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Crashes on cell change in particular, with random ones on the side.
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CheeseAlmighty
- Posts: 13
- Joined: Sun Nov 29, 2015 6:20 pm
Crashes on cell change in particular, with random ones on the side.
Full System Specs: https://paste.ubuntu.com/p/CY9ZX4ztpc/
Mod Manager : FOMM 0.14.14.3
TTW Install Log: https://paste.ubuntu.com/p/b3SRBj2TFS/
Current Load Order: https://paste.ubuntu.com/p/zvnX8Mw4s2/
Fallout 3 version: Steam GOTY
NVAC log: https://paste.ubuntu.com/p/4kcn65bgDB/
-------------------------------------------------------------------
Symptoms:
Game seems to be crashing especially when changing cells(entering megaton, leaving megaton). But had a few just wandering around, particularly happened when travelling to Super-Duper-Mart from Megaton, near the water towers.
The rest of the game looks fine, no glitchy animations/textures or any performance issues.
I've started the game with TTW, TTWfixes, TTWhotfixes, Delay DLC more perks, unlimited traits, tag skills improved mods. Then got outside the vault 101 (to wastelands), then installed the other mods.
I've installed NMC texture pack large + patch described in RoyBatty's guide (after exiting the vault). Except for the last step, instead I just copied it all to my data folder.
I already have NVSR, NVAC, 4GB patch (the newest one).
I've followed the guide here: https://taleoftwowastelands.com/content/ttw-performance-guide
--------------------------------------------
I have the "nvse_config.ini" set to:
[Memory]
DefaultHeapInitialAllocMB=400
ScrapHeapSizeMB=128
[Logging]
EnableGameErrorLog=1
-------------------------------------------
I've tried installing enbseries, didn't work either.
Starting with mods at the start doesn't seem to help.
Anyone has any ideas? Thanks.
Edit: I tried if something was wrong with my "clean save" outside vault 101, after trying a fresh install it seems like the game is suffering from the same problems there as well. Here is my barebones starting modlist: https://paste.ubuntu.com/p/HXCXJXjbK6/
Meshes and textures missing on cell change, but the game stays stable for a while, then CTD.
Mod Manager : FOMM 0.14.14.3
TTW Install Log: https://paste.ubuntu.com/p/b3SRBj2TFS/
Current Load Order: https://paste.ubuntu.com/p/zvnX8Mw4s2/
Fallout 3 version: Steam GOTY
NVAC log: https://paste.ubuntu.com/p/4kcn65bgDB/
-------------------------------------------------------------------
Symptoms:
Game seems to be crashing especially when changing cells(entering megaton, leaving megaton). But had a few just wandering around, particularly happened when travelling to Super-Duper-Mart from Megaton, near the water towers.
The rest of the game looks fine, no glitchy animations/textures or any performance issues.
I've started the game with TTW, TTWfixes, TTWhotfixes, Delay DLC more perks, unlimited traits, tag skills improved mods. Then got outside the vault 101 (to wastelands), then installed the other mods.
I've installed NMC texture pack large + patch described in RoyBatty's guide (after exiting the vault). Except for the last step, instead I just copied it all to my data folder.
I already have NVSR, NVAC, 4GB patch (the newest one).
I've followed the guide here: https://taleoftwowastelands.com/content/ttw-performance-guide
--------------------------------------------
I have the "nvse_config.ini" set to:
[Memory]
DefaultHeapInitialAllocMB=400
ScrapHeapSizeMB=128
[Logging]
EnableGameErrorLog=1
-------------------------------------------
I've tried installing enbseries, didn't work either.
Starting with mods at the start doesn't seem to help.
Anyone has any ideas? Thanks.
Edit: I tried if something was wrong with my "clean save" outside vault 101, after trying a fresh install it seems like the game is suffering from the same problems there as well. Here is my barebones starting modlist: https://paste.ubuntu.com/p/HXCXJXjbK6/
Meshes and textures missing on cell change, but the game stays stable for a while, then CTD.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Well, you clearly haven't
Well, you clearly haven't looked at your load order at all. A quick glance showed this
[X] LFox Bottle That Water - TTW Edition.esp
[X] LFox Bottle That Water.esp
See there? You either have the second enabled when it shouldn't be there at all, or you have the order wrong if the TTW version is a patch.
[X] LFox Bottle That Water - TTW Edition.esp
[X] LFox Bottle That Water.esp
See there? You either have the second enabled when it shouldn't be there at all, or you have the order wrong if the TTW version is a patch.
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CheeseAlmighty
- Posts: 13
- Joined: Sun Nov 29, 2015 6:20 pm
Welp, that was embarrassing,
Welp, that was embarrassing, thanks. I haven't got a clue how I missed that.
But would it cause these non-water related crashes? (I'll return with the answer to this either way)
Edit: The answer was no, apparently. The issue still persists on loading to a clean save. Crash on entering/exiting megaton.
NVAC crash log contains an "n", this helps in the issue at all. https://paste.ubuntu.com/p/3nYzsF3gzk/
But would it cause these non-water related crashes? (I'll return with the answer to this either way)
Edit: The answer was no, apparently. The issue still persists on loading to a clean save. Crash on entering/exiting megaton.
NVAC crash log contains an "n", this helps in the issue at all. https://paste.ubuntu.com/p/3nYzsF3gzk/
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CheeseAlmighty
- Posts: 13
- Joined: Sun Nov 29, 2015 6:20 pm
It seems to occasionally be
It seems to occasionally be able to exit the cell, here is what I see, which is playable for 2-3 seconds before CTD:
https://puu.sh/AFVL8/68fd6debc8.png
This is exiting from Megaton.
Accompanying NVAC log: https://paste.ubuntu.com/p/7rJsmqk2vP/
https://puu.sh/AFVL8/68fd6debc8.png
This is exiting from Megaton.
Accompanying NVAC log: https://paste.ubuntu.com/p/7rJsmqk2vP/
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Mystical Panda
- Posts: 750
- Joined: Wed Mar 30, 2016 2:02 pm
I'm thinking the "c0000005"
I'm thinking the "c0000005" reference in the "nvac.log" happens when something is pointing to an asset that's malformed or doesn't exist. It's also possible, depending on the engines conditionals that some 'flags' will look for particular data to exists, and if it doesn't cause a problem.
So, going on a quick assumption of "c0000005" being something is 'missing', there should be conflict or a bad asset somewhere that's causing the problem. I've noticed this happening with mods that don't play well together, such as FCO and other 'character' changing/ enhancing mods. In the modding instance here, it didn't work well when adding other creatures into the wasteland- when I get more time, I'll see if I can figure out what's causing it, since I want both in my modded game.
The only thing I can think of right off is break down modding into 'segments'. The base game, like unofficial patches, enbs and things like that. Then a second phase of texture and mesh overhauls. Keep segmenting (grouping) your load order and testing it out to see where the problem starts. That should *fingers crossed* help to locate the source of the conflict or problem.
You might also try to COC directly from where you are, and see if it's just happening around Megaton. If there's a navmesh conflict, it'll def cause a problem when npcs start trying to use it for pathing.
So, going on a quick assumption of "c0000005" being something is 'missing', there should be conflict or a bad asset somewhere that's causing the problem. I've noticed this happening with mods that don't play well together, such as FCO and other 'character' changing/ enhancing mods. In the modding instance here, it didn't work well when adding other creatures into the wasteland- when I get more time, I'll see if I can figure out what's causing it, since I want both in my modded game.
The only thing I can think of right off is break down modding into 'segments'. The base game, like unofficial patches, enbs and things like that. Then a second phase of texture and mesh overhauls. Keep segmenting (grouping) your load order and testing it out to see where the problem starts. That should *fingers crossed* help to locate the source of the conflict or problem.
You might also try to COC directly from where you are, and see if it's just happening around Megaton. If there's a navmesh conflict, it'll def cause a problem when npcs start trying to use it for pathing.
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CheeseAlmighty
- Posts: 13
- Joined: Sun Nov 29, 2015 6:20 pm
Hmm. I just reproduced the
Hmm. I just reproduced the same problem (Leave megaton, a lot of textures missing) in what I called a "clean save". (I swear this'll end up being caused by the simplest gosh darn thing).
https://paste.ubuntu.com/p/TPhN6f9SxN/
Maybe my installation order was wrong? TTWMain->TTWOptions->TTWHotfix->TTWFixes->MCM->Rest of the mods was my order of installation.
https://paste.ubuntu.com/p/TPhN6f9SxN/
Maybe my installation order was wrong? TTWMain->TTWOptions->TTWHotfix->TTWFixes->MCM->Rest of the mods was my order of installation.
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Mystical Panda
- Posts: 750
- Joined: Wed Mar 30, 2016 2:02 pm
It's very possible, It really
It's very possible, It really depends on how plugin records are dynamically 'parsed' (rather than just last 'item' wins kinda thing); which could cause a problem if things are 'out of order'. I never checked that part of it, just looking at what might cause "c0000005", and work backwards from there. Hopefully it is something really simple.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Hmm - you really ought to
Hmm - you really ought to start with few mods, then work up slowly rather than jumping in with a hundred+ mods. I also noticed you have SolidProject, and I seem to remember there being some issues with that in TTW.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Those are exception in the
Those are exception in the log, c0000005 is a memory access violation.
Anyways, the rest of them are because you are running out of memory, remove some texture mods or something.
:Edit: I see you used the patcher
Did you enable the cell purging ini settings?

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CheeseAlmighty
- Posts: 13
- Joined: Sun Nov 29, 2015 6:20 pm
I tried creating another
I tried creating another clean save just now, removed everything, deleted the FONV files and such. Did a fresh install.
Have no extra mods installed (almost): https://paste.ubuntu.com/p/HXCXJXjbK6/
Crashed within the Vault 101 during "Escape!" near the diner: https://paste.ubuntu.com/p/XchPSbk84m/
Again, a similar NVAC pattern.
I'm using the purging ini settings, yes. My current Fallout.ini: https://paste.ubuntu.com/p/TX337tFrMv/
Edit: Reloaded back to beginning of "Escape" with enbseries, got to Megaton, got in/got out, and again, textures missing. Was able to save the game. After trying to reload within the game, it froze. I killed the game, then loaded that seemingly broken landscape. It loaded fine.
Got to the super-duper-mart, and back to megaton, entered in. And whaddaya know: https://puu.sh/AGlg3/2b9c0e7bfb.png
Moved in a bit, got near where the bomb should've been. Some of the assets loaded in (leaking pipes, string lights) and there are I crashed.
Here is the NVAC log, with an explicit crash thingimabob: https://paste.ubuntu.com/p/SSS3tT68wr/
(I'm very, very close to losing my marbles at this point)
Have no extra mods installed (almost): https://paste.ubuntu.com/p/HXCXJXjbK6/
Crashed within the Vault 101 during "Escape!" near the diner: https://paste.ubuntu.com/p/XchPSbk84m/
Again, a similar NVAC pattern.
I'm using the purging ini settings, yes. My current Fallout.ini: https://paste.ubuntu.com/p/TX337tFrMv/
Edit: Reloaded back to beginning of "Escape" with enbseries, got to Megaton, got in/got out, and again, textures missing. Was able to save the game. After trying to reload within the game, it froze. I killed the game, then loaded that seemingly broken landscape. It loaded fine.
Got to the super-duper-mart, and back to megaton, entered in. And whaddaya know: https://puu.sh/AGlg3/2b9c0e7bfb.png
Moved in a bit, got near where the bomb should've been. Some of the assets loaded in (leaking pipes, string lights) and there are I crashed.
Here is the NVAC log, with an explicit crash thingimabob: https://paste.ubuntu.com/p/SSS3tT68wr/
(I'm very, very close to losing my marbles at this point)