The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com
Crash Leaving Doc Mitchell's
-
AngryOcelot
- Posts: 4
- Joined: Sat Sep 04, 2021 3:18 am
Crash Leaving Doc Mitchell's
I've looked around for other fixes but nothing seems to work. I have tried running no mods. The crash happens the moment I leave the final dialog with Doc Mitchell when the game would normally prompt me about survival mode. This ONLY happens if I started in the Capital Wasteland and travel to the Mojave. I started a brand new save and began in the Mojave and there was no crash. I have no clue how to progress, 60+ hour save :/
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Crash Leaving Doc Mitchell's
Remove whatever mod is changing the start up quest in NV. This is a known issue.

-
AngryOcelot
- Posts: 4
- Joined: Sat Sep 04, 2021 3:18 am
-
Lyndi
- Posts: 555
- Joined: Tue Jul 07, 2015 8:32 pm
Re: Crash Leaving Doc Mitchell's
It crashes because one of your mods has baked into your save and it's broken. Even with whatever broken mod you're using disabled, that save is done for.
If you want any kind of help you need to provide a load order. We can't just guess at what you might be running. Provide a load order and someone might be familiar with whatever mod is breaking your game.
If you want any kind of help you need to provide a load order. We can't just guess at what you might be running. Provide a load order and someone might be familiar with whatever mod is breaking your game.
Produces the programming equivalent of coffee stains.
-
AngryOcelot
- Posts: 4
- Joined: Sat Sep 04, 2021 3:18 am
Re: Crash Leaving Doc Mitchell's
This is what I have installed. I was unaware mods could break a save in that way. In that case, could it be the Tutorial Killer mod I have installed?




-
Death_Reaper56
- Posts: 187
- Joined: Thu Nov 15, 2018 4:04 am
Re: Crash Leaving Doc Mitchell's
Your using a bunch of mod's that arent compatible or old and broken. Your load order is also a mess.
-
AngryOcelot
- Posts: 4
- Joined: Sat Sep 04, 2021 3:18 am
Re: Crash Leaving Doc Mitchell's
I'm unaware, I haven't modded FNV in years, I'm used to using the old NMM before Vortex, Mod Organizer is new to me. How do I know if they are compatible or not?
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Crash Leaving Doc Mitchell's
Check our incompatible mod list in the FAQ sub forum.
Also make sure you installed both updates, and JIP NVSE and xNVSE are latest.
Also make sure you installed both updates, and JIP NVSE and xNVSE are latest.

- Laclongquan
- Posts: 625
- Joined: Mon May 03, 2021 4:19 am
Re: Crash Leaving Doc Mitchell's
I am making a wild guess but FOV slider at max can be the 1st culprit in this case.
You might want to try it with minimum?
Because getting out of Doc's house is the 1st time get in Mojave and engine generally reading a bunch of files and saving temps for 1st time. If FOV is at max, it will screw with lesser rig. And by lesser I mean "lesser than modder think".
You might want to try it with minimum?
Because getting out of Doc's house is the 1st time get in Mojave and engine generally reading a bunch of files and saving temps for 1st time. If FOV is at max, it will screw with lesser rig. And by lesser I mean "lesser than modder think".
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: Crash Leaving Doc Mitchell's
FOV Slider does not and cannot break TTW, it's MY MOD.
Its probably level 100 perk per level as it recompiles all the scripts in the game. Use Stewie's tweaks to do both of these things.
Its probably level 100 perk per level as it recompiles all the scripts in the game. Use Stewie's tweaks to do both of these things.
