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New Vegas hangs on a black screen at launch, then goes into "Not Responding" state and has to be closed


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Posted

As per title, my game is hanging on startup, here is my modlist: https://pastebin.com/ibCknmJ5

 

I have attempted extracting all BSAs aside from FlashlightNVSE, ILO and Nevada Skies. I have also tried going through my plugins and disabling esps a handful at a time to narrow down the issue, but even when I was down to just the default ESMs the issue persisted. Could there be any stupid little thing I'm overlooking, such as a misconfigured ini somewhere with an NVSE plugin?

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Posted

Well if that is the case, the new profile would have pulled the INIs from the games defaults in your 'My Documents' folder and used those as a base.

If there are no active mods in the profile and the problem still exists logically the fault is in those INIs.

 

Clear out any trash that may be left over from your ENB and get Steam to verify your files and then run the game from the launcher to set the new default INIs and work from there. All new profiles MO creates will be based on these newly generated INIs.

 

With this clean slate of a profile add in each section of the guide and double check the settings as you go. With the later versions of MO there isn't as great a need to extract the BSAs, though you can if you wish. Actually on BSAs, check in the 'Archives' tab that each of them is actually checked and that you have MO managing them, and Archive Invalidation is working properly. The AI BSA should be listed first in the list.

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Posted

Are you using ENBoost or an ENB? If so, remove the d3d9.dll and see if the issue persists. I don't think this has anything to do with the BSAs. I would also launch FNVEdit and run it once (making sure all of your .esp's are ticked) and let it go through your load order. If it gives you an error then you have some sort of missing master; though I did not see any in your load order.

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Posted

Are you using ENBoost or an ENB? If so, remove the d3d9.dll and see if the issue persists. I don't think this has anything to do with the BSAs. I would also launch FNVEdit and run it once (making sure all of your .esp's are ticked) and let it go through your load order. If it gives you an error then you have some sort of missing master; though I did not see any in your load order.

I was using ENBoost, unfortunately moving d3d9.dll out doesn't seem to have helped. FNVEdit also does not report any missing masters. I have found though that when I launch "Vanilla" New Vegas through Mod Organizer I get the crash, but not when launching directly from FalloutLauncher.exe, fnv4gb.exe crashes either way, so I'm thinking perhaps fallout.ini is messed up in some way.

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Posted

It would be nice to know which MO version you are running also.

I would create a brand new profile, not a copy of an existing one, and with no mods active try to start FNV. Any issues you face then will be down to a corrupt set of INIs.

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Posted

It would be nice to know which MO version you are running also.

I would create a brand new profile, not a copy of an existing one, and with no mods active try to start FNV. Any issues you face then will be down to a corrupt set of INIs.

1.3.6

 

I just created a new profile (all the mods were still listed though inactive, is that correct?) and the issue persists.

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Posted (edited)

Well if that is the case, the new profile would have pulled the INIs from the games defaults in your 'My Documents' folder and used those as a base.

If there are no active mods in the profile and the problem still exists logically the fault is in those INIs.

 

Clear out any trash that may be left over from your ENB and get Steam to verify your files and then run the game from the launcher to set the new default INIs and work from there. All new profiles MO creates will be based on these newly generated INIs.

 

With this clean slate of a profile add in each section of the guide and double check the settings as you go. With the later versions of MO there isn't as great a need to extract the BSAs, though you can if you wish. Actually on BSAs, check in the 'Archives' tab that each of them is actually checked and that you have MO managing them, and Archive Invalidation is working properly. The AI BSA should be listed first in the list.

I think the verification through steam itself may have been enough as it now launches correctly, I'm going to give it a while before I mark this as solved though just in case.

Edited by VenomIreland
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Posted (edited)

I  had the same problem, and it was only that I didn't tick all the bsas in the right pane under "archive" tab, with also the "have MO manage BSAs" option ticked... Maybe it's the same for you too...

 

 

edit: vanilla BSAs shouldn't be extracted by the way...

Edited by LewsTherin
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Posted

I was using ENB version 0.267 and I was also getting a black screen at launch with only the ENB overlay. After much screaming and hair pulling I figured out that at least that version needs a folder called "shaders" in /Data i.e "/Data/shaders"  with some files in it. Not sure exactly which files but when using an ENB preset based on 0.267 with some files in the "shaders" folder it suddenly works. Even if you you have followed the ENBoost guide.

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Posted

Did I read somewhere that you no longer have to worry about a BSA limit with FNV - it was perhaps a result of something changed in one of the newer versions of MO?  I thought I may have read that somewhere.  If that is in fact the case, then extracting and removing some of the BSAs is no longer necessary.  If that is not the case, then make sure that whatever BSAs you do extract that afterwards you either hide, disable, or delete the BSAs (I would say that deleting them is less preferable to the other two alternative options, just in case in the future you decide that you want the BSA form of the data again you don't have to reinstall the mod).

  • 0
Posted

Did I read somewhere that you no longer have to worry about a BSA limit with FNV - it was perhaps a result of something changed in one of the newer versions of MO?  I thought I may have read that somewhere.  If that is in fact the case, then extracting and removing some of the BSAs is no longer necessary.  If that is not the case, then make sure that whatever BSAs you do extract that afterwards you either hide, disable, or delete the BSAs (I would say that deleting them is less preferable to the other two alternative options, just in case in the future you decide that you want the BSA form of the data again you don't have to reinstall the mod).

That's right, no issues anymore with the 1.3.x series of MO.

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