The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Any one else have memory problems in The Pitt?

General discussion of Tale of Two Wastelands
CraigTBoone
Posts: 63
Joined: Thu Jan 24, 2013 12:41 am

Any one else have memory problems in The Pitt?

Post by CraigTBoone » Mon Jan 05, 2015 4:27 am

Ever since I traveled to The Pitt, I've been crashing/freezing/running out of memory nonstop. To the point where it makes me want to stop playing.


It seems that after 2 cell loads from The Pitt, the game starts going bonkers. After I arrived, I got off the little trolly thing went accross the bridge and got my shit taken by the guy, and when I went to go through the door, the game froze. So I was like, whatever. I reload FONV, it starts me back at the trolly again. I was like WTF? I did do all that nonsense beforehand, but it was only loading up from Megaton, walking to where The Pitt radio station is, talking to the dude, etc. So I rebooted FONV, did the cut scene, got to the guy, stuff taken, but when I went through the door, the game crashed again. I was like, already this is annoying.


So the next time I did it, I saved right before going in to the door, and it froze again, but when I rebooted the quick save right before the door, it worked fine. Great. Fantastic. I get in to main area, talk to whats-her-face, get the thing gotta go pick up the iron ingots or whatever. So I go to the area where I gotta pick up the ingots, and I kill some raider dude and take his armor. When I go to put it on, the game freezes. I was like, what is going on here? When I checked NVAC's log (because I forgot I was running that, it does nothing for freezes), it keeps saying:

[code]04221640 ! _OUT_OF_ _MEMORY_ FalloutNV.exe[/code]


So now, I'm basically put off from playing The Pitt. I found like 50 ingots, went to go back to give it to the guy and it froze again.


You do not have the required permissions to view the files attached to this post.
This is seeming less and less like a patch solution and more like a warez distro fix.

paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

The last time mine did that

Post by paragonskeep » Mon Jan 05, 2015 5:01 am

The last time mine did that it was due to mod conflict. But I don't remember exactly which ones were doing it.


What's your load order? 


If life is but a test, where's the damn answer key?!?!?

CraigTBoone
Posts: 63
Joined: Thu Jan 24, 2013 12:41 am

Here is my load order.

Post by CraigTBoone » Mon Jan 05, 2015 5:13 am

Here is my load order.


You do not have the required permissions to view the files attached to this post.
This is seeming less and less like a patch solution and more like a warez distro fix.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

If I had to guess i would peg

Post by JaxFirehart » Mon Jan 05, 2015 5:48 am

If I had to guess i would peg Pip Phone. I know it is incredibly complex.



CraigTBoone
Posts: 63
Joined: Thu Jan 24, 2013 12:41 am

JaxFirehart wrote:If I had to

Post by CraigTBoone » Mon Jan 05, 2015 5:55 am

[quote=JaxFirehart]If I had to guess i would peg Pip Phone. I know it is incredibly complex.[/quote]


I think I figured it out. I recently added containers to my cheat terminal mod that contains 1 of every possible item in the game, and of course the cell is persistent, so any time you load the game, it has to load 1 of every fucking item. That was a dumb idea. I deleted the containers and I've been playing in The Pitt for quite a while and it's staying at 1.3GB used.


Also, when I went to fight in the arena, I noticed they didn't take my guns away... I remember having to fight them with my fists in FO3...


This is seeming less and less like a patch solution and more like a warez distro fix.

User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

Quote:Also, when I went to

Post by Puppettron » Mon Jan 05, 2015 6:49 am

[quote]Also, when I went to fight in the arena, I noticed they didn't take my guns away... I remember having to fight them with my fists in FO3...[/quote]


nope, that's vanilla behavior.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Puppetron is right, even in

Post by Risewild » Mon Jan 05, 2015 10:10 am

Puppetron is right, even in vanilla FO3 The Pitt, one wouldn't lose the equipment after the arena fights.


Signature:

TsurudaHimeko
Posts: 176
Joined: Wed Dec 17, 2014 11:17 am

enabling +fullproc via steam

Post by TsurudaHimeko » Mon Jan 05, 2015 12:09 pm

enabling +fullproc via steam (right-clicking FNV title, go property, go "setting start option" then add +fullproc) might help? (originally Adaydr1en's suggestion, author of ini file New Vegas Optimized)


 


Edit- Ignore it. fullproc won't work with TES and F3/NV. Perhaps I and Adaydr1en's oversight.


AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

bPreemptivelyUnloadCells=0 to

Post by RoyBatty » Mon Jan 05, 2015 3:34 pm

open all three of your .ini files, fallout_default.ini , FALLOUT.ini and FalloutPrefs.ini

 

In each one search for and change


bPreemptivelyUnloadCells=0 to bPreemptivelyUnloadCells=1

bSelectivePurgeUnusedOnFastTravel=0 to bSelectivePurgeUnusedOnFastTravel=1


Image

TeslaCat
Posts: 14
Joined: Tue Dec 30, 2014 11:02 am

Does that work for general

Post by TeslaCat » Tue Jan 06, 2015 9:02 pm

Does that work for general memory issues? I've always had them, so if it'll help, I'll gladly change that. :)



Post Reply