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New Vegas/GECK refuses to load specific cells

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Progman
Posts: 18
Joined: Mon Feb 10, 2014 4:53 am

New Vegas/GECK refuses to load specific cells

Post by Progman » Sat Apr 19, 2014 7:46 pm

Before I get specific, here's my info:


Fallout 3 Version: Steam, GOTY


Fallout New Vegas Version: Steam, Ultimate



System Specs: 

Intel i7 2600k 3.4(3.8)Ghz Quad Core Processor


16GB DDR3 RAM


Windows 7 x64 Professional


Mod Manager: NMM 0.49.3


[Install Log in Attachments]


[Load Order in Attachments]


[FalloutPrefs.ini in Attachments, just in case it becomes relevant]


Now that that is out of the way, on to the meat.  I've run into a very odd issue regarding specific cells.  Both interiors and select areas of worldspaces.  


So far, the following areas WILL NOT LOAD in the game, nor the GECK.  There are more, but I can't seem to recall them at the moment. 


1.) The Strip North (No Fast Travel/Freeside/Exiting Lucky 38 or Gomorrah)


2.) The Strip Central (No Fast Travel/Exiting UltraLuxe/Tops/Monorail)


4.) The "Dream Start" cell of "Project Brazil" (4, -30)


5.) AltonPlagueHouse02 (Where you retrieve your equipment the first time...)


Those last two are just to show how weirdly specific this issue is, and how it's not isolated to only New Vegas. Loading those cells WILL cause an instant GECK crash for me every time.  For the New Vegas specific cells, I've tried to load them on a fresh character WITHOUT TTW.  I have also reinstalled New Vegas and TTW, disabled all mods besides that, made a fresh character and attempted to load the cells again.  It just sends me to an infinite loading screen, as always.  To clarify that, I am not trying to load a save WITHIN those cells.  I can't access them at all. 


A Fresh, Vanilla, Non-TTW Character is also incapable of accessing these cells.   Honestly, I'm not sure why I even tried that, since if it won't load in the GECK...


I'm currently using Old World ENB .249, NVAC (which is why it doesn't 'crash', probably), NVSR, and 4GBNVSE.   I have nearly zero performance issues or stuttering across both wastelands and all DLC.  I have both Performance NMC packs installed, the HD Wasteland clothing textures, etc.   There's a lot of stuff to load, and it all does just fine with the exception of these specific, infuriating and essential cells.   The Strip is the biggest issue, obviously.


I've logged a cumulative of ~300 hours of TTW with very minimal errors and glitches.  Most, if not all of them, were fixed with patches from this site.  Many of the smaller plugins have been edited to remove conflicts with FNVEdit (mostly formlists and armor stats), so the Merged Patch that I normally have active is very minimal.  In short, this games runs as smooth as it's ever gonna get (Damnit, Bethesda), with this ONE GLARING EXCEPTION.


One final note:  This is my SECOND full TTW playthrough.  The first one, with a load order that is almost exactly the same as the one attached, did not suffer this problem.


Any insight or assistance would be extremely appreciated.  Thank you!


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TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

So I guess I'm wondering what

Post by TrickyVein » Sat Apr 19, 2014 8:42 pm

So I guess I'm wondering what your first load order was that was 'almost exactly the same' as the one you've posted here which didn't give you these issues. 


The GECK's performance while loading cells into the render window is inconsistent (at least for a user such as myself with a low-end machine); however, If you have loose files from any mods you've installed these will always be loaded in place of packaged assets. If they're bad .nifs they will always crash the GECK and your game. 


TTWfixes.esm has been updated with some problem assets removed that were causing crashing. Use the latest version if you aren't already. 



Progman
Posts: 18
Joined: Mon Feb 10, 2014 4:53 am

I am using the updated TTW

Post by Progman » Sat Apr 19, 2014 9:46 pm

I am using the updated TTW Fixes, and that sadly did not resolve the issue.


It's most likely the bad .nifs, then.  Now I just need to figure out what .nifs are shared between those cells...  Thanks!



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Things to look for:

Post by TrickyVein » Sun Apr 20, 2014 12:46 am

Things to look for:




  • duplicated block names


  • missing bsx flags


  • obsolete engine-specific nodes like for collision (fallout 3 used some things that New Vegas no longer does)



Progman
Posts: 18
Joined: Mon Feb 10, 2014 4:53 am

Well, turns out you were

Post by Progman » Sun Apr 20, 2014 1:50 am

Well, turns out you were right!  My TTW Fixes 1.0 didn't uninstall correctly, so I manually went in and deleted the meshes added by the mod.  Now it works!  Thanks! :D



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

Super.

Post by TrickyVein » Sun Apr 20, 2014 1:52 am

Super.



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