The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Crashing on leaving Vault 101

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Post Reply
recklessrider
Posts: 3
Joined: Sun Dec 15, 2019 2:41 am

Crashing on leaving Vault 101

Post by recklessrider » Mon Dec 16, 2019 10:34 pm

Hi! I'm having an issue loading out of Vault 101 for the first time, it either sits loading forever or crashes on the screen. The Original Fallout3.esm seems to let me load out, but gives missing textures and I'm sure that'd be unstable. I'm super eager to play, but can't get started. Here's my load order and what I've tried so far, let me know if I'm missing any info.


Issue: Crash on loading screen or infinite loading screen on leaving Vault 101

Current Load Order:
1. FalloutNV.esm
2. DeadMoney.esm
3. HonestHearts.esm
4. OldWorldBlues.esm
5. LonesomeRoad.esm
6. GunRunnersArsenal.esm
7. Fallout3.esm
8. Anchorage.esm
9. ThePitt.esm
10. BrokenSteel.esm
11. PointLookout.esm
12. Zeta.esm
13. CaravanPack.esm
14. ClassicPack.esm
15. MercenaryPack.esm
16. TribalPack.esm
17. TaleOfTwoWastelands.esm
18. YUPTTW.esm
19. NewCalifornia.esm
20. TTWInteriors_Core.esm
21. TTWInteriorsProject_Combo.esm
22. Functional Post Game Ending.esm
23. Street Lights TTW.esm
24. AWorldOfPain(Preview).esm
25. AWorldOfPainFO3.esm
26. Regulators.esm
27. DCStreet.esm
28. AnotherInteriorMod.esm
29. TTW - Paradise Rising.esm
30. TTWInt_MadBomber.esm
31. AWOPDeadMoney.esm
32. A Trail of Crumbs.esm
33. Weapons of the Wasteland.esm
34. Museum.esm
35. oHUD.esm
36. Sortomatic.esm
37. Sortomatic-AWOP.esm
38. WMVM.esm
39. Street Lights TTW - Less Lights.esp
40. Root 'n Loot.esp
41. outsidebets.esp
42. FyTy - TTW More Spawns 2x.esp
43. JSawyer Ultimate.esp
44. NewCalifornia Courier Stash Control.esp
45. NewCalifornia DLC Control.esp
46. vault22FloralOverhaul.esp
47. StarTheWanderingCourier-FNC-TTW.esp
48. TTW Quick Start.esp
49. AWOPMonsterPatchVanilla.esp
50. Devastated City.esp
51. DLCSortomatic.esp
52. TTWInt_FPGE_Patch.esp
53. Functional Post Game Ending - Outside Bets Patch.esp
54. JSawyer Ultimate - TTW Patch.esp
55. AWOPDeadMoneyVendorPatch.esp
56. Delay DLC - TTW.esp
57. Nipton Fires Extinguished.esp
58. TTW - AWOPNV.esp
59. gunsmithingttwRevamp.esp
60. moremapmarkersttw_0.esp
61. TrooperOverhaul-Dragbody.esp
62. AutoGatesRedux.esp
63. AWoP Dead Money Revisions.esp
64. JSawyer Ultimate - GRA Merged.esp
65. Weapon Retexture Project.esp
66. AWOP WRP Patch.esp
67. B42Inertia.esp
68. BLEED.esp
69. Book of Steel.esp
70. Book of Steel - TTW.esp
71. CommentTTW.esp
72. d7_hubris.esp
73. DCStreet - Devastated City.esp
74. dD - Enhanced Blood Main NV.esp
75. Delay Level Up - Stealth Suit Fix.esp
76. Delay Level Up.esp
77. Strip Wall Billboards.esp
78. GasPumpsOfNV.esp
79. NukaCola-Ojo.esp
80. DIM TYPE3clothesRETAIL.esp
81. Distributed Necklaces and Chains.esp
82. FlashlightNVSE.esp
83. FOVSlider.esp
84. FPSWeaponWheel.esp
85. HalfHansifiedHolorifle.esp
86. Immersive Minigames.esp
87. JIP Improved Recipe Menu.esp
88. VATS Alternative - Bullet Time.esp
89. JustModsMerged.esp
90. LootMenu.esp
91. MuchNeededLOD.esp
92. OWB-Path Lights.esp
93. RetrievableThrowables.esp
94. Show Pickpocket Success Rate.esp
95. Snowglobe Tweaks.esp
96. Sortomatic DLC TTW Fix.esp
97. SortomaticIngredientLoader.esp
98. The Mod Configuration Menu.esp
99. The Weapon Mod Menu.esp
100. TTW - Bottle That Water.esp
101. TTW FlashlightNVSE.esp
102. TTW-AWOPNV-AWOPFO3.esp
103. TTWInt - SinkSortomatic.esp
104. TTWInt_Devestated_City.esp
105. Universal Item Sorter.esp
106. Vanilla UI Plus.esp
107. WRP - TTW.esp
108. tmzLODadditions.esp
109. TTW Realistic Wasteland Lighting.esp
110. TTWOEE+ Merge Patch.esp

Min to Load Also Tried:

1. FalloutNV.esm
2. DeadMoney.esm
3. HonestHearts.esm
4. OldWorldBlues.esm
5. LonesomeRoad.esm
6. GunRunnersArsenal.esm
7. Fallout3.esm
8. Anchorage.esm
9. ThePitt.esm
10. BrokenSteel.esm
11. PointLookout.esm
12. Zeta.esm
13. CaravanPack.esm
14. ClassicPack.esm
15. MercenaryPack.esm
16. TribalPack.esm
17. TaleOfTwoWastelands.esm
18. YUPTTW.esm
19. TTW Quick Start.esp

Troubleshooting:
  • Tried isolating issue mod by only activating TTW and Quick Start for testing, issue continues.
  • MO2 being used, so theoretically deactivated mods should not have resources loaded.
  • Have NV Reloaded, NVAC installed, issues continue.
  • Installed NVTF and NVSR for testing, issues continue. NVSR disabled.
  • Performance settings followed from TTW website, issues continue.
  • Tried installing and running fnv4gb.exe and files and running, issues continue.
  • “Ultimate Crash To Desktop Fix” Applied as per: https://www.nexusmods.com/newvegas/mods/51633 , issues continue.
    On a hunch I compared the Fallout3.esm from my OG Fallout 3 installation against the one from TTW. Upon seeing the original Fallout 3 one was bigger, and after backing up both data folders, I replaced the TTW .esm, with the original Fallout 3 one. I was able to get out of the vault on this! BUT there are misaligned models and missing textures I can see right away in town. I'm not an expert, but I suspect there's something missing from the TTW .esm in this case causing this to not load outside. Either that or my files are corrupted, but I did run this off clean installs of both games. I thought maybe I could find a way to isolate and load those files as a new package, but I'm not too sure how to go about that.
  • Issues continue even if I use this method to load out of vault, save, replace .esm with TTW version, and load save.

Any advice or guidance would be much appreciated!

User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: Crashing on leaving Vault 101

Post by jlf65 » Tue Dec 17, 2019 1:26 am

You cannot use the original FO3 files or any of its DLCs or any mod for it. They must be converted to use with TTW. That's why the FO3 esm is different - it's been converted to work with TTW.

Did you install BOTH the 3.2.1 and 3.2.2 updates? Make sure you are using the latest JIPLN. Get it working with no mods first, then add mods.

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

Re: Crashing on leaving Vault 101

Post by Risewild » Tue Dec 17, 2019 3:55 am

TTW is not compatible with New California.
I am also suspicious of the JSawyer Ultimate. In the past that mod caused problems to some users, so I don't know about it now.

Like jlf65 said, do not replace TTW files with FO3 ones, that will only make your game broken beyond repair and it might require a full new install to correct.

The problem might be already saved in your save file, so removing or disabling mods and loading the save file will just produce the same error.
It might also be because of some mod asset that contains errors, even by disabling the mod, the asset might still be present and cause the crash. I think that this shouldn't happen in Mod Organizer 2, but I never used it so I'm not sure.

There are plenty of mods there that I have no idea what they are, so I can't comment on those. But the golden rule for starting TTW is that the player should start TTW without any mods that do not need to be active at game start. Only after leaving the vault 101 cave, and be in the wasteland already should the player install more mods.
We can go further just by making a save while outside of vault 101 cave, installing a few mods and try the game to see if it still works, then quit the game (without saving), install a few more mods and try it again (loadingthe same save file), repeat this to see if any mod causes immediate visible problems.
Signature:

recklessrider
Posts: 3
Joined: Sun Dec 15, 2019 2:41 am

Re: Crashing on leaving Vault 101

Post by recklessrider » Tue Dec 17, 2019 6:02 am

jlf65 wrote:
Tue Dec 17, 2019 1:26 am
You cannot use the original FO3 files or any of its DLCs or any mod for it. They must be converted to use with TTW. That's why the FO3 esm is different - it's been converted to work with TTW.

Did you install BOTH the 3.2.1 and 3.2.2 updates? Make sure you are using the latest JIPLN. Get it working with no mods first, then add mods.
Yeah that FO3 file I used was just for troubleshooting, it's removed now, I was just trying to isolate the file with the issue.

Those are the mods installed, but even working with another fresh copy I had made (fresh install to a new folder and everything) it was still having those crashes. And yes I did make sure I had updated it to 3.2.1 and the 3.2.2, and manually updated JIPLN afterwards.
Risewild wrote:
Tue Dec 17, 2019 3:55 am
TTW is not compatible with New California.
I am also suspicious of the JSawyer Ultimate. In the past that mod caused problems to some users, so I don't know about it now.

Like jlf65 said, do not replace TTW files with FO3 ones, that will only make your game broken beyond repair and it might require a full new install to correct.

The problem might be already saved in your save file, so removing or disabling mods and loading the save file will just produce the same error.
It might also be because of some mod asset that contains errors, even by disabling the mod, the asset might still be present and cause the crash. I think that this shouldn't happen in Mod Organizer 2, but I never used it so I'm not sure.

There are plenty of mods there that I have no idea what they are, so I can't comment on those. But the golden rule for starting TTW is that the player should start TTW without any mods that do not need to be active at game start. Only after leaving the vault 101 cave, and be in the wasteland already should the player install more mods.
We can go further just by making a save while outside of vault 101 cave, installing a few mods and try the game to see if it still works, then quit the game (without saving), install a few more mods and try it again (loadingthe same save file), repeat this to see if any mod causes immediate visible problems.
New California has a special way to install it as per the guide on ttwoee.com, JSawyer Ultimate isn't a make or break for me I installed it because I was following that guide.

Yeah I wasn't planning on using the FO3 assests permanently, it was just for testing. I just found I was able to load out of the vault with that instead so I was hoping it might be a clue. I did backups before I copied it and I've reverted it at this point.

As for saves, I've been making a new save game every time. That's why I kept the TTW Quick Start activated on my min to load testing so I could start a fresh save each time and just leave the vault. I'll actually disable that once I'm done testing becuase I like the Fo3 intro.

The way Mod Organizer 2 works is it doesn't actually add the assets to the data folder, it adds them to a seperate folder it manages and loads the folders together when you launch, that way you can have multiple conflicting loose files and control how they overlap or diable them while still keeping all original files intact. If you don't activate the mod, it doesn't load the files at all and the game is none the wiser. So that's what I meant about it not loading the assets.

I've actually been testing this as well with a fresh installation. I reinstalled TTW to a new folder so I could have fresh files and even that was crashing with only TTW quick start loaded on exiting. What I came to find working for me though oddly enough, was to take those fresh TTW files from that folder, and copy them into the NV Data folder proper. That's allowing me to exit the Vault, no errors so far. I'm rebuilding my LODGen right now and then I'll test it more to make sure it's fixed, but do you think that might cause any issues with the dame if I have those TTW files directly in the Data folder and have mods on top of it? I've actually been recording each troubleshooting step I'm taking in a word doc as I go so I can backtrack if needed, I can post it here after in case anyone is curious.

Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

Re: Crashing on leaving Vault 101

Post by Lyndi » Tue Dec 17, 2019 12:07 pm

Nobody said TTWOEE was a good guide either. New California isn't compatible, even with that "patch" off Nexus. The people who created that patch also said to contact them with problems and not bother the TTW or New California teams.

JSawyer Ultimate is still broken and will crash your game in Point Lookout. It should be scrapped and you should use SawyerBatty instead.
Produces the programming equivalent of coffee stains.

recklessrider
Posts: 3
Joined: Sun Dec 15, 2019 2:41 am

Re: Crashing on leaving Vault 101

Post by recklessrider » Tue Dec 17, 2019 5:49 pm

The mods I included are to give context but are largely irrelevant to this issue because regardless of what patches might say about contacting them instead, I was still getting this crash when I reinstalled into a new folder with fresh FO3 and NV installations to TTW vanilla, so the mods weren't even involved (I reinstalled everything to a different drive to keep it isolated). Even with that clean install setup, the only way to make it work was to drop the TTW files directly into NV data.

TTWOEE seems to work pretty well, besides needing some extra troubleshooting (Adding NVAC and this). As for the Star the Wandering Courier patch it seems to be working now that I threw the TTW core files directly in the NV data folder. I think my problems actually stemmed from the use of Mod Organizer 2, trying to load the TTW files from a different location, whether that means its a broken path or something I'm not sure, I just know it's working with them in the NV folder now.

So my question at this point is if this will cause any errors anyone knows of? Is it theoretically ok to load some files with MO2 and have some files directly in the NV data folder? I can't think of why it wouldn't, but I'd never turn down expert advice so let me know what you think please


Here's the all the troubleshooting steps I did that led me to the solution if anyone is curious, hopefully it might help someone who finds this thread in the future:
https://drive.google.com/file/d/1wCk4qn ... sp=sharing

User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: Crashing on leaving Vault 101

Post by jlf65 » Wed Dec 18, 2019 3:03 pm

The one thing I ran into concerning MO2 is its Tale of Two Wastelands run setting doesn't work for me. I have it set for launching NVSE just exactly the same as stock New Vegas. I have TTW installed as any other mod, and have a profile with it (and any other TTW mods) turned off for when I'm running plain New Vegas. I mainly use that profile for testing NV only mods.

Post Reply