalloutNV.esm
DeadMoney.esm
Community Bugfix Compilation Patch.esm
CBC Dead Money Patch.esm
AmmoSpreadEffectFixer.esm
CaravanPack.esm
IWR.esm
WARZONES - Misanthropy Pure.esm
IWS-Core.esm
AWorldOfPain(Preview).esm
More Perks.esm
More Traits.esm
More Perks for Dead Money.esm
Project Nevada - Core.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
Caliber.esm
Lings.esm
Community Bugfix Compilation Patch.esp
CBC Dead Money Patch.esp
DarNifiedUINV.esp
IWR - Rebuilt.esp
OperationFixedTerrain.esp
Readius_NV.esp
Centered 3rd Person Camera.esp
Vanity Camera Smoother.esp
UHNV.esp
UHNV-Dead Money.esp
XFO - 5c - Skills - Better Med Surv Repair.esp
XFO - 8a - Cripple & Body Part Revamp.esp
XFO - 8b - Speed Increases.esp
XFO - 8c - Karma Rebalance.esp
XFO - 9a - Enemies - AI revamp.esp
Project Nevada - Cyberware.esp
CONELRAD 640-1240.esp
NewVegasBounties.esp
NewVegasBountiesII.esp
More Perks Update.esp
More Traits Update.esp
More Perks for Dead Money Update.esp
LFox Magic Fingers Perk Level 24.esp
PerkEveryLevel.esp
Casino UnBanner.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
IWS-AS-LowSpawns.esp
LFox Bottle That Water.esp
QS_Blackwolf_NV_Backpackmod.esp
DragonskinTacticalOutfit.esp
DragonskinNCRPersonnelWearingOutfits.esp
Neckchains.esp
NEVECbodysuit.esp
RCSS.esp
Sneaking_SuitNV.esp
Sack of Holding-NV.esp
Tailor Maid Black Retex - NV.esp
headgearfix.esp
VeronicaScribeRobe.esp
DeadMoneyFemaleTuxedo.esp
DWAUGA3.esp
WeaponModsixpanded.esp
WMX-DeadMoney.esp
WMX-AWOP Patch.esp
WMX-ModernWeapons.esp
Sorter - Combined.esp
ELECTRO-CITY - Inventory Sorters Compatibility Patch - ElectroCityCATEYEvalue.esp
dD - Enhanced Blood Main NV.esp
dD-Smaller Spatters Default.esp
dD-Full Screen Blood Instant Remove.esp
dD-Reduced Dismember Force.esp
dD-Reduced Ragdoll Force.esp
Nevada Skies - URWLified.esp
DynamicTimeScale.esp

Total active plugins: 74
Total plugins: 75

User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Tue Feb 01, 2011 1:51 pm

Where's your DarNifiedUI.esm?

Darn UI has an ESM and ESP, I only see an ESP...

and Yes, DarnUI, even though it's all xml stuff, can CTD you quite quickly you if it's not installed correctly. :cryvaultboy:
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A Dardzz
 
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Post » Tue Feb 01, 2011 12:40 pm

Where's your DarNifiedUI.esm?

Darn UI has an ESM and ESP, I only see an ESP...

and Yes, DarnUI, even though it's all xml stuff, can CTD you quite quickly you if it's not installed correctly. :cryvaultboy:


DUINV Test version 4 does not have an ESM. I just redownloaded it.
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Georgia Fullalove
 
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Joined: Mon Nov 06, 2006 11:48 pm

Post » Tue Feb 01, 2011 3:44 pm

DUINV Test version 4 does not have an ESM. I just redownloaded it.


Yep, you're right. My fault DERP! :homestar:
The reason mine has an esm is a third party thing someone did to enable the info sidebar like it was in FO3.

OK, you're using WMX, are you making a WMX Patch with FNVedit like you're supposed to?
AT the bottom of your load list should be a .esp

It also helps to run FnVmasterUpdate and give all your esps, ESM tags, it works for me.
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Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Tue Feb 01, 2011 4:17 pm

I dont see how a weapon modkit overhaul like WMX could cause the wait/sleep crash, and even after troubleshooting it off the list (crashes still happened with it in or out of my load list), I still crashed.

FNVMasterUpdate screwed several of my ESP's badly enough that I needed to reinstall some of em (came out as bad esp/esm according to GECK). Merge patch also isnt helping matters.
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Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Tue Feb 01, 2011 3:54 pm

Yea, GECK is going to report an esp with an esm header as bad, you shouldn't be messing with the GECK on an esp with an ESM header,
you should change it back to esp header first.

Well, if you're starting a new game and crashing when Doc Mitchell gives stuff to you,
do any of the mods on your list have Doc Mitchell put something in your inventory?
Or do any of the mods put stuff in your inventory before you've even finished with Doc Mitchell?

Or any other 'questionable' inventory item you get?

Everything I've run across so far, where someone crashes in the exact same place, so far seems to be an inventory item causing them grief by Crashing.

Here's an experiment, Save your game! then drop EVERYTHING you can out of inventory and then wait/sleep/camp whatever and see if you crash,
or
(The reason to save your game first, is in case some mod adds a control to your inventory that once dropped, can't be picked up, that way you can reload the game before you dropped stuff)
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Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Wed Feb 02, 2011 12:28 am

I see this:

Community Bugfix Compilation Patch.esmCBC Dead Money Patch.esm


Community Bugfix Compilation Patch.espCBC Dead Money Patch.esp


Remove either the .esm's or .esp's. This may be your problem.

Also, place Sorter - Combined.esp on top of WeaponModsixpanded.esp as there will be naming issues with some of the vanilla weapon mods. The EC Cateye patch can go up with it as well but it doesn't need to.

Edit: You may want to try saving via the console with the save command. That's more stable than a regular save from my experience, and definitely better than an autosave. Using http://newvegasnexus.com/downloads/file.php?id=36730 can also work as well.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Tue Feb 01, 2011 10:13 am

I've managed to make it worse. CTD on start of a new game (bright light fading, looking up at the fan during player intro part)

Yea, GECK is going to report an esp with an esm header as bad, you shouldn't be messing with the GECK on an esp with an ESM header,
you should change it back to esp header first.

Well, if you're starting a new game and crashing when Doc Mitchell gives stuff to you,
do any of the mods on your list have Doc Mitchell put something in your inventory?
Or do any of the mods put stuff in your inventory before you've even finished with Doc Mitchell?

Or any other 'questionable' inventory item you get?

Everything I've run across so far, where someone crashes in the exact same place, so far seems to be an inventory item causing them grief by Crashing.

Here's an experiment, Save your game! then drop EVERYTHING you can out of inventory and then wait/sleep/camp whatever and see if you crash,
or
(The reason to save your game first, is in case some mod adds a control to your inventory that once dropped, can't be picked up, that way you can reload the game before you dropped stuff)


Thats Nevada Skies, Readius NV, New Vegas Bounties, Caravan Pack, and Casino Unbanner. Besides the Caravan Pack (for obvious reasons), I've disabled all and I still crash right after Doc Mitchel gives me my stuff at the door. I'm suspecting its got to do something more with world initialization than an inventory item conflict.

I see this:

Community Bugfix Compilation Patch.esmCBC Dead Money Patch.esm


Community Bugfix Compilation Patch.espCBC Dead Money Patch.esp


Remove either the .esm's or .esp's. This may be your problem.

Also, place Sorter - Combined.esp on top of WeaponModsixpanded.esp as there will be naming issues with some of the vanilla weapon mods. The EC Cateye patch can go up with it as well but it doesn't need to.

Edit: You may want to try saving via the console with the save command. That's more stable than a regular save from my experience, and definitely better than an autosave. Using http://newvegasnexus.com/downloads/file.php?id=36730 can also work as well.

Good find on the CASM, I've been looking for similar, also on the CBC's. Still doesnt help.

EDIT: Merge patching and FNVMasterUpdating isnt working either. I'm beginning to suspect that my FNV is not stable as vanilla to begin with.
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cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Tue Feb 01, 2011 4:22 pm

I'm gonna suggest an odd suggestion, if you have the RAM to do it:

Since you have NVSE, hopefully considering you have Project Nevada, if you haven't upgraded to http://nvse.silverlock.org/beta/nvse_1_beta8.zip, do so (though at your own risk as it is still in testing but is required for the next step). Now, if you have 4GB's of RAM, or higher, try using the http://nvse.silverlock.org/beta/fnv4gb_nvse.zip to launch your game. Could work, could not work.

Also, if you can manage getting through the first bit of tutorial before you talk to Mitchell about getting your stuff, do you have autosave on at all? Sometimes, autosave can CTD quite easily, which CASM attempts to solve so that you don't have to use it. If you're still CTD'ing, even when autosave is off, during waiting or sleeping, then I'm at a lost. The only thing I can point to is possibly corruption of one of the base game's bsa's, or .exe's, and needing re-installation. However, I'm thinking you've already tried that or don't want to resort to it.
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Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Tue Feb 01, 2011 11:10 am

Steam reverification says I only have two files that failed verification, both of which were my fallout.default.ini and fallout.pref.ini (I know, I checked). Everything else checks out.

I do not have 4GB physical ram, sorry. I'm resorting to removing more mods than I'm comfortable with.

Addition: Merge patching does not help, so is masterupdating. CtD's either on start, or when doc Mitchel gives you your stuff.
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Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Tue Feb 01, 2011 9:10 pm

Steam reverification says I only have two files that failed verification, both of which were my fallout.default.ini and fallout.pref.ini (I know, I checked). Everything else checks out.

I do not have 4GB physical ram, sorry. I'm resorting to removing more mods than I'm comfortable with.

Addition: Merge patching does not help, so is masterupdating. CtD's either on start, or when doc Mitchel gives you your stuff.


You even crash on a vanilla non-modded game?

Also, did you install all the mods with FOMM? or did you install them by hand?
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Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Tue Feb 01, 2011 2:36 pm

You even crash on a vanilla non-modded game?

Also, did you install all the mods with FOMM? or did you install them by hand?

FOMM where applicable. I'm an old hand with Oblivion and FO3, so I know my way around the data folder and GECK.

Its just these stupid crashes I dont get. FNV vanilla's stable.

I potentially narrowed it down to quest-related popups. It crashes right when it shows you started that quest when Doc Mitchel gives you your stuff. I'm still removing mods left and right.

EDIT: Made some progress, narrowing down cause.
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sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Tue Feb 01, 2011 6:02 pm

FOMM where applicable. I'm an old hand with Oblivion and FO3, so I know my way around the data folder and GECK.

Its just these stupid crashes I dont get. FNV vanilla's stable.

I potentially narrowed it down to quest-related popups. It crashes right when it shows you started that quest when Doc Mitchel gives you your stuff. I'm still removing mods left and right.

EDIT: Made some progress, narrowing down cause.


It's a PITA, but that's how I would've gone about it from the get-go.

Remove all mods, and add them one-by-one until the CTDs start
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Amanda Furtado
 
Posts: 3454
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Post » Tue Feb 01, 2011 4:20 pm

SOLUTION FOUND!

Its the Dynamic timescale mod I was using! Apparently as far as I can tell, it either crashes me at the very beginning (as it adjusts the timescale for indoors) or crashes me once the world outside Doc Mitchel initializes (due to another timescale adjustment, crash).

I'm now in need of a timescale esp, preferably static :P I know the console command and all, but sometimes it doesnt stick, requiring me to put it in again every other load.
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Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Tue Feb 01, 2011 7:26 pm

SOLUTION FOUND!

Its the Dynamic timescale mod I was using! Apparently as far as I can tell, it either crashes me at the very beginning (as it adjusts the timescale for indoors) or crashes me once the world outside Doc Mitchel initializes (due to another timescale adjustment, crash).

I'm now in need of a timescale esp, preferably static :P I know the console command and all, but sometimes it doesnt stick, requiring me to put it in again every other load.


Strange, the command

set timescale to 5

(change the 5 to whatever you want) has always stuck for me, I always save my game right after I change the timescale.
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Alexis Estrada
 
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Post » Tue Feb 01, 2011 12:13 pm

Mine never does due to some sort of timescale override from one of my mods. Not sure which one, but that one is interfering with any dynamic timescale mod. Thus, I have to use a static one and check it from time to time to make sure it sticks. Not a big issue for me the checking part, the crashing at the start, yes, that's an issue.
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Ross
 
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