Masterupdate vs. Honest Hearts, why don't they like each oth

Post » Wed Aug 18, 2010 3:00 pm

I get reproducible CTDs (especially during cell transitions) when I use masterupdate on my plugins with Honest Hearts. I resolved the CTDs by stop using masterupdate (I have been using masterupdate in the past to, ironically resolve CTDs during cell transitions incurred by corrupt saves). This started happening after installing the Honest Hearts DLC. Anyone else?.
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Cheryl Rice
 
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Post » Wed Aug 18, 2010 7:13 pm

What's weird is that Master Updating is proving to be the thing that is messing people's games up lately. There was a discussion on it about in both Interior Lighting Overhaul and Nevada Skies on the Nexus, which highlighted that with Master Updating and Nevada Skies - URWLified, you would crash when entering the Prospector Saloon. Using Master Restore fixed it, and, for http://www.thenexusforums.com/index.php?/topic/255788-nevada-skies-sandstorms-beta-endorsemants/page__view__findpost__p__3100875 made the game, ironically, more stable.

There's also the idea that Master Updating and then Master Restoring fixes CTDs as well, according to someone in the Honest Hearts wait thread. I tried it myself and it actually seems to do alright... though again, not sure if it actually does do something.
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Hazel Sian ogden
 
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Post » Thu Aug 19, 2010 2:55 am

Try FNVedit's "undelete and disable" function on your loaded mods. Deleting a record with a plugin rather than disabling it, can cause crash if a later plugin tries to reference that deleted reference.. I was having pretty consistent CTD in certain cells with Interior Lighting Overhaul, I believe was the main culprit.

I found these of mine had deleted rather than disabled records.
A world of pain
Decisons with regrets
New Vegas Bounties II
Interior Lighting Overhaul-Realistic Interiors-Full
ILO-RI-Dead Money
NV Interiors - West vegas fringe
Military expansion program
NewStripMapMarkers
Populatedcasino-light
barrelcrafting
homemade grenades
00 red cross
AWOP-MoMod
SimpleStreetlights
Simplestreetlight (extra lights)
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neil slattery
 
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Post » Wed Aug 18, 2010 6:50 pm

What's weird is that Master Updating is proving to be the thing that is messing people's games up lately. There was a discussion on it about in both Interior Lighting Overhaul and Nevada Skies on the Nexus, which highlighted that with Master Updating and Nevada Skies - URWLified, you would crash when entering the Prospector Saloon. Using Master Restore fixed it, and, for http://www.thenexusforums.com/index.php?/topic/255788-nevada-skies-sandstorms-beta-endorsemants/page__view__findpost__p__3100875 made the game, ironically, more stable.

There's also the idea that Master Updating and then Master Restoring fixes CTDs as well, according to someone in the Honest Hearts wait thread. I tried it myself and it actually seems to do alright... though again, not sure if it actually does do something.


This is interesting, because I do use Nevada Skies - URWLified, and I did CTD trying to enter the Prospector Saloon, and I did fix it by using masterrestore. Although, this was not happening until I added Honest Hearts to my load order...hm...
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ZzZz
 
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Post » Wed Aug 18, 2010 5:22 pm

Perhaps leave the problem mods' master switch unused. I think anything that doesn't touch the layout of an exterior or interior cell can be left as esps. If all masterupdating is fixing is the bug introduced since F3 patch 1.5 that is.
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Stay-C
 
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Post » Wed Aug 18, 2010 7:54 pm

I've seen a bunch of mods where the 'persistent' box on some of their references will be unticked. This reference will be used in a script. If the esm flag is not set in the plugin, the script will run anyway. With the esm bit set, the script will not function. As soon as they masterupdate, scripts, quests stop working.
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Khamaji Taylor
 
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Post » Wed Aug 18, 2010 3:29 pm

There's also the idea that Master Updating and then Master Restoring fixes CTDs as well, according to someone in the Honest Hearts wait thread. I tried it myself and it actually seems to do alright... though again, not sure if it actually does do something.


Doing master restore fixed about 80% of my ctd's. I am wondering if it related to a specific mod and the 1.3 update.
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kyle pinchen
 
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Post » Wed Aug 18, 2010 6:13 pm

Doing master restore fixed about 80% of my ctd's. I am wondering if it related to a specific mod and the 1.3 update.


MasterRestore just reverts the esp's that''s been flagged as esm's through MasterUpdate. So basically, it seems like we should not be running our esp's through MasterUpdate after patching to 1.3, at least not until FNVEdit is updated for the new DLC.
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Robert DeLarosa
 
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Post » Wed Aug 18, 2010 5:08 pm

I'm having a strange crash issue which may, in some way be related to this topic. I'm working on NVInteriors, it has a core.esm and, one plugin, HH would randomly crash, quite often. Once I finished the DLC and, wen't back to the wasteland my game stabilized.

I'm only running around 10 mods, most are self made or, WIP. I haven't ran Master update only built my core.esm and, converted it to a master and, changed its file extension.

Think it could be related to the master I created? I'm a little concerned about this because I don't want to put out a mod that crashes the game.

thoughts?

cev
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Lil'.KiiDD
 
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Post » Thu Aug 19, 2010 2:18 am

Masterupdate seems to screw up ONAM records - I've see some plugins have in these records after a master update.

Also, if you have a plugin that you want to convert to a master, make sure that ONLY that plugin plus it's masters are loaded in FNVEdit. If any other plugin is loaded above your mod and it isn't a master, then you can get the same problem in the ONAM records.
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Dawn Porter
 
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Post » Wed Aug 18, 2010 6:07 pm

You might want to put spaces in that. I really thought you were saying mastvrbate.
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Bereket Fekadu
 
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Post » Wed Aug 18, 2010 11:19 pm

You might want to put spaces in that. I really thought you were saying mastvrbate.

Haha same here.

By the way I'm not using master update and I sometimes get CTDs during cell transitions as well. Might be DLC related.
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Claire Jackson
 
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Post » Wed Aug 18, 2010 2:17 pm

I'm having a strange crash issue which may, in some way be related to this topic. I'm working on NVInteriors, it has a core.esm and, one plugin, HH would randomly crash, quite often. Once I finished the DLC and, wen't back to the wasteland my game stabilized.

I'm only running around 10 mods, most are self made or, WIP. I haven't ran Master update only built my core.esm and, converted it to a master and, changed its file extension.

Think it could be related to the master I created? I'm a little concerned about this because I don't want to put out a mod that crashes the game.

thoughts?

cev


Is it possible that you may have deleted some references through NVInteriors but forgot to run the plugins through FNVEdit to set the deleted references to disabled instead? One thing I've noticed while scouring my load order in FNVEdit is that a number of 'big NV mods' by a few veteran modders had that issue and no one reported it.

On a side note, I don't want to jinx myself, but I have to say that since I stopped running MasterUpdate, my game is a lot more stable.
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NEGRO
 
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Post » Wed Aug 18, 2010 9:46 pm

I can't get FNV.esm to load first in NVEdit or MasterUpdate, and now I can't load any of my HH saves, the game just drops me into Goodsprings, and my guns are invisible....I am at a loss any help would be much appreciated.

wolf



Disregard the above issue I corrected the problem
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The Time Car
 
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