Why are you using the regular NV interior's and the NV interior's that's compatible with AWOP? Your using AWOP so get rid of the other NV interior mod.You dont need both.
Sometimes I get weird blackscreens when entering new areas or game runs in slowmo
- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Thanks for all the help. It
Thanks for all the help. It seems I was able to resolve everything!
All the issues mentioned are fixed now.
As I mentioned before I removed some mods and added some others. I now also removed ILO and the Vanessa follower mod. I didn't really like her and her quest... Willow seems to be better in everyway so I replaced her. ILO I removed for random reasons. I don't really need it and having electricity everywhere in houses, etc is really unrealistic for the Fallout world. I also often didn't even notice the light differences, lol. Therefore I removed it. I also removed WRP because I had some issues with mods and custom weapons added by other mods. Beside I find the re-textures way too clean for the Fallout world. No rust whatsoever. I also installed the Vault-HQ1 playerhome. I noticed I forgot to actually install any custom player home... I actually use only the interiors AWOP esm now. Thanks for the tip Deathclaw_Mayor16!
Those changes alone didn't really change much about the stability of my modded game. As I said I am still trying mods out and trying to find a good and stable build for me. Last time I modded actively was 2 years ago. Many new mods happened by and some others I try out for the first time namely AWOP and PN. Also I am totally new to ModOrganizer. Always used FOMM before. I really like MO with his way to install mods. From what I am seeing and feeling those 2 named mods make heavy changes to the game and when done wrong it can cause all sorts of problems like instability and crashes. However, I really love PN and AWOP. They modify the game in many great ways I enjoy. I never used grenades so much before! The hotkey is a godsend.
Anyway, here are the changes that really fixed ALL the issues I had. The game is a lot more stable, companions don't disappear anymore and higher FPS!
First thing I did was to use the inbuilt LOOT of Mod Organizer. Seems like it did mayor improvements to the stability. Furthermore I made some ini edits with help of the Mod Oranizer Fallout ini editors. I changed values like the uExteriors Cell Buffer, etc. Too many values to count. I was very skeptical about this at first and thought I might do more harm than good for the engine but that wasn't the case it seems. Everything ran better after I done those edits. Loading times got shorter too. No idea if this fixed any of the mod issues or just the performance and stability of the game.
The last thing I have done is to disable the ingame Anti Aliasing and Transparency Multisampling. I completely disabled it and forced SGSSAA 8x with Nvidia Inspector and a fixed Anti Aliasing compability ID. Holy hell! This improved my FPS by around 10FPS in heavy load areas like around the New Vegas city. I don't go below 50FPS anymore. Before this it was 40 and less. It seems like that the ingame engine anti aliasing is very ineffective and inperformant. Not only do I see no aliasing anymore whatsoever (even on transparent objects), I also gained FPS. This also decreased the loading times even further. The game looks beautiful now and runs so much smoother! This really surprised me. Usually SGSSAA tanks a lot of performance. Not so with Fallout 3/NV. You can get a better anti aliasing and even improve performance. I definitely recommend this change to everyone. Try it out if you didn't knew that yet! However, I guess its also up to your hardware. If you have something below a GTX 970 it might do more worse than good and you are better off with the ingame AA. But you can also try 4x SGSSAA if 8x should be too much for your GPU. Even that seems to look and run better than the ingame AA.
Ok, thats pretty much it. Thought I write those discoveries down. Maybe it can help others.
- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Yay, ok guys. I learned one
Yay, ok guys. I learned one thing. NEVER change uGridsToLoad to anything higher than 5. And especially not to anything uneven. I was dumb enough to use 8 as an value since I started the game... I just noticed it while tweaking my game a bit more and ran into famous issues related to changing the value. Starting to randomly jump and glitch through the ground, crashes, you name it. I did this actually many years ago in Fallout 3. Damn, something in my head made click when I read the uGridsToLoad line and noticed its not at 5. Learning the painful way. I tweaked the ini right off the start and changed it directly at the beginning. I didn't gave it any further thought. Until now...
So yeah. I guess this was also a mayor reason for my instability. Well, the problem now is... Can I remove it from my savefile? I remember the value to be saved inside your savegame and since I played 25+ hours with the value right from the start. Urgh... I have a bad feeling there. Please tell me someone made a mod or a tool to fix the savegame value of uGridsToLoad. If not... Well, guess I can start a new game. Ouch. That really hurt.
Does CASM help in any way? I use the latest version. What I noticed is that my game actually doesn't crash when loading the savegame with a lower number in the ini. But I guess it still uses gridstoload8? Im kind of confused. From what I remember trying to load a savegame with a different ugridstoload setting causes the game to crash. Not so for me. Does it mean it actually still uses 8 as a value? Weird.
Btw, I forgot to mention that I tracked down the mod who causes companions to spawn inside you and sometimes also long blackscreen loading times. It was BLIND. It seems that this mod is really buggy in general. Can't recommend it. I really miss the animations though. :/
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
You need to change the value
You need to change the value after loading your game while you are indoors, then save, and then exit and reload.

- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Oh. That explains it. I
Oh. That explains it. I actually did make a casm full save indoors while changing the value. That explains why it didn't crash I guess.
I still occasionaly have that problem that my character equips two handed weapons in a weird way. Like he is holding the weapon in his left hand but its just the right hand model which is positioned to the left. I don't think I have any custom skeletons installed. Only dimonized Type 3 body. Maybe PN adds custom animations? No idea. I can't locate the reason for this to happen.
Rest of the mod build runs butter smooth and without any crashes at all now! Weee! Learned a lot about modding in the last days. After this playthrough I will extend my mods a bit more and polish the build. I definitely wanted to try NVEC at some point.
EDIT: The Pipboy 2500 mod was the reason for the weird equiping animation. Maybe because it adds a own pipboy animation. I guess you are better of with the arm mounted version because anything that touches the pipboy too much seems to usually cause issues and bugs. I switched back to the classic 3000 one with Nuka Cola skin. This also fixed my pipboy glove mod. It didn't work before. Probably because the 2500 model added a own glove with id, etc.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
The Pip Boy 2500A mod puts
The Pip Boy 2500A mod puts the Pip Boy 2500 on an arm band so that you can have the 2500 without the incompatibilities from the handheld 2500. If you really want the 2500 look, I'd recommend that mod.
- Postal-Dude
- Posts: 174
- Joined: Thu May 21, 2015 3:13 pm
Yep, I know. I mentioned this
Yep, I know. I mentioned this actually at the end of my post from before. ^^ I used it already and it works better.
Just make sure to uninstall the 2500 before installing the arm mounted version! So the normal Pipboy arm properly gets restored. There is a menu for this in your pipboy inventory.
- jlf65
- Posts: 1535
- Joined: Wed Aug 10, 2016 9:10 pm
Ah, when you said "arm
Ah, when you said "arm mounted version", I thought you meant the original pipboy. Reading it now, you meant the arm mounted 2500.
When I refer to a specific mod, I usually identify it explicitly, and very often with the link so that people know exactly what I'm referring to. Less confusion that way...