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Crash ad midnight

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madmongo
Posts: 2
Joined: Mon Apr 24, 2017 5:07 am

Crash ad midnight

Post by madmongo » Mon Apr 24, 2017 5:36 am

I just downloaded the latest version of TTW and installed it this weekend. I've tried to use TTW in the past but always had issues with it crashing. And this weekend has not been any different.


Before I go any further, let me be clear about the fact that I have a lot of custom mods in my FNV setup. One of the recommendations is to strip TTW down to its bare essentials, but that kinda ruins the whole point of it for me. The reason I want to get TTW working is to get it to work with the mods that I have for FNV. If the only option is to run TTW without other mods, I'd rather go back to the heavily modded FO3 version that I have.


And just to be clear, I'm not complaining about a problem with TTW. I am perfectly willing to accept that it may be crashing because of my mod setup. That said, I'm hoping someone can help with this particular crash.


I've had FO3 for years, but never played Operation Anchorage. I've done all of the other DLC and the rest of the game, but never got around to Anchorage before. So, I played through that, and didn't have any issues. Then I started a new character, put some more tweaks in to hack TTW into my custom start mod for FNV (a mod I created myself). I have no idea if the custom start mod is related to the problem or not. Anyway, I started TTW and didn't have any problem as a baby, until Dad takes me out into the hallway. Then TTW crashed. I think this is related to me using a custom race. No biggie. I modified my start mod to skip the baby part and the birthday party and go right to Vault 101 when all of the alarms go off. And it still crashed. And digging through the GECK I discovered that there is still a call to set the player's age, which again I think borks due to me having a custom race. So I modified it again to dump me out at the entrance to Vault 101. I may go back and tinker with that later, but for now, that worked.


At least it worked until I got to Megaton. I went into the bar, talked to Gob, etc. then as it was getting late, I tried to wait until the next morning. And the game crashed. Playing around with it, I discovered that it seems to crash at midnight in game time. I could wait until 11:30 or so, but at the next hour tick, the game crashed.


I have a vague recollection that some of the vendor replenishment scripts run at midnight, game time. I think. Does anyone know what these are?


Does anyone know any other reason why this might be crashing?


And again, just to be clear, I am perfectly willing to admit that it may be my combination of mods that is causing the issue. I would just like to know where it is crashing so that I can hopefully figure out a workaround. And if someone knows why it is crashing and knows how to fix it, that would be even better.


Thanks in advance for any help.


In case it is important, Windows 10, Steam version of FNV (heavily modded), TTW installed from GOTY version of FO3. My version of FO3 is heavily modded, but I copied an unmodified version of FO3 that I had saved for the TTW install.



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

I can't say why the game is

Post by Risewild » Mon Apr 24, 2017 7:44 am

I can't say why the game is crashing, what I can say is that TTW is very stable and that usually the crashes are because of the FNV engine (those are usually random crashes) and the usual reason are other mods.


Players should not play with a custom race unless that race has a child race and having a old race might help too. Because in Fallout 3 there are a few times that the game will call a child race for your character, for example the beginning, Tranquility Lane and the start of Broken Steel (those are the ones I remember from the top of my head).


Custom start mods are also not compatible because TTW needs to assign some values at the start of the game and during the train ride to the other wasteland, so the game knows which wasteland worldspace the character is on at that moment.


The thing about TTW is not that it should be strip down to its bare essentials. We have tons of mods already converted from Fallout 3 to run on TTW and almost all the Fallout New Vegas mods work too (probably around 95% of all FNV mods work with TTW). The recommendation is to start TTW without any mods that do not need to be activated at the start of the game and then activate them once you get out of the Vault 101 cave into the wasteland for the first time.


We can't help without your full Load Order, because this crash seems like a mod compatibility and there might be many mods causing problems, but we wouldn't know because we have no idea what mods you're using.


 


Hope you can play TTW without any problems soon.


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khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

It's hard to isolate crashes

Post by khumak » Thu Apr 27, 2017 2:06 am

It's hard to isolate crashes if you start off with a big list of mods.  Much better to install a bare minimum of mods, test them, then install a few more and test those.  Repeat until all mods are installed.  Then usually when you crash you know it's a conflict or issue with one of the last few mods you installed.


Based on your problem description though, it sounds like your custom race mod may be the problem.



madmongo
Posts: 2
Joined: Mon Apr 24, 2017 5:07 am

Just in case anyone else has

Post by madmongo » Fri Jun 16, 2017 6:03 pm

Just in case anyone else has a similar problem, I went through the long and painful process of stripping FNV down to a bare minimum plus TTW, then adding mods until it broke. At this point I have everything added back into the game except for a couple of item and clothing mods, so I don't know which mod specifically broke it, but it was one of those.

My custom race was not the issue, though there are some issues with custom races related to the fact that the custom race doesn't have a child race that points back to the custom race (which is a known issue with TTW). I have to change the race back at the exit of Vault 101 and I found a mod which is supposed to handle Tranquility Lane, so I'm good to go there.

I have also discovered that the TTW readius fix doesn't completely fix the Readius Pipboy. I have to manually add and equip the PipBoy using the console to get it to show up in-game.

Other than that, I have everything working that I wanted to get working.

Maytiks
Posts: 6
Joined: Sun Dec 16, 2018 11:53 pm

Re: Crash ad midnight

Post by Maytiks » Sat Dec 29, 2018 4:33 pm

I just wanted to respond here since I looked up this problem in the search function. I'm experiencing the exact same problem myself... Occasionally (not EVERY night at midnight, but about 3 nights every 10 days) it will crash no matter what I do (wait, sleep, indoors, outdoors, fast travel, etc) it'll always crash if the game clock has to pass midnight. I was able to "fix" the problem ("alleviate" is probably the better word), by removing Project Nevada and all its patches... Removing the patches didn't fix the issue, it seems that the core files of Project Nevada were my problem. It's just annoying in that each time I remove it (you can't simply disable the mod, it need to be pulled out of the load order altogether for some reason) I then have to re-input all my settings for PN. If anyone else experiences this issue I'd love to hear more about what they were able to pin down, if anything...

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

Re: Crash ad midnight

Post by RoyBatty » Sat Dec 29, 2018 10:22 pm

Only PNCore is compatible with the patch on the releases forum. Equipment and Rebalance are specifically incompatible with TTW, and Equipment is largely redundant.
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darkkira1332
Posts: 37
Joined: Fri Dec 14, 2018 2:33 pm

Re: Crash ad midnight

Post by darkkira1332 » Sun Dec 30, 2018 5:54 am

Getting a crash at midnight here as well, it doesn't matter if I'm waiting, sleeping, idle, or running around the wasteland, once the game clock reaches 12 midnight the game crash. However, its not the PN but the mod called Solid Project.

Maytiks
Posts: 6
Joined: Sun Dec 16, 2018 11:53 pm

Re: Crash ad midnight

Post by Maytiks » Sun Dec 30, 2018 7:51 am

Yea, it happened again today and removing Project Nevada didn’t actually fix it this time. I went through and removed mods individually to see if I could pin point it, but nothing helped. Even after I started removing larger chunks at a time it didn’t fix it, but strangely when I reactivated the mods it finally worked for some reason. I don’t know what is causing it at this point... It’s not a HUGE issue, but it’s strange that it’s happening at all...

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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

Re: Crash ad midnight

Post by pintocat » Sun Dec 30, 2018 8:16 am

Pastebin your load orders viewtopic.php?p=23665#p23665

Maytiks
Posts: 6
Joined: Sun Dec 16, 2018 11:53 pm

Re: Crash ad midnight

Post by Maytiks » Sun Dec 30, 2018 7:28 pm

Alright, here's my load order and modlist exported from Mod Organizer. Just want to say I experienced the issue again so I did some digging through my saves. I've made a new hard save never overwriting so I went back to each save before it would crash at midnight and noticed the first time it happened was inside the Common House (unsure of the date, didn't have a hard save here) in Megaton, not in combat, and the crash randomly went away with zero load order adjustment, just persistent reattempts to sleep (this method has never worked since).

The second time was when the date went from 8/31 to 9/1 (inside Germantown Police Station - First Floor, not in combat). Adding and removing Project Nevada seemed to work in correcting the issue, but it crashed about 15 times during the trail and error process of adding and removing mods. (fast travel, coc commands to different locations, wait function, sleeping, none of these methods would work - it always crashed when the clocked passed into midnight - I also attempted to fiddle with the timescale and this did nothing either).

The next time it happened was 9/3 to 9/4 (Inside Special Affairs Bureau, not sure if this location is added by AWOP, not in combat). This went away by removing multiple chunks of mods at a time as well as deleting and reinserting the "overwrite" files. Removing the mods didn't fix the issue, but aftering reactivating the removed mods it worked for some reason. Probably crashed about 15-20 times before it finally worked.

And then it happened again in the Megaton House going from 9/7 to 9/8. This time I attempted to add and remove multiple mods once again, remove and reinsert the "overwrite" files and even after doing that AND reactivating all the mods it still continued to crash when I attempted to sleep passed midnight. At this point I began loading old saves to gather this info and had the idea to change the HUD Clock to "12 hour" instead of military time (24 hour). It seemed to work this time...

But once again, I can't guarantee this was "the" fix. I gave the info on dates because people here might know some sort of significance in things like cell resets based on a certain amount of days passing or what-not. Hope this can get sorted... I also want to reiterate that at once point I removed ALL my mods during one of these "trial and error" sessions to fix the issue and it still persisted, so I'm not entirely sure if it's definitely "one" mod causing it... In either case, here's my load order and modlist! Thanks!

LOAD ORDER - https://docs.google.com/document/d/13Cv ... sp=sharing

MODLIST (This list is generated upside-down by MO in terms of mod priority, just a heads up) - https://docs.google.com/document/d/1QJb ... sp=sharing

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