Jump to content
  • 0
VenomIreland

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

Question

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?

Share this post


Link to post
Share on other sites

10 answers to this question

Recommended Posts

  • 0

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.

Share this post


Link to post
Share on other sites
  • 0

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.

Share this post


Link to post
Share on other sites
  • 0

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.

Share this post


Link to post
Share on other sites
  • 0

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.

Share this post


Link to post
Share on other sites
  • 0

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.

Share this post


Link to post
Share on other sites
  • 0

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

Share this post


Link to post
Share on other sites
  • 0

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

Share this post


Link to post
Share on other sites
  • 0

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.

Share this post


Link to post
Share on other sites
  • 0

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).

Share this post


Link to post
Share on other sites
  • 0

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.

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.