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The Instruction at 0x referenced memory at 0x The memory could not be read

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Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

The Instruction at 0x referenced memory at 0x The memory could not be read

Post by Damianwolff » Wed Aug 05, 2015 5:22 pm

Recently followed all the steps in the Performance Guide. I don't know if the issue came as the result of that, or on its own, but I'm on my way to Primm, and when I get close to it I get a CTD without any error messages.


So just to test, I switched back to Autopurge plugin and undid the changes to the INI files. I still got a CTD, but at least got an error message this time around.


It went along the lines of



The Instruction at 0x referenced memory at 0x The memory could not be read


Every since I used the fix for long loading times the game has become much more unstable. In the past it would even freeze at times, but would unfreeze after a while without consequence. Right now I am unable to continue, don't really know what the issue is, and am quite confused.


[collapsed title=Load Order] FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

TaleOfTwoWastelands.esm

TTWFixes.esm

Sortomatic.esm

SomeguySeries.esm

TTWInteriors_Core.esm

NevadaSkies.esm

Better New Vegas.esm

Mart's Mutant Mod.esm

AWorldOfPain(Preview).esm

AWorldOfPainFO3.esm

Sortomatic-AWOP.esm

ArefuExpandedByAzar.esm

RustTownV1Master.esm

AQFH1.esm

The Librarian.esm

Project Genesis.esm

domecity.esm

QSkunkwaterGulch.esm

Tales from the Burning Sands.esm

Vault 101 Revisited.esm

TTWInteriorsProject_Combo.esm

TTW Redesigned.esm

oHUD.esm

Project Nevada - Core.esm

Project Nevada - Equipment.esm

Project Nevada - Extra Options.esm

More Perks.esm

Advanced Recon Tech.esm

Project Nevada - Cyberware.esp

Project Nevada - Rebalance.esp

DynamiCamera.esp

Animated Sleeping.esp

TTW_SpeechChecks.esp

TTW_OutcastTrading.esp

TTW_NoKarmaDCFollowers.esp

TTWOptions.esp

Color Me Evil.esp

KillingKarmaFix.esp

ttw_-_barrelcrafting.esp

RX-TTW_EquipmentLootedNV.esp

TTW Flora Overhaul.esp

Busworld.esp

ArefuExpandedByAzar-Radio.esp

AQFH2.esp

NotSoFast.esp

AReasonedArgument.esp

Existence2.0.esp

TheInheritance.esp

The Librarian - Market Comes Alive.esp

The Librarian - Market Music.esp

Tenpenny Tower Alternate Endings.esp

IntoTheDeepWoods.esp

Dog_City3.esp

RustTownAdditions3.esp

NewVegasBounties.esp

Rivet City Merchants With Point Lookout.esp

Realistic Megaton Shack.esp

Expanding Megaton Mod - Inside - V1.7.esp

MTB.esp

DriveableMotorCycle.esp

Project Nevada - Cyberware Additions.esp

Project Nevada - Rebalance Complete.esp

Project Nevada - All DLC.esp

RWED - TTW.esp

LFox Bottle That Water.esp

Bottle That Water-PN.esp

ManualReload.esp

ManualReload-OldWorldBlues.esp

LightUpAndSmokeThoseCigarettes_edisleado.esp

Alternative Repairing.esp

Alternative Repairing - Ultimate Edition.esp

Alternative Repairing - Tale of Two Wastelands.esp

Alternative Repairing - TTWInteriors.esp

Book Perks Improved.esp

Reactive People - Ultimatum.esp

WeaponModsExpanded.esp

Project Nevada - WMX.esp

on_par_-_power_armor_rarity_0.esp

powerarmorrevamped-ttw.esp

powerarmorrevamped-ttw-pn.esp

NevadaSkies - TTW Edition.esp

The Mod Configuration Menu.esp

The Weapon Mod Menu.esp

Project Nevada - TTW.esp

Advanced Recon Gear.esp

Advanced Recon Tech.esp

1nivVSLArmors.esp

1nivPNSLPatch.esp

FlashlightNVSE.esp

Light My Flare.esp

StealthSuitHelm_F3.esp

Wasteland Stealth Armor NV.esp

RCSS.esp

LeatherBackpack - eng.esp

TTW Advanced Recon.esp

Anchorage - Chinese Reinforced Infantry SnowCamo.esp

Remnants of a War.esp

Sydney Follower.esp

Convenient Accessories.esp

NVWillow.esp

Project Sydney_AK.esp

Sydney Follower - Load Order Fix.esp

Zan_AutoPurge_SmartAgro_NV.esp

Merged Patch.esp



Total active plugins: 116

Total plugins: 123



[/collapsed]


 


PS. I do have the NVAC, as well as have the changes made by Inspector, have the 4GB patch, the nvse_config.ini, New Vegas Stutter Remover.



User avatar
rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Have you tried disabling any

Post by rbroab » Wed Aug 05, 2015 5:53 pm

Have you tried disabling any of your 100 mods before posting?


Also, if you followed the instructions of the performance thread, I feel like having Zan_AutoPurge_SmartAgro_NV.esp might be a conflict. MIGHT, I don't know for sure.


I'm not alright, I'm an equal amount of left.

User avatar
Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

AutoPurge was disabled when

Post by Damianwolff » Wed Aug 05, 2015 7:24 pm

AutoPurge was disabled when the issue first appeared.



I am in process of testing for mods that might be the issue, but the issue is recent one way or another and the game was more stable before, despite few new mods added (which I have already attempted removing).



User avatar
rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

Just because a mod is

Post by rbroab » Wed Aug 05, 2015 7:54 pm

Just because a mod is disabled doesn't mean it isn't affecting your game. Some mods will leave things that remain persistent throughout your save until you start a new game.


You're using a lot of mods, which also makes it hard to narrow down the issue.


At this point, what I would do if I were you, is disable all mods and enable them one by one testing the game play and see if the crash remains persistent with all mods disabled. If not, you can begin to narrow it down by enabling a few mods at a time.


Also, which fix for long load times did you use? There's the official fix that Jax recently released, but there was also a "fix" someone posted about deleting TTW Functions from TaleofTwoWastelands.esm


But nobody has had issues of instability using Jax's fix, which is something we would have heard about by now.


I'm not alright, I'm an equal amount of left.

User avatar
Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

I used Jax's fix.

Post by Damianwolff » Wed Aug 05, 2015 8:16 pm

I used Jax's fix.


Okay. I'm checking all the mods. When I know what the reason is, I'll post it here. If I find it.



User avatar
Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

luthien wrote:

Post by Damianwolff » Thu Aug 06, 2015 12:45 am

[quote=luthien]


That's a fatal exception caused by bad programming. Someone didn't check a pointer against NULL before attempting to retrieve or manipulate data in addresses relative to it. That's not something a mod is going to fix or likely be the cause of.


[/quote]


 


Okay. So at least that is probably not a mod. Still, what is the likely reason? And what can I do to overcome such an issue. Would a reinstall be wise? And, in layman's terms, what could have caused it in the first place?



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

The game has no exception

Post by RoyBatty » Thu Aug 06, 2015 1:56 am

The game has no exception handling at all, that's what NVAC adds.


It could be anything.


Image

User avatar
Damianwolff
Posts: 128
Joined: Tue May 05, 2015 5:16 am

Full reinstall it is then.

Post by Damianwolff » Thu Aug 06, 2015 3:00 pm

Full reinstall it is then.



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