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 A strange crash...[solved]

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bft90679

bft90679

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Age : 36
Location : Taiwan

A strange crash...[solved] Empty
PostSubject: A strange crash...[solved]   A strange crash...[solved] EmptyFri Feb 28, 2014 12:52 pm

I haven't play my FONV for a long time, but recently when I play about 5 to 10 minutes, my screen start to show bunches of "!" marks and purple squares; also, my Pip boy(Scorpion' PDA) doesn't show up (these issues shouldn't happen because everything is normal when I just start the game). And by this period, I press Esc key but the menu just don't show up; I can only close my game with Task Manager or by typing " qqq" in console command. It's been a while since last time I played FONV, the things I changed were updating my NVSE and Radeon HD 7750 driver. Other than these, I didn't change anything. Is there anyone know what cause this crash and how to fix this problem?


Last edited by bft90679 on Mon Mar 31, 2014 9:04 pm; edited 1 time in total
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Jimmakos

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySat Mar 01, 2014 7:39 am

Probably most of the exclamations marks comes from the missing model or textures with black purple squares.It might be the pip boy that does all that corruptions,i suggest you reinstalling that carefully and as for the escape buttun doesnt show up it might be from the MCM menu,but i cant really know is a fnv issue? or fo3?.

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bft90679

bft90679

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A strange crash...[solved] Empty
PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySat Mar 01, 2014 4:31 pm

Well, I know the exclamation marks are caused by missing textures.

But the weird thing is, when I open up and play FONV for 5 to 10 minutes, everything is fine. No texture problems, no Esc issue, and so on. After 5 or 10 minutes, my game will start to crash. Textures start missing, purple squares start popping up, and then Esc key and Pipboy are all malfunction (which all of these problem weren't happen 10 minutes ago).
I've examined all of relating files but there is not a single file corrupted or missing.

Hell, I wish I don't have to re-install my FONV, because there are too many mods I love and play with; and most of them can't be found on net anymore.
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Jimmakos

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySat Mar 01, 2014 5:03 pm

well other than its fallout and gamebryo where you do expect bugs to be there,i would suggest finding on the web other threads referring to the same problem you have,also depending on your rig since trust me to find the issue that cause this could be a lot of harder than it seems.It could be the drivers,auto saves,memory struggling,mods and so many others issues that will make you head pain.I would suggest you not reinstalling the game since unless you haven't done anything by yourself to the default files its almost impossible there is a problem there,on the other hand you can verify your game cache without the need of reinstall.

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bft90679

bft90679

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyWed Mar 05, 2014 8:50 am

OK. Now this issue is getting serious. Yesterday, when I was playing FONV and Esc key didn't work again, I used quick save and use console command " qqq" to quit the game. And then, the worst things happened. MY AUTO SAVES AND QUICK SAVES WERE ALL GONE!!

*(sigh)... Well, thank god and thank NVSE made back up files for me, otherwise I really needed to re-install the whole game and mods...

Now, there are two things I want to ask about somethings might effect on the stability of the game, or resulting the crush.

1. I used " Large Address Aware" to remove the 2G ram usage limit (my ram is 8G DDR3 now).
2. I've seen some threads and posts about running the game with multi cores (Mine is Intel Core 2 Quad Q9650) CPU may cause the crash.
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ArgusMercenary

ArgusMercenary

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyWed Mar 05, 2014 5:25 pm

Most likely you hit your mod limit. Whenever you get there, a bunch of missing meshes start showing up, FPS takes a big hit, keys are unresponsive, etc.

Get rid of some mods, otherwise this will keep happening. I doubt it is anything with RAM or your CPU, that is unless your computer is just too old to play New Vegas, but I doubt it, the game is four years old.
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bft90679

bft90679

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyWed Mar 05, 2014 6:11 pm

ArgusMercenary wrote:
Most likely you hit your mod limit. Whenever you get there, a bunch of missing meshes start showing up, FPS takes a big hit, keys are unresponsive, etc.

Get rid of some mods, otherwise this will keep happening. I doubt it is anything with RAM or your CPU, that is unless your computer is just too old to play New Vegas, but I doubt it, the game is four years old.
Hmm... I think you're right about the mod limit since the game has been released for four years; and I grabbed a bunch of MODs during this four years.
Also, I always want to clear out all the files which belongs to the MODs that I no longer in use. The only problem is obvious - too many files and forgetting which files are required by the MODs in use. Any suggestion?
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ArgusMercenary

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyWed Mar 05, 2014 6:44 pm

Unless you want to pick apart everything that you don't need little by little, the best option is to remove everything and reinstall the game. Everything you add to your game should be added through a mod manager, that way whenever you want to disable anything you can do so without any conundrums. Do this even with the mods that can only be manually installed.

If you're using NMM, that's fine but in my personal opinion FOMM is better, even if it is older, there's a lot of features it has that NMM doesn't. Plus NMM has been in beta forever, it has had 3 or 2 years of beta, while other mod managers such as mod organizer have surpassed it. Though, I only recommend MO for Skyrim, it has troubles with some FONV mods.
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Hoppyhead

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A strange crash...[solved] Empty
PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyWed Mar 05, 2014 9:22 pm

ArgusMercenary wrote:
Most likely you hit your mod limit. Whenever you get there, a bunch of missing meshes start showing up, FPS takes a big hit, keys are unresponsive, etc.

I can attest to this. The same things started happening to me. I had save files corrupting, missing meshes, error triangles. ect.

The only thing I could do to fix it was turn mods off until my game was stable again.

The Fallout Mod Manager is a life saver when it comes to sorting and managing Mods. It lets you simply turn off mods instead of having to go in and mess with files in the game. A simple click of a box and you are done.
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endgameaddiction

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySat Mar 08, 2014 7:24 am

Yeah, red box with exclamations and triangles is an indication that you have exceeded your mod limit as ArgusMerc mentioned. the limit count varies for everyone. for me, my limit is 80ish. People have up to 200ish. Weird thing is back a few years ago I was able to go up to 150ish. This is where you will need to start merging files. The biggest hog is armor plugins. I personally have created my own collection of most of the armor I use all in 1 plugin. Ruling out any armor that is quested or has scripts to it.
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ArgusMercenary

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySat Mar 08, 2014 10:11 pm

endgameaddiction wrote:
Yeah, red box with exclamations and triangles is an indication that you have exceeded your mod limit as ArgusMerc mentioned. the limit count varies for everyone. for me, my limit is 80ish. People have up to 200ish. Weird thing is back a few years ago I was able to go up to 150ish. This is where you will need to start merging files. The biggest hog is armor plugins. I personally have created my own collection of most of the armor I use all in 1 plugin. Ruling out any armor that is quested or has scripts to it.

Not always, if its not very heavy then most times nothing happens. But you do have to be careful with what you merge. For example merging project nevada is a bad idea, not just because it breaks the scripts but because you're making a huge monster out plugins that are supposed to be modular. Imagine having an error then having to sort out 2000 records to find that error. Not very nice.

I'd recommend learning how to do it through FNVedit to anyone who wants to learn about that. FNVPlugin works but not for everything, for example ADAM doesn't merge well if you try to do it through there.
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bft90679

bft90679

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A strange crash...[solved] Empty
PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyMon Mar 10, 2014 4:01 pm

Well, it turns out the real problem is too many mods I've installed. TongueTril
Turning off about 10 mods and It finally works. (Well, CTD is still there, though. Suspect )

BTW, anyone knows is there any IMBEL MD97 rifle( like the one in Max Payne 3) mod?
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Brigand231

Brigand231

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyMon Mar 10, 2014 10:12 pm

The phenomenon is also referred to as the "Magic Threshold" and it's unique to each PC. I've heard stories of someone running two identical rigs to the same spec side by side and one was able to handle a few more mods than the other.

As others have said, your best bet is to learn FNVEdit's assimilation method of consolidating smaller mods like simple armor and weapons into fewer mods. If you get stuck, hit me up and I'll walk you through any part of it you might need help with up to and including making a quick tutorial video if needed. It's amazingly simple once you wrap your mind around it.

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bft90679

bft90679

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A strange crash...[solved] Empty
PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyTue Mar 11, 2014 11:39 am

Brigand231 wrote:
The phenomenon is also referred to as the "Magic Threshold" and it's unique to each PC.  I've heard stories of someone running two identical rigs to the same spec side by side and one was able to handle a few more mods than the other.

As others have said, your best bet is to learn FNVEdit's assimilation method of consolidating smaller mods like simple armor and weapons into fewer mods.  If you get stuck, hit me up and I'll walk you through any part of it you might need help with up to and including making a quick tutorial video if needed.  It's amazingly simple once you wrap your mind around it.
That's very kind of you. Thanks. But I know how to merge mods with FNVdit's. Others like changing the esp file into esm file, etc. Currently I've already beginning merging some small mods with other larger scale but share with same genre mods(such as armors, weapons, etc).
Again, thanks for your advice and generosity. Smile
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Brigand231

Brigand231

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A strange crash...[solved] Empty
PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyTue Mar 11, 2014 12:38 pm

bft90679 wrote:
...I've already beginning merging some small mods with other larger scale but share with same genre mods(such as armors, weapons, etc).
Again, thanks for your advice and generosity. Smile

Anytime, glad to hear you're already on your way.
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endgameaddiction

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A strange crash...[solved] Empty
PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySun Mar 16, 2014 7:25 am

ArgusMercenary wrote:
endgameaddiction wrote:
Yeah, red box with exclamations and triangles is an indication that you have exceeded your mod limit as ArgusMerc mentioned. the limit count varies for everyone. for me, my limit is 80ish. People have up to 200ish. Weird thing is back a few years ago I was able to go up to 150ish. This is where you will need to start merging files. The biggest hog is armor plugins. I personally have created my own collection of most of the armor I use all in 1 plugin. Ruling out any armor that is quested or has scripts to it.

Not always, if its not very heavy then most times nothing happens. But you do have to be careful with what you merge. For example merging project nevada is a bad idea, not just because it breaks the scripts but because you're making a huge monster out plugins that are supposed to be modular. Imagine having an error then having to sort out 2000 records to find that error. Not very nice.

I'd recommend learning how to do it through FNVedit to anyone who wants to learn about that. FNVPlugin works but not for everything, for example ADAM doesn't merge well if you try to do it through there.


Yep, I use the FO3Plugin and FNVPlugin to merge the simple stuff.
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Niar26

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A strange crash...[solved] Empty
PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptyWed Mar 19, 2014 10:21 pm

Tha'ts the Mod limit bug you have there, Bft. Varies for each player, but normally it's around 138. Game might start well, but later starts to show pink textures and Exlacmation marks all over the palce when changing zones.

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A strange crash...[solved] Tumblr_m4f9900IM11qk8ambo1_500A strange crash...[solved] Tumblr_mxpzuedfmx1qbtxe8o1_500A strange crash...[solved] Tumblr_mamcfzLSYt1r2vvn7o1_500
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Fеll

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySat Mar 22, 2014 3:41 am

I would suggest mod packs to reduce individual plugins. Otherwise, choose your favorite mods and nerf the ones which can be replaced by better (your opinion) mods.

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySat Mar 22, 2014 9:57 pm

A lot of weapon mods can be merged together without problems, i did that for The Armory, millenia's weapons and a few other weapon mods i had, in 1 single esp. They were in total about 20 different esps.

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PostSubject: Re: A strange crash...[solved]   A strange crash...[solved] EmptySun Mar 23, 2014 8:02 am

Niar26 wrote:
A lot of weapon mods can be merged together without problems, i did that for The Armory, millenia's weapons and a few other weapon mods i had, in 1 single esp. They were in total about 20 different esps.
I forgot where I saw the information(probably nexus), from what I heard that millenia is making a weapon pack(not that retexture pack) includes all of the non- fallout weapons that have been released so far.
But... well, not sure if this is true or not. Question 
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