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Invisible mutants & mid fight CTDs

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KINGKICKASS1552
Posts: 5
Joined: Mon Dec 31, 2018 6:34 pm

Invisible mutants & mid fight CTDs

Post by KINGKICKASS1552 » Mon Dec 31, 2018 7:28 pm

Hello everyone, this is my first time posting here, so I'm sorry if this is wrong place for it but I'm having a couple problems that I can't seem to figure out (without damaging my game at least).

So I checked and I could only find one other guy with the invisible mutants problem; just their skin invisible, but all of their armor/equipment is still there. But he was using hud mods which caused the issue and I do not. So now I'm wondering what's causing it and if I can avoid uninstalling mods one by one and losing my gear in the process. I've used LOOT a few times recently to see if it's a load order error, but it's not saying anything about the possible problem/solution.


The 2nd problem I have is worse though and it's stopping me from playing. I'm in a firefight (literally, I'm using the incinerator, there was a raider with also using it, but I was able to kill it without crashing it before the problem started happening) with a raider camp near Rockwell and every time I kill a raider or reload the incinerator (yet to try it with a different weapon), the game crashes to desktop. Or if I have NVAC in, which I rarely do, the game goes down to ~5fps.

I really don't believe my specs are the problem, I bought this laptop specifically to play FNV (TTW, actually) with all the mods I want, but if need be I'll post them anyway. I'm using an Asus (clusterfuck of letters and numbers), quad core i7 at 2.93Ghz and Nvidia gtx GeForce 1060ti.

Here's my load order, it would be extremely appreciated if anyone can tell me what's wrong. I tried looking it up and their fixes, something about the fo3 mesh and the fnv meshes for super mutants not playing nicely together. I checked for meshes\creatures\smspinebreaker\smspinebreakerbaredc.nif but it's not there at all in either the fo3 meshes in the fo3 folder in common (using steam), nothing like it in the fo3 meshes or the fo3 meshes in the fnv data folder, or the ttw folder in the fnv data folder. I was looking in the .bsa s there, but still nothing.

0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CaravanPack.esm
10 a Fallout3.esm
11 b Anchorage.esm
12 c ThePitt.esm
13 d BrokenSteel.esm
14 e PointLookout.esm
15 f Zeta.esm
16 10 taleoftwowastelands.esm
17 11 MikotoBeauty.esm
18 12 YUPTTW.esm
19 13 Project Nevada - Core.esm
20 14 More Perks.esm
21 15 Project Nevada - Equipment.esm
22 16 Project Nevada - Rebalance.esp
23 17 Project Nevada - Cyberware.esp
24 18 Project Nevada - Extra Options.esm
25 19 ProjectCloverTTW.esp
26 1a Radio Gaga.esm
27 1b Weapons.of.the.New.Millenia.esm
28 1c WMVM.esm
29 1d TTW_StartupMenu.esp
30 1e Project Nevada - Rebalance Complete.esp
31 1f Project Nevada - All DLC.esp
32 20 BLEED.esp
33 21 More Perks Update.esp
34 22 Project Nevada - TTW.esp
35 23 More2Megaton.esp
36 24 ChemControl.esp
37 25 LFox Bottle That Water - TTW Edition.esp
38 26 DrugsAreBadMKay.esp
39 27 expandedbulletbreakdownandcreation.esp
40 28 FeelingIrradiated.esp
41 29 FO3DLCOptimized.esp
42 2a FO3Optimized.esp
43 2b GNR Enhanced.esp
44 2c HackingInstantRetry.esp
45 2d IceCold.esp
46 2e JokerineStimpakLimbsHC.esp
47 2f LFox Bottle That Water.esp
48 30 MikotoBeauty.esp
49 31 MiscItemIconsNV.esp
50 32 NewMall.esp
51 33 NoLockTopic_TTW.esp
52 34 PowerArmorCarryWeight.esp
53 35 Project Nevada - Cyberware Additions.esp
54 36 RepairKit.esp
55 37 Shotgun Commando.esp
56 38 SignatureArmorBalanced.esp
57 39 SignatureWeapons.esp
58 3a The Mod Configuration Menu.esp
59 3b The Weapon Mod Menu.esp
60 3c True Wasteland Economy.esp
TTW_UseRailwaySpikesAsNails.esp
61 3d TTWVaultSuitHotfix.esp
62 3e Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
63 3f Weapons.of.the.New.Millenia.Leveled.Lists.esp
64 40 weapons.of_.the_.new_.millenia.ttw_.unified.distribution.esp

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RoyBatty
Gary
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Re: Invisible mutants & mid fight CTDs

Post by RoyBatty » Mon Dec 31, 2018 10:55 pm

It looks like you are trying to use 2.9 mods with 3.2 which is never going to work, and also using unconverted Fallout 3 mods which is going to break the game completely.
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Risewild
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Re: Invisible mutants & mid fight CTDs

Post by Risewild » Tue Jan 01, 2019 4:12 am

You're also using the 2.9.4b TTW Load Order, instead of the 3.2.1 Load Order. :shock:
Your TTW load order should look like this.
You also have many incompatible mods, for example, only Project Nevada Core is compatible with 3.2.1 and you should use this patch all the other PN modules are not compatible. Weapons of the New Millenia is also not compatible.

You can find a more extensive list of incompatible mods here.

Did you install TTW 3.2.1 over an old TTW 2.9.4b install, or did you maybe follow some outdated TTW guide? :?
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KINGKICKASS1552
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Joined: Mon Dec 31, 2018 6:34 pm

Re: Invisible mutants & mid fight CTDs

Post by KINGKICKASS1552 » Wed Jan 02, 2019 12:21 am

Risewild wrote:
Tue Jan 01, 2019 4:12 am
You're also using the 2.9.4b TTW Load Order, instead of the 3.2.1 Load Order. :shock:
Your TTW load order should look like this.
You also have many incompatible mods, for example, only Project Nevada Core is compatible with 3.2.1 and you should use this patch all the other PN modules are not compatible. Weapons of the New Millenia is also not compatible.

You can find a more extensive list of incompatible mods here.

Did you install TTW 3.2.1 over an old TTW 2.9.4b install, or did you maybe follow some outdated TTW guide? :?
That's more or less exactly what I did. Over the summer I finally managed to set up (very rudimentarily) TTWOEE, which looked like it had everything I'd want out of it. I did however delete the installation of ttw I used for that and switched to the 3.2 version as soon as I saw it was out. Which is really awesome that this project is picking up again, I have to say. So can you point out which mods are causing the problems, I don't really remember which mods were designed for 2.9.4 and which are the new ones?

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Risewild
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Re: Invisible mutants & mid fight CTDs

Post by Risewild » Wed Jan 02, 2019 4:03 am

You can't install TTW 3.x using a modded Fallout 3 or modded Fallout New Vegas. They have to be unmodded. Then you can't install TTW 3.x over TTW 2.9.4.
The FAQ has the requirements for installing TTW
Actually, I advise you to read the entire General Section and Configuration Section on the FAQ.

I can't tell you which mods you're using are compatible or not, because I don't know if anyone ever converted them for TTW 3.x.
The advice I can give you, is to check the incompatible Mods thread. So you know which mods not to use.
And check the TTW 3.x Mod Releases thread, those should all be compatible.
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KINGKICKASS1552
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Re: Invisible mutants & mid fight CTDs

Post by KINGKICKASS1552 » Wed Jan 02, 2019 9:24 pm

So what you're telling me I have two choices; either go on and turn off some of the mods I have and hope it doesn't keep crashing (which would suck because I really like them). Or suck it up and axe all of them and only use what's not on the broken list and wait for the real bamfs (thank all of you who give the time and effort to make the best fallout game in existence) putting in work developing more fixes and improvements to make compatibility patches. The latter of which would actually solve the problem, but might come at a price.

Zhunter5000
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Location: United States

Re: Invisible mutants & mid fight CTDs

Post by Zhunter5000 » Thu Jan 03, 2019 5:45 pm

KINGKICKASS1552 wrote:
Wed Jan 02, 2019 9:24 pm
So what you're telling me I have two choices; either go on and turn off some of the mods I have and hope it doesn't keep crashing (which would suck because I really like them). Or suck it up and axe all of them and only use what's not on the broken list and wait for the real bamfs (thank all of you who give the time and effort to make the best fallout game in existence) putting in work developing more fixes and improvements to make compatibility patches. The latter of which would actually solve the problem, but might come at a price.
No basically what he's saying is you merged 3.2.x, and 2.9.4b, and mixed weird mods, and it's a unstable mess. He's basically saying to do a fresh install of ttw 3.2 (you need to uninstall nv, and re install), and to not use old mods

KINGKICKASS1552
Posts: 5
Joined: Mon Dec 31, 2018 6:34 pm

Re: Invisible mutants & mid fight CTDs

Post by KINGKICKASS1552 » Thu Jan 17, 2019 3:46 pm

Well after I updated NMM because the 60s builds weren't working when I tried them a while ago and I saw that you guys are right and I am using a weird amalgamation of 2.9.4 and 3.2, so I'll have to get rid of all the TTW stuff and do a fresh install. My new problem is that I don't think I installed it with NMM and now I'm not sure which files I'll have to get rid of to manually delete it. Should I just go through one by one now to figure that out or should I just delete all the TTW esm, bsa and esp files?

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RoyBatty
Gary
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Re: Invisible mutants & mid fight CTDs

Post by RoyBatty » Thu Jan 17, 2019 5:40 pm

You should not use NMM, you should delete your entire Fallout New Vegas install folder in steam or gog, and redownload/reinstall.
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