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 Modded Hideouts: Underground & Underwater

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therequiem87

therequiem87

Posts : 35
Join date : 2014-08-03
Age : 37
Location : Bermuda

Modded Hideouts: Underground & Underwater Empty
PostSubject: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 5:27 am

If someone could help me understand, even possibly resolve a similar issue shared (at least in my experience) between the FNV Underground & FNV Underwater hideout, that would be GREATLY appreciated.

My issue is with the armorys that both mods have, which cause my computer to CTD when entering or exiting. It gets so bath that I set waypoints with the mods' supplied teleporters just to get into them. Usually that doesn't always work, and often times I have to quick save before going through any loading doors.

Part of me thinks that the issue lies with the amount of weapons, armor, etc. my character has, which is causing a huge drain on my system... but I actually have no clue.

Calling up on the vast knowledge of the VGU to help me understand what I need to do: (1) next playthough to avoid this issue; (2) improve my current situation.

Thanks in advance, look forward to reading everyone's responses.

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ABakedPotato1234

ABakedPotato1234

Posts : 264
Join date : 2014-11-15
Age : 24
Location : Whiterun

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 8:56 am

well try and get NVAC
http://www.nexusmods.com/newvegas/mods/53635/?
And also FNV4GB
http://www.nexusmods.com/newvegas/mods/55061/?
hope this helps in a way

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Weasel21

Weasel21

Posts : 57
Join date : 2014-11-07
Age : 37
Location : Canada

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 7:55 pm

Yea sounds like it could be a memory issue. Aside from using FNV4GB as ABakedPotato1234 suggests the only other thing might be to turn down your graphics settings before going to these locations and then switching them back once you exit.

It's not an ideal solution but if it works without crashing then at least it works.


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therequiem87

therequiem87

Posts : 35
Join date : 2014-08-03
Age : 37
Location : Bermuda

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 8:15 pm

Thanks Potato & Weasel, I'll try those out and see what happens.
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cyborggunslinger2.0

cyborggunslinger2.0

Posts : 58
Join date : 2014-12-14
Location : United States

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 9:41 pm

Also, run FNVEdit. It will tell you if there is a critical error. Even if there isn't, make a merged patch and make sure it's activated at the end of your load order. I've already mentioned this earlier today to someone else having crashing problems because it solves problems for me most of the time. In fact, it's one of the first things I do when I get a crashing problem. When in doubt, MERGED PATCH.

Also, how long is your load order? There's always the limit to what your system can handle. (mine just happens to be a max of 138)
I wouldn't use quick saves unless you have CASM. The quick save feature for vanilla New Vegas is notorious for being buggy.
Good luck.

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therequiem87

therequiem87

Posts : 35
Join date : 2014-08-03
Age : 37
Location : Bermuda

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 9:53 pm

cyborggunslinger2.0 wrote:
Also, run FNVEdit. It will tell you if there is a critical error. Even if there isn't, make a merged patch and make sure it's activated at the end of your load order. I've already mentioned this earlier today to someone else having crashing problems because it solves problems for me most of the time. In fact, it's one of the first things I do when I get a crashing problem. When in doubt, MERGED PATCH.

Also, how long is your load order? There's always the limit to what your system can handle. (mine just happens to be a max of 138)
I wouldn't use quick saves unless you have CASM. The quick save feature for vanilla New Vegas is notorious for being buggy.
Good luck.

Hey gunslinger! You lost me after FNVedit Very Happy, never made a merge patch, and wouldn't know where to start. Do you know of any tutorials/walthroughs I can look at?

Sorry for this noob comment, but how can you check your load max? I'm most likely pushing 100+. I do have CASM installed and have been using it for quite some time, but truth be told I am not cleaning my game as often as I should be with FNVEdit.
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Weasel21

Weasel21

Posts : 57
Join date : 2014-11-07
Age : 37
Location : Canada

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 10:29 pm

Easiest way that I know how to make a merged patch is after you run FNVEdit, make sure all the mods you have loaded are checked off. Provided that after all of your mods load together without any errors, you should right click on the left side of the panel where you see all your mods listed and go down to other and select "create merged patch". You can name the patch anything you want but i usually call it My Merged Patch. Click ok and it should create the patch for you. Once its done exit out of FNVEdit where it should confirm your changes, click yes or ok (can't remember which one it is). Load up your mod manager and make sure that the merged patch is ticked off and that should be it.

If i'm missing anything or forgot something please feel free to add.

Hope this helps.

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cyborggunslinger2.0

cyborggunslinger2.0

Posts : 58
Join date : 2014-12-14
Location : United States

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyMon Dec 22, 2014 10:54 pm

This is the video I watched to learn about merged patches and how to use FNVEdit https://www.youtube.com/watch?v=qVKe51dRm2M

Merged patches work especially when you have a mod that adds things.

As for the load order, I use the Nexus Mod Manager to install my mods and it tells you how long your load order is.
Here's my load order:

As for what your max is, I can't tell you. Everyone's system is different. You just have to experiment.

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Modded Hideouts: Underground & Underwater Union-10

I'm just one of those big gun nuts
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therequiem87

therequiem87

Posts : 35
Join date : 2014-08-03
Age : 37
Location : Bermuda

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyTue Dec 23, 2014 1:22 am

Okay folks, it would appear that merge patch works wonders! I can now get from the armory to hideout without crashing. Thank you so much Potato, Weasel & Gunslinger for your help
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Weasel21

Weasel21

Posts : 57
Join date : 2014-11-07
Age : 37
Location : Canada

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyTue Dec 23, 2014 5:32 am

Glad to hear everything worked out for ya! Smile

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Naeture

Naeture

Posts : 28
Join date : 2014-12-16
Age : 37
Location : Indonesia

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptyFri Dec 26, 2014 11:01 pm

so basicly merging mods will fix conflicting issue?

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therequiem87

therequiem87

Posts : 35
Join date : 2014-08-03
Age : 37
Location : Bermuda

Modded Hideouts: Underground & Underwater Empty
PostSubject: Re: Modded Hideouts: Underground & Underwater   Modded Hideouts: Underground & Underwater EmptySat Dec 27, 2014 2:30 am

@naeture from Gopher's explanation (via Gunslinger) yes, the merge patch combines items from various mods, to prevent one from superseding the other.
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