Yep, that's an engine message.
NVSE Error log - Bug Hunting
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Other people are able to get
Other people are able to get the game to work fine and stable including myself, so it's probably something else you're doing like adding broken ini tweaks or something.
The error log is only useful for tracking down specific issues with scripts and bad meshes sometimes.
If you use my patcher, then running FalloutNV.exe is what to run since it loads nvse automatically.

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Mystical Panda
- Posts: 750
- Joined: Wed Mar 30, 2016 2:02 pm
Just curious, what type of
Just curious, what type of NVAC 'hits' are you showing in the nvac.log when the game crashes? I've noticed some interesting 'stack' issues in the past 3-4 months pop up- though one was a stack overflow due to a 'recursion' (a mod conflict I had in the load order I was testing, removing the offending mod fixed that part).
Here's one possibility to try- go back to just the vanilla game and see if your having problems; no mods, nvac, nvse nothing and see if your having problems with the most 'base' of games. If so, it might help to at least locate and resolve that issue first. Then just add NVAC back in (and NVSE only- setting NVSE to generate logs like you did previously) and do another lengthy test run. See what's shows up, if anything in the log.
An inherent problem is 'code change' over time in the lowest level tools used when modding a game; the changes in the OS should also be considered. Let's say there's 10k mods out there that used the current version of NVSE and all it's plugins (any combination, not just how I'd do something for example) at a given moment in time. The mod author through potentially any means would get their mod working even if it required quirking a given plugin's function a certain way to get an acceptable or usable result. Now years later the plugins are combined, added to, improved and just different... but all the previous mods simply were'nt retested again or scripts recompiled by their respective authors; what worked then, simply might not work now, or at all.
This is also something one has to consider when modding their game, and it adds slightly to it's complexity. It's really hard to mod a game and not play it just for the fun, but, if you can resist that and work on just 'building' into a modded experience those things your looking for, then test it out like crazy, it's possible to get modded games fairly solid.