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Converted mods crash my game on startup

General help and troubleshooting.
dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

Datedsandwich wrote:...Never

Post by dawe1313 » Fri Jul 26, 2013 7:12 pm

[quote=Datedsandwich]...Never cleaned a mod, i'd assume the mod creator would do it?[/quote]


this is a bad assumption to make. here is a [url=http://www.youtube.com/watch?feature=player_embedded&v=qVKe51dRm2M]video tutorial[/url] on mod cleaning with FNVEdit.


[quote=ElminsterAU]With each new version of FNVEdit it is STRONGLY recommended to restore plugins from backups and reclean them. Otherwise any fixes and updates to cleaning process won't take effect.[/quote]


from the [url=http://newvegas.nexusmods.com/mods/34703]FNVEdit[/url] page on the Nexus


other than the Purge Cell Buffers and no merged/bashed patch, nothing else immediately jumps out at me as a problem. you might want to consider learning how to use FNVEdit to merge some of your esp's, to reduce the number of items in you load order



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

dawe1313 wrote:

Post by TJ » Fri Jul 26, 2013 9:04 pm

[quote=dawe1313]


[quote=Datedsandwich]...Never cleaned a mod, i'd assume the mod creator would do it?[/quote]


this is a bad assumption to make.


[/quote]


And also how we wound up with CTD inducing mods in the first place.


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Datedsandwich
Posts: 13
Joined: Thu Jul 25, 2013 11:34 pm

Is merging esps different to

Post by Datedsandwich » Sat Jul 27, 2013 1:00 am

Is merging esps different to creating a merged patch?


Which part of Gophers video covered mod cleaning? I saw Master Update and creating a merged patch



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

use FNVplugin Utility to

Post by chucksteel » Sat Jul 27, 2013 1:07 am

use FNVplugin Utility to merge mods it is easy unless the mod has a lot of heavy scripting.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Merging mods shouldn't be

Post by plumjuice » Sat Jul 27, 2013 7:32 am

Merging mods shouldn't be attempted unless you know what you're doing. I mean actually know what you're doing. Yes it is different from a merged patch. Not polar opposites, but a little more in depth knowledge of the mods you are merging is a good idea. If you DO merge some, test the plugin a bit before making it a permanent part of your game.


 


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Datedsandwich
Posts: 13
Joined: Thu Jul 25, 2013 11:34 pm

Okay, looks like Streetlights

Post by Datedsandwich » Sat Jul 27, 2013 11:47 am

Okay, looks like Streetlights is causing a load of missing meshes outside of the super duper mart on my game. I really have no idea why...



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

what do you mean "missing

Post by plumjuice » Sat Jul 27, 2013 12:59 pm

what do you mean "missing meshes"? Which ones? Is it always the same one(s) every time you load a save to check? Post some pics.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

I'm having this same problem

Post by Redisopel » Sat Jul 27, 2013 2:39 pm

I'm having this same problem with A World Of Pain For fallout 3. Shows up a missing data/meshes in FNVedit, That causes instant crash on start up for me, all others I have converted no problems.



Datedsandwich
Posts: 13
Joined: Thu Jul 25, 2013 11:34 pm

This is what I get outside of

Post by Datedsandwich » Sat Jul 27, 2013 2:49 pm

This is what I get outside of the Super Duper Mart when streetlights is active. I've tested it a few times with and without Streetlights installed and it only happens with it installed.



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

I have streetlights converted

Post by Redisopel » Sat Jul 27, 2013 3:05 pm

I have streetlights converted no problem but did you copy the recources over? Try it a again, I've actually had it were it wouldn't take for some reason, Also toggle Archive Invalidation off then on in Nexus Mod Manager, i also have ran into that, In your list for load order you don't have it listed, were is it? I have mine right under electrocity for NV Which the two of those would be under your Project Nevada - Equipment.esm according to your load order posted. The only issue I haven't been able to figure out is AWOP and Here Is a screen shot in FNVEdit, see if your gettting the same missing data, If so I have the same issue, but just with a world of pain for me. 



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