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TTW Too Unstable

General discussion of Tale of Two Wastelands
ibanix
Posts: 25
Joined: Mon Aug 05, 2013 9:04 pm

Running TTW on Win7 with 4GB

Post by ibanix » Sun Aug 11, 2013 9:45 pm

Running TTW on Win7 with 4GB (DDR2, even!) without any major issues. 


No one else has mentioned these, so: 1) Defrag the drive - sometimes it is placebo, sometimes it works; 2) Disable every damn thing else running on the machine, including antivirus, Dropbox, browsers, etc. 3) Turn AA off entirely and see if it helps at all; 4) Is there a BIOS update for your motherboard? The E8400 is 5+ years old, and the BIOS updates *do* help things (or have for me at least once before); 5) Run memtest86 for a few hours - you might have a stick of RAM which has gone bad.



manos
Posts: 163
Joined: Sat Nov 03, 2012 3:45 pm

Maybe you'll have to get an

Post by manos » Mon Aug 12, 2013 11:59 am

Maybe you'll have to get an original Windows...


Video games are bad for you? That's what they said about rock'n'roll...

orik
Posts: 96
Joined: Sun Apr 07, 2013 6:26 pm

Can you even play regular

Post by orik » Mon Aug 12, 2013 11:29 pm

Can you even play regular fallout 3 or new vegas stable?



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

I have 8 Gigs of RAM on a

Post by CraigTBoone » Thu Oct 03, 2013 10:02 pm

I have 8 Gigs of RAM on a Windows 8 machine and I still experience the crash on vanilla Fallout New Vegas.


The crash is complicated and very hard to explain and a wide array of things can cause it, but I will do my best to explain it.


First type of crash that I experience and happens most often is the traveling/loading crash. This crash occurs when I'm going through two areas of the level with an upgraded/scripted weapon. What will happen is the game deconstructs old weapons, including yours, and then reconstructs them in the new cell. By doing this, it has to know by the code which one to take, and sometimes it leaves shit out that the weapon draw function grabs when it's called normally. To fix it, just fast travel and go through doors with your fists out.


The second type of crash I experienced with a null pointer to hair mesh that was found on bald people like Chris from the rocket experiment. This can be fixed by using Mission Mojave but seeing as TTW doesn't meld well with it, I wouldn't use it. They may have fixed this already they may not have.


The third type of crash I experienced was codec/driver inter-cooperation problems. Mainly codecs. If you have like K-Lite codec pack or the CCCP, uninstall it. It just pisses off Fallout because of Bink.  Another problem was with the driver interface between the engine and the driver was getting hooked by Steam. The game was designed on the eggsbawx three sistein(proven of Tod's E3 gameplay), so it wasn't designed to have the steam overlay. They just kinda threw that on for the PC port last minute, which is very obvious with the half-assed steam interface the game uses. Basically anything that gets in the way of runtime and the computer fucks with Fallout. Try to run your computer as vanilla as possible.


The fourth type of crash I experienced was just flat out fucking memory starvation. There just isn't enough room in the RAM to store this much information. You're going from Fallout New Vegas, which already has a shit-load of information, to both Fallout 3 and New Vegas in one runtime, the game has to store everything you do to RAM. If you move a bottle, its new location and its structure has to be put to RAM. Opening chests, storing shit in chests, shooting someone basically the more you play the more you fill up the RAM. I have 8GB and the 4GB fix did not help me at all.


I hope this helps explain it. I know it's really annoying to keep restarting the game, and usually when it crashes I just stop playing because it breaks immersion, but try to power through it.


EDIT: ALT+TABing is also known to cause it, but that should go without saying.


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

Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

High processor usage. I get

Post by Trm8r » Sat Oct 05, 2013 4:17 pm

High processor usage. I get this also. Ever since F3 I've had Task Manager open on a second monitor. If my cpu usage, on a 6 core, is under 25% everything is fine. If it climbs upwards of 40% it's time to muli-save. The game will get laggy and the menus will take 5 seconds to open. I've read that having hundreds or thousands of an item in inventory can cause the menu lag. The best fix, which I'm afraid to use, is the console "pcb" , (purge cell buffers) command. Sometimes just opening the console for a minute or so will fix it. Sometimes Veronica will be scowling, which means she is stuck in agro mode. If I talk to her then its back to smooth sailing.


Having Veronica stuck in agro mode reminds of a NV vanilla bug. Perhaps it's back? It also reminds me of the "Real Time Settler" mod. With RTS a player could duplicate ingame buildings and items. The new buildings didn't have a collision mesh, so NPCs would try to walk through them. If a several NPCs got on the "treadmill" cpu usage would go up.


So to make a long story short, I think high cpu usage is from a retarded NPC. Why would "pcb" fix it? Is there an NPC in another cell trying to find me? What exactly does "pcb" do? Would purging cell buffer break quests?



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

Trm8r wrote:

Post by CraigTBoone » Sun Oct 06, 2013 2:57 am

[quote=Trm8r]


 


High processor usage. I get this also. Ever since F3 I've had Task Manager open on a second monitor. If my cpu usage, on a 6 core, is under 25% everything is fine. If it climbs upwards of 40% it's time to muli-save. The game will get laggy and the menus will take 5 seconds to open. I've read that having hundreds or thousands of an item in inventory can cause the menu lag. The best fix, which I'm afraid to use, is the console "pcb" , (purge cell buffers) command. Sometimes just opening the console for a minute or so will fix it. Sometimes Veronica will be scowling, which means she is stuck in agro mode. If I talk to her then its back to smooth sailing.


Having Veronica stuck in agro mode reminds of a NV vanilla bug. Perhaps it's back? It also reminds me of the "Real Time Settler" mod. With RTS a player could duplicate ingame buildings and items. The new buildings didn't have a collision mesh, so NPCs would try to walk through them. If a several NPCs got on the "treadmill" cpu usage would go up.


So to make a long story short, I think high cpu usage is from a retarded NPC. Why would "pcb" fix it? Is there an NPC in another cell trying to find me? What exactly does "pcb" do? Would purging cell buffer break quests?


[/quote]

Using PCB is dangerous. It's best to let the engine decide which cells to purge. The menu lag will go away after a few minutes or in another cell.


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

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