What type of mods (scripts? new locations?) most increase ch

Post » Sun Feb 28, 2010 7:07 pm

I recently added a few mods (about 10) .... most were item/gun/clothing mods... but I did add a few that clearly contain scripts - am I wrong in assuming that the ones with scripts running are the ones that destabilize the game the most?

I should add that this happens almost always on Save. I never use quick save and have all quick saves/auto save disabled in game. I save manually but I crash about every 3rd time???

Also, FO3edit came with 2 .exe files; the actual edit program and a masterupdate program that seemed to help: with FONVedit there is no masterupdate file?

Every 30 minutes is unacceptable so I'm trying to figure out what to do. I'm not a modder. I do use FONV mod manager although I don't know a lot about how to do it - but I read the readme(s) and know a little about load order.

Thank you for any and all help.

J
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Baby K(:
 
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Post » Sun Feb 28, 2010 4:16 pm

Did you try deactivating those 10 mods you installed, and play without them and see if the crashes go away. Then activate them one by one till you find the one causing the issues.

Post your load-order so people can see what mods you're using. Generally speaking provide more info so people can better help you .
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Lewis Morel
 
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Post » Sun Feb 28, 2010 5:00 pm

That's odd - I wouldn't think a script mod would cause the game to crash during a save (since scripts don't run while you are saving the game as far as I know).
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Bek Rideout
 
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Post » Sun Feb 28, 2010 8:50 pm

Here is my load order and mods.

It happens almost exclusively on Save 90% and 10% other. Again, never a quick save (I don't use it in any form) always a manual.

FalloutNV.esm
[X] PMT - Nastier mines and grenades.esp
[X] RasRepair.esp
[X] PortableCampsite.esp
[X] BartertownRough.esp
[X] Realistic Encumbrance.esp
[X] RHINO45-70_NV.esp
[ ] GtabImprovedAmmo.esp
[X] Dark Mercenary Gear.esp
[ ] Kobu's Sortable Crafting Backpack.esp
[X] Slower Level Rates - x2.0.esp
[X] ACF DARK NIGHTS V5.0 AND URWLNV V1.9.esp
[X] PMT - More Demanding hardcoe.esp
[X] PMT - Reduced Ammo and Chems.esp
[X] LogicalReputationShifts.esp
[X] LFox Bottle That Water.esp
[X] Tag Skills Improved.esp
[X] night_and_day.esp
[X] KDS Wearable Backpacks.esp
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louise hamilton
 
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Post » Sun Feb 28, 2010 6:55 pm

When I was getting crashes on save in fo3, using MasterUpdate on my mods fixed it right up.

To use MasterUpdate rename FNVEdit.exe to FNVMasterupdate.exe
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Mariaa EM.
 
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Post » Mon Mar 01, 2010 3:21 am

When I was getting crashes on save in fo3, using MasterUpdate on my mods fixed it right up.

To use MasterUpdate rename FNVEdit.exe to FNVMasterupdate.exe



Thanks Mesa - I didn't realize it was the same program renamed. I will try this.
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Euan
 
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Post » Sun Feb 28, 2010 8:40 pm

It's only ten mods... deactivate one by one and see which is destabilizing and report it so it can be addressed?
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Donald Richards
 
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Post » Sun Feb 28, 2010 2:59 pm

It's only ten mods... deactivate one by one and see which is destabilizing and report it so it can be addressed?



The problem, Pintocat, is that it takes 30-40 minutes of game time before the save crashes - so I'd have to do that 10x potentially which means I'd spend 300-400 minutes which is 5+ hours....

I think it was more related to the masterupdate and am trying that first.

If that doesn't work, I will begin the process with the mods themselves.
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meghan lock
 
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Post » Sun Feb 28, 2010 6:08 pm

The problem, Pintocat, is that it takes 30-40 minutes of game time before the save crashes - so I'd have to do that 10x potentially which means I'd spend 300-400 minutes which is 5+ hours....

I think it was more related to the masterupdate and am trying that first.

If that doesn't work, I will begin the process with the mods themselves.

A better idea, and one most people never seem to do. Just disable half of them, if it plays fine, you just excluded that half the mods from the issue, and now know it's the other half. Then you can enable just the other half, if it doesn't work then, you have now already cut the number of mods you need to check down to 2-3. ~ one hour of work.
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Undisclosed Desires
 
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Post » Mon Mar 01, 2010 5:35 am

and now know it's the other half.

I used to do this but I found that both halves actually worked well alone because it was the combination of 2 mods that caused the crash.
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Crystal Clear
 
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