Jump to content
  • 0
GSDFan

ModOrganizer v1.3.4 4Gb.exe -laaexe .\FalloutnvMO.exe

Question

It looks like the 4gb executable now works properly in MO 1.3.4 now and the -laaexe .\FalloutnvMO.exe argument is no longer needed. The execuatble now shows up in the exes folder and all of the messages no longer there.

Share this post


Link to post
Share on other sites

Recommended Posts

  • 0

While the argument isn't needed anymore, it won't find the enb .ini files. My pallettes are working properly, however I am not getting effects such as DOF and SSAO. 

Share this post


Link to post
Share on other sites
  • 0

I had to add an additional argument, -extradll d3d9.dll, to get ENB to load at all. This was with MO 1.3.6...

Share this post


Link to post
Share on other sites
  • 0

I have pinned this topic to be the central discussion thread for the 4GB launcher.

Share this post


Link to post
Share on other sites
  • 0

I have a completely vanilla Fallout NV except for having installed NVSE and the 4GB version. However, using MO v1.3.8 (with or without all BSA's checked), the 4GB launcher won't start the game, even with "-laaexe .\FalloutnvMO.exe" or "-laaexe .\FalloutMO.exe" in the arguments. Does anyone know what I should do to fix this? Thanks!

Share this post


Link to post
Share on other sites
  • 0

I have a completely vanilla Fallout NV except for having installed NVSE and the 4GB version. However, using MO v1.3.8 (with or without all BSA's checked), the 4GB launcher won't start the game, even with "-laaexe .\FalloutnvMO.exe" or "-laaexe .\FalloutMO.exe" in the arguments. Does anyone know what I should do to fix this? Thanks!

As stated above, those arguments are no longer needed. I can verify this. I am using MO v1.3.8, DO NOT have the arguments in place, and I launch every time with no issues.

  • Upvote 1

Share this post


Link to post
Share on other sites
  • 0

As stated above, those arguments are no longer needed. I can verify this. I am using MO v1.3.8, DO NOT have the arguments in place, and I launch every time with no issues.

I know, that's what I thought was supposed to happen, but even when I don't have the arguments in place, which is what I originally did, and have tried since, it still says that Fallout has stopped working. :(

Share this post


Link to post
Share on other sites
  • 0

If you are still having issues we will need to see the logs from the attempts to start and your INIs for the settings you have in place.

Share this post


Link to post
Share on other sites
  • 0

Also exact details of what's happening when you try to start it would be awesome, too. 

Share this post


Link to post
Share on other sites
  • 0

If you are still having issues we will need to see the logs from the attempts to start and your INIs for the settings you have in place.

 

 

Also exact details of what's happening when you try to start it would be awesome, too. 

The game is an entirely brand new install from Steam with the exception of NVSE and the 4GB as I mentioned earlier. Everything launches properly until I try to do so through MO. When I launch 4GB through MO I get a really quick little bar saying loading game, then a window starts to pop up in the top left corner, but then I get Windows saying "Fallout NV has stopped working." Looking at my MO logs:

 

INFO (14:36:09.0344): Windows Exception (c0000005). Origin: "C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\FalloutMO.exe" (a087e5). Last hooked call: unsigned long __stdcall GetFileAttributesW_rep(const wchar_t *)

DEBUG (14:36:26.0863): hooks removed

That seems to be the problem. My fallout.ini is still vanilla. If I go into the FNV folder and try to launch the "FalloutMO.exe" I get  Application load error 3:0000065432.

Edited by Rileymac4

Share this post


Link to post
Share on other sites
  • 0

 

That seems to be the problem. My fallout.ini is still vanilla. If I go into the FNV folder and try to launch the "FalloutMO.exe" I get  Application load error 3:0000065432.

That is because that file is the modified file and Steam will throw that error because it is not the original.

 

Someone else used this argument and it worked for them, "-laaexe \FalloutnvMO.exe" Notice that the dot is gone and don't use the quotation marks.

Share this post


Link to post
Share on other sites
  • 0

That is because that file is the modified file and Steam will throw that error because it is not the original.

 

Someone else used this argument and it worked for them, "-laaexe \FalloutnvMO.exe" Notice that the dot is gone and don't use the quotation marks.

I just tried that and the same thing happened as well. =/ I'm quite perplexed by this and I'm debating downgrading to an older version of MO where people have confirmed they're able to launch the 4GB. 

Share this post


Link to post
Share on other sites
  • 0

My guide is written off of 1.3.8. It works fine. Either there's a problem with your .ini files, or something else is awrye.

My personal guess is that the 4gb Launcher hasn't been installed properly, that your .exe files are in the wrong location, or that you're trying to launch from the one in the folder not with MO

I'm fairly certain this is an execution problem, and not a problem with 4gb Launcher, Mod Organizer, or NVSE (all are required for this to work properly). 

Edited by Matriga

Share this post


Link to post
Share on other sites
  • 0

hWHScSx.jpg

 

If my directions don't help solve your problem, Idk what to tell you. It works fine with 1.3.8, though.

 

Though I did just notice that 4GB Launcher is before NVSE in my guide, and I have people check to make sure NVSE is working in the 4gb Launcher portion. I think perhaps I should change that.... lmfao

Edited by Matriga

Share this post


Link to post
Share on other sites
  • 0

My guide is written off of 1.3.8. It works fine. Either there's a problem with your .ini files, or something else is awrye.

 

My personal guess is that the 4gb Launcher hasn't been installed properly, that your .exe files are in the wrong location, or that you're trying to launch from the one in the folder not with MO

 

I'm fairly certain this is an execution problem, and not a problem with 4gb Launcher, Mod Organizer, or NVSE (all are required for this to work properly). 

4GB launcher is fine, also shows the proper version of NVSE when I check it from the 4GB launcher when not launched through MO. And yes, of course my .exe files are with the rest of them. -.- And if I was launching from the one in the folder, then I would be thinking it was all hunky dory since that loads perfectly with NVSE and everything, it just no longer loads when put as an executable in MO

 

I also see no feasible way my .ini files could be a problem since this is the first time I've had Fallout installed on this computer and  I haven't gotten further modding it on this machine than NVSE and the 4GB. 

 

 

If my directions don't help solve your problem, Idk what to tell you. It works fine with 1.3.8, though.

 

Though I did just notice that 4GB Launcher is before NVSE in my guide, and I have people check to make sure NVSE is working in the 4gb Launcher portion. I think perhaps I should change that.... lmfao

I don't know what to tell myself either. There doesn't seem to be an explanation that makes any sense as to why MO isn't loading the 4GB but besides that it's all perfect. Thanks for trying to help though, I really appreciate it. 

Share this post


Link to post
Share on other sites
  • 0

Try invoking the 4GBFNV patcher with just "-laaexe" as the argument. I have used this method since MO version 1.3.4 and it works just fine for me.

All this is doing is removing the explicit placement of the patched exe and allowing the patcher to place it where it wants to. If you check with explorer afterwards you should find it in the 'exes' folder.

 

I doubt you will see any difference if you downgrade your MO to any version before this as there is nothing significant that has changed in the code used to call the executables. If you are having issues with 1.3.8 you will have them with 1.3.x.

 

I would still like to see your logs, not just snippets. Clear out the logs folder and start the game via the patcher in MO and either post them to a service like PasteBin or put spoiler tags around them and post them here.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Drak
      Hello There,
      I did a fresh install following STEP recommandations (FNV not in program files, modding directory neither, I started FNV after installing it).
      I can start the game with all mods from STEP except Step Patch - Conflict Resolution.

      I tryied to pinpoint my problem and as soon as I add the Step patch (then LOOT order dirladada) I get the following error in 
      nvac.log :
      23190643 _ NewVegasAntiCrash FalloutNV.exe
      23190643 _ 17E90000 07050000 nvac.dll
      23190643 i 008BFBC1 0441B60F FalloutNV.exe
      23190643 _ 17AE0000 06020050 nvse_1_4.dll
      23190643 _ 77170000 0A004A64 ntdll.dll
      23190646 a 0072607A 0048A1DF FalloutNV.exe
      23190647 h 181A42EB 8B48088B nvse_stewie_tweaks.dll (100342EB)
      23190647 ^ 0076E223 00000004 FalloutNV.exe
      23190647 h 181A42EE 8B01FF10 nvse_stewie_tweaks.dll (100342EE)
      23190647 ^ 0076E223 00000004 FalloutNV.exe
      23190647 h 181A42F0 FF1068F0 nvse_stewie_tweaks.dll (100342F0)
      23190647 ^ 0076E223 00000004 FalloutNV.exe
      23190647 m 000003EC 219C46E0
      23190647 r 10001432 00000009 d3dx9_38.dll (10001432)
      23190647 ^ 0045CEF5 0000000D FalloutNV.exe
      23190647 h 100034E0 834104FF d3dx9_38.dll (100034E0)
      23190647 ^ 0045CEF5 0000000D FalloutNV.exe
      23190647 h 100034E6 C7010000 d3dx9_38.dll (100034E6)
      23190647 ^ 0045CEF5 0000000D FalloutNV.exe
      23190647 u 00F0B4FA C0000409 FalloutNV.exe
      23190647 ! CRASHSAV E_FAIL_0 FalloutNV.exe
      23190648 q 00F0B4FA C0000409 FalloutNV.exe
      23190648 ! CRASHSAV E_FAIL_0 FalloutNV.exe
       
      I also tryed to use Cobb Crash Logger 
       
      Cobb Crash Logger Version 3.0.0, build 0.
      If this file is empty, then your game didn't crash! Probably!
      Exception C0000409 caught!
      Calltrace: 
      0x00F0B4FA ==> EntryPoint+0xFFFFFFFF in FalloutNV (0x0019F138) 
      0x771F88B4 ==> RtlInterlockedCompareExchange64+0x1B4 in ntdll (0x0019F204) 
      0x771E4EE6 ==> KiUserExceptionDispatcher+0x26 in ntdll (0x0019F208) 
      0x0019F21C ==> ¯\(°_o)/¯ (Corrupt stack or heap?)  (0x0019F20C)
      0x0019F26C ==> ¯\(°_o)/¯ (Corrupt stack or heap?)  (0x0019F21C)
      blablabla
      GAME CRASHED AT INSTRUCTION Base+0x00B0B4FA IN MODULE: C:\Steam\steamapps\common\Fallout New Vegas\FalloutNV.exe
      Please note that this does not automatically mean that that module is responsible. 
      It may have been supplied bad data or program state as the result of an issue in 
      the base game or a different DLL.
       
      Help welcome, I am at a loss..
    • By z929669
      Step Fallout: New Vegas Guide 1.0.0 released!

      Guide Link | Changelog | Feedback & Bug Reports
      Nexus Link
      Many thanks to @Majorman for working on this guide for the past 6 weeks as our official FNV guide Curator!
    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 86 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.