Difference between revisions of "Fallout NV Mod Conflict Troubleshooting"

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m (Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU))
(Issue - QUEST is hung and will not advance: updated for Mod Quest-IDs)
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">Note that if you are currently or have used "Mod Organizer", MO uses its own copies of "Fallout.ini" and "FalloutPrefs.ini" (from when the MO profile was created), located in the "<Steam install path>\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>" folder.  These files need to be changed as well.</span>
 
">Note that if you are currently or have used "Mod Organizer", MO uses its own copies of "Fallout.ini" and "FalloutPrefs.ini" (from when the MO profile was created), located in the "<Steam install path>\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>" folder.  These files need to be changed as well.</span>
04. Does the most recent mod change use [http://nvse.silverlock.org/ New Vegas Script Extender] (NVSE) or supplemental plugins like [http://www.nexusmods.com/newvegas/mods/58277/ JIP NVSE Plugin] or "Lutana NVSE Plugin"?  Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas"). OR, in game to confirm if it is installed properly you can open the console (default is the "~" key), enter 'GetNVSEVersion', and it will return the version number. The same check for supplemental plugins is 'GetPluginVersion "<plugin name>"', where <plugin name> is the string "Extensions for NVSE" ([http://www.loverslab.com/files/file/553-nvse-extender-aka-nx/ NX]), "JIP NVSE Plugin" (JIP), and "lutana_nvse" (Lutana).
+
04. Does the most recent mod change use [http://nvse.silverlock.org/ New Vegas Script Extender] (NVSE) or supplemental plugins like [http://www.nexusmods.com/newvegas/mods/58277/ JIP NVSE Plugin] or "Lutana NVSE Plugin"?  Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas").
 +
 
 +
: According to [http://forums.nexusmods.com/index.php?/topic/2619794-jip-nvse-plugin/?view=findpost&p=48608157 this post] in the JIP NVSE thread, mods are supposed to use and expect the following results when checking which version has been loaded, either in scripts or the game console ("<~>"); even from the Main Menu (without loading a "save game" file).
 +
: * GetNVSEVersion: returns integer (e.g. "5")
 +
: * GetJIPLNVersion / GetLNVersion: returns loaded JIP LN main version as float (xx.xxxx)
 +
: * GetPluginVersion "<string>": (quotes are required)
 +
::* "JIP NVSE Plugin": returns loaded JIP LN main version as float (xx.xxxx)
 +
::* "lutana_nvse": returns loaded JIP LN main version as float (xx.xxxx)
 +
:* IsPluginInstalled:
 +
::* "lutana_nvse" returns 1
 +
 
 +
: If you previously had the "lutana nvse" plugin installed, make sure you have removed all "lutana*.*" files from both the game root and "Data\NVSE\Plugins" folders.  Otherwise this can cause the "GetJIPLNVersion" command to fail with the error "command not found".
 +
 
 
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06. Is your version of Windows 32 or 64-bit?  (32-bit may require BOOT.INI changes to use more than 2GB of memory.  See this [http://wiki.nexusmods.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB game memory limits and solutions] article.)  FNV is a 32-bit game, so you need the 32-bit versions of any downloadable tools or libraries, like "C++ Runtimes" or "DirectX drivers" installed on your 64-bit system.  32-bit libraries are not interchangeable with 64-bit versions.  They install to different locations.  There is a reason MS makes both versions available.<br>
 
06. Is your version of Windows 32 or 64-bit?  (32-bit may require BOOT.INI changes to use more than 2GB of memory.  See this [http://wiki.nexusmods.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB game memory limits and solutions] article.)  FNV is a 32-bit game, so you need the 32-bit versions of any downloadable tools or libraries, like "C++ Runtimes" or "DirectX drivers" installed on your 64-bit system.  32-bit libraries are not interchangeable with 64-bit versions.  They install to different locations.  There is a reason MS makes both versions available.<br>
 
07. Are you using a FNV4GB Loader such as [http://www.nexusmods.com/newvegas/mods/55061/? 4GB Fallout New Vegas Updated] or an LAA flag Patcher like [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher]?  (Increases available memory.  But see the previous question about 32/64-bit Windows.  It's related.)  Did you turn off any "anti-virus" checking software before patching?  (They see any attempts to alter programs as "malware".)<br>
 
07. Are you using a FNV4GB Loader such as [http://www.nexusmods.com/newvegas/mods/55061/? 4GB Fallout New Vegas Updated] or an LAA flag Patcher like [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher]?  (Increases available memory.  But see the previous question about 32/64-bit Windows.  It's related.)  Did you turn off any "anti-virus" checking software before patching?  (They see any attempts to alter programs as "malware".)<br>
 +
: How can you tell if the 4GB Patch is working?
 +
: The [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] has a function which can be run from the console: "GetIsLAA" (not case sensitive).
 +
: Possible return codes:
 +
:* 0=patch is not applied
 +
:* 1=patch was applied to the executable, but extra memory is not being allocated
 +
:* 2=successfully allocated extra memory from the patch and is fully working.
 +
: If "GetIsLAA" is returning code "1", try running the game from a "local administrator" account.  If that is succesfull, you need to move the game install location out of the "C:\Program Files" folder tree, or correct the "permissions" on the folder you moved it to, as you are going to have other problems down the road.  Please see the wiki "[http://wiki.tesnexus.com/index.php/Installing_Games_on_Windows_Vista%2B Installing Games on Windows Vista+]" article for details.
 +
: Alternatively: if the Windows "Task Manager" indicates the "FalloutNV.exe" program has more than 2GB (2,000,000KB) of "Memory (Private Working Set)", then the 4GB Patch is in effect. However, to the contrary: less does not mean it is not working. The game simply hasn't needed that much memory as yet.<br>
 
08. Are you using an [http://enbdev.com/index_en.html ENB] preset? (Alters the graphics environment, including INI changes.)  If you aren't sure, then probably not.  This is a "third party tool" you would have to manually add.  You should wait until you have a stable game before adding a "post-processor" like it to the mix.<br>
 
08. Are you using an [http://enbdev.com/index_en.html ENB] preset? (Alters the graphics environment, including INI changes.)  If you aren't sure, then probably not.  This is a "third party tool" you would have to manually add.  You should wait until you have a stable game before adding a "post-processor" like it to the mix.<br>
 
09. Are you using [http://reshade.me/sweetfx Reshade/SweetFX]? (Alters the graphics environment, including INI changes.)  You should wait until you have a stable game before adding a "post-processor" like it to the mix.<br>
 
09. Are you using [http://reshade.me/sweetfx Reshade/SweetFX]? (Alters the graphics environment, including INI changes.)  You should wait until you have a stable game before adding a "post-processor" like it to the mix.<br>
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:* When in doubt, it will never harm things to try toggling "ArchiveInvalidation" off and then on again.
 
:* When in doubt, it will never harm things to try toggling "ArchiveInvalidation" off and then on again.
 
14. Are you missing any of the "game fixer" mods?  See the [[#Issue: Vanilla game bugs|Issue: Vanilla game bugs]] sub-topic for a list of specific recommendations.<br>
 
14. Are you missing any of the "game fixer" mods?  See the [[#Issue: Vanilla game bugs|Issue: Vanilla game bugs]] sub-topic for a list of specific recommendations.<br>
15. If any LOD files (distant landscape terrain) have been added, re-run TES4LL (from [http://www.nexusmods.com/oblivion/mods/40549/? Nexus Oblivion] or [https://github.com/Gruftikus/tes4ll GitHub]).  TES4LL is used to "fix up" LOD/VWD mesh files, and works along with [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen].  (See the [http://www.darkcreations.org/testg/wiki/Main_Page TESTG] site for a glossary of terms and descriptions of/links to these and other utilities.  The [http://www.darkcreations.org/testg/wiki/Category:VWD-OB#TES4LL_process_sequence VWD/LOD Overview page] includes a basic batch file for assistance in automating the process.) Edit in the following parameters in the "tes4ll_make_..." files for FNV: <pre>... _gamemode=FalloutNV _worldspace=WastelandNV _worldspaceid=894758 _worldspaceidhex=000DA726 ...</pre><br>
+
15. If any LOD files (distant landscape terrain) have been added, re-run '''TES4LL''' (from [http://www.nexusmods.com/oblivion/mods/40549/? Nexus Oblivion] or [https://github.com/Gruftikus/tes4ll GitHub]).  ''''TES4LL''' is used to "fix up" LOD/VWD mesh files, and works along with [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen].  The [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Category:VWD-OB#TES4LL_process_sequence VWD/LOD Overview page] includes a basic batch file for assistance in automating the TES4LL process.  Edit in the following parameters in the "tes4ll_make_..." files for FNV: <div style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">... _gamemode=FalloutNV _worldspace=WastelandNV _worldspaceid=894758 _worldspaceidhex=000DA726 ...</div>
 +
:* A more recent alternative to '''TES4LL''' is [http://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/ xLODGen - Terrain LOD beta for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL] by '''sheson''', an updated version of the basic '''xLODGen''' tool (of which '''FNVLODGen''' is a game specific implementation) which now has the option to generate LOD meshes and textures "exactly" like the CK.  Read '''at least''' the first post instructions carefully.  Specifying an "output file" should be considered mandatory.<br>
 +
: See the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Main_Page TESTG] site for a glossary of terms and descriptions of/links to these and other utilities.
 
16. If the LO has changed, re-run [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen] after [https://loot.github.io/ LOOT].  (Rebuilds LOD quadrants (quads), which are "load order" dependent.)<br>
 
16. If the LO has changed, re-run [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen] after [https://loot.github.io/ LOOT].  (Rebuilds LOD quadrants (quads), which are "load order" dependent.)<br>
 
17. Use [http://www.nexusmods.com/newvegas/mods/34703/? FNVEdit] (loading the entire LO) to check for Masters that are missing or loading after Dependencies.  See the wiki tutorial [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters].  There is full documentation of FNVEdit (for both FO3 and FNV) in the online docs [http://tes5edit.github.io/docs/index.html Tome of xEdit] and the downloadable PDF [http://www.nexusmods.com/newvegas/mods/38413/? FNVEdit Training Manual].<br>
 
17. Use [http://www.nexusmods.com/newvegas/mods/34703/? FNVEdit] (loading the entire LO) to check for Masters that are missing or loading after Dependencies.  See the wiki tutorial [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters].  There is full documentation of FNVEdit (for both FO3 and FNV) in the online docs [http://tes5edit.github.io/docs/index.html Tome of xEdit] and the downloadable PDF [http://www.nexusmods.com/newvegas/mods/38413/? FNVEdit Training Manual].<br>
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22. Does your hardware meet the game's [http://www.systemrequirementslab.com/cyri/requirements/fallout-new-vegas/11035 minimum requirements]?<br>
 
22. Does your hardware meet the game's [http://www.systemrequirementslab.com/cyri/requirements/fallout-new-vegas/11035 minimum requirements]?<br>
 
23. Have you tried running the game in "windowed mode"? This has been known to unexpectedly fix CTDs and "out of memory" errors on some older hardware.  If you prefer the "borderless" version of "windowed mode", install [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] and use the [http://www.nexusmods.com/newvegas/mods/59266/? One Tweak for FNV] mod.<br>
 
23. Have you tried running the game in "windowed mode"? This has been known to unexpectedly fix CTDs and "out of memory" errors on some older hardware.  If you prefer the "borderless" version of "windowed mode", install [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] and use the [http://www.nexusmods.com/newvegas/mods/59266/? One Tweak for FNV] mod.<br>
 +
: Alternatively, there are free third-party tools that run games (not just FNV) in "borderless windowed mode", such as [https://github.com/Codeusa/Borderless-Gaming/releases Borderless Gaming].
 
24. Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering.<br>
 
24. Try turning off any unnecessary background processes, such as "anti-virus" or "anti-malware" programs (unneeded if you are running your game in "offline" mode), multiplayer "overlays" like "OverWolf" (this is single-player after all), the Steam overlay, etc., at least on a temporary basis to see if they are interfering.<br>
 
25. Finally, the problem might be an overheating hardware component.  This usually shows up after a period of time which is typically fairly consistent but unpredictable as to when it manifests.  Try installing and keeping an eye on a temperature monitor, such as [http://www.almico.com/speedfan.php Speedfan] (freeware).  Your motherboard manufacturer probably has one available as well.  And it never hurts to clean out any dust collecting in the computer case.  Be sure to block any fans from rotating when you blow it out, so they don't send any unfiltered power surges through the system.
 
25. Finally, the problem might be an overheating hardware component.  This usually shows up after a period of time which is typically fairly consistent but unpredictable as to when it manifests.  Try installing and keeping an eye on a temperature monitor, such as [http://www.almico.com/speedfan.php Speedfan] (freeware).  Your motherboard manufacturer probably has one available as well.  And it never hurts to clean out any dust collecting in the computer case.  Be sure to block any fans from rotating when you blow it out, so they don't send any unfiltered power surges through the system.
  
== ArchiveInvalidation (by Manager) ==
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<span id="ArchiveInvalidation (by Manager)"></span>
 +
 
 +
== ArchiveInvalidation ''by Manager'' ==
 
"ArchiveInvalidation" (AI) is a method by which the game is told to look for "loose files" in preference to those in the vanilla BSA files.  This is the reliable method to get a mod's own texture and mesh files utilized, assuming you have properly installed those "assets".  [https://forums.nexusmods.com/index.php?/topic/3538840-should-i-really-need-to-update-my-invalidation-file-by-hand/#entry31870835 This post on manual invalidation] explains the problem and history quite well.
 
"ArchiveInvalidation" (AI) is a method by which the game is told to look for "loose files" in preference to those in the vanilla BSA files.  This is the reliable method to get a mod's own texture and mesh files utilized, assuming you have properly installed those "assets".  [https://forums.nexusmods.com/index.php?/topic/3538840-should-i-really-need-to-update-my-invalidation-file-by-hand/#entry31870835 This post on manual invalidation] explains the problem and history quite well.
  
 
Check you have "ArchiveInvalidation" (AI) enabled.  You may need to "toggle" it off and then on again.
 
Check you have "ArchiveInvalidation" (AI) enabled.  You may need to "toggle" it off and then on again.
 +
 +
(For links to tutorials and documentation for the individual mod managers, please see the '[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Mod_Managers Mod Managers]' section of the wiki "[http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice FNV General Mod Use Advice]" article.)
 +
 
* Open your mod manager.
 
* Open your mod manager.
 
:* [http://www.nexusmods.com/newvegas/mods/42572/ Mod Organizer (MO)]: Select your "Profile".  Turn on "Automatic Archive Invalidation" in the "Configure Profiles" dialog.  Close the mod manager.
 
:* [http://www.nexusmods.com/newvegas/mods/42572/ Mod Organizer (MO)]: Select your "Profile".  Turn on "Automatic Archive Invalidation" in the "Configure Profiles" dialog.  Close the mod manager.
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::3. Go to the 'Archives' tab in the right MO window. Make sure MO is managing BSA files. Move the "Fallout - AI!.bsa" to the top of the list.
 
::3. Go to the 'Archives' tab in the right MO window. Make sure MO is managing BSA files. Move the "Fallout - AI!.bsa" to the top of the list.
 
::4. Try "Automatic Archive Invalidation" in the Profile both OFF and ON.
 
::4. Try "Automatic Archive Invalidation" in the Profile both OFF and ON.
 +
:* [http://forum.step-project.com/forum/102-mod-organizer-2-support/ MO2 Support] STEP Forum.  [http://forum.step-project.com/topic/13308-mo-or-mo2-for-fnv/ Recommendations] are mixed regarding it's use with FNV.
 +
::* [http://www.youtube.com/watch?v=DG3eqyNOByw Mod Organizer 2 Installation and Settings] Video 1 of 5 by '''GamerPoets'''.
 
:* [http://www.nexusmods.com/newvegas/mods/36901/ Fallout Mod Manager (FOMM)]: Depending on the version you have, find "Archive Invalidation" either under the tools tab or find the button "Toggle Archive Invalidation".
 
:* [http://www.nexusmods.com/newvegas/mods/36901/ Fallout Mod Manager (FOMM)]: Depending on the version you have, find "Archive Invalidation" either under the tools tab or find the button "Toggle Archive Invalidation".
 
:* [http://www.nexusmods.com/newvegas/mods/modmanager/ Nexus Mod Manager (NMM)] or the newer [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)]: if there is a "check mark" shown next to "Archive Invalidation", remove it and close the mod manager.  Open the mod manager, open the "Tools" and place a "check mark" next to "Archive Invalidation".
 
:* [http://www.nexusmods.com/newvegas/mods/modmanager/ Nexus Mod Manager (NMM)] or the newer [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)]: if there is a "check mark" shown next to "Archive Invalidation", remove it and close the mod manager.  Open the mod manager, open the "Tools" and place a "check mark" next to "Archive Invalidation".
 
:*: If there is not a "check mark" next to "Archive Invalidation", place one there and close the mod manager.
 
:*: If there is not a "check mark" next to "Archive Invalidation", place one there and close the mod manager.
:* [http://www.nexusmods.com/site/mods/1?tab=files Vortex]: the new "official" Nexus mod manager and handles "Archive Invalidation" with an extension called "Gambryo Archive Invalidation".  It's enabled when '''Vortex''' is installed, and it works automatically for certain '''Bethesda''' games. It now has a dedicated button on the '''Vortex''' dashboard. Note that '''Vortex''' is still in "Alpha" state, meaning it is under active developmentFeatures may change.  Please report problems to the [http://forums.nexusmods.com/index.php?/forum/4301-vortex/ Vortex Forum] in order for it to move out of "Alpha".
+
:* [http://www.nexusmods.com/site/mods/1?tab=files Vortex]: the new "official" Nexus mod manager handles "Archive Invalidation" with an '''''extension''''' called "Gambryo Archive Invalidation".  It's enabled when '''Vortex''' is installed, and it works automatically for certain '''Bethesda''' games.
 +
:: It now has a dedicated button on the '''Vortex''' dashboard.
 +
 
 +
:: Per the author '''Tannin''' [http://forums.nexusmods.com/index.php?/topic/6685182-is-there-a-archive-invalidation-button-in-vortex/#entry62183357 here]:
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
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">For the newer games [Curator: Creation Engine based], "Archive Invalidation" is relatively simple, you just have to change the date of the original BSAs. '''Vortex''' will give you a notification when you have to do that and it may appear again if the game was updated or something else changed the date of the files again.
 +
 
 +
For the older games (prior to Skyrim) [Curator: Gamebryo Engine based] a BSA redirection plugin has to be installed. This can be done from '''settings->workarounds''' or from the dashboard (if you haven't removed the button already).
 +
 
 +
Please note that this will create a new mod called "Vortex Archive Invalidation". You can disable or remove that mod like any other but for invalidation to work you should keep it enabled on every profile.
 +
</div>
 +
:: Note that '''Vortex''' is now in "Production Release" state, meaning it is "stable", "feature complete", and "bug free" for the majority of users, but bugs may still be found and dealt withSee the [http://www.nexusmods.com/news/14078 Nexus news article] for details.  Please report problems to the [http://forums.nexusmods.com/index.php?/forum/4301-vortex/ Vortex Forum].
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
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style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
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background-color:#333333;padding:3px;
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Thanks to user '''browniefox''' for the basis of the following.
 +
: Adding '''Vortex''' ''ArchiveInvalidation'' for older '''Gamebryo engine''' games:
 +
# Download your mod with replacement files, choose '''Options''' (ignore the "failure to validate" part at the start: just tick the box and choose your preferences) and '''Enable'''.  (This is an optional step, but without such a mod installed you won't see the effect of adding AI in the last step.)
 +
# Go to '''Settings''', click '''Workarounds''', and click the 'BSA Redirection' (the type of AI) option to "On" (so it goes green).
 +
#: (Now this is typically where people get to or already got to and are having issues. This adds a MOD (the "BSA redirection plugin" mentioned by '''Tannin''' above). It doesn't do the "Archive Invalidation" check automatically, and you do NOT need to repeat this step again when you add future mods.)
 +
# Go back to your '''Mods''' tab. Find '''Vortex Archive Invalidation''' on the dashboard. "Disable" and then "Enable" it (or vice versa. Just make sure you turn it "off" and then leave it "on" again).
 +
# You're done. You just did the "Archive Invalidation" toggle (in Step 3). In the top right a blue box should come up that whizzes through all your mods (this is the AI check).
 +
</div>
 
:* [http://www.nexusmods.com/newvegas/mods/35003/ Wrye Flash (WF)]: click on the "Installers" tab, then right-click on the "Package" column header (gray bar) and click to place a "check mark" on the "BSA Redirection" context menu entry.  Then right-click on the "Package" column header again and select "Anneal All".
 
:* [http://www.nexusmods.com/newvegas/mods/35003/ Wrye Flash (WF)]: click on the "Installers" tab, then right-click on the "Package" column header (gray bar) and click to place a "check mark" on the "BSA Redirection" context menu entry.  Then right-click on the "Package" column header again and select "Anneal All".
 
* If you don't use a "mod manager", you should.  But there are mods out there that provide the same "BSA Redirection" functionality (the currently more effective form of "ArchiveInvalidation") as an addon.
 
* If you don't use a "mod manager", you should.  But there are mods out there that provide the same "BSA Redirection" functionality (the currently more effective form of "ArchiveInvalidation") as an addon.
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: If you are using the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] optional "FalloutCustom.ini" file to override the standard INI file settings, make sure it has been changed as well.
 
: If you are using the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] optional "FalloutCustom.ini" file to override the standard INI file settings, make sure it has been changed as well.
* For other texture problems, see the [http://www.darkcreations.org/testg/wiki/Troubleshooting TESTG Troubleshooting] section.
+
* For other texture problems, see the [http://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Troubleshooting TESTG Troubleshooting] section.
  
 
== Mod Conflict Isolation ==
 
== Mod Conflict Isolation ==
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== Towards Game Stability ==
 
== Towards Game Stability ==
 +
* The videographer '''GamePoets''' has recently (30 Oct 2018) released a definitive 12:11 minute [http://www.youtube.com/watch?v=KkVWoccWoXY Performance & Stability Guide] YouTube video for "Tale of Two Wastelands (TTW)" covering many of the suggestions in this article.  However, while it does not conflict with any advice here and works just as well for FNV, it also does not cover quite as many options.  It does make an excellent and recommended starting point for initially dealing with such issues.
 +
 +
* If you want a stable game, don't make any changes to your setup once you start playing and making "save game" files.  Even updates to current mods run the risk of making things unstable after the point they are added.  If you do update, ensure you know which save to revert to prior to that update if it goes wrong, and test it thoroughly immediately.
  
* If you want a stable game, don't make any changes to your setup once you start playing and making "save game" filesEven updates to current mods run the risk of making things unstable after the point they are addedIf you do update, ensure you know which save to revert to prior to that update if it goes wrong.
+
* Removing a mod that has stored some elements in a "save file" will leave residue (even with a "clean save") that can cause problems down the roadIn particular you have to watch out for mods that use scripts to permanently change form and leveled lists (such as, purely as an example, the popular Millenia's Weapon mods).  This is not, in and of itself, a bad thing as there are compatibility advantages to using this "script" technique.  Such mods usually point this out in their description.  But it is something to pay attention to when experimentingIt's better to find out what causes problems before you start to play in earnest.  The general rule is: NEVER remove a mod from your load order once you have it in a "save game" file unless you are prepared to start over at some (possibly considerably) later point.
  
 
* Do not use the game's "auto-save" feature.  See the sub-topic [[#Issue: CTD on interior/exterior/"fast travel" cell change|Issue: CTD on interior/exterior/"fast travel" cell change]] for the explanation and alternatives.
 
* Do not use the game's "auto-save" feature.  See the sub-topic [[#Issue: CTD on interior/exterior/"fast travel" cell change|Issue: CTD on interior/exterior/"fast travel" cell change]] for the explanation and alternatives.
 
* Removing a mod that has stored some elements in a "save file" will leave residue (even with a "clean save") that can cause problems down the road.  In particular you have to watch out for mods that use scripts to permanently change form and leveled lists (such as, purely as an example, Millenia's Weapon mods).  This is not, in and of itself, a bad thing as there are compatibility advantages to using this "script" technique.  Such mods usually point this out in their description.  But it is something to pay attention to when experimenting.  It's better to find out what causes problems before you start to play in earnest.
 
  
 
== Solutions to Starting the game problems ==
 
== Solutions to Starting the game problems ==
  
=== Issue: After moving game from the default install location, FNV4GB fails to launch ===
+
<span id="Issue: After moving game from the default install location, FNV4GB fails to launch"></span>
 +
=== Issue - After moving game from the default install location FNV4GB fails to launch ===
 
The '''FNV4GB.log''' looks similar to the following when trying to launch it:
 
The '''FNV4GB.log''' looks similar to the following when trying to launch it:
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"  
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"  
Line 170: Line 228:
 
:* Solution: Running the vanilla EXE launcher (from the Steam Client or 'FalloutNVLauncher.exe') first after moving (at least once) updates the registry addresses.  After that FNV4GB will work correctly.
 
:* Solution: Running the vanilla EXE launcher (from the Steam Client or 'FalloutNVLauncher.exe') first after moving (at least once) updates the registry addresses.  After that FNV4GB will work correctly.
  
=== Issue: Application load Windows error(s) ===
+
<span id="Issue: Application load Windows error(s)"></span>
* Cause-1: Specifically error codes: "5:0000065434" or "P:0000065432" indicate the Steam Client is not loaded.
+
=== Issue - Application load Windows errors ===
:* Solution-1a: The "Steam Client" may be in "Offline" mode and minimized, but must remain running while launching the game, even with "nvse_launcher" or "fnv4gb".
+
*Cause-1: Specifically error codes: "P:0000065432" or "5:0000065434" indicatea problem with the '''Steam Client'''.
:: Note that the "Steam Client" is what displays the "Library", "Store", etc. It is a separate piece of software from "the game" and performs the authentication that your copy of the game is legitimate.
+
 
 +
:The "P:" prefix seems to show up when the '''Steam Client''' is not running.
 +
:The "5:" prefix appears to occur when starting the game from it's EXE (such as the Launcher or the "FalloutNV.EXE"), but then it fails to locate the '''Steam Client''' executable on local disk even though it is already running and loaded into memory. Which seems to be confirmed as it disappears when the '''SteamClient.exe''' (and only that one file) is placed in the game root folder.  
 +
:Both instances produce the same "error code" message with only the prefix different.
 +
 
 +
:
 +
:*Solution-1a: The '''Steam Client''' may be in "Offline" mode and minimized to the system tray, but must remain running while launching the game, even with "nvse_launcher" or "fnv4gb".
 +
::Note that the '''Steam Client''' is what displays the "Library", "Store", etc. It is a separate piece of software from "the game" and performs the authentication that your copy of the game is legitimate.  
 +
 
 +
:
 +
:*Solution-1b: Sometimes all that is needed is to open the "Task Manager" (<Ctrl+Alt+Del> or right-click on the "Task Bar" | "Start Task Manager"), switch to the "Processes" tab, and right-click the "image name" '''Steam.exe''' task and select "End Process Tree". Then restart the game again. 
 +
 
 +
:
 +
:*Solution-1c: When this occurs with the "FalloutNVLauncher.exe" file (whether or not after installing NVSE), some people have found that '''COPYing''' the '''Steam.EXE''' file (usually located in the "<install path>\Steam\" folder), into the game root folder (i.e. along with the game and NVSE EXE files in "<install path>\SteamLibrary\steamapps\common\Fallout New Vegas"), resolves the problem.&nbsp; This copy of '''Steam.EXE''' may need to be updated as well after the '''Steam Client''' has updated. 
 +
 
 +
*Cause-2: For some people, the game will not run without "Multi-threaded AI" enabled.
 +
 
 +
:
 +
:*Solution-2: In all three INI files, under the "[General]" section set the following values: 
 +
::<pre>bUseThreadedAI=1</pre>
 +
 
 +
 
 +
&nbsp;
 +
 
 +
:
 +
::and add the line:
 +
::<pre>iNumHWThreads=</pre>
 +
 
  
:* Solution-1b: Sometimes all that is needed is to open the "Task Manager" (<Ctrl+Alt+Del> or right-click on the "Task Bar" | "Start Task Manager"), switch to the "Processes" tab, and right-click the "image name" '''Steam.exe''' task and select "End Process Tree".  Then restart the game again.
+
and set that to however many cores your processor has. Note this added line is not a "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone in general. Some people have experienced adverse effects. Use with caution and test the result. When in doubt, start with "2".
  
:* Solution-1c: When this occurs with the "FalloutNVLauncher.exe" file after installing NVSE, some people have found that '''COPYing''' the "Steam.EXE" file (usually located in the "<install path>\Steam\" folder), into the game root folder (i.e. along with the NVSE.EXE file in "<install path>\SteamLibrary\steamapps\common\Fallout New Vegas"), resolves the problem.
+
*Cause-3: Error message "Application was unable to start correctly", and Windows "Event Viewer" '''Application''' Error: "Exception code: 0xc0000005".  
  
* Cause-2: For some people, the game will not run without "Multi-threaded AI" enabled.
+
:Generally this error code means the program is trying to access protected memory or outside of the space allocated to it. It's one of the most common OS errors seen. In this case the game is failing to start as a result.
:* Solution-2: In all three INI files, under the "[General]" section set the following values:
+
:*Solution-3a: The Nov 2016 Win10 updates should fix any WDDK based issues with video drivers or previous updates. Try applying system updates first.  
:: <pre>bUseThreadedAI=1</pre>
+
:*Solution-3b: See the article [http://www.errorlive.com/exception-code-0xc0000005 Exception Error Code 0xc0000005 Fixed on Windows 7 & 10].
:: and add the line:
+
:*Solution-3c: See the article [http://www.eassos.com/how-to/fix-error-code-0xc0000005.php How to fix error code 0xc0000005] under "application was unable to start correctly" for other things to do to fix it. 
:: <pre>iNumHWThreads=</pre> and set that to however many cores your processor has. Note this added line is not a "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone in general.  Some people have experienced adverse effects.  Use with caution and test the result.  When in doubt, start with "2".
+
:*Solution-3d: The mod [http://www.nexusmods.com/newvegas/mods/66537 New Vegas Tick Fix (NVTF)] was developed to correct specific problems encountered with Windows 10 as an alternative to the older "New Vegas Stutter Remover (NVSR)".  Among it's NVTF.INI file settings is the entry "bInlineCommonFunctions=".  Some have reported that disabling this entry ("=0") corrects this specific error, particularly if it occurs after the game has started.
  
* Cause-3: Error message "Application was unable to start correctly", and Windows "Event Viewer" '''Application''' Error: "Exception code: 0xc0000005".
+
*Cause-4: Error message "The application was unable to start correctly (0xc000007b)" has several possible causes. The [http://www.tomshardware.com/faq/id-3114816/solve-windows-error-0xc000007b.html TomsHardWare] site has a good list of these. But when the problem only occurs with FNV on a Windows 10 or later system, the most likely reason is due to the age of the game. At the time it was released, the game was designed to look for DirectX9 files with specific versions in the file names. Later versions of DirectX might be "backwards compatible", but the file names are not the same and the game does not recognize them as being equivalent.  
: Generally this error code means the program is trying to access protected memory or outside of the space allocated to it.  It's one of the most common OS errors seen.  In this case the game is failing to start as a result.
 
:* Solution-3a: The Nov 2016 Win10 updates should fix any WDDK based issues with video drivers or previous updates.  Try applying system updates first.
 
:* Solution-3b: See the article [http://www.errorlive.com/exception-code-0xc0000005 Exception Error Code 0xc0000005 Fixed on Windows 7 & 10].
 
:* Solution-3c: See the article [http://www.eassos.com/how-to/fix-error-code-0xc0000005.php How to fix error code 0xc0000005] under "application was unable to start correctly" for other things to do to fix it.
 
  
* Cause-4: Error message "The application was unable to start correctly (0xc000007b)" has several possible causes.  The [http://www.tomshardware.com/faq/id-3114816/solve-windows-error-0xc000007b.html TomsHardWare] site has a good list of these.  But when the problem only occurs with FNV on a Windows 10 or later system, the most likely reason is due to the age of the game.  At the time it was released, the game was designed to look for DirectX9 files with specific versions in the file names.  Later versions of DirectX might be "backwards compatible", but the file names are not the same and the game does not recognize them as being equivalent.
+
:
:* Solution-4a: Please see "Cause-1" in the [[#Issue: Vanilla game Hangs on startup|Issue: Vanilla game Hangs on startup]] section.
+
:*Solution-4a: Please see "Cause-1" in the [[#Issue:_Vanilla_game_Hangs_on_startup|Issue: Vanilla game Hangs on startup]] section.  
  
* Cause-5: Generally this only applies if you are unable to get the game to start at all, ever. If it had been running but suddenly starts failing for no apparent reason, most likely it is due to something on the OS side that recently changed: a Windows Update, or a new video/ mouse/ sound/ keyboard driver. See also: [[#Issue:_CTD_after_10-20_minutes_of_play_(post-Win10_2017_FCU)|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].
+
*Cause-5: Generally this only applies if you are unable to get the game to start at all, ever. If it had been running but suddenly starts failing for no apparent reason, most likely it is due to something on the OS side that recently changed: a Windows Update, or a new video/ mouse/ sound/ keyboard driver. See also: [[#Issue:_CTD_after_10-20_minutes_of_play_.28post-Win10_2017_FCU.29|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].  
: It is common advice to update video drivers, but manufacturers often stop testing for older game compatibility.  Experience suggests you only update drivers when necessary to resolve a specific problem, and be prepared to "rollback" to an older driver version.  Keep at least one version that is known to work "in reserve".
 
:* Solution-5a: If running the game in '''online mode''' through '''Steam''', Set/Change Steam Compatibliity:
 
::# Run the '''Steam Client''' and login '''online'''.
 
::# Right-click on the '''Steam Icon''', choose '''Properties''', and if it is on, turn '''Compatibility off'''.
 
::# Close out '''Steam Client''' entirely.
 
::# Open '''Steam''' again it and attempt to load the game.
 
  
:* Solution-5b: If running the game in '''offline mode''' by launching from your computer desktop, or if setting "Steam Compatibliity" is not sufficient, Set/Change Windows Compatibility:
+
:It is common advice to update video drivers, but manufacturers often stop testing for older game compatibility. Experience suggests you only update drivers when necessary to resolve a specific problem, and be prepared to "rollback" to an older driver version. Keep at least one version that is known to work "in reserve".
::* Note that the Windows 10 "Fall Creator's Update" (FCU, v1709; aka "RedStone 3") reportedly no longer requires this compatibility setting.
+
:*Solution-5a: If running the game in '''online mode''' through '''Steam''', Set/Change Steam Compatibliity:
::# Right-click on the ''Fallout: New Vegas'' launcher application (FalloutNVLauncher.exe) in the game root folder.  (This is ''C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas'' (by default), but that location is not recommended. Please see the wiki [[Installing_Games_on_Windows_Vista%2B|Installing Games on Windows Vista+]] article for why not and help on moving it.)
+
::
::# Select '''Troubleshoot Compatibility'''.
+
::#Run the '''Steam Client''' and login '''online'''.  
::# Choose the '''Troubleshoot Compatibility''' option.
+
::#Right-click on the '''Steam Icon''', choose '''Properties''', and if it is on, turn '''Compatibility off'''.
::# Check the box that says '''The Program requires additional permissions'''.
+
::#Close out '''Steam Client''' entirely.  
::# Select '''Yes''' for the next window and then '''Test the Program'''.
+
::#Open '''Steam''' again it and attempt to load the game.    
::# Choose '''Save these settings'''.
 
::# Try to launch the game from your desktop again.
 
  
=== Issue: Black Screen on startup ===
+
:
 +
:*Solution-5b: If running the game in '''offline mode''' by launching from your computer desktop, or if setting "Steam Compatibliity" is not sufficient, Set/Change Windows Compatibility: 
 +
::
 +
::*Note that the Windows 10 "Fall Creator's Update" (FCU, v1709; aka "RedStone 3") reportedly no longer requires this compatibility setting. 
 +
::#Right-click on the ''Fallout: New Vegas'' launcher application (FalloutNVLauncher.exe) in the game root folder. (This is ''C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas'' (by default), but that location is not recommended. Please see the wiki [[Installing_Games_on_Windows_Vista+|Installing Games on Windows Vista+]] article for why not and help on moving it.)
 +
::#Select '''Troubleshoot Compatibility'''.
 +
::#Choose the '''Troubleshoot Compatibility''' option.
 +
::#Check the box that says '''The Program requires additional permissions'''.
 +
::#Select '''Yes''' for the next window and then '''Test the Program'''.
 +
::#Choose '''Save these settings'''.
 +
::#Try to launch the game from your desktop again.
 +
 
 +
<span id="Issue: Black Screen on startup"></span>
 +
 
 +
=== Issue - Black Screen on startup ===
 
* Cause-1: Usually if the game "freezes" but doesn't CTD during the loading screens, it's due to a missing or incorrectly referenced "master file".  Usually this is a file with an ESM extension, but less commonly might be one with an ESP extension.  (It is a "flag" internally in the file header that makes a file a "master"; not the extension.)
 
* Cause-1: Usually if the game "freezes" but doesn't CTD during the loading screens, it's due to a missing or incorrectly referenced "master file".  Usually this is a file with an ESM extension, but less commonly might be one with an ESP extension.  (It is a "flag" internally in the file header that makes a file a "master"; not the extension.)
 
:: A "missing master" problem can result just from a plugin being in the wrong sequence in the "load order".
 
:: A "missing master" problem can result just from a plugin being in the wrong sequence in the "load order".
Line 243: Line 330:
 
:* Solution-3: See the wiki article [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues].
 
:* Solution-3: See the wiki article [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues].
  
* Cause-4: A Black screen with CTD during the loading screens is usually an indication of a mod conflict or a dependent plugin (i.e. an ESP) loaded before a master plugin (i.e. ESM for the same mod).    See the wiki article [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters] for more detailed instructions to check for these problems.
+
* Cause-4: A Black screen with CTD (or hang) during the loading screens is usually an indication of a mod conflict or a dependent plugin (i.e. an ESP) loaded before a master plugin (i.e. ESM for the same mod).    See the wiki article [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters] for more detailed instructions to check for these problems.
  
 
:* Solution-4a: Check the date/timestamp on the files in question.  Even [https://loot.github.io/ LOOT] can occasionally set the times too close to each other when sorting.  They need to have at least a full minute difference to not be considered "the same time" by the game.  The ESP must have a later time than it's related ESM.  You can use a "file properties" tool like [https://www.petges.lu/home/ Attribute Changer] (freeware) to manually adjust any or all three timestamps (created, modified, accessed) on the files, or try manually moving files around in your mod manager.  Note that no two files should have the same "modified" date/timestamp in your "load order" or other problems will arise.
 
:* Solution-4a: Check the date/timestamp on the files in question.  Even [https://loot.github.io/ LOOT] can occasionally set the times too close to each other when sorting.  They need to have at least a full minute difference to not be considered "the same time" by the game.  The ESP must have a later time than it's related ESM.  You can use a "file properties" tool like [https://www.petges.lu/home/ Attribute Changer] (freeware) to manually adjust any or all three timestamps (created, modified, accessed) on the files, or try manually moving files around in your mod manager.  Note that no two files should have the same "modified" date/timestamp in your "load order" or other problems will arise.
  
 
:* Solution-4b: To isolate a mod conflict, see the [[#Mod Conflict Isolation|Mod Conflict Isolation]] sub-topic.
 
:* Solution-4b: To isolate a mod conflict, see the [[#Mod Conflict Isolation|Mod Conflict Isolation]] sub-topic.
 +
 +
:* Solution-4c: Installing HUD-UI-Menu mods in the wrong order can cause corruption of an XML file in a form of "mod conflict".  Please see the wiki "[http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues]" article.
  
 
* Cause-5: A Black screen during the game loading screen with the rotating roulette wheel, and no sound might be a problem with the audio driver.
 
* Cause-5: A Black screen during the game loading screen with the rotating roulette wheel, and no sound might be a problem with the audio driver.
Line 253: Line 342:
 
:* Solution-5: Locate the sound card or integrated audio device driver for your version of Windows on the vendor site and re-install.  (These are often different from those available from "Microsoft Updates".)
 
:* Solution-5: Locate the sound card or integrated audio device driver for your version of Windows on the vendor site and re-install.  (These are often different from those available from "Microsoft Updates".)
  
=== Issue: GOG DRM-free, non-steam version of FNV compatibility ===
+
<span id="Issue - ReinstallFreeze"></span>
On 01 Jun 2017, GOG.COM, the on-line game store that licenses DRM-free versions of games released their versions of "Oblivion", "Fallout 3", and "Fallout New Vegas".  As "DRM-free", they do not communicate with Steam.  They have been modified to work with the [https://www.gog.com/galaxy GOG Galaxy] client, which is similar to Steam's Client for an online community.
+
=== Issue - Game freezing on launch after re-install ===
 +
: Thanks to Kitty Black (Purr4me) for the basis of the following in a reply to the Nexus Fallout New Vegas Technical Support thread "[http://forums.nexusmods.com/index.php?/topic/7940008-game-freezing-at-launch-im-stumped/ Game freezing at launch - I'm stumped]":
 +
Upon launching the game after re-installing, it freezes upon getting to the Main Menu screen (where you choose to either "start a new game" or "continue to play").
  
Thanks to '''vulchor''' and '''pixelhate''' on the Nexus "New Vegas Technical Support" forum for quickly assisting with the following information:
+
* Cause: When you "change" the game executable to be "4GB/LAA aware", you are using an '''external''' program.
 +
:: That external program is NOT part of the game's structure.
 +
:: The registry values of the external program are hidden from the Steam and GOG game systems.
 +
:: The registry retains the updated information BY that "third party" program (e.g. 4GB Patcher, NTCore, etc.); not by the game publisher entry.
 +
:: Windows uses a "Prefetch", a hyperlink to that executable namesake.  ("Prefetch" is an algorithm introduced in '''WinXP''' that helps anticipate cache misses (times when Windows requests data that isn’t stored in the disk cache), and stores that data on the hard disk for easy retrieval.  See [http://windowsground.com/what-is-windows-prefetch-in-windows-10/ What is windows prefetch in windows 10? super-simplified] for a basic explanation, or [http://helpdeskgeek.com/help-desk/delete-disable-windows-prefetch/ What is Windows Prefetch and Superfetch?] for more details and tuning.)
 +
:: Software cleaners, & uninstaller programs will not touch "Prefetch" files.  (They saved in the "C:\Windows\Prefetch" folder with a ".PF" extension if you want to try deleting them.)
 +
:: The "Prefetch" files do not belong to the games software nor installers programing.
 +
:: Windows uses those hyperlinks on launch OR verifying valid updates to the executable.
 +
:: The 4GB/LAA enabler is not part of the game so it's changes will override Steam and GOG systems "validation certificate", making them "invalid".
 +
:: To bypass the system you need to update the certificate that is downloaded and currently being blocked from installing.
 +
:: The Steam verifier will show at least 1 invalid or 1 file is in error.  (That's the executable it downloaded.)
  
* By default, GOG installs the game to "C:\GOG Games\Fallout New Vegas".  This avoids the problems with Steam's default location under the "C:\Program Files" tree.
+
:* Solution-1:  <span style="color: red; background-color:#fff5f5;">Do not tamper with the properties of the executable unless you know what you are doing.</span>
 +
::* If you just installed the game and the "Steam Client" Interface is running in "online mode", you will get access to the systems utility for certificationIf a program refused to run, the utilities will be there in the file's '''properties''' menu to install certificates.  Otherwise leave the software alone.
 +
:::* <Right-click> on the game executable file (FalloutNV.EXE), and bring up it's '''properties'''.  Follow the instructions given.
 +
::* If the "Steam Client" Interface is NOT running in "online mode" and the game is operational, you will NOT be given access to these utilities.
  
* GOG provides a customized set of INI files. Be sure to backup the "Fallout_default.ini" file before making any changes as a precaution.
+
:* Solution-2:  Delete the existing "Pre-fetch" files.
:* Includes new line "STestFile2=FalloutNV_lang.esp". This file's function has not been determined, but removing the file itself does not prevent the game from running.  It's removal may be related to the warning about content no longer being present, listed below.
+
::* Run the "Steam Client" in "online mode".
 +
::* Open the "Library" tab, and select "Properties | Local Files | Verify Integrity of Game Cache".
 +
::* Once the files have been "verified" and updated, run the "FalloutLauncher.exe" BEFORE you patch the game for 4GB.
  
* 4GB patching attempts don't work, but this is because that feature is already incorporated into the GOG versions of the games (and GECK).  Patching is not required.  They already will use up to 4GB of memory for the game.
+
:* Solution-3: Corrupted Steam "ClientRegistry.blob" file.
 +
::* Use the Windows "Task Manager". End all the Steam related tasks starting from “Steam Client Bootstrapper”.
 +
::* Navigate to the location of your "Steam" folder (default is "C:\Program Files (x86)\Steam").
 +
::* Locate and rename the "ClientRegistry.blob" file to another name such as "ClientRegistry.blob.old".
 +
::* When you next restart Steam this file will be recreated.
 +
::* If that still doesn't resolve the problem, return to that same directory, locate and run "Steamerrorreporter.exe", and relaunch Steam again.
 +
 
 +
:* Solution-4: Make a backup copy elsewhere first, and then delete the "Steam\AppCache" folder contents.  It will be recreated when Steam next launches.
 +
 
 +
:* Solution-5: Ensure your "Time Zone" is set correctly.  This can affect Steam's attempts to collect "real time" data.
 +
::* Open the Windows "Control Panel | Date and time".
 +
::* From the three tabs, choose “Internet Time” and click on “Change Settings”.
 +
::* Check the dialogue box which says “Synchronize with Internet time server”. Click on "Update now". Click on "OK" after the time is updated successfully, and restart Steam.
 +
 
 +
:* Solution-6: Opening Steam in "Big Picture Mode" ('''Win10''').
 +
::* Right–click on the “Steam.exe” icon on the desktop.
 +
::: Note: If you don’t have a "Steam" shortcut on the desktop, you can find the “Steam.exe” in the installation directory.
 +
::* Select the “Pin to Taskbar” option from the "context menu" list.
 +
::* <Right–click> on the “Steam” icon ''in the taskbar'' and select “Open in Big Picture Mode“.
 +
::* Sign in to your account and press <Alt+Enter> to access Steam in Big Picture mode.
 +
::* Open the Game and check to see if the issue persists.
 +
 
 +
:* Solution-7: Unplug any JoyStick.  (The presence of one sometimes prevents a game from starting until it has been properly configured.)
 +
 
 +
<span id="Issue: GOG DRM-free, non-steam version of FNV compatibility"></span>
 +
 
 +
=== Issue - GOG DRM-free non-Steam version of FNV compatibility ===
 +
On 01 Jun 2017, GOG.COM, the on-line game store that licenses DRM-free versions of games released their versions of "Oblivion", "Fallout 3", and "Fallout New Vegas".  As "DRM-free", they do not communicate with Steam.  They have been modified to work with the [https://www.gog.com/galaxy GOG Galaxy] client, which is similar to Steam's Client for an online community.
 +
 
 +
Thanks to '''vulchor''' and '''pixelhate''' on the Nexus "New Vegas Technical Support" forum for quickly assisting with the following information:
 +
 
 +
* By default, GOG installs the game to "C:\GOG Games\Fallout New Vegas".  This avoids the problems with Steam's default location under the "C:\Program Files" tree.
 +
 
 +
* GOG provides a customized set of INI files.  Be sure to backup the "Fallout_default.ini" file before making any changes as a precaution.
 +
:* Includes new line "STestFile2=FalloutNV_lang.esp".  This file's function has not been determined, but removing the file itself does not prevent the game from running.  It's removal may be related to the warning about content no longer being present, listed below.
 +
 
 +
* 4GB patching attempts don't work, but this is because that feature is already incorporated into the GOG versions of the games (and GECK).  Patching is not required.  They already will use up to 4GB of memory for the game. (NOTE: The latest versions of the "4GB Patcher" program are fully compatible and do not break the GOG version any more, but do cause the GOG version to automatically load the NVSE plugin if present.  This feature may be required and tested for by some mods.)
  
 
* "NVSE" v5.0b3 (Stable) installs and works without modification.  Problems reported are most likely due to attempting to install by way of mod managers.  See [[#Checklist| Checklist item #4]].
 
* "NVSE" v5.0b3 (Stable) installs and works without modification.  Problems reported are most likely due to attempting to install by way of mod managers.  See [[#Checklist| Checklist item #4]].
Line 269: Line 411:
 
* "LOOT" v0.11.0 works without modification.
 
* "LOOT" v0.11.0 works without modification.
  
* "xEdit/FNVEdit" should work, but might have trouble locating the GOG game folder until updated if not installed there.
+
* "xEdit/[http://www.nexusmods.com/newvegas/mods/34703/? FNVedit]" should work, but might have trouble locating the GOG game folder until updated if not installed there.
  
 
* Warning message "Unable to start steam automatically. Your game may not launch correctly" is given when starting the game through FOMM (which has recognized it automatically).  This warning can be ignored.
 
* Warning message "Unable to start steam automatically. Your game may not launch correctly" is given when starting the game through FOMM (which has recognized it automatically).  This warning can be ignored.
Line 291: Line 433:
 
: The "workaround" has been confirmed to work on Windows XP.
 
: The "workaround" has been confirmed to work on Windows XP.
  
=== Issue: GOG version won't start from FOMM ===
+
<span id="Issue: GOG version won't start from FOMM"></span>
 +
 
 +
=== Issue - GOG version will not start from FOMM ===
 
You get the error message: "Unable to start steam automatically. Your game may not launch correctly."
 
You get the error message: "Unable to start steam automatically. Your game may not launch correctly."
 
* Cause: Unknown.
 
* Cause: Unknown.
Line 297: Line 441:
 
:: Note that the GOG version does not need or work with any version of the 4GB patcher.  It is already modified to use 4GB of RAM.  See [[#Issue: GOG DRM-free, non-steam version of FNV compatibility|Issue: GOG DRM-free, non-steam version of FNV compatibility]].
 
:: Note that the GOG version does not need or work with any version of the 4GB patcher.  It is already modified to use 4GB of RAM.  See [[#Issue: GOG DRM-free, non-steam version of FNV compatibility|Issue: GOG DRM-free, non-steam version of FNV compatibility]].
  
=== Issue: How to disable the Steam Overlay ===
+
<span id="Issue: How to disable the Steam Overlay"></span>
 +
=== Issue - How to disable the Steam Overlay ===
 
Sometimes it is necessary to turn off the Steam Overlay in the Steam Client in order to resolve a conflict.
 
Sometimes it is necessary to turn off the Steam Overlay in the Steam Client in order to resolve a conflict.
 
* Cause: The Steam Overlay uses a technique that can conflict with other applications or tools using a similar technique.  This solution assumes disabling the Steam Overlay is the preferred method of resolving this conflict.
 
* Cause: The Steam Overlay uses a technique that can conflict with other applications or tools using a similar technique.  This solution assumes disabling the Steam Overlay is the preferred method of resolving this conflict.
Line 311: Line 456:
 
** Launch your game from a shortcut on the desktop.
 
** Launch your game from a shortcut on the desktop.
  
=== Issue: Incomplete save game load ===
+
<span id="Issue: Incomplete save game load"></span>
 +
=== Issue - Incomplete save game load ===
 
After loading a savegame (almost always in an exterior cell) most of the in-game sounds won't play, a lot of references won't render, some of the landscapes might be incomplete, and entering menus/console has a long delay; even though you are not using the built-in "auto savegame" feature.
 
After loading a savegame (almost always in an exterior cell) most of the in-game sounds won't play, a lot of references won't render, some of the landscapes might be incomplete, and entering menus/console has a long delay; even though you are not using the built-in "auto savegame" feature.
  
Line 327: Line 473:
 
::: This service is used by the Win10 "Game Bar" DVR. - Source: [https://www.windowscentral.com/how-disable-and-remove-game-bar-windows-10-creators-update How to disable the Game Bar and DVR in Windows 10].
 
::: This service is used by the Win10 "Game Bar" DVR. - Source: [https://www.windowscentral.com/how-disable-and-remove-game-bar-windows-10-creators-update How to disable the Game Bar and DVR in Windows 10].
  
=== Issue: Modded game CTDs on startup ===
+
<span id="Issue: MissingVCRuntime"></span>
 +
=== Issue - Missing MSVCR120.dll ===
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Being an older game, FNV looks for a number of "runtime library" (DLL) files from specific older packages.  It does not know about later releases which may be fully "backwards compatible".  One of these packages is the Visual Studio C++ 2013 redistributable (aka "MSVC2013 Runtime") or individual files from this package (such as "MSVCR120.dll"). It is common to have multiple versions of such libraries (both release year and 32 or 64-bit versions) installed at the same time.  Even if you are running a 64-bit version of Windows, you need the 32-bit version of this package for FNV (which is a 32-bit game).
 +
 
 +
Most people find the [https://www.microsoft.com/en-us/download/details.aspx?id=40784  Visual C++ 2013 Redistributable package (x86)] resolves this problem for them.  Note there are "File Paths" for both 32-bit (x86) and 64-bit (x64) versions on the same download page.  Scroll all the way to the bottom and double check which you are downloading.
 +
</div>
 +
 
 +
<span id="Issue: Modded game CTDs on startup"></span>
 +
 
 +
=== Issue - Modded game CTDs on startup ===
 
* Cause-1: If the CTD occurs '''before''' you get to the Main/Pause Menu, likely it is a "missing master file" required by a mod plugin.
 
* Cause-1: If the CTD occurs '''before''' you get to the Main/Pause Menu, likely it is a "missing master file" required by a mod plugin.
:* Solution-1: Load your entire "load order" into FNVEdit and see if it reports any "missing master" errors for any plugins.  See the wiki article [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters] for a tutorial on how to determine the missing file and fix this problem.
+
:* Solution-1: Load your entire "load order" into [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] and see if it reports any "missing master" errors for any plugins.  See the wiki article [http://wiki.nexusmods.com/index.php/Missing_Masters Missing Masters] for a tutorial on how to determine the missing file and fix this problem.
 
::* Re-check the mod download page for any required files you may have missed or removed.
 
::* Re-check the mod download page for any required files you may have missed or removed.
  
Line 338: Line 497:
 
::* Remove any unused plugins (ESM or ESP extensions) from the "Data" folder.  They count against the "plugin cap" and the game loads all that it sees in that folder before determining if they are part of the "load order".  As a result, even "Inactive" plugins can cause a "Missing Master" error.
 
::* Remove any unused plugins (ESM or ESP extensions) from the "Data" folder.  They count against the "plugin cap" and the game loads all that it sees in that folder before determining if they are part of the "load order".  As a result, even "Inactive" plugins can cause a "Missing Master" error.
  
=== Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709) ===
+
<span id="Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)"></span>
 +
 
 +
=== Issue - NVSE - fails to load after update KB4058043 to Win10 FCU ''v1709'' ===
 
This can also manifest as a general slowdown and loss of some sounds.
 
This can also manifest as a general slowdown and loss of some sounds.
 
: Once it has been installed previously functioning NVSE logs report the following when the game is launched:
 
: Once it has been installed previously functioning NVSE logs report the following when the game is launched:
Line 376: Line 537:
 
:* Mitigation (for older versions of Windows: untested): Those without access to '''WDEG''' can see if [http://support.microsoft.com/en-us/help/2458544/the-enhanced-mitigation-experience-toolkit Enhanced Mitigation Experience Toolkit (EMET) 5.52] will suffice in the same manner instead.  This free tool is approaching "end of life" on 31 July 2018 (at the moment).  After that, only Windows 10 will be supported and security patched.  Note that the "EMET User Guide" is a separate download.
 
:* Mitigation (for older versions of Windows: untested): Those without access to '''WDEG''' can see if [http://support.microsoft.com/en-us/help/2458544/the-enhanced-mitigation-experience-toolkit Enhanced Mitigation Experience Toolkit (EMET) 5.52] will suffice in the same manner instead.  This free tool is approaching "end of life" on 31 July 2018 (at the moment).  After that, only Windows 10 will be supported and security patched.  Note that the "EMET User Guide" is a separate download.
  
=== Issue: Problems point to Steam as the source ===
+
<span id="Issue: Problems point to Steam as the source"></span>
 +
=== Issue - Problems point to Steam as the source ===
 
Errors such as a "Preparing to Launch" message loop, or nothing apparently happening when you click to start any Steam game, or system error messages ask to troubleshoot Steam.
 
Errors such as a "Preparing to Launch" message loop, or nothing apparently happening when you click to start any Steam game, or system error messages ask to troubleshoot Steam.
 
* Cause: A corrupted "ClientRegistry.blob" file.
 
* Cause: A corrupted "ClientRegistry.blob" file.
Line 391: Line 553:
 
** Now when you try launching your game the issue should be solved (or at least you should get a different error).
 
** Now when you try launching your game the issue should be solved (or at least you should get a different error).
  
=== Issue: Regional Non-English language version of the game displaying English dialogue ===
+
<span id="Issue: Regional Non-English language version of the game displaying English dialogue"></span>
 +
=== Issue - Regional Non-English language version of the game displaying English dialogue ===
 
Why are my DLCs in English instead of my Regional language?
 
Why are my DLCs in English instead of my Regional language?
  
Line 404: Line 567:
 
:* Otherwise, contact your Regional Steam provider about the problem.
 
:* Otherwise, contact your Regional Steam provider about the problem.
  
=== Issue: Regional Non-English language version of the game with different language audio? ===
+
<span id="Issue: Regional Non-English language version of the game with different language audio?"></span>
 +
=== Issue - Regional Non-English language version of the game with different language audio ===
 
How do I get the audio in one language (e.g. "English") along with my Regional language (e.g. "Italian") for subtitles?<br>
 
How do I get the audio in one language (e.g. "English") along with my Regional language (e.g. "Italian") for subtitles?<br>
 
(With thanks to '''PipBoyUser''' of the Nexus Fallout "New Vegas Discussion" forum for investigating and reporting the following.)
 
(With thanks to '''PipBoyUser''' of the Nexus Fallout "New Vegas Discussion" forum for investigating and reporting the following.)
Line 426: Line 590:
 
:* Solution-2: See also [[#Issue: Regional Non-English language version of the game displaying English dialogue|Issue: Regional Non-English language version of the game displaying English dialogue]] solutions  as that is a similar (though reversed) situation.
 
:* Solution-2: See also [[#Issue: Regional Non-English language version of the game displaying English dialogue|Issue: Regional Non-English language version of the game displaying English dialogue]] solutions  as that is a similar (though reversed) situation.
  
=== Issue: Regional Non-English language version of the game won't load NVSE ===
+
<span id="Issue: Regional Non-English language version of the game won't load NVSE"></span>
 +
=== Issue - Regional Non-English language version of the game will not load NVSE ===
 
Example: Various methods to start the "enplczru" version of the game (Eastern Europe: Czech Republic, Poland, Hungary, and Slovakia; aka "PL/CZ/RU" version) with NVSE gets Steam error: "P:0000065432" or "5:0000065434".  Normally this error indicates the Steam Client app is not running, but in this instance it is merely the closest guess by the game as to the cause of the problem.
 
Example: Various methods to start the "enplczru" version of the game (Eastern Europe: Czech Republic, Poland, Hungary, and Slovakia; aka "PL/CZ/RU" version) with NVSE gets Steam error: "P:0000065432" or "5:0000065434".  Normally this error indicates the Steam Client app is not running, but in this instance it is merely the closest guess by the game as to the cause of the problem.
  
Line 440: Line 605:
 
:* Solution-2: Some people reported early success by renaming their regional version named game folder (i.e. "Fallout New Vegas enplczru" to "Fallout New Vegas": the English version name).  It is not reported if this causes issues later on with language specific patches, which is why it is the secondary solution.
 
:* Solution-2: Some people reported early success by renaming their regional version named game folder (i.e. "Fallout New Vegas enplczru" to "Fallout New Vegas": the English version name).  It is not reported if this causes issues later on with language specific patches, which is why it is the secondary solution.
  
=== Issue: Vanilla game bugs ===
+
:* Solution-3: : User '''sanassar''' in the "New Vegas Mod Troubleshooting" forum [http://forums.nexusmods.com/index.php?/topic/3148629-nvse-with-enplczru-version/#entry64689921 thread] provided the following solution.  It has been [edited] and reformatted for clarification.
Most that have been officially patched or are XBox or PS console only are available on the [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_bugs Wikia Fallout Portal: Bugs] page.
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">I managed to get my "enplczru" [regional version] with the "application error P:0000065432" and "couldn't read arguments" errors working.
 +
 
 +
This is what I did and I have no idea which one of these steps fixed it but there is no harm in doing all of these, please bear with me:
 +
 
 +
* Install NVSE first by following the instructions at http://nvse.silverlock.org/.  [If you have problems, see the  '[[#Checklist|Checklist]] Item #4' entry in this document.]
 +
 
 +
* This part is only for the normal people, like me, who do '''not''' have "Fallout NV" installed in the default directory where windows is installed  - "C:\[Program Files]". If you are not normal and have it installed in "C:\[Program Files]" - ignore this step.  
 +
: Also bear in mind that if you are not normal and have the game in "C:\[Program Files]" but the folder's name is '''"Fallout New Vegas enplczru"''', you should do this as well!!
  
* Solution: Community "game fixer" mods.  The following are specifically recommended, though their effectiveness varies by system.  Install and test individually in the following order:
+
:* I went to "C:\Program Files (x86)\" and created a folder called "Steam" and in it a folder called "SteamApps" and in it a folder called "common". So the whole path looks like this now:
:* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas AntiCrash (NVAC)] (Essential: solves most common CTDs).
+
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
:* [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (requires [http://nvse.silverlock.org/ NVSE].  The 5.0 beta versions are stable.  Check version requirements of other mods when choosing which version of NVSE to use.)
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
::* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.  Those experiencing this problem are recommended to see [[#Issue:_Recent_(post-Win10_FCU)_CTDs_after_10-20_minutes_of_play|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]].
+
">C:\Program Files (x86)\Steam\SteamApps\common</span>
 +
 
 +
:* I opened Command Prompt and wrote this:
 +
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">cd c:\program files (x86)\steam\steamapps\common</span> - which basically navigates Command Prompt to the file you created.
 +
 
 +
:* Then I typed in the following:
 +
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">mklink /d "Fallout New Vegas" "<Your full Fallout NV enplczru directory>"</span> [- replace "<Your full Fallout NV enplczru directory>" with your actual "target" (NOT "C:\Program Files") folder name.]
 +
:: Mine looks like this:
 +
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">D:\Games\Steam\SteamApps\common\Fallout New Vegas enplczru</span>
 +
:: so my command line looked like this:
 +
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">mklink /d "Fallout New Vegas" "D:\Games\Steam\SteamApps\common\Fallout New Vegas enplczru"</span>
 +
:* To check if this worked you now must have a "Fallout New Vegas" folder in your "C:\Program Files (x86)\Steam\SteamApps\common" with a little arrow on it. This is a ''[http://www.howtogeek.com/howto/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/ symbolic link]''. It means any program looking for "Fallout New Vegas" in "C:\Program Files (x86)\Steam\SteamApps\common" [tree] will find it, but the folder itself will be located on another drive, which is cool.
 +
 
 +
* The second part is about getting NVSE to load [with the game] properly. For this I only managed to do it through the "[http://www.nexusmods.com/newvegas/mods/55061/ 4GB Fallout New Vegas - Updated]" mod.  (This mod is superseded by [http://www.nexusmods.com/newvegas/mods/62552 FNV 4GB Patcher] (by the same author) which now supports '''US-EU-AU / DE (No Gore) / ENPLCZRU''' versions as well.) This is a tool that let's you load "Fallout New Vegas" with lots of Mods and Texture Packs without getting crashes. It sets a "4GB Virtual Memory Address Space" for the game to use, hence its name.
 +
 
 +
:* So [download the 4GB mod].
 +
:* Download and install the mod, either by using [a mod manager such as Vortex or "Nexus Mod Manager") or manually - just read the [mod] instructions.
 +
:* Then go to the mod folder (mine is at "D:\Games\Steam\steamapps\common\Fallout New Vegas enplczru\Mods\FNV4GB-55061-1-9\FNV4GB-1-9"), and ...
 +
:* Create a shortcut of "fnv4gb.exe" either on your desktop or the start menu [or somewhere you will find it easily].
 +
:* Right click the shortcut and add this string:
 +
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">-SteamAppId 22490</span> at the end of the "Target:" field.
 +
:: So [my shortcut] looks like this:
 +
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">"D:\Games\Steam\steamapps\common\Fallout New Vegas enplczru\Mods\FNV4GB-55061-1-9\FNV4GB-1-9\fnv4gb.exe" -SteamAppId 22490</span>.
 +
 
 +
You are done!
 +
 
 +
Now if you want to run the game:
 +
* Make sure that Steam [Client] is running.  [This can be in either "online" or "offline" mode.]
 +
* Start the game using the shortcut you created and modified in the previous step.
 +
* TADAA!
 +
 
 +
If you want to check whether the NVSE works just press the " <`> " command line key in the game main menu and type getNVSEversion. You should get a version number. Mine is 5.
 +
</div>
 +
 
 +
<span id="Issue-FNC-MO2"></span>
 +
=== Issue - Unable to install FNC with MO2 ===
 +
Often described as being unable to find the FNV or FNC ESM files after installation.
 +
 
 +
: Thanks to '''Purr4me''' (Kitty Black) for the basis of following:
 +
 
 +
The "Fallout New California (FNC)" mod comes as an EXE installer.  This causes confusion among users of the "Mod Organizer 2 (MO2)" manager.  DO NOT point the installer to the game "Data" folder if you intend to operate the game from within MO2.  Here is how to install FNC for use with MO2.  (The basis of this may or may not work with other similar managers.  It has not been tested with them like it has with MO2, so use at your own risk.)
 +
 
 +
# Install the base Fallout New Vegas game and NOTHING ELSE.
 +
# Run the initial game setup from the "Steam Client" or GOG "Galaxy" if needed so it has detected and is configured for your hardware.
 +
#: DO NOT patch the Steam version to use 4GB of memory (GOG doesn't need it); and do not install NVSE or any other addons or mods.  Just leave the raw base game files and folders alone.
 +
# Install MO2 and point it's FNV profile setup to the location of the raw game files (where FalloutNV.EXE is located).
 +
# Run MO2, and launch the FNV game from within it.
 +
#: Create a "save game" file and exit the game.
 +
# Close MO2.  (This is important to get the base game profile established correctly.)
 +
# Open MO2 (again) and add the "Fallout New California (FNC)" EXE file as a "1 time executable" to the drop-down menu.
 +
#: The files from the "FNC EXE" should then be extracted into an isolated folder.
 +
#: MO2 will automatically create the appropriate folders for the game files as needed.
 +
# When the "1 time executable" process is done:
 +
## hit the "Sort" button, and then,
 +
## run the game.
 +
#: Once the game has been entered and you can confirm you are now running "Fallout New California (FNC)", you can exit and apply the 4GB Patch (if needed), as well as NVSE and other plugins and mods as needed without any major problems beyond the usual mod conflicts.
 +
 
 +
<span id="Issue: Vanilla game bugs"></span>
 +
 
 +
=== Issue - Vanilla game bugs ===
 +
Most that have been officially patched or are XBox or PS console only are available on the [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_bugs Wikia Fallout Portal: Bugs] page.
 +
 
 +
* Solution: Community "game fixer" mods.  The following are specifically recommended, though their effectiveness varies by system.  Install and test individually in the following order:
 +
:* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas AntiCrash (NVAC)] (Essential: solves most common CTDs).
 +
:* [http://www.nexusmods.com/newvegas/mods/66537 New Vegas Tick Fix (NVTF)] (Win7-10 alternative to NVSR, with fewer features.)
 +
:* [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (requires [http://nvse.silverlock.org/ NVSE].  The 5.0 beta versions are stable.  Check version requirements of other mods when choosing which version of NVSE to use.)
 +
::* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.  Those experiencing this problem are recommended to see [[#Issue:_Recent_(post-Win10_FCU)_CTDs_after_10-20_minutes_of_play|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]]. (Windows 7+ users are advised to consider using mod [http://www.nexusmods.com/newvegas/mods/66537 New Vegas Tick Fix (NVTF)] instead, as it is designed to avoid the problems though with fewer features than NVSR.)
 
::* Core processors prior to I5 or I7 are suggested to use '''NVSR_4-1-32''' (simpler options) with the [https://taleoftwowastelands.com/content/ttw-performance-guide nvsr_older_processors] file of INI edits from the first post on the linked TTW page.
 
::* Core processors prior to I5 or I7 are suggested to use '''NVSR_4-1-32''' (simpler options) with the [https://taleoftwowastelands.com/content/ttw-performance-guide nvsr_older_processors] file of INI edits from the first post on the linked TTW page.
 
::* Those with later processors are advised to use '''NVSR_4-1-36 or later''' with the [https://taleoftwowastelands.com/content/ttw-performance-guide nvsr_newer_processors] file of INI edits from the first post on the linked TTW page.
 
::* Those with later processors are advised to use '''NVSR_4-1-36 or later''' with the [https://taleoftwowastelands.com/content/ttw-performance-guide nvsr_newer_processors] file of INI edits from the first post on the linked TTW page.
Line 460: Line 714:
 
:* [http://www.nexusmods.com/newvegas/mods/51871/? Better Game Performance] (optional: some reports of minor slowdowns.  It removes "unessential" things that some mods or quests might rely upon).
 
:* [http://www.nexusmods.com/newvegas/mods/51871/? Better Game Performance] (optional: some reports of minor slowdowns.  It removes "unessential" things that some mods or quests might rely upon).
  
=== Issue: Vanilla game CTDs on startup ===
+
<span id="Issue: Vanilla game CTDs on startup"></span>
 +
 
 +
=== Issue - Vanilla game CTDs on startup ===
 
Uninstalled and re-installed the game but even without mods it crashes on startup.
 
Uninstalled and re-installed the game but even without mods it crashes on startup.
 
* Cause-1: Likely you forgot to clear out your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder when you had Steam "verify local files".  The game places your specific versions of the "Fallout" and "FalloutPrefs" INI files there, along with your save games.  These are not replaced when you verify/re-install the game if they are found to already exist there.
 
* Cause-1: Likely you forgot to clear out your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder when you had Steam "verify local files".  The game places your specific versions of the "Fallout" and "FalloutPrefs" INI files there, along with your save games.  These are not replaced when you verify/re-install the game if they are found to already exist there.
Line 486: Line 742:
 
:* Solution-3d: Depending upon the nature of the Windows update (all updates provide a link to a MS Knowledge Base article explaining the update in detail), reverting to the "system restore point" prior to the update may be a reasonable temporary solution if this occurs in the future.  However, in the long term this might prove to be a security risk, so be sure to report the problem and track the status of the update for possible fix and re-release.
 
:* Solution-3d: Depending upon the nature of the Windows update (all updates provide a link to a MS Knowledge Base article explaining the update in detail), reverting to the "system restore point" prior to the update may be a reasonable temporary solution if this occurs in the future.  However, in the long term this might prove to be a security risk, so be sure to report the problem and track the status of the update for possible fix and re-release.
  
=== Issue: Vanilla game Hangs on startup ===
+
<span id="Issue: Vanilla game Hangs on startup"></span>
 +
=== Issue - Vanilla game Hangs on startup ===
 
When you open the launcher, it functions as it should with the music in the background. Also have audio by the time the main menu loads. Whenever you load a game, the loading screen with the roulette wheel has no audio and this screen will freeze for one to two seconds (as evidenced by the ball in the roulette wheel stopping). Screen will then go black for a few seconds, and the game will load, but have no audio at this point and there is severe lag.
 
When you open the launcher, it functions as it should with the music in the background. Also have audio by the time the main menu loads. Whenever you load a game, the loading screen with the roulette wheel has no audio and this screen will freeze for one to two seconds (as evidenced by the ball in the roulette wheel stopping). Screen will then go black for a few seconds, and the game will load, but have no audio at this point and there is severe lag.
  
Line 514: Line 771:
 
:* Solution-2c: Some have reported that playing in "windowed mode" (see [[#Issue: Playing at greater than 1920x1080 resolution|Issue: Playing at greater than 1920x1080 resolution]], Solution-2) has made the game playable when other solutions didn't.
 
:* Solution-2c: Some have reported that playing in "windowed mode" (see [[#Issue: Playing at greater than 1920x1080 resolution|Issue: Playing at greater than 1920x1080 resolution]], Solution-2) has made the game playable when other solutions didn't.
  
:* Solution-2d: If you are still having problems, then you need to determine which assets are missing.  Install the 32-bit version of the [http://www.dependencywalker.com/ Dependency Walker] tool.  Then run "Dependency.exe", pointing to the game EXE to examine.  You are looking for red entries which signal "missing assets", which means it is not finding files the game requires.  Some of these will be Windows system files (typically 32-bit versions if you are running a 64-bit system; which is expected).  Initially you are looking for missing game files.  If there are none, then either the game files are corrupted or the "load order" needs to be fixed.
+
:* Solution-2d: If you are having any audio problems, check the manufacturer of your sound card for any updated drivers.  The "default" drivers provided to the manufacturer of your computer or included with the original install of Windows may have updates that fixed problems surfacing after that point in time.  Microsoft does not always distribute the latest versions of all subsystem drivers.
 +
 
 +
:* Solution-2e: There are "behind the scenes" interactions between the video, sound, and mouse subsystems.  Logitech brand mouse drivers have a long history of their more advanced features causing problems with games (such as the "jump to new button" or "locate cursor" features).  Other vendor products are not immune to similar problems.  Try using only the basic features and gradually add features after testing.  If that is not sufficient, then see if an updated driver helps.  Consider as well the possibility of rolling back to a previous driver which was known to work.
 +
 
 +
:* Solution-2f: If you are still having problems, then you need to determine which assets are missing.  Install the 32-bit version of the [http://www.dependencywalker.com/ Dependency Walker] tool.  Then run "Dependency.exe", pointing to the game EXE to examine.  You are looking for red entries which signal "missing assets", which means it is not finding files the game requires.  Some of these will be Windows system files (typically 32-bit versions if you are running a 64-bit system; which is expected).  Initially you are looking for missing game files.  If there are none, then either the game files are corrupted or the "load order" needs to be fixed.
 
::* If you have more than a few "missing assets" (i.e. files from Steam for Windows compatibility), then fire up the game with the Steam Client in "online mode" and launch it from the Steam Library (so it will install those assets it considers "temporary" while in game that it installs upon launch.  If you can get to the main menu in "windowed mode", use <Alt+Tab> to switch out of the game and then run "Dependency.exe" again against the game EXE file (while it is loaded into memory).  You should now find all or most of those "red" entries are now "black".
 
::* If you have more than a few "missing assets" (i.e. files from Steam for Windows compatibility), then fire up the game with the Steam Client in "online mode" and launch it from the Steam Library (so it will install those assets it considers "temporary" while in game that it installs upon launch.  If you can get to the main menu in "windowed mode", use <Alt+Tab> to switch out of the game and then run "Dependency.exe" again against the game EXE file (while it is loaded into memory).  You should now find all or most of those "red" entries are now "black".
 
::* If you still have "missing assets" from the game the files may be corrupted (in which case you can try to re-install or "verify local files"), or they are getting "black listed", in which case you may need to install them while in "Safe Boot" mode.
 
::* If you still have "missing assets" from the game the files may be corrupted (in which case you can try to re-install or "verify local files"), or they are getting "black listed", in which case you may need to install them while in "Safe Boot" mode.
Line 521: Line 782:
 
== Solutions to Performance problems ==
 
== Solutions to Performance problems ==
  
=== Guide: Gopher's Performance Tutorial Video ===
+
<span id="Guide: Performance Tutorial Videos"></span>
As many people prefer to view a video over reading instructions, the following "setup" tutorial is recommended:
+
=== Guide - Performance Tutorial Videos ===
* [http://www.youtube.com/watch?time_continue=488&v=plWow9dGI70 Modding Fallout NV 'Ultimate Edition' part 7 : Performance] 19:05 minutes, 2012 Video by '''Gopher'''.
 
: Please bear in mind that there are later alternatives to many of the specific mods he mentions in this video if any of them don't work for you.
 
  
=== Issue: FPS drops over time ===
+
As many people prefer to view a video over reading instructions, the following "performance setup" tutorials are recommended:
* Cause-1: This problem has been associated with [https://www.nexusmods.com/newvegas/mods/42180/ FNV Project Reality MkI] by '''JJC71''' settings.  (E.g. Initial FPS around 60, but over time it drops to roughly 30 FPS.)  The mod was last updated in 2011.
 
:* Solution-1: Go into "Mod Configuration Manager" (MCM) and enable all the options in '''Project Reality''', then exit out of MCM and wait a few seconds.  Now go back in and disable all the options under '''Project Reality''' in MCM again. Instantly your FPS should be restored to what it was initially.  See the comments tab on the download page regarding other issues.
 
  
* Cause-2: There is some fairly compelling evidence that the game's texture cache system "leaks memory" over time. This generally means it allocates memory but fails to release it all properly when no longer needed; eventually leading to lowering FPS and CTDs.  There is evidence that larger image sizes (aka "higher resolution images") speed up the problem to occurring after roughly 20-60 minutes of play.
+
*[http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] 12:11 minutes, 2018 video by '''GamerPoets'''.  
:* Solution-2: While not really a "fix", try using "low graphics quality" settings to see if this increases the amount of time you can play before seeing the same symptoms. If so, this is an indicator such leakage is your problem. If you have "texture replacements", try switching to low to moderate resolution images (1024x1024 or 2048x2048 pixels; the game default size is 512x512).  Choose what you replace with care.  "Post-processors" such as ENB and SweetFX, as well as mods that "improve" images and textures (e.g. "Fallout Character Overhaul" (FCO), "New Vegas Redesigned" (NVR), and "Freeside Open") can also contribute to the problem due to their increased demand upon the video stream.  Use such in moderation and with careful examination of their impact on performance over time.  Remember that the game engine has not been updated since 2010.
+
::See also [[#Issue: TTW Performance Guide abstract|Issue: TTW Performance Guide abstract]].
 +
*[http://www.youtube.com/watch?time_continue=488&v=plWow9dGI70 Modding Fallout NV 'Ultimate Edition' part 7&nbsp;: Performance] 19:05 minutes, 2012 Video by '''Gopher'''.  
  
=== Issue: "Full screen mode" exhibits CTDs and stutters or micro-stutters ===
+
:
* Cause: Newer or "high powered" systems seem more prone to exhibit these symptoms.  Recall the game was designed for Windows Vista+ and Xbox systems with no more than two CPUs and single monitors at 60 FPS.
+
::Please bear in mind that there are later alternatives to many of the specific mods he mentions in this video if any of them don't work for you.  
:* Solution: Try running the game in "windowed mode".  This is a built-in game setting (under "Options" when you use the "FalloutNVLauncher.exe" to start) that has been reported to completely eliminate both stutter/micro-stutter and CTDs on some "high powered" systems.
 
:: If you don't like the appearance in "windowed mode", try installing and using the (2015) mod "[http://www.nexusmods.com/newvegas/mods/59266/? OneTweak for NVSE]" by '''virusek''' instead of the older (2011) "[http://rd.nexusmods.com/newvegas/mods/41381 Fake fullscreen]" mod suggested in Gopher's video, or the slightly newer, more full featured (2013) version called "[http://rd.nexusmods.com/newvegas/mods/42956 Game Companion - Fake FullScreen]".  All of these make "windowed mode" look as if "full screen".
 
:: There is also an "open source" app called "[http://github.com/Codeusa/Borderless-Gaming Borderless Gaming]" which works with virtually any game (including those from Steam).  It's free, but confusingly talks about "buying it on Steam"; by which it means if you do choose to buy it ($3.99 USD) the proceeds support it's development.
 
  
=== Issue: Game in slow motion ===
+
Videos usually do not cover any particular part of their subject in depth. They are useful for getting started, but as they are seldom updated written guides are intended to provide more supplementary information when you encounter difficulties.
The foundation of game performance is to first optimize your system for gaming.  The wrong settings can actually hurt performance, and the defaults are very conservative.
 
* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti-Crash (NVAC)]
 
* [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)]  (Win 10 users: See also [[#Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].
 
* [http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
 
* [http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)
 
* [http://www.tweakguides.com/NVFORCE_1.html Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)
 
* [http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)
 
* [http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia specific FNV Guide.]
 
  
'''Queued''', the author of the NVAC mod, reports in the [https://forums.nexusmods.com/index.php?/topic/1197661-nvac-new-vegas-anti-crash/page-352#entry15646425 NVAC support thread]:
+
<span id="Issue: FPS drops over time"></span>
<blockquote>
+
=== Issue - FPS drops over time ===
'I looked through New Vegas code as I was making that list to determine if they read the setting and then if they actually used the variable set after reading the setting, so I'm fairly confident in the "Does nothing" notes in particular. Aside from INI settings, there is also a crazy amount of Game Settings (set via esp / esm / script / console) that also are never used by the game.'
 
</blockquote>
 
: The "list" he mentions was from the tool [http://www.nexusmods.com/newvegas/mods/40442/? New Vegas Configator], which outside of that program must be translated to settings in the INI files as described in "Tweakguide's General Fallout game guide".  It follows with '''Queued''''s comments on the values (which are ''not'' recommendations) used by someone having CTDs, given in "("parentheses")" for reference only:
 
:* Fullscreen (OFF) - No problem.
 
:* Anisotropic Filtering (8) - No problem.
 
:* Antialiasing (8x) - No problem, though 8x is ridiculously taxing; traditional MSAA is crazy inefficient and slow.
 
:* Shadows (ON) - No problem.
 
:* Shadow Quality (2) - No problem.
 
:* Shadow Filtering (2) - No problem.
 
:* Max Shadows in Interiors (12) - No problem.
 
:* Full Scene Reflections (ON) - Probably fine; I'm not sure which setting this maps to as the Configator made up descriptive names.
 
:* Water Reflections Width (2048) - No problem, though is Height also set to match?
 
:* Object fade distance (15) - No problem.
 
:* Item fade distance (15) - No problem.
 
:* Actor fade distance (15) - No problem.
 
:* Tree LOD fade (80000) - Technically no problem, but as far as I'm aware, vanilla New Vegas doesn't use the Tree LOD system and Tree LOD models are part of Object LOD instead.
 
:* Object LOD fade (100000) - No problem.
 
:* Land Quality (1.5) - No problem.
 
:* Threaded Morpher (ON) - Does nothing; the game reads the value but never uses it.
 
:* Threaded Blood (ON) - Does nothing; the game never even reads this value.
 
:* Threaded Particles (ON) - Does nothing; the game reads the value but never uses it.
 
:* Threaded AI (ON) - Possible cause of crashes; use at your own risk.
 
:* Models Cloned in Background (ON) - Does nothing; the game never even reads this value.
 
:* Load Files in Background (ON) - Likely safe; however, use at your own risk.
 
:* Load lip files in background (ON) - Unknown impact; use at your own risk.
 
:* Havok Threads (7) - Does nothing; the game never even reads this value.
 
:* Grids loaded (12) - LEAVE THIS AT 5. This needs to be an odd value (5, 7, 9, etc.) and the game has code that only works properly when this is at the default of 5. Turning this up drastically increases memory and processor use. Also, this is probably why you're crashing outdoors.  [Larger values may cause scripts to prematurely trigger upon cell loading.]
 
<p style="margin:0px 10px 10px 50px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;">
 
Added: Note that 'uGridsToLoad=' is directly linked with 'uInterior Cell Buffer=' and 'uExterior Cell Buffer=' values.  Best to leave all three alone.
 
</p>
 
:* Pre-Emptively Unload Cells (ON) - Possible cause of crashes; use at your own risk.
 
:* Unload cells on fast travel (ON) - Possible cause of crashes; use at your own risk.
 
:* Use hard drive cache (ON) - Unknown impact; use at your own risk.
 
:* Preload Size Limit (223) - Dumb setting; this is the data buffer for Bink video.
 
: Others who have looked at the code do not disagree with '''Queued'''.<br>
 
: As system components vary, only experimentation will tell which values will improve your performance.
 
  
* Cause-1: Fallout INI files are configured with wrong (too high) an "iFPS=" setting.
+
*Cause-1: This problem has been associated with [https://www.nexusmods.com/newvegas/mods/42180/ FNV Project Reality MkI] by '''JJC71''' settings. (E.g. Initial FPS around 60, but over time it drops to roughly 30 FPS.) The mod was last updated in 2011.  
  
:* Solution-1: Set the "FPS" setting to a maximum of "=60".
+
:
:: Note that too high an FPS over 60 can cause a "havok physics" problem with objects falling from clipping through geometry.
+
:*Solution-1: Go into "Mod Configuration Manager" (MCM) and enable all the options in '''Project Reality''', then exit out of MCM and wait a few seconds. Now go back in and disable all the options under '''Project Reality''' in MCM again. Instantly your FPS should be restored to what it was initially. See the comments tab on the download page regarding other issues.  
::: Make backups of the INI files before changing them.
 
::* The Fallout INI files have an "iFPSClamp=" setting under the "[General]" section. Do not set this to other than "=0" if you have NVSR "bManageFPS = 1".
 
::* New Vegas Stutter Remover (NVSR) "Data\nvse\plugins\NV_Stutter_Remover.ini" has to have "bManageFPS = 1" under the "Master = {" section before the setting "MaximumFPS = 60" under the "FPS_Management = {" section will take effect. Check that the "MinimumFPS" setting is not higher than the maximum; something like "= 20" is noticeable while still playable.  If NVSR is managing FPS, do not leave the three Fallout INI files with a setting other than "iFPSClamp=0".
 
  
* Cause-2: For some people, the problem is [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] "Data\nvse\plugins\NV_Stutter_Remover.ini" has "bManageFPS =" set to something other than 0.
+
*Cause-2: There is some fairly compelling evidence that the game's texture cache system "leaks memory" over time. This generally means it allocates memory but fails to release it all properly when no longer needed; eventually leading to lowering FPS and CTDs. There is evidence that larger image sizes (aka "higher resolution images") speed up the problem to occurring after roughly 20-60 minutes of play.  
:* Solution-2: Edit the "NV_Stutter_Remover.ini" setting to "bManageFPS=0" and have the three Fallout INI files use "iFPSClamp=60" or less.
 
::: Make backups of the INIs before changing them.
 
  
* Cause-3: Many mod scripts running, especially during mod initialization. If specifically in Goodsprings, be aware that the "Weapons.of.the.New.Millenia" "cache cabinet"/"cheat chest" is known to cause this, but only in Goodsprings.
+
:
 +
:*Solution-2: While not really a "fix", try using "low graphics quality" settings to see if this increases the amount of time you can play before seeing the same symptoms. If so, this is an indicator such leakage is your problem. If you have "texture replacements", try switching to low to moderate resolution images (1024x1024 or 2048x2048 pixels; the game default size is 512x512). Choose what you replace with care. "Post-processors" such as ENB and SweetFX, as well as mods that "improve" images and textures (e.g. "Fallout Character Overhaul" (FCO), "New Vegas Redesigned" (NVR), and "Freeside Open") can also contribute to the problem due to their increased demand upon the video stream. Use such in moderation and with careful examination of their impact on performance over time. Remember that the game engine has not been updated since 2010.  
  
:* Solution-3: Review your mods and reduce the number that initialize only in that specific area.
+
<span id="Issue: "Full screen mode" exhibits CTDs and stutters or micro-stutters"></span>
 +
=== Issue - '''Full screen mode''' exhibits CTDs and stutters or micro-stutters ===
  
* Cause-4: This seems to be a general problem with the FO3/FNV Gamebryo engine over time.  The exact cause has not been pinned down.
+
*Cause: Newer or "high powered" systems seem more prone to exhibit these symptoms. Recall the game was designed for Windows Vista+ and Xbox systems with no more than two CPUs and single monitors at 60 FPS.  
  
:* Solution-4: Reboot your computer. This seems to restore things to normal frame rates, at least for a time.
+
:
 +
:*Solution: Try running the game in "windowed mode". This is a built-in game setting (under "Options" when you use the "FalloutNVLauncher.exe" to start) that has been reported to completely eliminate both stutter/micro-stutter and CTDs on some "high powered" systems. 
 +
::If you don't like the appearance in "windowed mode", try installing and using the (2015) mod "[http://www.nexusmods.com/newvegas/mods/59266/? OneTweak for NVSE]" by '''virusek''' instead of the older (2011) "[http://rd.nexusmods.com/newvegas/mods/41381 Fake fullscreen]" mod suggested in Gopher's video, or the slightly newer, more full featured (2013) version called "[http://rd.nexusmods.com/newvegas/mods/42956 Game Companion - Fake FullScreen]". All of these make "windowed mode" look as if "full screen".
 +
::There is also an "open source" app called "[http://github.com/Codeusa/Borderless-Gaming Borderless Gaming]" which works with virtually any game (including those from Steam). It's free, but confusingly talks about "buying it on Steam"; by which it means if you do choose to buy it ($3.99 USD) the proceeds support it's development.  
  
* Cause-5: You are running Windows 10.  Win10 is not the best platform for running older, 32-bit games.  It flat out says it is incompatible with FO3 for instance.  It is easy to demonstrate that even in various "compatibility modes" it is not performing the same as under previous versions.  (Though try either "Win7" or "VistaSP2" compatibility mode.  Some have reported improvement after the Win10 FCU {aka "Redstone 3"} update by disabling any compatibility mode.)  One report went from 10-15 FPS (or less) with Win10 on a high-end desktop box to 30-40 FPS with Win7 on an older laptop.
+
<span id="Issue: Game in slow motion"></span>
 +
=== Issue - Game in slow motion ===
  
:* Solution-5a: If possible, use a dedicated computer with an older OS such as Win7 for your 32-bit games.
+
The foundation of game performance is to first optimize your system for gaming. The wrong settings can actually hurt performance, and the defaults are very conservative.
  
:* Solution-5b: For advanced users: If you have a Windows 10 Education, Professional, or Enterprise edition you can use the included '''Win10 Hyper-V system''' and try running the game in a Win7 "virtual machine". A "virtual machine" can get around some OS incompatibilities even though it is running on the same hardware due to the different drivers in use. See [https://msdn.microsoft.com/virtualization/hyperv_on_windows/quick_start/walkthrough_compatibility HyperV on Windows compatibility] for the hardware requirements and a walk-through of the installation process. Note this requires you to have or obtain an ".iso" file of the desired OS install media. (If none of this option makes sense, you probably don't want to mess with it. Otherwise, educate yourself as it is beyond the scope of this wiki.)
+
*[http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti-Crash (NVAC)]
 +
*[http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] (Win 10 users: See also [[#Issue:_CTD_after_10-20_minutes_of_play_.28post-Win10_2017_FCU.29|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].
 +
*[http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
 +
* [https://web.archive.org/web/20161008023921/http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
 +
* [https://web.archive.org/web/20161004212522/http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)
 +
* [https://web.archive.org/web/20160719081231/http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)
 +
* [https://web.archive.org/web/20161025065631/http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV.)
 +
*[http://www.geforce.com/whats-new/guides/new-vegas-tweak-guide#1 Tweakguide's nVidia specific FNV Guide.]
  
* Cause-6: Your hardware can't cope.
+
[[File:FNVLauncher OptionsMenu Detail.jpg|thumb|LauncherOptionsDetail Figure]] The "FalloutNVLauncher" "Options" screen has a section labelled "Detail" in the middle of the screen. This has four buttons labelled "Low", "Medium", "High", and "Ultra". (See [[:File:FNVLauncher_OptionsMenu_Detail.jpg|LauncherOptionsDetail Figure]]. {{Thumbnail_enlargement_message}}) These are predefined sets (presets) of specific graphics setting configurations, the details of which can be found in INI files of the same names (e.g. "Low.INI") located in the game root folder. Most of these same settings can individually be adjusted by selecting the "Advanced" button in that section. They are described in the "TweakGuide's General Fallout game guide" article. &nbsp;The Launcher runs DirextX diagnostics to determine video card capabilities in determining which preset to recommend.&nbsp; They DO NOT (as has been suggested elsewhere) have anything to do with image sizes or resolution.
  
:* Solution-6: either reduce game settings for texture quality and/or screen resolution to less demanding levels, or invest in better hardware. Specific component upgrades recommended are (in order of effectiveness for the price):
+
'''Queued''', the author of the NVAC mod, reports in the [https://forums.nexusmods.com/index.php?/topic/1197661-nvac-new-vegas-anti-crash/page-352#entry15646425 NVAC support thread]:
::* System RAM,
+
<blockquote>
::* Video RAM,
+
'I looked through New Vegas code as I was making that list to determine if they read the setting and then if they actually used the variable set after reading the setting, so I'm fairly confident in the "Does nothing" notes in particular. Aside from INI settings, there is also a crazy amount of Game Settings (set via esp / esm / script / console) that also are never used by the game.'
::* Faster CPU processor (number of cores is much less important for 32-bit games like FNV; but this option will often require a motherboard and/or power supply upgrade as well, typically making it more expensive than any other options overall),
+
</blockquote>
::* Faster disk drive(This is the slowest solution; even an SSD, though that is the best choice for this option.)
+
:The "list" he mentions was from the tool [http://www.nexusmods.com/newvegas/mods/40442/? New Vegas Configator], which outside of that program must be translated to settings in the INI files as described in "Tweakguide's General Fallout game guide". It follows with '''Queued''''s comments on the values (which are ''not'' recommendations) used by someone having CTDs, given in "("parentheses")" for reference only:
 +
:*Fullscreen (OFF) - No problem.
 +
:*Anisotropic Filtering (8) - No problem.
 +
:*Antialiasing (8x) - No problem, though 8x is ridiculously taxing; traditional MSAA is crazy inefficient and slow.
 +
:*Shadows (ON) - No problem.
 +
:*Shadow Quality (2) - No problem.
 +
:*Shadow Filtering (2) - No problem.
 +
:*Max Shadows in Interiors (12) - No problem.
 +
:*Full Scene Reflections (ON) - Probably fine; I'm not sure which setting this maps to as the Configator made up descriptive names.
 +
:*Water Reflections Width (2048) - No problem, though is Height also set to match?
 +
:*Object fade distance (15) - No problem.
 +
:*Item fade distance (15) - No problem.
 +
:*Actor fade distance (15) - No problem.  
 +
:*Tree LOD fade (80000) - Technically no problem, but as far as I'm aware, vanilla New Vegas doesn't use the Tree LOD system and Tree LOD models are part of Object LOD instead.
 +
:*Object LOD fade (100000) - No problem.
 +
:*Land Quality (1.5) - No problem.
 +
:*Threaded Morpher (ON) - Does nothing; the game reads the value but never uses it.
 +
:*Threaded Blood (ON) - Does nothing; the game never even reads this value.
 +
:*Threaded Particles (ON) - Does nothing; the game reads the value but never uses it.
 +
:*Threaded AI (ON) - Possible cause of crashes; use at your own risk.
 +
:*Models Cloned in Background (ON) - Does nothing; the game never even reads this value.
 +
:*Load Files in Background (ON) - Likely safe; however, use at your own risk.
 +
:*Load lip files in background (ON) - Unknown impact; use at your own risk.
 +
:*Havok Threads (7) - Does nothing; the game never even reads this value.
 +
:*Grids loaded (12) - LEAVE THIS AT 5. This needs to be an odd value (5, 7, 9, etc.) and the game has code that only works properly when this is at the default of 5. Turning this up drastically increases memory and processor use. Also, this is probably why you're crashing outdoors. [Larger values may cause scripts to prematurely trigger upon cell loading.] 
 +
 
 +
Added: Note that 'uGridsToLoad=' is directly linked with 'uInterior Cell Buffer=' and 'uExterior Cell Buffer=' values. Best to leave all three alone.
 +
 
 +
:
 +
:*Pre-Emptively Unload Cells (ON) - Possible cause of crashes; use at your own risk.
 +
:*Unload cells on fast travel (ON) - Possible cause of crashes; use at your own risk.
 +
:*Use hard drive cache (ON) - Unknown impact; use at your own risk.
 +
:*Preload Size Limit (223) - Dumb setting; this is the data buffer for Bink video. 
 +
:Others who have looked at the code do not disagree with '''Queued'''.
 +
:As system components vary, only experimentation will tell which values will improve your performance.
 +
 
 +
*Cause-1: Fallout INI files are configured with wrong (too high) an "iFPS=" setting.
 +
 
 +
:
 +
:*Solution-1: Set the "FPS" setting to a maximum of "=60". 
 +
::Note that too high an FPS over 60 can cause a "havok physics" problem with objects falling from clipping through geometry.
 +
:::Make backups of the INI files before changing them.  
 +
::*The Fallout INI files have an "iFPSClamp=" setting under the "[General]" section. Do not set this to other than "=0" if you have NVSR "bManageFPS = 1".
 +
::*New Vegas Stutter Remover (NVSR) "Data\nvse\plugins\NV_Stutter_Remover.ini" has to have "bManageFPS = 1" under the "Master = {" section before the setting "MaximumFPS = 60" under the "FPS_Management = {" section will take effect. Check that the "MinimumFPS" setting is not higher than the maximum; something like "= 20" is noticeable while still playable. If NVSR is managing FPS, do not leave the three Fallout INI files with a setting other than "iFPSClamp=0".   
 +
 
 +
*Cause-2: For some people, the problem is [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] "Data\nvse\plugins\NV_Stutter_Remover.ini" has "bManageFPS =" set to something other than 0.
 +
 
 +
:
 +
:*Solution-2: Edit the "NV_Stutter_Remover.ini" setting to "bManageFPS=0" and have the three Fallout INI files use "iFPSClamp=60" or less.   
 +
::
 +
:::Make backups of the INIs before changing them.   
 +
 
 +
*Cause-3: Many mod scripts running, especially during mod initialization. If specifically in Goodsprings, be aware that the "Weapons.of.the.New.Millenia" "cache cabinet"/"cheat chest" is known to cause this, but only in Goodsprings.  
  
=== Issue: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's ===
+
:
Unless the camera is pointed at the sky or your feet, the ground and all other textures disappear.  Messages would become "black boxes", the entire screen becomes black and occasionally flash different colors.  Just "glitchy".  Eventually after a short period of time the game will CTD.
+
:*Solution-3: Review your mods and reduce the number that initialize only in that specific area.  
  
* Cause: You have some incompatible video settings.
+
*Cause-4: This seems to be a general problem with the FO3/FNV Gamebryo engine over time. The exact cause has not been pinned down.  
:* Solution: Re-run the game launcher (FalloutNVLauncher.exe) to re-detect your hardware.  Try changing between "HDR" and "Bloom" in the game "Graphics Settings" under the game launcher menu.  Note you want your video card adapter settings to be compatible with your game settings. Other common settings that may have been or need to be adjusted can be found the [[#Issue:_ENB_is_not_working|Issue: ENB is not working]] entry.  See also the [[#Solutions_to_Graphics_problems|Solutions to Graphics problems]] section for other possible conflicts.
 
  
=== Issue: Lag or "microstutters" even with "New Vegas Stutter Remover" installed (or not) ===
+
:
All visual stuttering problems are caused by the video stream having to wait for the "art assets" required to render the display.  Mostly these are due to the disk drive being orders of magnitude slower than VRAM, with System RAM (e.g. "ENBoost") being in between.
+
:*Solution-4: Reboot your computer. This seems to restore things to normal frame rates, at least for a time.  
  
"Microstuttering" is caused by the game engine updating at an unusual refresh rate that does not sync with your monitor's refresh rate. You can try getting NVSE and NVSR to alleviate "microstutter" at the cost of overall frame rate.  
+
*Cause-5: You are running Windows 10. Win10 is not the best platform for running older, 32-bit games. It flat out says it is incompatible with FO3 for instance. It is easy to demonstrate that even in various "compatibility modes" it is not performing the same as under previous versions. (Though try either "Win7" or "VistaSP2" compatibility mode. Some have reported improvement after the Win10 FCU {aka "Redstone 3"} update by disabling any compatibility mode.) One report went from 10-15 FPS (or less) with Win10 on a high-end desktop box to 30-40 FPS with Win7 on an older laptop.  
  
Keep in mind that this game was designed for older PC and XBox console systems, and it is now possible for your new "latest and greatest" gaming machine to be faster than it can handle.  There are internal design choices that cannot be overcome.  The following are "mitigations" that have been found to help some people.
+
:
 +
:*Solution-5a: If possible, use a dedicated computer with an older OS such as Win7 for your 32-bit games.  
  
* Cause-1: Companions impose heavy script processing penalties.  More than two companions, while possible, will definitely cause lag according to the game developers.  The game is unable to tell if a vanilla companion is "actually with you" or merely "befriended" but sitting elsewhere in another cell (such as in the Lucky 38 suite).
+
:
:* Solution-1: Release ("part ways" from) unused companions to return to where they were recruited. If you are not informed you have lost the Perk granted by that companion, you have not actually "released" them. There are "companion dismissal terminals" found in the game to help with this for companions, even those not currently with you. One is found in the Lucky 38 Casino by the Casino floor elevator and another in front of the Gun Runners HQ shack outside Freeside's East gate.
+
:*Solution-5b: For advanced users: If you have a Windows 10 Education, Professional, or Enterprise edition you can use the included '''Win10 Hyper-V system''' and try running the game in a Win7 "virtual machine". A "virtual machine" can get around some OS incompatibilities even though it is running on the same hardware due to the different drivers in use. See [https://msdn.microsoft.com/virtualization/hyperv_on_windows/quick_start/walkthrough_compatibility HyperV on Windows compatibility] for the hardware requirements and a walk-through of the installation process. Note this requires you to have or obtain an ".iso" file of the desired OS install media. (If none of this option makes sense, you probably don't want to mess with it. Otherwise, educate yourself as it is beyond the scope of this wiki.
  
* Cause-2: Use of NVSR setting "bHookLightCriticalSections=1".
+
*Cause-6: Your hardware can't cope.  
:* Solution-2: Disable NVSR hooking Critical Sections ("bHookLightCriticalSections=0)" if you are experiencing heavy stutter or see [[#Issue:_Recent_(post-Win10_FCU)_CTDs_after_10-20_minutes_of_play|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]].
 
  
* Cause-3: The stutters can come from the game looking for control inputs from the attached game controller device first, then the keyboard/mouse though both are enabled.
+
:
:* Solution-3: Disconnect the controller if you are not using it. Regardless, in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\FalloutPrefs.INI" file look for "bGamePadRumble=" and ensure it is set to "0".
+
:*Solution-6: either reduce game settings for texture quality and/or screen resolution to less demanding levels, or invest in better hardware.
 +
::
 +
::*Ensure you are using any Graphics card with it's own VRAM instead of your motherboard CPU to display and render your game. This means, if you have both an "addon" graphics card and a "builtin to the motherboard" graphics chip, use the addon card. An "onboard" graphics chip (typically without VRAM in a laptop) has to use "system ram", which is both slower than dedicated video VRAM, but also takes that memory away from what the game can use. This would just be a video driver (or possibly a BIOS selection) configuration change. 
 +
::Specific component upgrades recommended are (in order of effectiveness for the price):
 +
::*System RAM,
 +
::*More Video RAM in a faster graphics card,
 +
::*Faster CPU processor (number of cores is much less important for 32-bit games like FNV; but this option will often require a motherboard and/or power supply upgrade as well, typical making it more expensive than any other options overall),
 +
::*Faster disk drive. (This is the slowest solution; even an SSD, though that is the best choice for this option, is not really suited to games. It's most effective holding the OS.)   
  
* Cause-4: Video card settings are not optimized for the game.
+
<span id="Issue: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's"></span>
:* Solution-4a: nVidia - There is a third-party tool called [http://download.orbmu2k.de/download.php?id=51 nVidia Inspector].  (The author's [http://orbmu2k.de/tools/nvidia-inspector-tool#more-244 blog page] is in German, but does not appear to have been recently updated.)  There is a [http://www.youtube.com/watch?v=syE55-jEzb8 Increase nVidia GTX performance with nVidia Inspector] video covering the basics of how to use the non-intuitive interface.  If you are launching the game from any renamed executable other than the vanilla name (i.e. "FalloutNV.exe", which MO renames to "FalloutMO.exe"), you need to add it to the nVidia profile so it will recognize that name as "the game" and adjust it's performance settings accordingly.
 
::: The driver profile for FNV/FO3 "Ambient Occlusion" (AO) is reported to be buggy ever since nVidia updated it to HBAO instead of SSAO years ago.  You can use '''nVidia Inspector''' to change the AO profile though. The '''Wolfenstien profile''' is reported to work pretty well.
 
  
:* Solution-4b: There is a later spin-off of '''nVidia Inspector''' called [http://pcgamingwiki.com/wiki/NVIDIA_Profile_Inspector NVIDIA Profile Inspector], which is a tool created for pulling up and editing Application Profile settings within the Nvidia drivers.
+
=== Issue - Graphics in vanilla game ''glitchy'' immediately after exiting Doc Mitchells ===
  
:* Solution-4c: AMD/ATI - [http://www.amd.com/en-gb/innovations/software-technologies/catalyst AMD Catalyst Control Center] has game settings for CCC as well. While not as full featured as "nVidia Inspector", there is also [http://www.radeonpro.info/2013/04/download-radeonpro-preview-1-1-1-0-13apr2013-with-improved-overdrive-and-sweetfx-1-4-support/ Radeon Pro] which still works well even though development stopped in 2013 when it's author was hired to work with [http://www.radeonpro.info/2014/03/important-announcement-about-radeonpro/ AMD Gaming Evolved's Raptr].
+
Unless the camera is pointed at the sky or your feet, the ground and all other textures disappear. Messages would become "black boxes", the entire screen becomes black and occasionally flash different colors. Just "glitchy". Eventually after a short period of time the game will CTD.
  
* Cause-5: Some older video systems may have to pull from the hard drive more often or need more processing room with "high definition" textures.
+
*Cause: You have some incompatible video settings.  
:* Solution-5a: [http://www.auslogics.com/en/software/disk-defrag/ Disk Defrag] (free) your hard drive.  All hard drives that are not "solid state devices" (SSDs) require "defragmentation" periodically.  This reduces the lag from the physical magnetic "head" movement to locate sections of file scattered the disk platter and increases efficiency.
 
  
:* Solution-5b: See the '[[#Issue: Is ENBoost for everyone?|Issue: Is ENBoost for everyone? ]]' entry which enables the dynamic use of more system memory (if available) to assist video processing.  Some people have found this to help with stutters and lag.
+
:
 +
:*Solution: Re-run the game launcher (FalloutNVLauncher.exe) to re-detect your hardware. Try changing between "HDR" and "Bloom" in the game "Graphics Settings" under the game launcher menu. Note you want your video card adapter settings to be compatible with your game settings. Other common settings that may have been or need to be adjusted can be found the [[#Issue:_ENB_is_not_working|Issue: ENB is not working]] entry. See also the [[#Solutions_to_Graphics_problems|Solutions to Graphics problems]] section for other possible conflicts.  
  
* Cause-6: Some people have reported an improvement upon adjusting some INI settings.
+
<span id="Issue: Lag or "microstutters" even with "New Vegas Stutter Remover" installed (or not)"></span>
:* Solution-6a: In all three INI files, under the "[General]" section set the following values:
+
=== Issue - Lag or ''microstutters'' even with '''New Vegas Stutter Remover''' installed or not ===
:: <pre>bUseThreadedAI=1</pre>
 
:: and add the line:
 
:: <pre>iNumHWThreads=</pre> and set that to however many cores your processor has.  Note this added line is not considered a general "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone as a matter of course.  Some people have experienced adverse effects.  Use with caution and test the result.  When in doubt, start with "2".
 
:* Solution-6b: Some "sounds", such as large explosions, can cause video stuttering as well.  (The video, mouse, and audio systems are all interconnected in that they compete for priority of resources at the same high level.)  Some have found that adding more vanilla BSA files to the "sEssentialFileCacheList=" list under "[General]" in the INI files makes a difference.  For example:
 
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
All visual stuttering problems are caused by the video stream having to wait for the "art assets" required to render the display. Mostly these are due to the disk drive being orders of magnitude slower than VRAM, with System RAM (e.g. "ENBoost") being in between.
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
+
 
background-color:#333333;padding:3px;
+
"Microstuttering" is caused by the game engine updating at an unusual refresh rate that does not sync with your monitor's refresh rate. You can try getting NVSE and NVSR to alleviate "microstutter" at the cost of overall frame rate.
word-wrap: break-word;      /* Internet Explorer 5.5+ */
+
 
">sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa, Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Fallout - Textures2.bsa
+
Keep in mind that this game was designed for older PC and XBox console systems, and it is now possible for your new "latest and greatest" gaming machine to be faster than it can handle. There are internal design choices that cannot be overcome. The following are "mitigations" that have been found to help some people.
sUnessentialFileCacheList=Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
 
</div>
 
:: and increasing the size of the "Audio cache" under the "[Audio]" section as follows:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">iAudioCacheSize=4096
 
iMaxSizeForCachedSound=512
 
</div>
 
:: This basically allows the game to cache much more into memory then it otherwise would, as it seems textures and meshes are excluded from memory, as well as large sound effects, resulting in a momentary freeze whenever they are loaded.  May not stop a slight lag on the first explosion, but should greatly reduce any lag on explosions shortly after that. Just bear in mind that memory given to "cache" is not available for other uses by the game engine.  There is always a "trade-off".
 
  
* Cause-7: Some people has reported stuttering while standing in place and turning the camera.
+
*Cause-1: Companions impose heavy script processing penalties. More than two companions, while possible, will definitely cause lag according to the game developers. The game is unable to tell if a vanilla companion is "actually with you" or merely "befriended" but sitting elsewhere in another cell (such as in the Lucky 38 suite).  
:* Solution-7: Try disabling Windows [http://www.technipages.com/windows-enable-disable-superfetch Superfetch] and [http://helpdeskgeek.com/windows-7/windows-7-file-search-indexing-options/ File search indexing] features (available since Win7) to see if it improves the situation.  (See [http://www.osnews.com/story/21471/SuperFetch_How_it_Works_Myths Superfetch: How it Works & Myths] for more detail.) Note that Windows system updates may restore these settings without notice as something MS thinks should be enabled.
 
  
* Cause-8: Writing files to disk is the slowest thing the game does. Whether these are "save game files" or "logs", you want to minimize the number of times these get written.
+
:
 +
:*Solution-1: Release ("part ways" from) unused companions to return to where they were recruited. If you are not informed you have lost the Perk granted by that companion, you have not actually "released" them. There are "companion dismissal terminals" found in the game to help with this for companions, even those not currently with you. One is found in the Lucky 38 Casino by the Casino floor elevator and another in front of the Gun Runners HQ shack outside Freeside's East gate.  
  
:* Solution-8a: Disable game logging unless you have an immediate need for it.
+
*Cause-2: Use of NVSR setting "bHookLightCriticalSections=1".  
  
:* Solution-8b: If you are using CASM or some similar "auto-save" mod to manage your save game files (recommended), try increasing the "time between saves" set in the "save frequency"; and reducing the number of occasions it saves to the minimum (e.g. disable most "Autosave Events" in CASM) and see how that impacts the game seeming to freeze temporarily.
+
:
 +
:*Solution-2: Disable NVSR hooking Critical Sections ("bHookLightCriticalSections=0)" if you are experiencing heavy stutter or see [[#Issue:_Recent_.28post-Win10_FCU.29_CTDs_after_10-20_minutes_of_play|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]].  
  
:* Solution-8c: The one modern thing the game does benefit from is being put on an SSD.  Load times aren't improved that much; but stutter is greatly reduced, and the pause when the game autosaves with CASM is gone.
+
*Cause-3: The stutters can come from the game looking for control inputs from the attached game controller device first, then the keyboard/mouse though both are enabled.  
  
=== Issue: NPCs and Creatures are moving at "hyper-speed" ===
+
:
See video [https://youtu.be/iV1V4P1uMjM FNV hypersped NPCs] for an example.  The NPCs in the background are following their AI routines at a greatly accellerated speed or twitching while standing idle.
+
:*Solution-3: Disconnect the controller if you are not using it. Regardless, in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\FalloutPrefs.INI" file look for "bGamePadRumble=" and ensure it is set to "0".  
* Cause: There is an '''actor value''' called "speedmult" that does pretty much as the name implies; it's a multiplier for player and NPC movement speed. The default value is 100. In fact, its rare to see any humanoid with a speedmult greater than 100. So ranges from 700-27000 are ridiculous, but a buggy script can have this result.  Once such a bugged script gets into a "save game" it (or it's results) may be impossible to remove, so always know which save you can revert to before adding a new mod to your "load order". Just one of the reasons why any mod (even updates) needs to be tested prior to adding to your saved game.
 
:* Solution:  Isolate the mod causing the problem and report it to the author with detailed information as to how to replicate it so they can fix it.
 
:: You can test by selecting any NPC exhibiting this behavior in the console (< ~ > key and click on the NPC) and entering "getav speedmult" to see the current value and "setav speedmult 100", which should set the speed back to normal.  (The "getavinfo" version of the command gets the current value of a '''skill/stat''' like "speedmult" as well as any modifiers (but not their source) that are being applied at the moment.)
 
:: However, you need to get the NPC to "reload" before this reset value will take effect.  One way is to use the console "kill" command after selecting the target NPC, and then "resurrect" them.  They should then behave at normal speed for them.  (Note the console "kill" command will blame your character for their death.)  Do not target "leveled list" generic NPCs such as those in a "faction" like "Raiders", "NCR", "Legion", etc..  The "resurrect" command respawns a random one from the "leveled list".  You can use "resurrect 1" to get the same one you targeted to "stand up" as they are at the moment (i.e. naked if you stripped them of gear) as if they had been unconscious.  "Named" NPCs are the safest targets for such tests.
 
* Known mods with the problem:
 
:* The "JIP LN" version (contributed by someone else) of [http://www.nexusmods.com/newvegas/mods/63348/? Awesome Crippling Effects] mod by '''PsychorGames'''.  The main "non NVSE/JIP LN" file version is confirmed to not have the problem.  It seems the problem can persist in save games even after reverting to the "vanilla" (non NVSE) version until the above "setav speedmult 100" solution is applied.
 
:: This mod has unresolved reported bugs which (as of v1.7) affect:
 
::* '''Yes Man''' Quest: Change in Management - Because of the crippling effects, '''Yes Man''' dies when installing himself to the Mr. House terminal, breaking the quest, meaning that the quest doesn't progress and the Mr. House terminal cannot be interacted with.
 
::* Securitrons in The Strip and/or Lucky38 suddenly become hostile for unknown reasons.
 
::* Companions with crippled limbs stop following, or can't get up and the challenge "Knocked up" would get completed over and over again.
 
:: There are reports that removal of the mod resolved these additional bugs.
 
:: Version 1.8 of this mod has now been released to address these issues.  Confirmation is needed.  Check the "Comments" and "Bugs" tabs on the mod download page.
 
  
<span id="Issue: Ambient music skips/jitters/hiccups/pops/stutters"></span>
+
*Cause-4: Video card settings are not optimized for the game.  
=== Issue: SOUND - Ambient music skips/jitters/hiccups/pops/stutters ===
 
The ambient music is choppy in both vanilla and modded games. This doesn't happen to the radio music during normal gameplay, but does during loading screens or transitioning between tracks (i.e. going from ambient "explore" music to "combat", or entering new locations with different music).
 
  
* Cause: Old advice for FO3 was to uninstall '''"ffdshow"''', a codec mainly used for decoding of video in the MPEG-4 ASP (e.g. encoded with DivX or Xvid) and H.264/MPEG-4 AVC video formats, but it supports numerous other video and audio formats as well.  (The user configures '''ffdshow''''s audio and video settings by launching the '''"ffdshow video decoder configuration program"''' independently of any media player.)  Alternatively one could try to add FO3 to it's "exception" list.
+
:
 +
:*Solution-4a: nVidia - There is a third-party tool called [http://download.orbmu2k.de/download.php?id=51 nVidia Inspector]. (The author's [http://orbmu2k.de/tools/nvidia-inspector-tool#more-244 blog page] is in German, but does not appear to have been recently updated.) There is a [http://www.youtube.com/watch?v=syE55-jEzb8 Increase nVidia GTX performance with nVidia Inspector] video covering the basics of how to use the non-intuitive interface. If you are launching the game from any renamed executable other than the vanilla name (i.e. "FalloutNV.exe", which MO renames to "FalloutMO.exe"), you need to add it to the nVidia profile so it will recognize that name as "the game" and adjust it's performance settings accordingly.   
 +
::
 +
:::The driver profile for FNV/FO3 "Ambient Occlusion" (AO) is reported to be buggy ever since nVidia updated it to HBAO instead of SSAO years ago. You can use '''nVidia Inspector''' to change the AO profile though. The '''Wolfenstien profile''' is reported to work pretty well.    
  
:* Solution-1: FNV appears to require at least some of the codec features provided by '''"ffdshow"'''.  If needed it can be re-installed as part of the [http://www.cccp-project.net/ CCCP codec pack] or directly from the [http://ffdshow-tryout.sourceforge.net/ ffdshow tryouts] website.  (Alternative codecs may also provide the needed features.)  Be sure to install the '''32-bit''' version, as that is what the game needs.  Some have reported that only the '''"CCCP codec"''' (without '''"ffdshow"''') is needed.  Install the same as any other '''Windows''' program.
+
:
::*  Remove '''falloutnv.exe''' and '''falloutnv4gb.exe''' programs from the list of '''"ffdshow"''' exceptions.
+
:*Solution-4b: There is a later spin-off of '''nVidia Inspector''' called [http://pcgamingwiki.com/wiki/NVIDIA_Profile_Inspector NVIDIA Profile Inspector], which is a tool created for pulling up and editing Application Profile settings within the Nvidia drivers.  
  
:* Solution-2: De-fragment your disk drive and reduce background programs to the essential minimum.
+
:
 +
:*Solution-4c: AMD/ATI - [http://www.amd.com/en-gb/innovations/software-technologies/catalyst AMD Catalyst Control Center] has game settings for CCC as well. While not as full featured as "nVidia Inspector", there is also [http://www.radeonpro.info/2013/04/download-radeonpro-preview-1-1-1-0-13apr2013-with-improved-overdrive-and-sweetfx-1-4-support/ Radeon Pro] which still works well even though development stopped in 2013 when it's author was hired to work with [http://www.radeonpro.info/2014/03/important-announcement-about-radeonpro/ AMD Gaming Evolved's Raptr].  
  
:* Solution-3: The [http://www.nexusmods.com/newvegas/mods/61265 OGG Vorbis Libraries] have an update mod which has solved a stutter occurring every 15 seconds for some users.  (These libraries are used by the vanilla game.)  The '''Vorbis OGG Library''' is a set of DLL files which you have to manually install/copy into the game root folder (where the "FalloutNV.exe" file is found).  Mod managers don't recognize or place them properly.  They will need to '''''overwrite''''' the existing files.
+
*Cause-5: Some older video systems may have to pull from the hard drive more often or need more processing room with "high definition" textures.  
  
:* Solution-4: You may need to use a '''Windows''' tool such as [http://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer Process Explorer] to track down which app or service is grabbing cycles.
+
:
 +
:*Solution-5a: [http://www.auslogics.com/en/software/disk-defrag/ Disk Defrag] (free) your hard drive. All hard drives that are not "solid state devices" (SSDs) require "defragmentation" periodically. This reduces the lag from the physical magnetic "head" movement to locate sections of file scattered the disk platter and increases efficiency.  
  
=== Issue: SOUND - Combat causes infinite loop sound ===
+
:
A "weird" AmbientFX (special effect) noise appears during combat (freqently by firing a Laser weapon) and won't terminate unless you either quit the game or reload a save game.<br>
+
:*Solution-5b: See the '[[#Issue:_Is_ENBoost_for_everyone.3F|Issue: Is ENBoost for everyone? ]]' entry which enables the dynamic use of more system memory (if available) to assist video processing. Some people have found this to help with stutters and lag.  
(Thanks to users '''harlandgg''' for discovering the cause, and '''HadToRegister''' for reporting it to the FNV Forum so it could be included here.)
 
  
* Cause: Following instructions for installing the mod [http://www.nexusmods.com/newvegas/mods/64807? Vanilla Restored Audio Patch] causes the folder "\Data\Sound\fx\amb\steampuddle" to be installed/restored.  The files in this folder do not appear to have set "loop end" points, causing them to play infinitely.  This problem is common to EVE, YUP and UPP (Unofficial Patch Plus) users as they will flag ash/goo piles and impact sounds with ''AMBSteamPuddleLP''.
+
*Cause-6: Some people have reported an improvement upon adjusting some INI settings.  
  
:* Solution: Delete the entire "\Data\Sound\fx\amb\steampuddle" folder. (The rest of the mod works fine.)
+
:
 +
:*Solution-6a: In all three INI files, under the "[General]" section set the following values:  
 +
::<pre>bUseThreadedAI=1</pre>
 +
 
  
<span id="Issue: No music or sound"></span>
+
&nbsp;
  
=== Issue: SOUND - No music or sound ===
+
:
(See also [[#Issue:_Radio_station_music_doesn't_play|Issue: SOUND - Radio station music doesn't play]] for that specific problem.)
+
::and add the line:
 +
::<pre>iNumHWThreads=</pre>
 +
 
  
* Cause-1: If this problem occurs when you first start the game, then it's likely there may be an audio "codec" conflict between what you have installed under Windows and what the game in question requires, or a necessary "codec" is missing. (A "codec" is a "DirectShow filter", and there is a chain of them in the registry establishing which order to try them in to determine which to use.  "DirectShow" is a component of the DirectX (DX#) API system used by games running under Windows.)
+
and set that to however many cores your processor has. Note this added line is not considered a general "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone as a matter of course. Some people have experienced adverse effects. Use with caution and test the result. When in doubt, start with "2".
:* Solution-1a: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found.  See "Cause-1" under [[#Issue: Vanilla game Hangs on startup|Issue: Vanilla game Hangs on startup]].
 
  
:* Solution-1b: Some have found that installing a third-party "DirectX: DirectShow codec" resolves the problem. There are a number available on the internet. The [http://www.codecguide.com/ K-Lite Codec Pack] is often mentioned especially for older versions of Windows. Be sure to get the 32-bit version, as FNV is using 32-bit libraries.
+
:
 +
:*Solution-6b: Some "sounds", such as large explosions, can cause video stuttering as well. (The video, mouse, and audio systems are all interconnected in that they compete for priority of resources at the same high level.) Some have found that adding more vanilla BSA files to the "sEssentialFileCacheList=" list under "[General]" in the INI files makes a difference. For example: 
 +
<div class="boilerplate metadata" id="Notice_Box" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#333333;  padding:3px;  word-wrap: break-word">sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa, Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Fallout - Textures2.bsa
 +
sUnessentialFileCacheList=Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
 +
</div>
 +
:
 +
::and increasing the size of the "Audio cache" under the "[Audio]" section as follows: 
 +
<div class="boilerplate metadata" id="Notice_Box" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#333333;  padding:3px; word-wrap: break-word">iAudioCacheSize=4096
 +
iMaxSizeForCachedSound=512
 +
</div>
 +
:
 +
::This basically allows the game to cache much more into memory then it otherwise would, as it seems textures and meshes are excluded from memory, as well as large sound effects, resulting in a momentary freeze whenever they are loaded. May not stop a slight lag on the first explosion, but should greatly reduce any lag on explosions shortly after that. Just bear in mind that memory given to "cache" is not available for other uses by the game engine. There is always a "trade-off".  
  
* Cause-2: If you are suddenly having a "slowdown" or lag; or a lack of sound; or problems getting NVSE to load, or really anything new unexpectedly, please see the 'Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)' entry in the wiki "[http://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting Fallout NV Mod Conflict Troubleshooting]" guide.  This may be due to a Windows Update for the "Meltdown and Spectre Vulnerabilities".
+
*Cause-7: Some people has reported stuttering while standing in place and turning the camera.  
: See also the related [[#Issue: Incomplete save game load|Issue: Incomplete save game load]].
 
:* Solution-2a: Not all "codecs" are created equal, and sometimes Windows versions and specific games are very particular.  Codec uninstall routines often fail to completely remove all signs from the registry, and the residue can create problems.  The mod [http://www.nexusmods.com/newvegas/mods/35868/? DirectShow Filter _Codec_ Reset] by '''Blade FireLight''' is designed to "reset" the chain of "codecs" to the defaults used by Windows 7.  However, it may not work with later versions of Windows.    [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ HEED THE WARNING ABOUT CREATING A 'SYSTEM RESTORE POINT' FIRST!]  Anything affecting the registry has the potential to turn your computer into "a brick", unable to do anything but sit there.  A power outage can happen to anyone at any time.
 
::* Do not, I repeat, DO NOT follow the advice you can find on the internet about installing AC3 encoder and configuring it… two of us in the forum lost *all* sounds because of that.
 
  
:* Solution-2b: You might be able to resolve the problem with another tool designed to "reset" your codecs back to Windows defaults.  There are a number of free tools avaialbe to deal with this listed on [http://www.raymond.cc/blog/fix-video-playback-problems-by-removing-bad-codecs/ this web page]
+
:
 +
:*Solution-7: Try disabling Windows [http://www.technipages.com/windows-enable-disable-superfetch Superfetch] and [http://helpdeskgeek.com/windows-7/windows-7-file-search-indexing-options/ File search indexing] features (available since Win7) to see if it improves the situation. (See [http://www.osnews.com/story/21471/SuperFetch_How_it_Works_Myths Superfetch: How it Works & Myths] for more detail.) Note that Windows system updates may restore these settings without notice as something MS thinks should be enabled. 
  
* Cause-3: If your problem occurs after you attempted to uninstall something and no solution you've tried has worked, you may need more drastic measures.
+
*Cause-8: Writing files to disk is the slowest thing the game does. Whether these are "save game files" or "logs", you want to minimize the number of times these get written.  
:* Solution-3: Either return to a [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ Windows system restore point] prior to your installation of the problematic software, or use MS's own [http://www.microsoft.com/en-us/download/details.aspx?id=49975 Use Reset to restore your Windows 10 PC].
 
  
<span id="Issue: Radio station music doesn't play"></span>
+
:
=== Issue: SOUND - Radio station music doesn't play ===
+
:*Solution-8a: Disable game logging unless you have an immediate need for it.  
Everything (ambient sound, footsteps, dialogue, radio announcer) is working fine except the radio music is missing.<br>
 
(See instead [[#Issue:_No_music_or_sound|Issue: SOUND - No music or sound]] for the more general problem.)
 
  
* Cause-1: There is an audio "codec" conflict between what you have installed under Windows and what the music in question requires, or a necessary "codec" is missing.  (A "codec" is a "DirectShow filter", and there is a chain of them in the registry establishing which order to try them in to determine which to use.  "DirectShow" is a component of the DirectX (DX#) API system used by games running under Windows.)
+
:
:* Solution-1a: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found. See "Cause-1" under [[#Issue: Vanilla game Hangs on startup|Issue: Vanilla game Hangs on startup]].
+
:*Solution-8b: If you are using CASM or some similar "auto-save" mod to manage your save game files (recommended), try increasing the "time between saves" set in the "save frequency"; and reducing the number of occasions it saves to the minimum (e.g. disable most "Autosave Events" in CASM) and see how that impacts the game seeming to freeze temporarily.  
  
:* Solution-1b: Some have found that installing a third-party "DirectX: DirectShow" "codec" resolves the problem.  There are a number available on the internet. The [http://www.codecguide.com/ K-Lite Codec Pack] is often mentioned especially for older versions of Windows.  Be sure to get the 32-bit version, as FNV is using 32-bit libraries.
+
:
 +
:*Solution-8c: The one modern thing the game does benefit from is being put on an SSD. Load times aren't improved that much; but stutter is greatly reduced, and the pause when the game autosaves with CASM is gone.  
  
:* Solution-1c: Not all "codecs" are created equal, and sometimes Windows versions and specific games are very particular.  Codec uninstall routines often fail to completely remove all signs from the registry, and the residue can create problems.  The mod [http://www.nexusmods.com/newvegas/mods/35868/? DirectShow Filter _Codec_ Reset] by '''Blade FireLight''' is designed to "reset" the chain of "codecs" to the defaults used by Windows 7.  [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ HEED THE WARNING ABOUT CREATING A 'SYSTEM RESTORE POINT' FIRST!] Anything affecting the registry has the potential to turn your computer into "a brick", unable to do anything but sit there.  A power outage can happen to anyone at any time.
+
* Cause-9: See also [[#Issue_-_MOD_IMPACT_-_FPS_drop_or_stutter_on_semi-auto_hits|Issue - MOD IMPACT - FPS drop or stutter on semi-auto hits]].
::* Do not, I repeat, DO NOT follow the advice you can find on the internet about installing AC3 encoder and configuring it… two of us in the forum lost *all* sounds because of that.
 
  
:* Solution-1d: Sometimes the music is there, but the volume (even with the settings to max) is so low you can barely tell it's there. This is likely a "codec" problem. See the earlier possible "codec" solutions.
+
* Cause-10: There is a known game engine bug when firing a weapon that uses multiple projectiles (e.g. "shotguns").
::* Alternatively, [http://www.youtube.com/watch?v=vpQShdafsFA Tutorial - Fallout New Vegas Radio Fix] video by '''KitsuneJimmy''' explains that in the game "Data\Sound\songs\radionv" folder, the MP3 files are recorded at 72 decibels, while normally commercial music is recorded at 89 decibels.  The tool [http://mp3gain.sourceforge.net/ MP3Gain] analyzes and adjusts MP3 files so that they have the same target volume (89 decibels)It can process the entire folder at once; but it's always a good idea to back it up first in case of problems.  The first time you load the game after doing so, it may take longer than usual to get to the main menu.
+
:* Solution-10: The mod [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] has a solution for this: "bMultiProjectileFix - Fixes an engine bug where using weapons which fire multiple projectiles per shot could often cause brief lags and FPS drops when hitting live targets." Reportedly, it'll still lag if the number of pellets the shotgun fires is large, but vanilla numbers should be fine.
  
:* Solution-1e: The game doesn't like USB speakers/headsets and non-stereo setups. It is always worth a try to set your audio setup to 2.0 stereo in the Windows Control Panel.
+
<span id="Issue: MouseSensitivty"></span>
 +
=== Issue - Mouse sensitivity reduced ===
 +
Symptoms: Mouse sensitivity inside any interior is about half that of the value in exteriors.
  
:* Solution-1f: Sometimes there is a technical difference between the jacks on the front and back panels of the computer chassisBe sure to test using both sets.
+
* Cause-1: "[https://geckwiki.com/index.php?title=ImageSpace Image Space]" systems can configure the base display effects for a cell or worldspace. This would allow designers to drive post-processed "film" effects through the editor, giving much greater control and more of a "film" feel. Some of the effects include blurring, coloring, and HDR/Bloom effects. The ImageSpace form can be opened from the [https://geckwiki.com/index.php/World_Spaces World Spaces] menuMods can make edits which damage how these work.
 +
:* Solution-1: The mod "[https://www.nexusmods.com/newvegas/mods/42847/ PWV - Project Wasteland Vision]" makes some edits to "[https://geckwiki.com/index.php?title=ImageSpace_Modifier ImageSpace Modifier (IMOD)]" records for explosions, plasma, and scope FX.  Removing those edits with [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] resolved the problem for the reporting user.
  
:* Solution-1g: Possibly your issue is speaker related. For example with 7.1 sound speakers: after testing them in control panel, found 2 of them werent working so set it to 5.1.  Then they worked.
+
* Cause-2: Mouse driver, especially some brand "additional features" such as accelerators.
 +
:* Solution-2a: Check the vendor brand support forums to see if there are any similar reports.
 +
:* Solution-2b: Start troubleshooting by disabling any optional mouse driver features, test, and then add desired features one at a time.
 +
:* Solution-2c: If you have more than one mouse available, try swapping out brands.
 +
:* Solution-2d: Try an older version of the driver as well, as later versions often drop support/testing for older games.
 +
:* Solution-2e: There are hidden interactions between the Audio, Mouse, and Video drivers.  If there has been a recent update to one of these, test by rolling it back to the previous functional version to see if there is an improvement.
  
:* Solution-1h: A known problem with the audio in this game is if you have that Razer driver installed that lets you hear surround sound on the headphones. Since it is an incompatibility issue, you cannot use both: either remove the Razer drivers entirely and use the headphone as stereo 2.0, or get another speaker/headphone that plugs into the standard audio-out jack.
+
<span id="Issue: NPCs and Creatures are moving at "hyper-speed""></span>
  
:* Solution-1i: Windows Control Panel "Realtek HD Audio Manager" control was set for 5.1 sound properly, except that there was a "speaker fill" setting that was unchecked and this little setting apparently turns the stereo-only signal into a 5.1 surround signal.
+
=== Issue - NPCs and Creatures are moving at ''hyper-speed'' ===
   
 
:* Solution-1j:  The last resort is trying to reinstall the drivers of your sound card. Either the latest one or the one that it came with on cd or from the manufacturer's site. This will put the default codec up top in the Windows preferred codecs list.
 
:: Locate the sound card or integrated audio device driver for your version of Windows on the vendor site and re-install.  (These are often different from those available from "Microsoft Updates".)  [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ Create a Windows System Restore Point] first!
 
  
* Cause-2: By default the game only plays radio music while the Mojave Wasteland is enabled/loaded. When you load a DLC worldspace, the Mojave worldspace (and thus the music) is disabled. Sometimes it is not re-enabled upon returning to the Wasteland.  This is usually confined to the save game made at that time, but it might be an unknown vanilla game bug or a mod conflict in your particular "load order", and can be carried forward thereafter.  People have performed a "speed-run" through the same DLC from a save game made prior to entering it the first time and not had the problem occur upon exit.  Others have had it happen only on subsequent runs through the DLC.  It's a fairly rare problem.
+
See video [https://youtu.be/iV1V4P1uMjM FNV hypersped NPCs] for an example. The NPCs in the background are following their AI routines at a greatly accellerated speed or twitching while standing idle.
  
:* Solution-2a: You can use nearly any script command in the console.  The difference is mainly that you'll need to use the numerical '''Reference-ID''' (next to the text '''Editor-ID''' or '''Base-ID''' in wiki tables).  On that note, you can use these commands in-game on any reference if you have the correct ID it is expecting.
+
*Cause: There is an '''actor value''' called "speedmult" that does pretty much as the name implies; it's a multiplier for player and NPC movement speed. The default value is 100. In fact, its rare to see any humanoid with a speedmult greater than 100. So ranges from 700-27000 are ridiculous, but a buggy script can have this result. Once such a bugged script gets into a "save game" it (or it's results) may be impossible to remove, so always know which save you can revert to before adding a new mod to your "load order". Just one of the reasons why any mod (even updates) needs to be tested prior to adding to your saved game.  
:: (Here's a good comprehensive reference for console commands: [http://fallout.gamepedia.com/Gamebryo_and_Creation_console_commands_(all) Gamebryo and Creation console commands (all)]. Even though a command is listed, that doesn't guarantee full functionality. Best thing to do is to test it.)
 
:: Fortunately, for every actor or object in the vanilla game, including the DLCs, these numbers are available on all the Fallout wiki sites, like Wikia's Nukapedia or Gamepedia's The Vault for example. But, unfortunately, NOT for the Radio Stations, which use Talking Activators (form type "TACT"). You will need to know their "common name", which you can look up by their "Editor-ID" in FNVEdit under "Name" field. Then in the game console, enter the command:
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 
white-space: -pre-wrap;      /* Opera 4-6 */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">save <SomeFileName> 1</div>
 
:: This will create a text "dump file" '''<SomeFileName>.fos.txt''' in your "My Games\FalloutNV\Saves" folder.  This file is a list of various information (including Ref-IDs) currently in your loaded save game.  (It's not documented what other parameters than "1" will produce.)  Now search that file for the "common name" of the radio station you want.  (Check the type of entry.  You don't want quest or script references.)  The first column entry is the "Ref-ID" of that station.  Make a note of it.
 
:: The Common Name "Mojave Music Radio" has Editor-ID "vCountryRadio" and a Base-ID of 0016B46F, but does not have a location marker as it is enabled by script automatically when you leave Doc Mitchell's house at the beginning of the game.  At least in my "dumpfile" it did not appear as a Ref-ID.
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 
white-space: -pre-wrap;      /* Opera 4-6 */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">Editor-ID (Ref-ID):
 
Radio New Vegas (0014DF03)
 
Black Mountain Radio (000E6188)
 
Sierra Madre Broadcast (010062B4)
 
Happy Trails Expedition Broadcast (0200E74A)
 
</div>     
 
:: There's the command [http://geckwiki.com/index.php/GetBroadcastState GetBroadcastState] to make sure that it's not broadcasting. And then there's [http://geckwiki.com/index.php/GetDisabled GetDisabled] to confirm it's not a disabled reference. Then you can try [http://geckwiki.com/index.php/SetBroadcastState SetBroadcastState] from the console; as well as disabling and then enabling the radios' Talking Activator references. You can try [http://geckwiki.com/index.php/MoveTo Player.MoveTo <stationRef>] to have a look at the "station" as well but many are buried inside terrain features such as mountains.
 
:: Examples:
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 
white-space: -pre-wrap;      /* Opera 4-6 */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">prid 0014DF03          ; sets the following command to apply to the Ref-ID of 'Radio New Vegas'.
 
GetBroadcastState      ; returns "0" if OFF (static); "1" if broadcasting
 
OR
 
"0014DF03".GetDisabled ; returns "1" if disabled; otherwise "0" for Ref-ID of 'Radio New Vegas'
 
"0014DF03".SetBroadcastState 1 ; "0" turns OFF; "1" turns ON continuous broadcast.
 
</div>
 
:: Note that range considerations still apply.  You won't pick up '''Black Mountain Radio''' if you aren't near it.
 
:: The above are probably all you will need.  But for completeness sake, here is the information on the '''JIP LN NVSE Plugin''' ''music'' functions: (parameter in brackets is [optional]).
 
  
:: Note the "ambient or atmospheric music" is dependent upon the current cell and is separate and distinct from the radio "songs".  They are controlled independently.  These are '''JIP NVSE''' addon functions. As such they require '''JIP LN NVSE''' to be installed, and are intended to be used in scripts. Their use as console commands has not been verified.  
+
:
 +
:*Solution: Isolate the mod causing the problem and report it to the author with detailed information as to how to replicate it so they can fix it. 
 +
::You can test by selecting any NPC exhibiting this behavior in the console (< ~ > key and click on the NPC) and entering "getav speedmult" to see the current value and "setav speedmult 100", which should set the speed back to normal. (The "getavinfo" version of the command gets the current value of a '''skill/stat''' like "speedmult" as well as any modifiers (but not their source) that are being applied at the moment.)
 +
::However, you need to get the NPC to "reload" before this reset value will take effect. One way is to use the console "kill" command after selecting the target NPC, and then "resurrect" them. They should then behave at normal speed for them. (Note the console "kill" command will blame your character for their death.) Do not target "leveled list" generic NPCs such as those in a "faction" like "Raiders", "NCR", "Legion", etc.. The "resurrect" command respawns a random one from the "leveled list". You can use "resurrect 1" to get the same one you targeted to "stand up" as they are at the moment (i.e. naked if you stripped them of gear) as if they had been unconscious. "Named" NPCs are the safest targets for such tests.  
  
:: "(musicState:int) IsMusicPlaying [musicType:form]".  Returns the playback state of the game's current background (ambience) music:
+
*Known mods with the problem:  
::* 0 Not playing
 
::* 1 Paused
 
::* 2 Playing
 
:: The ''musicType'' argument may be either a Music Type form, a Media Location Controller form, or it may be entirely omitted. Omitted paraemter returns currently playing music (if any).
 
:: Examples:
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
 
white-space: -pre-wrap;      /* Opera 4-6 */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">set iMusicState to IsMusicPlaying
 
printc "Current Music state is %g" iMusicState
 
</div>
 
:: "SetMusicState musicState:int{0, 1, 2}".  Sets the playback state of the game's current background music:
 
::* 0 Stop Playback
 
::* 1 Pause Playback
 
::* 2 Resume Playback
 
:: Note: The Stop Playback state will stop music played by [http://geckwiki.com/index.php/PlayMusic PlayMusic], otherwise it will replay the current music from the beginning.
 
  
:: Example:
+
:
::* "SetMusicState 2" ; (resume Playback.)
+
:*The "JIP LN" version (contributed by someone else) of [http://www.nexusmods.com/newvegas/mods/63348/? Awesome Crippling Effects] mod by '''PsychorGames'''. The main "non NVSE/JIP LN" file version is confirmed to not have the problem. It seems the problem can persist in save games even after reverting to the "vanilla" (non NVSE) version until the above "setav speedmult 100" solution is applied. 
 +
::This mod has unresolved reported bugs which (as of v1.7) affect:
 +
::*'''Yes Man''' Quest: Change in Management - Because of the crippling effects, '''Yes Man''' dies when installing himself to the Mr. House terminal, breaking the quest, meaning that the quest doesn't progress and the Mr. House terminal cannot be interacted with.
 +
::*Securitrons in The Strip and/or Lucky38 suddenly become hostile for unknown reasons.
 +
::*Companions with crippled limbs stop following, or can't get up and the challenge "Knocked up" would get completed over and over again. 
 +
::There are reports that removal of the mod resolved these additional bugs.
 +
::Version 1.8 of this mod has now been released to address these issues. Confirmation is needed. Check the "Comments" and "Bugs" tabs on the mod download page.  
  
 +
<span id="Issue: SOUND - Ambient music skips/jitters/hiccups/pops/stutters"></span>
 +
=== Issue - SOUND - Ambient music ''skips-jitters-hiccups-pops-stutters'' ===
  
:* Solution-2b: Failing the use of Ref-IDs and console commands, there is a mod [http://www.nexusmods.com/newvegas/mods/62555 Radio New Vegas Everywhere] uploaded on the Nexus that keeps Radio New Vegas enabled always (as long as the Player is enabled), so you can try downloading that. The mod [http://www.nexusmods.com/newvegas/mods/62551/? Music Pack for Radio NV - ver 1.3] by the same author adds 250 tracks (nearly every song in the game) to RNV.
+
The ambient music is choppy in both vanilla and modded games. This doesn't happen to the radio music during normal gameplay, but does during loading screens or transitioning between tracks (i.e. going from ambient "explore" music to "combat", or entering new locations with different music).
  
:* Solution-2c: [http://geckwiki.com/index.php/FadeSFX FadeSFX] disabled all the sounds except the music. This is useful when showing Bink Video files. FadeSFX is reversable, it appears, by simply [http://geckwiki.com/index.php/PlayBink playing a Bink video file]. As soon as the video ends, sound is restored. As far as can be told, it is still irreversible without playing a video.
+
*Cause: Old advice for FO3 was to uninstall '''"ffdshow"''', a codec mainly used for decoding of video in the MPEG-4 ASP (e.g. encoded with DivX or Xvid) and H.264/MPEG-4 AVC video formats, but it supports numerous other video and audio formats as well. (The user configures '''ffdshow''''s audio and video settings by launching the '''"ffdshow video decoder configuration program"''' independently of any media player.) Alternatively one could try to add FO3 to it's "exception" list.  
:: The Bink video has to be on disk and not in a BSA.  The only one on disk by default is "Data\Video\FNVIntro.bik".  So try the console command: 'playbink "FNVIntro.bik" 1 1 1 1'.  (The double-quotes around the ".bik" filename are required.) You can use the <ESC> key to interrupt the video, which should restore your music if "FadeSFX" was what disabled it.
 
  
=== Issue: System Network configuration ===
+
:
Unless you are running a LAN, there are some default configuration settings you can change to improve your Internet download performance and reduce system memory use. It may also reduce incidents of CTDs.
+
:*Solution-1: FNV appears to require at least some of the codec features provided by '''"ffdshow"'''. If needed it can be re-installed as part of the [http://www.cccp-project.net/ CCCP codec pack] or directly from the [http://ffdshow-tryout.sourceforge.net/ ffdshow tryouts] website. (Alternative codecs may also provide the needed features.) Be sure to install the '''32-bit''' version, as that is what the game needs. Some have reported that only the '''"CCCP codec"''' (without '''"ffdshow"''') is needed. Install the same as any other '''Windows''' program. 
 +
::
 +
::*Remove '''falloutnv.exe''' and '''falloutnv4gb.exe''' programs from the list of '''"ffdshow"''' exceptions.    
  
* Cause: Anything that searches for system updates, or all the computers in a home or business network; or tries to determine the Internet Bandwidth while online: all use RAM to run as "services" in the background.  When you are running your game in "Offline" mode, you don't need any of those functions running at all.  Most of the time you only need them when the computer boots up and not again until something changes.
+
:
 +
:*Solution-2: Edit the "Users" INI files under the "[Audio]" section, and change the following settings as indicated: 
 +
<div class="boilerplate metadata" id="Notice_Box" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray; background-color:#424242;  padding:3px;  word-wrap: break-word">iAudioCacheSize=2048 to "=8192"
 +
iMaxSizeForCachedSound=256 to "=1024"<br/> bMultiThreadAudio=0 to "=1"
 +
</div>
 +
:
 +
:*Solution-3: De-fragment your disk drive and reduce background programs to the essential minimum.  
  
:* Solution: Read the following carefully.  Not all will apply to your situation.  Be prepared to revert to a known good configuration.  YOU have to know what that configuration is.  The system does not maintain "save files"  for device configurations.
+
:
::* Open the "Network and Sharing Center/Internet" Control Panel applet.
+
:*Solution-4: The [http://www.nexusmods.com/newvegas/mods/61265 OGG Vorbis Libraries] have an update mod which has solved a stutter occurring every 15 seconds for some users. (These libraries are used by the vanilla game.) The '''Vorbis OGG Library''' is a set of DLL files which you have to manually install/copy into the game root folder (where the "FalloutNV.exe" file is found). Mod managers don't recognize or place them properly. They will need to '''''overwrite''''' the existing files. '''GamerPoets''' has a "[http://www.youtube.com/watch?v=KkVWoccWoXY Performance & Stability Guide]" YouTube video which covers this library at the 3:07 minute mark. (Note the different section timemarks are displayed at the top of the screen.) The mod [http://www.nexusmods.com/newvegas/mods/65854 FNV BSA Decompressor] transcodes all sound '''fx''' in ".*OGG" format to ".WAV" so they function in the game. It's installation is described at the 10:12 minute mark of '''GamerPoets''' previously linked "Performance & Stability" video.   
::* "< Left-Click >" on the "Change adapter settings" option in the left hand edge.
 
::* "< Right-click >" on the "Ethernet" adapter icon, and select "Properties".  (This will require you to enter an "Administrator" password to proceed.)
 
::* You should see a "Networking" tab which lists various "protocols" in the large white box under the identification of your network adapter model.  Those with a "Check" in the box are "enabled".  Any that are listed are "installed".
 
:::* "[http://support.microsoft.com/en-us/help/322267/removing-client-for-microsoft-networks-removes-other-services Client for Microsoft Networks]". This protocol is intended for a "home" or "small business" Local Area Network (LAN) that cannot be seen across the Internet. It is actually the '''Workstation''' service. If you remove this service, the '''Netlogon''' and '''RPC Locator''' services are also removed.  Unless you have such a setup, it is not of use to you, so disable it by unchecking the box.
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 90px;border:1px dashed #DAA520;color: red;
 
background-color:#ffffffff;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">Note that if you have your own router (or WiFi connection) between your computer and your ISP modem, you have a "home LAN".  Disabling this protocol could cause you to lose your Internet connection immediately.  Test!
 
</div>
 
:::* "[http://blogs.technet.microsoft.com/windows_vpc/2009/12/06/networking-in-windows-virtual-pc/ Virtual PC Network Filter Driver]" is only of use if you run a "Virtual PC with networking". The "Virtual PC" is not available at all on the "Home Edition" of any Windows verson. Unless you have a need, disable it.
 
:::* "[http://answers.microsoft.com/en-us/windows/forum/windows8_1-performance/qos-packet-scheduler-bug/5793456c-a5be-48de-abd8-839d9fcbf452 QoS Packet Scheduler]" is installed by default for Local Area Networks (LAN).  It's purpose is to prioritize particular types of application traffic (e.g. "Voice over Internet Protocol" ('''VoIP''')) where having a certain amount of bandwidth is crucial. If you do not need to prioritize network traffic and its works fine without '''QoS packet scheduler''' you may choose to keep it disabled.  Testing to see it's effects is recommended.
 
:::* "[http://support.microsoft.com/en-us/help/199346/disable-file-and-printer-sharing-for-additional-security File and Printer Sharing for Microsoft Networks]" works in conjunction with the "Client for Microsoft Networks" protocol. Again it is of use only with a "home" or "business" LAN and it does require the "Client for Microsoft Networks" protocol to be installed and active.  Even then, it can be disabled if you don't need to directly access files and printers between different devices in the network.  Microsoft advises unbinding it from the '''TCP/IP''' protocols if possible and binding it only to a LAN protocol such as "Client for Microsoft Networks" for security reasons.  See the linked article.
 
:::* "[http://en.wikipedia.org/wiki/Link_Layer_Topology_Discovery Link-Layer Topology Discovery]" has two protocols:<br>
 
::::* "Mapper I/O Driver"
 
::::* "Responder".
 
:::: "Link-Layer Topology Discovery" is used by Microsoft's "Network Map" feature to display a graphical representation of the local area network (LAN) or wireless LAN (WLAN), to which the computer is connectedIt operates strictly on a given local network segment. It cannot discover devices across routers, an operation which would require Internet Protocol level routing. Unless your LAN needs it, disable both protocols.
 
  
=== Issue: Vsync (V-Sync) ON or OFF ===
+
:
"Short for Vertical Sync, Vsync is a display option found in some 3-D computer games that allow the gamer to synchronize the frame rate of the game with the monitor refresh rate for better stability. If the Vsync is turned off, gamers might obtain a higher frame rate but this action may introduce artifacts in the game." - Webopedia.  Vsync can also have an effect on "lag".  The purpose of Vsync is to eliminate "tearing", a disjointed image.  For an in-depth explanation of how VSync (aka "V-Sync") affects "tearing", see the [http://hardforum.com/threads/how-vsync-works-and-why-people-loathe-it.928593/ How VSync works, and why people loathe it] article on the "HardForum.com" site.
+
:*Solution-5: You may need to use a '''Windows''' tool such as [http://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer Process Explorer] to track down which app or service is grabbing cycles.  
  
* Cause: The short answer is: if you have "triple-buffering" on your video card, then use VSync, because "3buff" is designed to solve the problems with Vsync.  If you don't have triple-buffering, then you have to make a choice based upon the effect on your game and FPS rate.  Read the article!
+
<span id="Issue: SOUND - Combat causes audio desync"></span>
:* Solution-1a: Some games (including FNV) have a setting for disabling VSync.  Most modern video cards have an option for it in their driver control programs.  Some "post-processors" (such as ENB) have an option as well.  You need to check them all. 
 
  
:* Solution-1b: FNV's hardware configuation option doesn't seem to actually have any effect.  You can try manually setting this "off" in all three of the "Fallout.INI" files by changing the "iPresentInterval=1" variable to "iPresentInterval=0".  Be sure you have a backup of the original INI files before making any changes(See the [[FNV_General_Mod_Use_Advice#Game_INI_files | Game INI files]] section of the "FNV General Mod Use Advice" article for details if you don't know about the locations of the INI files.)
+
=== Issue - SOUND - Combat causes audio desync ===
 +
Upon entering combat: an audio desync occurs for the duration of the battle. This desync is a long (5+ second) delay in audio effects, and during this delay cannot switch weapons using hotkeysReported as an issue running "Tale of Two Wastelands".
  
=== Issue: What INI edits seem to be most beneficial to performance ===
+
* Cause: the AVAST anti-virus program specifically has been identified as causing this problem, even when "shields" are turned off and "falloutnv.exe" is excluded.
* Cause: There are many INI settings you can adjust across many utilities, but it can be difficult to tell which are most helpful to improving performance in general.
+
:* Solution: Disable or uninstall AVAST anti-virus completely.
: Solution: The information provided in the [http://taleoftwowastelands.com/content/ttw-performance-guide Tale of Two Wastelands (TTW) Performance Guide] covers specific INI settings for a number of different utilities such as the three game INI files, NVSE, the correct version of NVSR to use depending upon your processor, and some nVidia card specific tweaks.  These setting seem to be equally helpful for both FNV and FO3 as well as TTW.
+
:: If you play the game in "offline mode", you shouldn't need to have any anti-virus or anti-malware service running.  There are programs (search the web on "game boosters") which help you shut down services which are not essential while playing a game.
  
== Solutions to "Crash To Desktop" (CTD) problems ==
+
<span id="Issue: SOUND - Combat causes infinite loop sound"></span>
  
=== Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU) ===
+
=== Issue - SOUND - Combat causes infinite loop sound ===
<span id="Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play">(Formerly: Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play)</span><br>
 
<span style="color: green;background-color:#fff5f5;">Update: the Win10 April 2018 "Spring Creators Update" (2018 SCU) "1803" (aka "Redstone 4") seems to have enabled many users to utilize NVSR again.  See "Solution-2".</span>
 
* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.
 
: Please read ''ALL'' the proposed solutions before implementing any.  Expect to need to engage in some "trial-and-error" testing.
 
:* Solution-1: Those experiencing this problem are recommended to try setting the NVSR INI file "Master" section to ''bHookCriticalSections= 0'', which will disable the use of "CriticalSections" features and the heap related algorithm and size settings in NVSR. (The ''bFastExit'' fix still reportedly works.)  Some have found it necessary to discontinue use of NVSR completely.  Others have found that they could implement partial solutions (detailed below as "other" solutions).  "Your mileage may vary."  Note that this may re-introduce some stuttering and depressed FPS if using large texture replacement images (e.g. greater than 2048x2048).
 
  
:* Solution-2: If "Solution-1" eliminates the CTD problem, or once you have installed the Win10 April 2018 SCU "1803/Redstone 4" system update, you may be interested in trying the configuration posted by user '''redmaxblower''' [http://forums.nexusmods.com/index.php?/topic/249379-new-vegas-stutter-remover/page-188#entry59460386 here] in the NVSR thread which restores much of NVSR's stutter reduction functionality.  It includes '''ENBLocal.ini''' settings for '''ENB Series''' users as well.
+
A "weird" AmbientFX (special effect) noise appears during combat (freqently by firing a Laser weapon) and won't terminate unless you either quit the game or reload a save game.<br/> (Thanks to users '''harlandgg''' for discovering the cause, and '''HadToRegister''' for reporting it to the FNV Forum so it could be included here.)
  
:* Solution-3: It has been found that you can set ''bHookCriticalSections= 1'', and then ''iDefaultMode = 1'' in the "CriticalSections" subsection of "sr_New_Vegas_Stutter_Remover.ini". The "1" value just means NVSR uses the vanilla mechanism anyway. Setting "iDefaultMode =" to anything other than "1" seems to cause the problem(It defaults to "3".)
+
*Cause: Following instructions for installing the mod [http://www.nexusmods.com/newvegas/mods/64807? Vanilla Restored Audio Patch] causes the folder "\Data\Sound\fx\amb\steampuddle" to be installed/restored. The files in this folder do not appear to have set "loop end" points, causing them to play infinitely. This problem is common to EVE, YUP and UPP (Unofficial Patch Plus) users as they will flag ash/goo piles and impact sounds with ''AMBSteamPuddleLP''.  
  
:* Solution-4: User '''AnonymousPlum''' has posted a promising [http://www.nexusmods.com/newvegas/mods/65606?tab=description Stabilised NVSR ini File for Windows 10] after a number of experiments which can be used as a starting point.  However, take the time to read the comments page as there are various reports of success, failure, and alternative settings from commenters (including user '''redmaxblower''', author of '''Solution-2''').  There is now a version of the file which disables the NVS[[R]] "heap replacement" in favor of the NVS[[E]] replacement technique (which was the most severe criticism).
+
:
 +
:*Solution: Delete the entire "\Data\Sound\fx\amb\steampuddle" folder. (The rest of the mod works fine.)  
  
:* Solution-5: See also the related [[#Issue: Incomplete save game load|Issue: Incomplete save game load]] which covers some background services that may need to be disabled.
+
<span id="Issue: SOUND - No music or sound"></span>
 +
=== Issue - SOUND - No music or sound ===
  
=== Issue: CTD on interior/exterior/"fast travel" cell change ===
+
(See also [[#Issue:_Radio_station_music_doesn.27t_play|Issue: SOUND - Radio station music doesn't play]] for that specific problem.)
* Cause-1: Most crashes on cell-change are caused by the autosave feature choking because it's trying to write data into a save it corrupted the last time you changed cells.  Note this may mean your last several saves are corrupt.  "Auto-saves" are dangerous because they are seldom able to tell when the game is in the middle of doing something else critical.
 
  
:* Solution-1: Most importantly, completely disable all manner of autosaves in the game options. The [http://www.nexusmods.com/newvegas/mods/36730/? CASM] and [http://www.nexusmods.com/newvegas/mods/45652/? CASM with MCM] mods attempt to provide more control over such situations. [http://www.nexusmods.com/newvegas/mods/62181/? Simple Saves] provides timed interval "full saves" without all the features of CASM, but only keeps 5 versions before it starts overwriting older files after the 5th save. They are all better than the built-in mechanism, but don't rely upon any auto-save exclusively.  Manual "full saves" after waiting about five seconds with nothing happening are still safest. Also, you can use [http://www.nexusmods.com/newvegas/mods/57465 Clean Quick Saves] to create a new "quick save" file every time, which is safer than overwriting an existing file. You will need to periodically clean old ones out (they count against the total number of save files you are allowed), but the purpose of a quick save is as a "temp" for safety's sake rather than a place to resume the game session from.  They do not save as much data as a "full save".  QSaves are best reloaded when you are still in the same cell (preferably in the same position) as when you saved.
+
*Cause-1: If this problem occurs when you first start the game, then it's likely there may be an audio "codec" conflict between what you have installed under Windows and what the game in question requires, or a necessary "codec" is missing. (A "codec" is a "DirectShow filter", and there is a chain of them in the registry establishing which order to try them in to determine which to use. "DirectShow" is a component of the DirectX (DX#) API system used by games running under Windows.)
:: Please see also the 'Fourth Rule: Reloading "save game" files' section of the wiki [[#FNV_General_Mod_Use_Advice | FNV General Mod Use Advice]] article.
 
  
* Cause-2: Crashes on cell transition will happen more often the more mods you have that affect NPC's & levelled lists.
+
:
 +
:*Solution-1a: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found. See "Cause-1" under [[#Issue:_Vanilla_game_Hangs_on_startup|Issue: Vanilla game Hangs on startup]].  
  
:* Solution-2: You can't run different mods like that, reliably, without a "bashed" or "merged" patch. See [http://wiki.step-project.com/Guide:Merging_Plugins S.T.E.P. Merging Plugins Guide] for a description of both approaches.
+
:
 +
:*Solution-1b: Some have found that installing a third-party "DirectX: DirectShow codec" resolves the problem. There are a number available on the internet. The [http://www.codecguide.com/ K-Lite Codec Pack] is often mentioned especially for older versions of Windows. Be sure to get the 32-bit version, as FNV is using 32-bit libraries.  
  
* Cause-3: The default game "heap size" is too small for some modded games.
+
*Cause-2: If you are suddenly having a "slowdown" or lag; or a lack of sound; or problems getting NVSE to load, or really anything new unexpectedly, please see the 'Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)' entry in the wiki "[http://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting Fallout NV Mod Conflict Troubleshooting]" guide. This may be due to a Windows Update for the "Meltdown and Spectre Vulnerabilities".  
  
:* Solution-3: See [[#Issue: CTD without warning, "out of memory error", or stops responding|Issue: CTD without warning, "out of memory error", or stops responding]] sub-topic.
+
:See also the related [[#Issue:_Incomplete_save_game_load|Issue: Incomplete save game load]].
 +
:*Solution-2a: Not all "codecs" are created equal, and sometimes Windows versions and specific games are very particular. Codec uninstall routines often fail to completely remove all signs from the registry, and the residue can create problems. The mod [http://www.nexusmods.com/newvegas/mods/35868/? DirectShow Filter _Codec_ Reset] by '''Blade FireLight''' is designed to "reset" the chain of "codecs" to the defaults used by Windows 7. However, it may not work with later versions of Windows. [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ HEED THE WARNING ABOUT CREATING A 'SYSTEM RESTORE POINT' FIRST!] Anything affecting the registry has the potential to turn your computer into "a brick", unable to do anything but sit there. A power outage can happen to anyone at any time. 
 +
::
 +
::*Do not, I repeat, DO NOT follow the advice you can find on the internet about installing AC3 encoder and configuring it… two of us in the forum lost *all* sounds because of that.    
  
=== Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu ===
+
:
Happens without error messages, as if the game runs out of memory, or the OoM error message.
+
:*Solution-2b: You might be able to resolve the problem with another tool designed to "reset" your codecs back to Windows defaults. There are a number of free tools avaialbe to deal with this listed on [http://www.raymond.cc/blog/fix-video-playback-problems-by-removing-bad-codecs/ this web page] 
  
*Cause-1: By default 32-bit games can only use 2GB of RAM not matter how much is installed, even if you are running a 64-bit version of the Operating System (OS).
+
*Cause-3: If your problem occurs after you attempted to uninstall something and no solution you've tried has worked, you may need more drastic measures.  
:* Solution-1a: If you are on a 32-bit OS system with at least 3GB of RAM, see this [http://wiki.nexusmods.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB game memory limits and solutions] article on configuring to use the maximum memory you can before implementing the next solution.  64-bit OS systems usually do not need to alter their configuration, but that article covers them as well.
 
:* Solution-1b: You need to be using a FNV4GB Loader such as [http://www.nexusmods.com/newvegas/mods/55061/? 4GB Fallout New Vegas Updated] or an LAA flag Patcher like the more recent [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher].  This will give the game access of up to 3.8 GB of memory.  (The remainder is used by the system.)
 
  
* Cause-2: The vanilla game's default "heap size" is very conservative and can easily be exhausted by a modded game. There are a couple of distinct types of "heap" and it is not clear which is running out of memory. One is used in programming to implement a data structure such as a ''priority queue'', and another in memory management as an area for ''dynamic memory allocation'' and swapping code around. Both types are commonly used.
+
:
 +
:*Solution-3: Either return to a [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ Windows system restore point] prior to your installation of the problematic software, or use MS's own [http://www.microsoft.com/en-us/download/details.aspx?id=49975 Use Reset to restore your Windows 10 PC].  
  
:* Solution-2: Increase the heap allocation size.  Initially it's recommended to enable the "New Vegas Script Extender" (NVSE) "Sheson memory patch".  If that does not resolve the issue, you can try configuring "heap replacement" in "New Vegas Stutter Remover" (NVSR).  The current NVSR (v4.1.36) "heap replacement" can also run into "out of memory" errors regardless of the algorithm chosen in some situations.  It's effectiveness varies among users and systems.  Both can work together, as they are not attempting to change the same heap allocation, but their combined effect with the suggested sizes is to use up almost 1GB of game memory (out of 2-3.8GB) for this purpose. NVSR's current "heap replacement/allocation" routines have problems and should be used with caution.  See [[#Issue:_CTD_after_10-20_minutes_of_play_(post-Win10_2017_FCU)|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].
+
<span id="Issue: SOUND - Radio station music doesn't play"></span>
::* Solution-2a: Activate the "Sheson memory patch" (unknown type of heap) in NVSE.{{NVSE Configuration}}
+
=== Issue - SOUND - Radio station music does not play ===
::* Solution-2b: Optionally, the mod [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover] (requires  [http://nvse.silverlock.org/ NVSE]) contains both an adjustable heap size and alternative heap algorithms (unknown type of heap).  These are disabled by default for maximum stability, so it is necessary to read the provided NVSR documentation and edit the "sr_New_Vegas_Stutter_Remover.ini" file, which is under the "Data\NVSE\Plugins" folder.
 
:::* That NVSR "heap" section is only used if you have "bReplaceHeap=1" in the "[Master]" section of that INI.  You should want to implement it because you are still getting crashes after implementing "Sheson".  It's effectiveness has varied results for different users.
 
:::* A larger heap size of 450(MB of RAM) is suggested, but Intel processors work more efficiently when they align with multiples of 16 bytes, so I suggest using a heap of 448, 464, or 496.  Keep it under 500, which seems to be the limit for NVSE.
 
:::* There are several "heap algorithms" and only three algorithms that use the "heap size" setting (3,5, or 6), so some experimentation on your part will tell you which works best (if at all) for your system.  This is documented in the INI file as well as the download page.
 
:::* The current NVSR (v4.1.36) "heap replacement" and algorithms can be reliably demonstrated to increase the number of CTDs and "out of memory" errors under certain circumstances, so only testing will tell if it is a solution for you.  However, many have success with it in typical modded games.
 
:::* Other features of NVSR are still of practical use.  Some people have found that disabling NVSR's heap ("Heap Replacement=0") solves their "out of memory" CTDs.
 
  
* Cause-3: Too many cells loaded consuming memory.
+
Everything (ambient sound, footsteps, dialogue, radio announcer) is working fine except the radio music is missing.<br/> (See instead [[#Issue:_No_music_or_sound|Issue: SOUND - No music or sound]] for the more general problem.)
:* Solution-3: Enable two "purge cells" options in the three "INI" files:
 
::<pre>
 
::: [General]
 
::: bPreemptivelyUnloadCells=1
 
::</pre>
 
:: and
 
  
::<pre>
+
*Cause-1: There is an audio "codec" conflict between what you have installed under Windows and what the music in question requires, or a necessary "codec" is missing. (A "codec" is a "DirectShow filter", and there is a chain of them in the registry establishing which order to try them in to determine which to use. "DirectShow" is a component of the DirectX (DX#) API system used by games running under Windows.)
::: [BackgroundLoad]
 
::: bSelectivePurgeUnusedOnFastTravel=1
 
::</pre>
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
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background-color:#fff5f5;padding:3px;
 
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">
 
Avoid auto-purge mods and NEVER use the ''PurgeCellBuffers'' (PCB) command. It's a debugging tool used for testing cell and reference loading, not a magic fix for memory problems.  Overly aggressive purging will cause stutter as purged cells have to be loaded from disk into memory for rendering.  Use the above INI settings if you want the game to clear buffers more aggressively than it does by default.
 
</div>
 
  
* Cause-4: Exhausting video memory.
+
:
:* Solution-4: See the sub-topic [[#Issue: Is ENBoost for everyone?|Issue: Is ENBoost for everyone?]] in this article about an option to increase available memory for rendering video related objects.
+
:*Solution-1a: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found. See "Cause-1" under [[#Issue:_Vanilla_game_Hangs_on_startup|Issue: Vanilla game Hangs on startup]].  
  
* Cause-5: Some have found it either necessary or desireable to configure their system to disable the "onboard" video adapter and use only the "addon" video card GPUs. Depending upon the hardware architecture of the system, this may not be optimal.
+
:
 +
:*Solution-1b: Some have found that installing a third-party "DirectX: DirectShow" "codec" resolves the problem. There are a number available on the internet. The [http://www.codecguide.com/ K-Lite Codec Pack] is often mentioned especially for older versions of Windows. Be sure to get the 32-bit version, as FNV is using 32-bit libraries.  
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
:
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
+
:*Solution-1c: Not all "codecs" are created equal, and sometimes Windows versions and specific games are very particular. Codec uninstall routines often fail to completely remove all signs from the registry, and the residue can create problems. The mod [http://www.nexusmods.com/newvegas/mods/35868/? DirectShow Filter _Codec_ Reset] by '''Blade FireLight''' is designed to "reset" the chain of "codecs" to the defaults used by Windows 7. [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ HEED THE WARNING ABOUT CREATING A 'SYSTEM RESTORE POINT' FIRST!] Anything affecting the registry has the potential to turn your computer into "a brick", unable to do anything but sit there. A power outage can happen to anyone at any time.   
background-color:#333333;padding:3px;
+
::
word-wrap: break-word;      /* Internet Explorer 5.5+ */
+
::*Do not, I repeat, DO NOT follow the advice you can find on the internet about installing AC3 encoder and configuring it… two of us in the forum lost *all* sounds because of that.    
">Most modern "MotherBoards" (MoBo) have an integrated video adapter chip built-in (aka "onboard"). This is connected to the "Central Processing Unit" (CPU), and may be slower than a dedicated video cardModern video adapters come with one or more "Graphic Processor Units" (GPU), and "addon" video cards are installed into the "peripheral adapter" slots.
 
  
CPUs are not the same as GPUs. CPUs are "general" processors, and GPUs are "graphics" processors. There are differences in the hardware "buss" bandwidth, buffers, and speed used by bothGPUs are optimized for high precision numbers and complex mathematical and geometric calculations which are necessary to render graphics.  Some CPUs (particularly laptops) sacrifice precision math processing to reduce power drain and increase battery life, and their "onboard" video chips come without dedicated VRAM for video memory (they have to share system RAM).  (If the details are of interest, suggest you read [http://harrydawsonunit20task2and3.weebly.com/central-processor-unit.html this CPU article] and [http://harrydawsonunit20task2and3.weebly.com/graphic-processor.html this GPU article]. In particular pay attention to the neglected role of "L-caches".)
+
:
 +
:*Solution-1d: Sometimes the music is there, but the volume (even with the settings to max) is so low you can barely tell it's there. This is likely a "codec" problem. See the earlier possible "codec" solutions.   
 +
::
 +
::*Alternatively, [http://www.youtube.com/watch?v=vpQShdafsFA Tutorial - Fallout New Vegas Radio Fix] video by '''KitsuneJimmy''' explains that in the game "Data\Sound\songs\radionv" folder, the MP3 files are recorded at 72 decibels, while normally commercial music is recorded at 89 decibels. The tool [http://mp3gain.sourceforge.net/ MP3Gain] analyzes and adjusts MP3 files so that they have the same target volume (89 decibels). It can process the entire folder at once; but it's always a good idea to back it up first in case of problems. The first time you load the game after doing so, it may take longer than usual to get to the main menu.    
  
The CPU is responsible for directing the graphics data from memory and disk to the video adapter (just as for any "peripheral" device).  Until it does so, the GPU has nothing to work on.  So it is the first potential bottleneck.  A MoBo integrated video adapter MAY be able to work in conjunction with an "addon" video card, or it may obstruct one.  This is one of those specific design features nobody talks about and you can only work it out by trial and error.  A video adapter and it's GPU(s) are essentially a "black box" to the CPU.  However, it does recognize which "port" (connector) the display is plugged into.  As far as the CPU is concerned, the video adapter and the "display" are basically the same: a one way street it sends graphics commands down with (at best) a stop light to prevent overflows.  The video adapter handles the signaling requirements of the display.
+
:
</div>
+
:*Solution-1e: The game doesn't like USB speakers/headsets and non-stereo setups. It is always worth a try to set your audio setup to 2.0 stereo in the Windows Control Panel.  
:* Solution-5: As a general "rule of thumb": the more processors, the better.  The video card may have a "device driver" or "control application" which will allow configuration of the use of the GPUs for specific purposes. Unless you have specific knowledge and reasons, it is best to let the system choose how to handle ALL the GPUs.  A bad configuration may cause CTDs.
 
  
Solutions 1-4 can safely be combined, but those with less than 4GB of system RAM need to exercise caution and only implement one at a time, as they will come at the expense of memory otherwise needed by the game and OS.
+
:
 +
:*Solution-1f: Sometimes there is a technical difference between the jacks on the front and back panels of the computer chassis. Be sure to test using both sets.  
  
=== Issue: CTD upon completion of DLC ===
+
:
For example: 'Fallout New Vegas keeps crashing to desktop, every time I complete Old World Blues.  In the "Think tank" after having the last conversation with Dr. Klein, and then exiting the think tank... It crashes to desktop. I can tell it's the end of Old World Blues, because of the fact that sometimes it will play music for a second, (like it does at the end of the other DLCs, along with your video ending). But it just crashes to desktop.'
+
:*Solution-1g: Possibly your issue is speaker related. For example with 7.1 sound speakers: after testing them in control panel, found 2 of them werent working so set it to 5.1. Then they worked.  
  
* Cause-1: According to Bethesda Softworks Tech Support - This only happens when playing in "Hard Core" mode and your character is the least bit hungry.
+
:
:* Solution-1a: Simply feed your PC until they are full before the final exit from the DLC.
+
:*Solution-1h: A known problem with the audio in this game is if you have that Razer driver installed that lets you hear surround sound on the headphones. Since it is an incompatibility issue, you cannot use both: either remove the Razer drivers entirely and use the headphone as stereo 2.0, or get another speaker/headphone that plugs into the standard audio-out jack.  
  
:* Solution-1b: There is the mod [http://www.nexusmods.com/newvegas/mods/56651 Skippable DLC Cutscenes], which skips the slideshow but cautions it is not a fix for CTDs.
+
:
 +
:*Solution-1i: Windows Control Panel "Realtek HD Audio Manager" control was set for 5.1 sound properly, except that there was a "speaker fill" setting that was unchecked and this little setting apparently turns the stereo-only signal into a 5.1 surround signal.  
  
* Cause-2: If not playing in "hard core mode", more than likely you are running out of "heap space" when the slideshows are started.
+
:
:* Solution-2: Please search this guide for the term "heap size" (several entries are primarily in the 'Solutions to Performance problems' and 'Solutions to "Crash To Desktop" (CTD) problems' sections.
+
:*Solution-1j: The last resort is trying to reinstall the drivers of your sound card. Either the latest one or the one that it came with on cd or from the manufacturer's site. This will put the default codec up top in the Windows preferred codecs list.
 +
::Locate the sound card or integrated audio device driver for your version of Windows on the vendor site and re-install. (These are often different from those available from "Microsoft Updates".) [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ Create a Windows System Restore Point] first! 
  
=== Issue: CTD upon quitting a modded game ===
+
*Cause-2: By default the game only plays radio music while the Mojave Wasteland is enabled/loaded. When you load a DLC worldspace, the Mojave worldspace (and thus the music) is disabled. Sometimes it is not re-enabled upon returning to the Wasteland. This is usually confined to the save game made at that time, but it might be an unknown vanilla game bug or a mod conflict in your particular "load order", and can be carried forward thereafter. People have performed a "speed-run" through the same DLC from a save game made prior to entering it the first time and not had the problem occur upon exit. Others have had it happen only on subsequent runs through the DLC. It's a fairly rare problem.  
Upon using the game menu to "Exit to desktop", it simply hangs and Windows reports FNV has stopped responding. It becomes necessary to use the Windows "Task Manager" ("<Ctrl+Alt+Del>") to terminate the current instance of the program before it can be restarted.  As this can leave system memory in an unknown state, best practice is to reboot the system first. Naturally this is very annoying.
 
  
* Cause: This is a common problem with the game engine when enough mods have been added.
+
:
:* Solution: [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] has a "fast exit" option in it's INI file that fixes this problem (among others). DO NOT install with a Mod Manager unless it recognizes that NVSE based plugins like NVSR need to go into the "Data\NVSE\plugins" folder. Follow the "manual install" instructions instead. Then edit the "sr_New_Vegas_Stutter_Remover.ini" file in the same location from "bfastexit 0" to "bfastexit 1". Note: This setting still works for most people having the problems addressed in [[#Issue:_Recent_(post-Win10_FCU)_CTDs_after_10-20_minutes_of_play|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]].
+
:*Solution-2a: You can use nearly any script command in the console. The difference is mainly that you'll need to use the numerical '''Reference-ID''' (next to the text '''Editor-ID''' or '''Base-ID''' in wiki tables). On that note, you can use these commands in-game on any reference if you have the correct ID it is expecting.
:: Related: The NVSE plugin [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti Crash (NVAC)] implements structured exception handling and sanity checking to reduce frequency of game crashes. While this may not be directly related, it is a recommended stability improvement anyway.
+
::(Here's a good comprehensive reference for console commands: [http://fallout.gamepedia.com/Gamebryo_and_Creation_console_commands_(all) Gamebryo and Creation console commands (all)]. Even though a command is listed, that doesn't guarantee full functionality. Best thing to do is to test it.)
 +
::Fortunately, for every actor or object in the vanilla game, including the DLCs, these numbers are available on all the Fallout wiki sites, like Wikia's Nukapedia or Gamepedia's The Vault for example. But, unfortunately, NOT for the Radio Stations, which use Talking Activators (form type "TACT"). You will need to know their "common name", which you can look up by their "Editor-ID" in [http://www.nexusmods.com/newvegas/mods/34703/? FNVedit] under "Name" field. Then in the game console, enter the command: 
 +
<div class="boilerplate metadata" id="Warning_Notice" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#424242;  padding:3px;  white-space: pre-wrap;  white-space: -moz-pre-wrap;  white-space: -pre-wrap;  white-space: -o-pre-wrap;  word-wrap: break-word">save <SomeFileName> 1</div>
 +
:
 +
::This will create a text "dump file" '''<SomeFileName>.fos.txt''' in your "My Games\FalloutNV\Saves" folder. This file is a list of various information (including Ref-IDs) currently in your loaded save game. (It's not documented what other parameters than "1" will produce.) Now search that file for the "common name" of the radio station you want. (Check the type of entry. You don't want quest or script references.) The first column entry is the "Ref-ID" of that station. Make a note of it.  
 +
::The Common Name "Mojave Music Radio" has Editor-ID "vCountryRadio" and a Base-ID of 0016B46F, but does not have a location marker as it is enabled by script automatically when you leave Doc Mitchell's house at the beginning of the game. At least in my "dumpfile" it did not appear as a Ref-ID.  
 +
<div class="boilerplate metadata" id="Warning_Notice" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray; background-color:#424242;  padding:3px;  white-space: pre-wrap;  white-space: -moz-pre-wrap;  white-space: -pre-wrap;  white-space: -o-pre-wrap;  word-wrap: break-word">Editor-ID (Ref-ID):  
 +
Radio New Vegas (0014DF03) Black Mountain Radio (000E6188) Sierra Madre Broadcast (010062B4) Happy Trails Expedition Broadcast (0200E74A)
 +
</div>
 +
:
 +
::There's the command [http://geckwiki.com/index.php/GetBroadcastState GetBroadcastState] to make sure that it's not broadcasting. And then there's [http://geckwiki.com/index.php/GetDisabled GetDisabled] to confirm it's not a disabled reference. Then you can try [http://geckwiki.com/index.php/SetBroadcastState SetBroadcastState] from the console; as well as disabling and then enabling the radios' Talking Activator references. You can try [http://geckwiki.com/index.php/MoveTo Player.MoveTo <stationRef>] to have a look at the "station" as well but many are buried inside terrain features such as mountains.
 +
::Examples: 
 +
<div class="boilerplate metadata" id="Warning_Notice" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#424242;  padding:3px;  white-space: pre-wrap;  white-space: -moz-pre-wrap;  white-space: -pre-wrap;  white-space: -o-pre-wrap;  word-wrap: break-word">prid 0014DF03 &nbsp;; sets the following command to apply to the Ref-ID of 'Radio New Vegas'.
 +
GetBroadcastState &nbsp;; returns "0" if OFF (static); "1" if broadcasting OR "0014DF03".GetDisabled&nbsp;; returns "1" if disabled; otherwise "0" for Ref-ID of 'Radio New Vegas' "0014DF03".SetBroadcastState 1&nbsp;; "0" turns OFF; "1" turns ON continuous broadcast.
 +
</div>
 +
:
 +
::Note that range considerations still apply. You won't pick up '''Black Mountain Radio''' if you aren't near it.
 +
::The above are probably all you will need. But for completeness sake, here is the information on the '''JIP LN NVSE Plugin''' ''music'' functions: (parameter in brackets is [optional]).  
  
=== Issue: Removing a Project Nevada Implant freezes the game or CTDs ===
+
:
This is particularly evident when removing a "skill-based" one (i.e. raises the Sneak skill).
+
::Note the "ambient or atmospheric music" is dependent upon the current cell and is separate and distinct from the radio "songs". They are controlled independently. These are '''JIP NVSE''' addon functions. As such they require '''JIP LN NVSE''' to be installed, and are intended to be used in scripts. Their use as console commands has not been verified.  
* Cause: It appears that, by design with this mod, not only are there distinctions between individual doctors (all are not equally skilled; some need the "cybernetic surgery" book before they can install implants), but it also tracks which installed a particular implant.  More investigation is needed into the untrapped error that is causing the freeze or CTD itself.
 
:* Solution: It seems the only safe way to remove a PN implant is to use the same doctor who installed it, especially with "book trained" doctors like Doc Mitchell.
 
  
=== Issue: Swap/Page file size and CTDs ===
+
:
* Cause: The size set for your "page file" can make a difference as well in terms of something called the "commit limit". This is the sum of physical memory and the sizes of the paging files.  The default system page file configuration does not follow this advice, so it's something to look into if you are still having CTDs.
+
::"(musicState:int) IsMusicPlaying [musicType:form]". Returns the playback state of the game's current background (ambience) music:
:* Solution: To properly size the paging file requires determining the maximum total commit charge for the programs you like to have running at the same time.  See "Page File Size and The Commit Limit" section in the wiki [http://wiki.tesnexus.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB Game memory limits and solutions] article for details.
+
::*0 Not playing
 +
::*1 Paused
 +
::*2 Playing 
 +
::The ''musicType'' argument may be either a Music Type form, a Media Location Controller form, or it may be entirely omitted. Omitted paraemter returns currently playing music (if any).
 +
::Examples: 
 +
<div class="boilerplate metadata" id="Warning_Notice" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#424242;  padding:3px;  white-space: pre-wrap;  white-space: -moz-pre-wrap;  white-space: -pre-wrap;  white-space: -o-pre-wrap;  word-wrap: break-word">set iMusicState to IsMusicPlaying
 +
printc "Current Music state is&nbsp;%g" iMusicState
 +
</div>
 +
:
 +
::"SetMusicState musicState:int{0, 1, 2}". Sets the playback state of the game's current background music:
 +
::*0 Stop Playback
 +
::*1 Pause Playback
 +
::*2 Resume Playback 
 +
::Note: The Stop Playback state will stop music played by [http://geckwiki.com/index.php/PlayMusic PlayMusic], otherwise it will replay the current music from the beginning.  
  
=== Issue: WIN10 Freezes/Hangs and you can't use Task Manager to kill the process ===
+
:
In Windows10 (Home or Pro versions at least) if the game freezes, even if you press "< Ctrl+Alt+Del >" and open the "Task Manager", you are unable to "< Alt+Tab >" from the game to the "Task Manager" in order to kill the process.  However, you can press the "Windows Logo" key (assuming your keyboard has one).  (Those without a "< Windows Logo >" key should read the thread [http://forums.windowssecrets.com/showthread.php/164357-Wndows-logo-key-equivalent-in-non-windows-keyboards Windows logo key equivalent in non-windows keyboards] if they feel the lack.)
+
::Example:
 +
::*"SetMusicState 2"&nbsp;; (resume Playback.)    
  
* Cause: The game "freeze/hang" is preventing normal keyboard "< Alt+Tab >" function.
+
&nbsp;
:* Solution: The "mod" [http://www.nexusmods.com/fallout3/mods/23188 Kill Fallout 3] by '''raz3rITA''' is really a simple BAT file that can be edited to kill the "Task Manager" process of Fallout3.exe, FalloutNV.exe, or Fallout4.exe, and so on, as a single command from the "start menu" accessed by the "< Windows Logo >".  This will enable you to regain keyboard control.  Customization and use instructions are in the mod description.
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#333333;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">Note: While this does in effect enable you to attempt to resume the game immediately without rebooting, there are risks.  You have no idea what state your system memory is in as a result of whatever hung game up in the first place.  Something was not "normal" to cause the problem.  Not rebooting can lead you on a "wild goose chase" of other problems as a result (such as the "0xC0000005 Invalid access" error).  Starting from a "clean slate" is worth the delay caused by a reboot to my mind.  But the choice is yours.  At least this enables you to perform a normal orderly restart.
 
</div>
 
  
== Solutions to Control problems ==
+
:
 +
:*Solution-2b: Failing the use of Ref-IDs and console commands, there is a mod [http://www.nexusmods.com/newvegas/mods/62555 Radio New Vegas Everywhere] uploaded on the Nexus that keeps Radio New Vegas enabled always (as long as the Player is enabled), so you can try downloading that. The mod [http://www.nexusmods.com/newvegas/mods/62551/? Music Pack for Radio NV - ver 1.3] by the same author adds 250 tracks (nearly every song in the game) to RNV. 
  
=== Issue: Console - How to access the in-game "console" command line ===
+
:
Source: [http://help.bethesda.net/app/answers/detail/a_id/16893/~/how-do-i-access-the-console-in-the-game%3F The Elder Scrolls III: Morrowind Support] page:
+
:*Solution-2c: [http://geckwiki.com/index.php/FadeSFX FadeSFX] disabled all the sounds except the music. This is useful when showing Bink Video files. FadeSFX is reversable, it appears, by simply [http://geckwiki.com/index.php/PlayBink playing a Bink video file]. As soon as the video ends, sound is restored. As far as can be told, it is still irreversible without playing a video. 
 +
::The Bink video has to be on disk and not in a BSA. The only one on disk by default is "Data\Video\FNVIntro.bik". So try the console command: 'playbink "FNVIntro.bik" 1 1 1 1'. (The double-quotes around the ".bik" filename are required.) You can use the <ESC> key to interrupt the video, which should restore your music if "FadeSFX" was what disabled it. 
  
To access the console in the game, press the ['''~'''] (tilde) key on the keyboard. For a complete list of the console commands, type '''help''' in the console.
+
<span id="Issue: System Network configuration"></span>
  
NOTE: The Tilde key should be to the left of the 1 key on the top row. If you are in the UK, and have your keyboard configured for the UK, the key is not going to be the same. To get to the console, press the ['''`'''] (grave accent) key top left of keyboard, instead of the ['''~'''] (tilde) key. (That's where the tilde is on a US keyboard).
+
=== Issue - System Network configuration ===
  
=== Issue: Console - in-game console ['''~'''] (tilde) key doesn't work ===
+
Unless you are running a LAN, there are some default configuration settings you can change to improve your Internet download performance and reduce system memory use. It may also reduce incidents of CTDs.
Source: [http://help.bethesda.net/app/answers/detail/a_id/16893/~/how-do-i-access-the-console-in-the-game%3F The Elder Scrolls III: Morrowind Support] page:
+
 
 +
*Cause: Anything that searches for system updates, or all the computers in a home or business network; or tries to determine the Internet Bandwidth while online: all use RAM to run as "services" in the background. When you are running your game in "Offline" mode, you don't need any of those functions running at all. Most of the time you only need them when the computer boots up and not again until something changes.
 +
 
 +
:
 +
:*Solution: Read the following carefully. Not all will apply to your situation. Be prepared to revert to a known good configuration. YOU have to know what that configuration is. The system does not maintain "save files" for device configurations. 
 +
::
 +
::*Open the "Network and Sharing Center/Internet" Control Panel applet.
 +
::*"< Left-Click >" on the "Change adapter settings" option in the left hand edge.
 +
::*"< Right-click >" on the "Ethernet" adapter icon, and select "Properties". (This will require you to enter an "Administrator" password to proceed.)
 +
::*You should see a "Networking" tab which lists various "protocols" in the large white box under the identification of your network adapter model. Those with a "Check" in the box are "enabled". Any that are listed are "installed". 
 +
:::
 +
:::*"[http://support.microsoft.com/en-us/help/322267/removing-client-for-microsoft-networks-removes-other-services Client for Microsoft Networks]". This protocol is intended for a "home" or "small business" Local Area Network (LAN) that cannot be seen across the Internet. It is actually the '''Workstation''' service. If you remove this service, the '''Netlogon''' and '''RPC Locator''' services are also removed. Unless you have such a setup, it is not of use to you, so disable it by unchecking the box.     
 +
<div class="boilerplate metadata" id="Notice_Box" style="margin:0px 10px 10px 90px;  border:1px dashed #DAA520;  color: red;  background-color:#ffffffff;  padding:3px;  word-wrap: break-word">Note that if you have your own router (or WiFi connection) between your computer and your ISP modem, you have a "home LAN". Disabling this protocol could cause you to lose your Internet connection immediately. Test!</div>
 +
:
 +
::
 +
:::
 +
:::*"[http://blogs.technet.microsoft.com/windows_vpc/2009/12/06/networking-in-windows-virtual-pc/ Virtual PC Network Filter Driver]" is only of use if you run a "Virtual PC with networking". The "Virtual PC" is not available at all on the "Home Edition" of any Windows verson. Unless you have a need, disable it.  
 +
:::*"[http://answers.microsoft.com/en-us/windows/forum/windows8_1-performance/qos-packet-scheduler-bug/5793456c-a5be-48de-abd8-839d9fcbf452 QoS Packet Scheduler]" is installed by default for Local Area Networks (LAN). It's purpose is to prioritize particular types of application traffic (e.g. "Voice over Internet Protocol" ('''VoIP''')) where having a certain amount of bandwidth is crucial. If you do not need to prioritize network traffic and its works fine without '''QoS packet scheduler''' you may choose to keep it disabled. Testing to see it's effects is recommended.
 +
:::*"[http://support.microsoft.com/en-us/help/199346/disable-file-and-printer-sharing-for-additional-security File and Printer Sharing for Microsoft Networks]" works in conjunction with the "Client for Microsoft Networks" protocol. Again it is of use only with a "home" or "business" LAN and it does require the "Client for Microsoft Networks" protocol to be installed and active. Even then, it can be disabled if you don't need to directly access files and printers between different devices in the network. Microsoft advises unbinding it from the '''TCP/IP''' protocols if possible and binding it only to a LAN protocol such as "Client for Microsoft Networks" for security reasons. See the linked article.
 +
:::*"[http://en.wikipedia.org/wiki/Link_Layer_Topology_Discovery Link-Layer Topology Discovery]" has two protocols: 
 +
::::
 +
::::*"Mapper I/O Driver"
 +
::::*"Responder". 
 +
::::"Link-Layer Topology Discovery" is used by Microsoft's "Network Map" feature to display a graphical representation of the local area network (LAN) or wireless LAN (WLAN), to which the computer is connected. It operates strictly on a given local network segment. It cannot discover devices across routers, an operation which would require Internet Protocol level routing. Unless your LAN needs it, disable both protocols.     
 +
 
 +
<span id="Issue: TTW Performance Guide abstract"></span>
 +
=== Issue - TTW Performance Guide abstract ===
  
If you have a system with the '''Microsoft eHome''' (remote sensor, aka "infrared") or '''MS Media Center''' devices, these will conflict with the program being able to read the scan code for the tilde key from the keyboard. Those Microsoft eHome devices or drivers need to be disabled in order to allow the game to 'see' the tilde key being pressed. The MIRC (Microsoft Infrared Remote Control, aka "Inf Transcvr") seems to disable the tilde [~] key in both Oblivion and Morrowind. Simply disconnecting the MIRC from the USB port will fix this issue.
+
From the [http://taleoftwowastelands.com/viewtopic.php?t=6050 TTW Performance guide] thread, and updated from '''GamerPoets'''' latest revised [http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] YouTube video.
  
=== Issue: Console - Can't open the in-game "console" command line under Windows 10 ===
+
<span style="margin:0px 10px 10px 10px;  border:1px solid #00C600;  color: green;  background-color:#fff5f5;  padding:3px;  word-wrap: break-word">Note: [http://taleoftwowastelands.com/viewtopic.php?f=48&p=59475#p59475 Tale of Two Wastelands (TTW)] rewrite/update from v2.9.4b to v3.2 has been released as of 10 Nov 2018. It is only available on the TTW site.</span>
* Cause: The "key binding" to open the console is hard-coded in the game and apparently this binding is broken under Windows 10. There is no game provided mechanism to change this.
 
  
:* Solution: There are a couple of mods that use NVSE as a workaround that may help in this situation.
+
For those not familiar with TTW, it is a conversion of FO3 (purchased separately) to run on the FNV game engine. You can effectively and seamlessly play the FO3 (East Coast campaign) storyline through into the FNV (Mojave Desert campaign) with the same character. [http://www.nexusmods.com/newvegas/mods/45138 Fallout New California (FNC)] conceptually is a separate campaign (located in California) that occurs before both of FO3 and FNV, with a different character generation and requires a "new game" start, but is intended to eventually (currently in Beta test) allow you to continue as the "Courier" (or not) into the Mojave. TTW is not officially supported by FNC, but some have reported that they do work together. (Check the [http://docs.google.com/document/d/1Iciq_jIMJvZLMjkDQdCP0tDHmezpFme9nUKjDiZ1HGU/mobilebasic FNC Recommended Mods List] AND the [http://docs.google.com/document/d/14OpRnF5zW4x-qZMQ62JZgM5A4Xq02TAsDoKwKd41P_s/mobilebasic FNC Incompatibilities List] for the latest information.)
::* [http://www.nexusmods.com/newvegas/mods/63735/? Console Fix Glasses] by Random Unit
 
::* [http://www.nexusmods.com/newvegas/mods/63747/? Console Key Rebinder] by Random Unit
 
  
=== Issue: Console - troubleshooting ===
+
As a result, the "Performance Guide" for TTW is applicable for FNV (and probably FNC) players as well.
Source: [http://fallout.gamepedia.com/Gamebryo_and_Creation_console_commands Gamebryo and Creation console commands]
 
  
* To enable the "console" for use in-game, in the INI files you must first locate "bAllowConsole" under the "[Interface]" section and set it to "=1" and save, before starting the game.
+
Required:
* Furthermore, the console can be altered in these INI files to modify the text displayed on-screen.
 
: Assuming a minimum of 768 pixels of vertical display resolution (for 720p monitor), you can change the following values under the "[Menu]" heading to: <pre>iConsoleVisibleLines=XX</pre>
 
: Replace "XX" with a number of 25 or greater (depending on your screen resolution) to set the maximum number of text lines shown on screen at any one time in the console.
 
  
* Troubleshooting the console
+
*[http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] v5.1b4+.
: The left side of the console might not be visible if you are not using a widescreen display. In this case, type several <tab>s to move the cursor to the right before entering your commands to make typed commands visible. Commands either typed off-screen or tabbed into view will still work equally.
+
*[http://www.nexusmods.com/newvegas/mods/53635 New Vegas Anti Crash (NVAC)].
 +
*[http://www.nexusmods.com/newvegas/mods/62552 FNV 4GB Patcher] The newest 4GB patcher by '''RoyBatty''' and '''LuthienAnarion'''.  
  
: Alternatively, The position of console text can be set in the INI files.
+
Recommended:
:* Set "iConsoleTextXPos" to 200 or so. Higher figures move console text to the right. This is the main problem.
 
:* "IConsoleTextYPos" should be approximately 100 or 200 less than your Y resolution. A lower figure moves it up (0 is the top of the screen).
 
  
: An example for a 1280x1024 (X x Y) 5:4 ratio display:
+
*[http://www.guru3d.com/files-details/nvidia-inspector-download.html Nvidia Profile Inspector] highly recommended for Nvidia users, but aging.
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
*[http://wiki.step-project.com/Guide:AMD_Catalyst_Control_Center S.T.E.P. AMD Catalyst Control Center Guide] For ATI users: you need to create a new profile in CCC.
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: lightgray;
+
*[https://taleoftwowastelands.com/download/file.php?id=2998 NVSR INI for Newer Processors] Last updated 15 Dec 2017. Login to the TTW site is required for access.
background-color:#333333;padding:3px;
+
*[https://taleoftwowastelands.com/download/file.php?id=2997 NVSR INI for Older Processors] Last updated 15 Dec 2017. Login to the TTW site is required for access.
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
{| class="wikitable" style="text-align: left; color: lightgray; background-color:#333333;" cellpadding="10"
 
|+ '''Console Text Table'''
 
! Setting !! Default !! New Setting !! Notes
 
|-
 
| iConsoleTextXPos ||  30 || 200 || X (left/right) position is higher (which moves it to the right)
 
|-
 
| iConsoleTextYPos || 940 || 900 || Y (up/down) pos is 100-200 less than your Y res (here, 1024)
 
|}
 
</div>
 
  
=== Issue: Gazing in certain directions causes a "freeze" ===
+
Details:<br/> 1.) Video Driver Profiles. Note this step has been moved in the '''GamerPoets'''' video to be part of the '''ENBoost''' section, but no longer mentions "Nvidia Profile Inspector" or AMD's "Radeon Control Panel". It only refers to the "Nvidia Control Panel" (and by implication the "AMD Catalyst Control Center") which are part of the respective driver installation. "Inspector" instructions are included here from the thread for completeness for those looking into the original recommendations, but the recommendation applies regardless of the tool used.
In certain locations the game appears to freeze when looking in certain directions. Attempting to use the mouse to turn in place takes 10-30 seconds to respond in changing the direction of view.<br>
+
 
Known problem locations:  
+
*Search for "Fallout New Vegas" within the "Nvidia Profile Inspector". You have to add the game EXEs to the profile, then hit <apply> and exit "Inspector", and you never have to do it again until you update your drivers.
# Looking South of '''Matthews Animal Husbandry Farm'''.
+
 
# Looking West from the '''Searchlight Airport''''s Western fence.
+
:
# Looking North of '''Guardian Peak'''.
+
:*Set "Multi-display/mixed-GPU acceleration" to "Single display performance mode".
# Looking South from '''The Devil's Throat'''.
+
:*Finally set "Power Management Mode" to "Prefer maximum performance".
   
+
::Here's a [http://i.imgur.com/6nYPWVX.png visual example].  
* Cause: Mod conflict.
+
 
:* Solution: The "Fallout Character Overhaul" (FCO) mod's included "Glowing Ghouls" optional file "FCO - GlowingOne.esp" has been identified as at least one source of this problem.  No reports of any patches to this file correcting the situation.
+
2.) Fallout "User" INI files. Search through '''Fallout.ini''' and '''FalloutPrefs.ini''' within your "Users\Documents" game folder.
 +
 
 +
:
 +
:*Under "[General]":  
 +
::
 +
::*"bUseThreadedAI=0" to "1".  
 +
::*insert "iNumHWThreads=2" below "bUseThreadedAI=1".   
 +
 
 +
3.) Fallout_Default INI file. Search through '''Fallout_default.ini''' within your "Steamapps\common\Fallout New Vegas" folder. (This so if your "Users" folder INI files get reuilt for any reason they will include these tweaks.)
  
=== Issue: Grenade throw always falls at my feet ===
+
:
* Cause: The "grenade throw" (thrown explosive) weapon has been separated in FO3 and FNV from other "throwing" weapons and is now based upon "explosives skill".  The "grenade throw" key is not clearly documented in the list of [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_(PC) PC Controls for Mouse and Keyboard].
+
:*Under "[General]": 
:* Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of seconds.  The longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
+
::
:: NOTE: [http://fallout.wikia.com/wiki/Thrown_explosive thrown explosives] doesn't work as well as expected in VATS mode as explained in that section of the link.
+
::*"bUseThreadedAI=0" to "1".
 +
::*insert "iNumHWThreads=2" below "bUseThreadedAI=1".  
 +
:*Make a backup of this file, as it will be replaced if you ever use Steam's "verify local files" option. 
 +
::Note: "FalloutCustom.INI" is used by "JIP LN NVSE" plugin to override settings in '''default''' game INI files only.  
 +
:Here's a [http://i.imgur.com/7rc6Gkq.png visual example].  
  
:*Solution-2: [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada] has an option to have the distance thrown based on your Strength (STR) instead of the default of "explosives" skill, in addition to using a "hotkey" to combine the selection and throw.
+
4.) Cellpurging. If using '''Zan's AutoPurge Crash Protector''' mod, uninstall it and use the following superior INI setting changes in all three of the INI files from above:
  
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
+
:
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
+
:*Under "[General]": 
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
+
::
 +
::*"bPreemptivelyUnloadCells=0" to "1".   
 +
:*Under "[BackgroundLoad]": 
 +
::
 +
::*"bSelectivePurgeUnusedOnFastTravel=0" to "1".    
  
=== Issue: How to determine what keystrokes are being passed ===
+
5.) Audio. These may help with "audio stuttering" problems. However, some people have found these adjustments to cause some Win10 NVSR configurations to CTD. Test.
Sometimes "strange things" happen when you press a key and you wonder just what keystrokes were being sent.
 
  
* Cause: Either a mechanical fault in the keyboard or a remapped key function in the software.  Unfortunately there is no universal way to tell just which software has remapped conflicting keys. These are usually "context specific", meaning they are part of the application and depend upon what it is expecting at that particular moment.  In the case of mods, the last to assign the key mapping "wins".
+
:
 +
:*Under "[Audio]" 
 +
::
 +
::*"iAudioCacheSize=2048" to "8192".  
 +
::*"iMaxSizeForCachedSound=256" to "1024".    
  
:* Solutions: Software has been developed for showing even unprintable keystrokes (i.e. mouse-clicks) in real-time for streaming screencasts. This can be used for troubleshooting as well.  The following are represntative examples of available free programs:
+
6.) NVSE. Open the game "Data" folder, and search for the "NVSE" sub-folder. (This assumes you have installed NVSE.)
::* [https://github.com/Phaiax/PxKeystrokesForScreencasts PxKeystrokesForScreencasts] by '''Phaiax'''.
 
::* [http://aalapshah.in/qipress/ QiPress] by '''aalapshah'''.  Lite version is free; Pro version requires a license.
 
  
=== Issue: How to remove a game controller's default button bindings ===
+
:
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
+
:*Once there, create a text file and name it "nvse_config.ini." Make sure to create it inside the "NVSE" folder, not the nested "plugins" sub-folder.
 +
:*Add the following lines:  
 +
<div class="boilerplate metadata" id="Notice_Box" style="margin:0px 10px 10px 50px;  border:1px dashed #DAA520;  color: lightgray;  background-color:#333333;  padding:3px;  word-wrap: break-word">[Memory]
 +
DefaultHeapInitialAllocMB=400
 +
</div>
 +
:Here's a [http://i.imgur.com/C1DLMyz.png visual example].  
  
:* Solution-1: If you are using "Lutana's NVSE plugin", you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to function.  You can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
+
7.) NVSR. Stop by the [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover] Nexus page, and download file "NVSR_4-1-32" (under "Old Files") if you're processor predates i5 or i7. For newer processors, download "NVSR_4-1-36" or later.
:: {{Lutana NVSE Plugin Status}}
 
  
:* Solution-2: Edit the "FalloutPrefs.ini" file in your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder as follows.
+
:
::* Find the [Controls] section
+
:*Edit the "Data\NVSE\plugins\sr_New_Vegas_Stutter_Removers.ini" file as follows
::* For the last 4 characters of each control that you want to unbind, put "FFFF".
+
::
::: (ex: "Use=00FF0011" becomes "Use=00FFFFFF".)
+
::*Under the "Master = {" section, set all settingsto "= 0" except: 
::* Save FalloutPrefs.ini
+
:::
:* Now you should be able to use a controller-keyboard mapper program like '''Xpadder''' to assign new keys to the buttons.
+
:::*"bReplaceGetTickCount = 1"  
 +
:::*"bFastExit = 1"  
 +
::*This is as far as the '''GamerPoets'''' [http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] YouTube video takes things. Various security updates have complicated the NVSR configuration situation immensely. Things are still being discovered. The following were previous recommendations which still tend to work for versions of Windows prior to Win10.    
  
=== Issue: How to switch weapons using the mouse middle-button/wheel ===
+
:
* Cause: This feature from "First Person Shooters" (FPS) is not implemented in FNV.
+
::
:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/39997/ FPS Weapon Wheel] by '''vivanto''' provides this functionality to both assignable hotkey and mouse wheel.  MCM menu configuration.
+
:::
 +
:::*Setting "bHookCriticalSections = 1" is generally recommended, but can be problematic for many Win10 users depending upon the level of updates installed. See the [[#Issue:_CTD_after_10-20_minutes_of_play_.28post-Win10_2017_FCU.29|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]] entry and the [http://www.nexusmods.com/newvegas/mods/34832 Nexus NVSR download] comments page for various options. Expect to need "trial and error" testing.
 +
:::*Note: If you do not use any texture mods you may enable ''bReplaceHeap = 1''. In that event, Set the "Heap = {" section" settings "iHeapSize = 384" and use "iHeapAlgorithm = 6".     
 +
:*When allowing NVSR to manage your FPS: "bManageFPS = 1" and settings under the "FPS_Management = {" section; "Vsync" provided by the game's engine or other sources must be shut off to avoid conflict between them.  
  
=== Issue: HUD-UI-Menu messed up, unreadable, or missing ===
+
8.) V3.0 Shaders.<br/> <span style="margin:0px 10px 10px 10px;  border:1px solid #cc3333;  color: red;  background-color:#fff5f5;  padding:3px">WARNING: If you intend to use ENB's graphics post processing, it only works with v2.0 Shaders. DO NOT perform this step, nor enable the Fallout INI's "[Display]" setting "bAllow30Shaders=1". Leave it at "=0".</span>
* Cause-1: You are using an HUD-UI-Menu mod such as [http://ui.darnified.net/wip/DUIFONV/v1/DUINVv04.7z DarNified UI] (DarnUI) which requires fonts other than the vanilla provided ones to display properly.
 
  
:* Solution-1: DarNified UI comes with a set of "DarN" fonts which must be added to the INI files, but there are other fonts available such as:
+
:Edit both the "Users" folder '''Fallout INI''''s "[Display]" setting "bAllow30Shaders=0" to "1". This will ALLOW (not force) the use of v3.0 Shaders.
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
+
:Open the "Renderinfo.txt" within your documents; "Documents\My Games\FalloutNV". There will be a line for the "Shader Package&nbsp;: ##" (where "##" is "13" in the following example). This is the number suffix of the filename of the shader package expected to have a v3.0 Shader supported by your video card.&nbsp; If not present, your card was not detected by DirectX as able to support v3.0 Shaders.
::* [http://www.nexusmods.com/newvegas/mods/51066/? Alternative Fonts Pack for DarNifiedUI (with cyrillic support)]
+
:*Now, go to the Shaders folder within your game "Data" folder, and rename '''shaderpackage013.sdp''' to '''shaderpackage013.sdp_backup'''. Once done, make a copy of '''shaderpackage019.sdp''' (which is always the provided v3.0 Shader package), and rename it to '''shaderpackage013.sdp''' so it will get utilized. Ignore the periods ending my sentences of course.
::* [http://www.nexusmods.com/newvegas/mods/60847/? HD More Alternate Fonts for DarNified UI] (in double resolution)
+
:*Do note, 13 is solely an example; the shader package "19" should be renamed to depends on the number your "Renderinfo.txt" displays. 
:: DarnUI instructions to edit the "Fallout_default.ini" file come from the [http://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/ DarnUI support thread], but it is recommended to edit all three INI files to be sure ("Fallout_default" in the game root folder and the two in the "Users" folder). The mod [http://www.nexusmods.com/newvegas/mods/54611/? DarnifiedUI Configuration] is a script to automatically make the edits to the default INI file.
+
 
:: Manual edit instructions are to replace the existing [Fonts] section with the following:
+
9.) VORBIS Libraries. Download [http://www.nexusmods.com/newvegas/mods/61265/? Ogg Vorbis Libraries] to improve audio performance. The mod [http://www.nexusmods.com/newvegas/mods/65854 FNV BSA Decompressor] will automatically install these libraries if their archives are found in the game root folder. '''TTW''' will include the '''Decompressor''' as part of it's installer.
<pre>
 
[Fonts]
 
; sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
 
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
 
; sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
 
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
 
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
 
; sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
 
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
 
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
 
; sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
 
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
 
; sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
 
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
 
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
 
sFontFile_9=Textures\Fonts\NVFont_Test.fnt
 
</pre>
 
:: Note a semi-colon (";") at the beginning of a line "comments out" that line so it is not read but remains for reference.  Other alternative fonts can be used in place of the "DarN_<style>_<size>.fnt" entries, but in that instance it is recommended to add them and comment out the DarN fonts as well.  The "<size>" portion of the name is the number of "points tall" for that font. A large number equals a larger character size, so "6" is very small (short) and "24" is quite large (tall).  Either "10" or "12" is normal for most text.
 
  
* Cause-2: An XML file is missing an expected element. Usually this is caused by a mod installation overwriting the XML file in question.
+
10.) ENBoost. At this time the latest version is v0.322, which has been updated without changing the version number ... so be sure to download again. You should be able to use the "WrapperVersion". See this post about '''ENBoost''' from '''MajinCry''' [http://taleoftwowastelands.com/viewtopic.php?p=55126#p55126 Configuring ENB Fallout New Vegas]. The basic points (and quotations) are:
  
* Solution-2: It can get complicated. Read this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
+
:
 +
:*Play the game in "Windowed" mode if you don't want to crash upon "alt-tabbing" with '''EnableUnsafeMemoryHacks=true''' (below). "That setting is a game changer, as it greatly reduces stuttering if not completely eliminating it, when models and textures are being loaded (e.g, traveling across cells, transitioning from interior <-> exterior). So have New Vegas in windowed mode, and everyone's happy. Also, when a game is in windowed mode (Windows 7 and newer), the game gets triple buffering. This means you can have VSync enabled without the framerate juddering between 15 <-> 30 <-> 60fps."
 +
:*Disable the Steam Overlay (actually any game overlays; this is not multi-player). "It causes issues when the interface pops up (e.g, recieving a message from another player) where many objects become fully transparent, and has caused issues for some users when '''ExpandSystemMemoryX64=true'''."
 +
:*in the '''''video card driver''''' configuration, set: 
 +
::
 +
::*Anisotropic Filtering = "Use Application Settings"
 +
::*Anti-Aliasing Mode = "Use Application Settings"   
  
=== Issue: Mods don't seem to have controller support ===
+
:
Some mods don't seem to work with a game controller, even though the game works fine in general.
+
:*in the '''enblocal.ini''' file, set:
 +
:*[GOBAL] 
 +
::
 +
::*UseENBoostWithoutGraphics=true
 +
::*UsePatchSpeedhackWithoutGraphics=true (set "false" if using ENB Graphics as well)   
 +
:*If you want to use ENB's graphics modifications alongside the ENBoost part, set: 
 +
::
 +
::*UseENBoostWithoutGraphics=false
 +
::*UsePatchSpeedhackWithoutGraphics=false   
  
* Cause: Select mods do have controller support, others require an addon such as the "Lutana NVSE plugin", and still others (like Project Nevada) don't have explicit support but can be used with Lutana's "DInput emulation" which maps controller buttons to keys on your keyboard.  What they all have in common is that they require NVSE, another third-party tool. There just isn't any provision for modders to add controller support to their mods, or even custom keyboard hotkeys, without these community toolsets.
+
&nbsp;
:* Solution-1a: Install the [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] plugin.  Note that this has to be installed at the game root folder, so your mod manager may not be able to deal with it properly.  Best to install manually.
 
:: See [[#Checklist|Checklist item #4]] for how to followup installation and determine the plugin is loading properly.
 
  
:* Solution-1b: {{Lutana NVSE Plugin Status}}
+
:
:: See also [[#Issue: Keyboard and/or mouse don't work with a game controller installed|Issue: Keyboard and/or mouse don't work with a game controller installed]]. This plugin must be installed to the game "Data\NVSE\Plugins" folder. Your mod manager may not recognize that location, and manual installation may be required.
+
:*[MEMORY] 
 +
::
 +
::*ExpandSystemMemoryX64=true
 +
::*ReduceSystemMemoryUsage=false
 +
::*DisableDriverMemoryManager=false
 +
::*DisablePreloadToVRAM=false
 +
::*EnableUnsafeMemoryHacks=true (loads all images into VRAM, reducing "hitches" while loading cells)
 +
::*ReservedMemorySizeMb=512 (test by lowering in increments of 128)
 +
::*VideoMemorySizeMb=<value from ENB's "VRAMsizetest" tool> for a single GPU. (Win 8 users are limited to 4096 due to a bug in the DirectX driver.) 
 +
::Notes:
 +
::*ReduceSystemMemoryUsage=true (for those hitting an out of memory issue (not necessarily GPU VRAM, but application virtual ram); noticable FPS increase; fires off multiple copies of '''enbhost.exe''' as needed, reducing "virtual game memoryy").
 +
::*'''MajinCry''' found: "When '''EnableUnsafeMemoryHacks=true''', ENB will automatically disable '''ReduceSystemMemoryUsage'''." So, we might set '''ReduceSystemMemoryUsage''' to "true" and not worry about it whenever we change '''EnableUnsafeMemoryHacks=false'''.
 +
::*[ENGINE]   
 +
:::
 +
:::*ForceAnisotropicFiltering=false (uses the game settings instead)     
 +
<div class="boilerplate metadata" id="Warning_Notice" style="margin:0px 10px 10px 50px;  border:1px solid #cc3333;  color: green;  background-color:#fff5f5;  padding:3px;  white-space: pre-wrap;  white-space: -moz-pre-wrap;  white-space: -pre-wrap;  white-space: -o-pre-wrap;  word-wrap: break-word">'''MajinCry''' comments (typo's corrected): '''EnableUnsafeMemoryHacks=true''' brings two major benefits. And these are brought about as the game's models and textures are no longer mirrored into RAM (as is standard with Direct3D 9). Stuttering is exceptionally reduced, as is memory usage in the '''FalloutNV.exe''' process.  
 +
If you have texture mods installed, with the amount of memory being used exceeding your GPU's VRAM, Set '''EnableUnsafeMemoryHacks=false''', '''ReduceSystemMemoryUsage=true''', '''AutodetectVideoMemorySize=true'''. We lose the benefit of reduced stuttering brought by '''EnableUnsafeMemoryHacks''', but gain the benefit of the game no longer crashing or corrupting when the VRAM is not able to hold all of the game's models, textures, shaders, render targets, and frame buffers. This is done by ENB launching multiple '''ENBHost.exe''' processes, that are then filled with the game's models and textures.
  
=== Issue: Mouse and/or keyboard don't work with a game controller installed ===
+
If you have a card with a large amount of memory (e.g. 8GB+), it's pretty much impossible for you to reach the limits of your VRAM, so you can just keep '''EnableUnsafeMemoryHacks=true''' and have the best of both worlds.
* Cause: The game checks for it before the keyboard, and if detected ... disables the use of the keyboard.  Merely being connected can cause the game to ignore the keyboard and mouse.  Game controllers usually do not have the ability to be programmed to send key strokes and mouse buttons to the game interface. FNV requires a controller (such as the XBox 360) which is "Xinput" compatible.  Some mods will require DirectInput/"DInput" emulation to work with a controller.   (See this [https://en.wikipedia.org/wiki/DirectInput DirectInput] Wikipedia article for an overview and comparison of the two Device Input APIs.)
+
</div>
 +
*Example '''enblocal.ini''' files for:  
  
:* Solution-1: Third-party controller adapter software.  There are others, but the most commonly referenced is:
+
:
::* [http://www.xpadder.com/?lang=english Xpadder] ($9.99) - maps keyboard keys and mouse button actions to your game controller buttons.
+
:*[https://pastebin.com/vhpRAFS0 best performance] (no texture replacers, 2GB VRAM).  
::: Xpadder also allows you to map the mouse pointer to your game controller sticks.
+
:*[https://pastebin.com/ix9G7wfg game with texture mods & small GPU VRAM] (size of all loaded resources > GPU VRAM size).  
::: Xpadder can also handle combinations, sequences, toggles, triggers, shift sets, multiple controllers and more.
 
::* [http://www.majorgeeks.com/files/details/xpadder_%28last_freeware_version%29.html Xpadder v5.3] (last freeware version: 13 Apr 2008)
 
:: Note that you will lose rumble/vibration on your controller since you will have to choose the "keyboard" input device in the game options menu.  Xpadder essentially treats the controller like a secondary mouse & keyboard.
 
  
:* Solution-2: The "Lutana NVSE plugin" provides DirectInput (aka "DInput") emulation modes (as opposed to the newer, more current DirectX Input (aka "Xinput") mode) which enable controller input with mods that normally require the keyboard, such as Project Nevada.  See the mod download page for instructions.  As this plugin also provides many other additional functions, it is often required by other mods.
+
<span id="Issue: Vsync (V-Sync) ON or OFF"></span>
:: {{Lutana NVSE Plugin Status}}
+
=== Issue - Vsync ''aka V-Sync'' ON or OFF ===
  
:* Solution-3: A "Keyboard/Video/Mouse" (KVM) switch that mechanically let's you switch those devices between one computer and another MAY be a possible solution if your game controller will connect to it and you can disconnect the controller from the computer by means of the switch instead of unplugging it.
+
"Short for Vertical Sync, Vsync is a display option found in some 3-D computer games that allow the gamer to synchronize the frame rate of the game with the monitor refresh rate for better stability. If the Vsync is turned off, gamers might obtain a higher frame rate but this action may introduce artifacts in the game." - Webopedia. Vsync can also have an effect on "lag". The purpose of Vsync is to eliminate "tearing", a disjointed image. For an in-depth explanation of how VSync (aka "V-Sync") affects "tearing", see the [http://hardforum.com/threads/how-vsync-works-and-why-people-loathe-it.928593/ How VSync works, and why people loathe it] article on the "HardForum.com" site.
  
:* Solution-4: Disconnect your controller and use only the keyboard.
+
*Cause: The short answer is: if you have "triple-buffering" on your video card, then use VSync, because "3buff" is designed to solve the problems with Vsync. If you don't have triple-buffering, then you have to make a choice based upon the effect on your game and FPS rate. Read the article!
::* Disconnect the game controller from your computer.
+
 
::* In the game's Main Menu, select "Settings" and then "Key Mappings".
+
:
::* In the bottom right corner click on "Device" and change it from "controller" to "keyboard/mouse".
+
:*Solution-1a: Some games (including FNV) have a setting for disabling VSync. Most modern video cards have an option for it in their driver control programs. Some "post-processors" (such as ENB) have an option as well. You need to check them all.  
::* Then exit the game and restart it from the vanilla launcher.  (This is necessary so it will update the hardware settings in your INI files.)
+
 
: See also the [[#Issue: Mods don't seem to have controller support|Issue: Mods don't seem to have controller support]] entry.
+
:
 +
:*Solution-1b: FNV's hardware configuation option doesn't seem to actually have any effect. You can try manually setting this "off" in all three of the "Fallout.INI" files by changing the "iPresentInterval=1" variable to "iPresentInterval=0". Be sure you have a backup of the original INI files before making any changes. (See the [[FNV_General_Mod_Use_Advice#Game_INI_files|Game INI files]] section of the "FNV General Mod Use Advice" article for details if you don't know about the locations of the INI files.) 
 +
 
 +
<span id="Issue: What INI edits seem to be most beneficial to performance"></span>
 +
=== Issue - What INI edits seem to be most beneficial to performance ===
 +
 
 +
*Cause: There are many INI settings you can adjust across many utilities, but it can be difficult to tell which are most helpful to improving performance in general.  
  
=== Issue: Mouse controls ===
+
:Solution: The information provided in the [http://taleoftwowastelands.com/viewtopic.php?p=55250#p55250 Tale of Two Wastelands (TTW) Performance Guide] covers specific INI settings for a number of different utilities such as the three game INI files, NVSE, the correct version of NVSR to use depending upon your processor, and some nVidia card specific tweaks. These setting seem to be equally helpful for both FNV and FO3 as well as TTW. See also the [[#Issue:_TTW_Performance_Guide_abstract|Issue: TTW Performance Guide abstract]] entry.
Your mouse doesn't behave "in-game" as it does on the desktop.
 
  
* Cause-1: Game INI "[Controls]" settings.
+
== Solutions to Crash To Desktop ''aka CTD'' problems ==
:* Solution-1: The default "fForeground=" and "iPresent=" values can conflict with the system mouse acceleration, but changes to them can make menu speeds crazy high, so you need the "bBackground=0" changed to "=1" to fix (slow) the menu speeds.  Some users find that "bBackground Mouse=1" makes the mouse in menus too slow, so some experimentation may be needed.
 
 
:: Backup first (see the [[FNV_General_Mod_Use_Advice#Game_INI_files|Game INI files]] section for details), and then edit all three Fallout INI files so they use the following settings:
 
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
+
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+
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">[Controls]
+
">Anytime the game "Crashes to the Desktop" (CTD) it's typically going to generate an error message in the Windows Eventlog because the game engine was not able to predictably handle the error.  Please see the "Windows Error Messages" section of the wiki "[http://wiki.nexusmods.com/index.php/How_to_read_most_Bethesda_game_error_logs How to read most Bethesda game error logs]" article.
bAlwaysRunByDefault=1<br>
+
 
bBackground Mouse=1<br>
+
Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located.
bBackground Keyboard=1
+
 
 +
Checking such logs should always be your first step, as separating "Windows System" from "Game" generated errors will save you from fruitlessly spending lots of time looking in the wrong direction for the cause.
 
</div>
 
</div>
:: Add: under [Controls] to disable mouse acceleration:
 
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style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
 
background-color:#424242;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">fForegroundMouseAccelBase=0
 
fForegroundMouseAccelTop=0
 
fForegroundMouseBase=0
 
fForegroundMouseMult=0</div>
 
:: and Change: (from 1 to 0)
 
::<pre>iPresentInterval=0</pre>
 
  
* Cause-2: Using a "more than one monitor" setup, and the mouse does not stay confined to the game screen/window, but unexpectedly moves onto the other monitor(s) causing unwanted events when configured to "extend/span" across the monitors.
+
<span id="Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)"></span>
: Video cards designed to drive multiple monitors have their own "video control panels" for configuring the monitor setup to either "span" (display a video screen across all the monitors at one as if one large monitor), or "duplicate" the same screen on each monitor.
+
=== Issue - CTD after 10-20 minutes of play ''post-Win10 2017 FCU'' ===
:* Solution-2: Use the vendor provided control panel to configure the display to "span" the monitorsThen configure the game to run in "windowed" mode by changing the three INI files setting to "bFullScreen=0". (Full screen would span across all the monitors at once otherwise.) If you do not have a vendor "control panel" with multi-monitor setup for your monitors, try this tool:
+
<span id="Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play">(Formerly: Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play)</span><br>
::* [http://dualmonitortool.sourceforge.net/ Dual Monitor Tools] (open source generic multi-monitor control).
+
<span style="color: green;background-color:#fff5f5;">Update: The mod [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] is a lighter, fully Windows 10 compatible, completely rewritten version of the 64hz micro-stutter bug script fix from NVSR, including '''Fast Exit''' and a '''high FPS fix''' for exceeding 60FPS.  NOTE: NVTF v3.0 is now NOT supported when used in conjunction with NVSR.
::: It has a setting to lock the mouse to a certain screen with a hotkey if necessary.
+
</span>
:: Finally use one of the following tools to "confine" the cursor to the game window by running it in a "fake fullscreen borderless window":
+
* There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.
::* [http://www.nexusmods.com/newvegas/mods/59266/? OneTweak] by virusek.  Requires NVSE.  (There is a Skyrim version as well.)
+
: Please read ''ALL'' the proposed solutions before implementing any.  Expect to need to engage in some "trial-and-error" testing.
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by TimThompson89.  Also requires a "Script Extender", but works with OBSE, SKSE, FOSE, and NVSE.
+
:* Solution-1: The mods [https://www.nexusmods.com/newvegas/mods/69779/? New Vegas Heap Replacer (NVHR)] combined with [http://www.nexusmods.com/newvegas/mods/66537 NVTF - New Vegas Tick Fix] should round out all the needed functionality of NVSR, enabling it's complete removal.  This is now the recommended solution for Windows 7 and 10 users.
 +
:* Solution-2: Those experiencing this problem who still want to continue using NVSR can try setting the NVSR INI file "Master" section to ''bHookCriticalSections= 0'', which will disable the use of "CriticalSections" features and the heap related algorithm and size settings in NVSR. (The ''bFastExit'' fix still reportedly works.) Some have found it necessary to discontinue use of NVSR completely.  Others have found that they could implement partial solutions (detailed below as "other" solutions).  "Your mileage may vary.Note that this may re-introduce some stuttering and depressed FPS if using large texture replacement images (e.g. greater than 2048x2048).
 +
 
 +
:* Solution-3: If "Solution-2" eliminates the CTD problem, or once you have installed the Win10 April 2018 SCU "1803/Redstone 4" system update, you may be interested in trying the configuration posted by user '''redmaxblower''' [http://forums.nexusmods.com/index.php?/topic/249379-new-vegas-stutter-remover/page-188#entry59460386 here] in the NVSR thread which restores much of NVSR's stutter reduction functionality.  It includes '''ENBLocal.ini''' settings for '''ENB Series''' users as well.
 +
 
 +
:* Solution-4: It has been found that you can set ''bHookCriticalSections= 1'', and then ''iDefaultMode = 1'' in the "CriticalSections" subsection of "sr_New_Vegas_Stutter_Remover.ini".  The "1" value just means NVSR uses the vanilla mechanism anyway.  Setting "iDefaultMode =" to anything other than "1" seems to cause the problem.  (It defaults to "3".)
 +
 
 +
:* Solution-5: User '''Brad852''' (and others) has achieved a stable and stutter free game with the following tweaks to the NVSR v4-1-36 configuration:
 +
::* Make sure the settings under "Master = {" are:
 +
:::* bManageFPS = 1
 +
:::* bHookCriticalSections = 1
 +
:::* bHookLightCriticalSections = 0
 +
:::* bHookHashtables = 1
 +
:::* bReplaceHeap = 1
 +
:::* bReplaceGetTickCount = 1
 +
:::* bLogToConsole = 0
 +
:::* bFastExit = 1
 +
:::* bFlushLog = 1
 +
:::* iSchedulingResolution = 1
 +
:::* bReplaceRandom = 1
 +
:::* bExperimentalStuff = 0
 +
:::* iMainHookPoint = 1
 +
 
 +
::* Under "CriticalSections = {, set:
 +
:::* "iDefaultMode=3"
 +
:::* "bUseOverrides=1"
 +
 
 +
::* Under "OverrideList = {", third "Critical Section = {" ("CallerAddress = 0xA044FE") section:
 +
:::* delete "Spin = 6000"
  
* Cause-3: There are points in the game where scripts "DisablePlayerControls" deliberately.  Usually this is to prevent the Player from interrupting messages or "cut-away scenes", but sometimes control is not returned to the Player, with the result that the Pipboy menu and other functions like attacking, blocking, and crouching (either with the mouse or the keyboard) fail to work.
+
::* This '''Brad852''' configuration seems to CTD for some users if the ''iAudioCacheSize'' or ''iMaxSizeForCachedSound'' values are altered in accordance with '''GamerPoets'''' latest revised [http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] YouTube video (i.e. "[Audio]", "iAudioCacheSize=2048" to "8192"; "iMaxSizeForCachedSound=256" to "1024").
:* Solution-3: Use the console command (<~> key) "EnablePlayerControls" (without the quotes).  If this solution is only temporary, see the earlier "Causes" and the [[#Issue:_Mouse_and/or_keyboard_don't_work_with_a_game_controller_installed|Issue: Mouse and/or keyboard don't work with a game controller installed]] entry.
 
  
=== Issue: Mouse (Logitech) doesn't highlight or select menu choices ===
+
:* Solution-6: User '''AnonymousPlum''' has posted a promising [http://www.nexusmods.com/newvegas/mods/65606?tab=description Stabilised NVSR ini File for Windows 10] after a number of experiments which can be used as a starting point.  However, take the time to read the comments page as there are various reports of success, failure, and alternative settings from commenters (including user '''redmaxblower''', author of '''Solution-2''')There is now a version of the file which disables the NVS[[R]] "heap replacement" in favor of the NVS[[E]] replacement technique (which was the most severe criticism).
This issue occurs with the vanilla game and no mods installedIt may have worked fine with older versions of Windows, but now fails with the latest.
 
* Cause: Logitech drivers have a long history of problems working with Windows games if any of their "advanced" driver features are used.
 
  
:* Solution-1: Obtain the latest version of the Logitech "SetPoint" driver, and disable any advanced features like "snap to default button", etc. If there are "game compatibility" options, select those.
+
:* Solution-7: '''Team Moki''' has posted a "mod" [http://www.nexusmods.com/newvegas/mods/66063 Ultimate Fallout New Vegas Stutter Removal for WIndows 10 and 7] consisting of a fully tweaked '''NVSR''' "\NVSE\Plugins\sr_New_Vegas_Stutter_Remover.ini" file.
  
:* Solution-2: Uninstall all Logitech drivers and add-on software like "SetPoint".  Reboot, and install the bare bones "Microsoft Mouse compatible" driver and any updates instead.  If the Logitech mouse won't work with a bare bones MS certified driver, use a different more compatible mouse.
+
:* Solution-8: See also the related [[#Issue: Incomplete save game load|Issue: Incomplete save game load]] which covers some background services that may need to be disabled.
  
=== Issue: Mouse sensitivity is off, weapon aiming is off, etc. ===
+
<span id="Issue: CTD on interior/exterior/"fast travel" cell change"></span>
Monitor is set to a higher than 1920x1080 resolution.
 
  
* Cause: FNV was designed for monitor resolutions common prior to 2010. "In 2010, 27-inch LCD monitors with the 2560 × 1440-pixel resolution were released by multiple manufacturers including Apple." - [https://en.wikipedia.org/wiki/Display_resolution Wikipedia on "Display resolution"].  "High Definition" (1920x1080, 16:9 aspect ratio) "FHD standard" was generally considered "high end" for gaming.  Newer monitors may have a higher default resolution.
+
=== Issue - CTD on interior or exterior or ''fast travel'' cell change ===
 +
* Cause-1: Most crashes on cell-change are caused by the autosave feature choking because it's trying to write data into a save it corrupted the last time you changed cells. Note this may mean your last several saves are corrupt.  "Auto-saves" are dangerous because they are seldom able to tell when the game is in the middle of doing something else critical.
  
:* Solution: Use a lower, more standard (in 2010) display resolution. (Note the LED/Plasma monitors have a default resolution according to the screen size and "aspect ratio". Lower resolutions may not fill the screen, resulting in "black borders" (e.g. "letterbox style").  "Windowed mode" may be a way around this visual problem.) See the Wikipedia article quoted above for more on the subject, including a table of "resolution standards".
+
:* Solution-1: Most importantly, completely disable all manner of autosaves in the game options. The [http://www.nexusmods.com/newvegas/mods/36730/? CASM] and [http://www.nexusmods.com/newvegas/mods/45652/? CASM with MCM] mods attempt to provide more control over such situations. [http://www.nexusmods.com/newvegas/mods/62181/? Simple Saves] provides timed interval "full saves" without all the features of CASM, but only keeps 5 versions before it starts overwriting older files after the 5th save. They are all better than the built-in mechanism, but don't rely upon any auto-save exclusively.  Manual "full saves" after waiting about five seconds with nothing happening are still safest. Also, you can use [http://www.nexusmods.com/newvegas/mods/57465 Clean Quick Saves] to create a new "quick save" file every time, which is safer than overwriting an existing file. You will need to periodically clean old ones out (they count against the total number of save files you are allowed), but the purpose of a quick save is as a "temp" for safety's sake rather than a place to resume the game session fromThey do not save as much data as a "full save".  QSaves are best reloaded when you are still in the same cell (preferably in the same position) as when you saved.
 +
:: Please see also the 'Fourth Rule: Reloading "save game" files' section of the wiki [[#FNV_General_Mod_Use_Advice | FNV General Mod Use Advice]] article.
  
=== Issue: Remapping the "ammo swap" hotkey from < 2 > ===
+
* Cause-2: Crashes on cell transition will happen more often the more mods you have that affect NPC's & levelled lists.
The issue revolves around the fact the game control configuration permits you to remap the "ammo swap" key from the default < 2 > hotkey to something else.
 
* Cause: Contrary to expectations, this ability to remap "ammo swap" to a different key does not enable you then use the < 2 > key like the other number hotkeys.  '''You cannot get the use of the < 2 > key as an 8th hotkey.'''  Once you unassign the < 2 > key, it won't ever seem to function again.  The game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
 
  
:* Solution: Edit the "FalloutPrefs.INI" file (located in the "Users" folder).
+
:* Solution-2: You can't run different mods like that, reliably, without a "bashed" or "merged" patchSee [http://wiki.step-project.com/Guide:Merging_Plugins S.T.E.P. Merging Plugins Guide] for a description of both approaches.
::* Locate the "[Controls]" section.
+
 
::* Find the "Hotkey2" entry; which is called "AmmoSwap" instead.
+
* Cause-3: The default game "heap size" is too small for some modded games.
::* To restore "AmmoSwap" back to using the < 2 > key, change the value to "0003FFFF".
 
:* There is an optional ability to consolidate the 7 hotkeys to the number key sequence "1-7", and move the "swap ammo" function to the number "8", as follows.  (Everything after a semi-colon is a comment which should not be entered.)  This one won't re-order the icons in the inventory, but it'll still work. In the inventory, if you press the < 2 > key, it'll basically light up slot 8, is all.
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
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">
 
* Hotkey1=0002FFFF    ; key < 1 >
 
* Hotkey3=0003FFFF    ; key < 2 >
 
* Hotkey4=0004FFFF    ; key < 3 >
 
* Hotkey5=0005FFFF    ; key < 4 >
 
* Hotkey6=0006FFFF    ; key < 5 >
 
* Hotkey7=0007FFFF    ; key < 6 >
 
* Hotkey8=0008FFFF    ; key < 7 >
 
* Ammo Swap=0009FFFF  ; key < 8 ></div>
 
  
=== Issue: Unable to add either of two "weapon mods" to a weapon ===
+
:* Solution-3: See [[#Issue: CTD without warning, "out of memory error", or stops responding|Issue: CTD without warning, "out of memory error", or stops responding]] sub-topic.
* Cause: The mod [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)] only checks the first of 3 possible mod slots.  If this is blank, it assumes there are no mods available.
 
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
<span id="Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu"></span>
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
+
=== Issue - CTD without warning or ''Out of Memory error'' or stops responding after the Main Menu ===
background-color:#fff5f5;padding:3px;
+
Happens without error messages, as if the game runs out of memory, or the OoM error message.
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
: NOTE: This is a '''''very rare''''' issue.  See the entry [[#Issue: "The Weapon Mod Menu" (WMM) won't let me add a weapon mod in game |Issue: "The Weapon Mod Menu" (WMM) won't let me add a weapon mod in game ]] first.  If you do confirm this issue with WMM is the cause, please inform the "current maintainer" listed in the "WIP" notice at the top of this article of the specific weapon with a link to the mod in question so a list of offending plugins can be compiled.
 
</div>
 
  
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not empty.  Typically this will mean moving the second and third slot entries up by oneBe sure to make the plugin containing the Weapon in question the "active" one, as that is the plugin that will get savedNote this edit will only work if there are already weapon mods available for that weaponAdding weapon mods that do not already exist is a more involved "customization" process.
+
*Cause-1: By default 32-bit games can only use 2GB of RAM not matter how much is installed, even if you are running a 64-bit version of the Operating System (OS).
 +
:* Solution-1a: If you are on a 32-bit OS system with at least 3GB of RAM, see this [http://wiki.nexusmods.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB game memory limits and solutions] article on configuring to use the maximum memory you can before implementing the next solution64-bit OS systems usually do not need to alter their configuration, but that article covers them as well.
 +
:* Solution-1b: You need to be using a FNV4GB Loader such as [http://www.nexusmods.com/newvegas/mods/55061/? 4GB Fallout New Vegas Updated] or an LAA flag Patcher like the more recent [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher]This will give the game access of up to 3.8 GB of memory(The remainder is used by the system.)
  
=== Issue: Unable to draw weapons, fire, or crouch ===
+
* Cause-2: The vanilla game's default "heap size" is very conservative and can easily be exhausted by a modded game.  There are a couple of distinct types of "heap" and it is not clear which is running out of memoryOne is used in programming to implement a data structure such as a ''priority queue'', and another in memory management as an area for ''dynamic memory allocation'' and swapping code around. Both types are commonly used.
Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:
 
: Initial greeting: "Cheyenne, stay. Don't worry, she won't bite, unless I tell her to."
 
: Later greeting: "Yeah alright. Let's just get done with this first and we'll talk later. Preferably somewhere I can get a stiff drink and Cheyenne can cool down".
 
* Cause: Removal of all "tumbleweeds" from the game.  The first "tumbleweed" seen upon exiting Doc Mitchell's house after creating a character is scriptedIt's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
 
  
* Solution:
+
:* Solution-2: Increase the heap allocation size.  Initially it's recommended to enable the "New Vegas Script Extender" (NVSE) "Sheson memory patch".  If that does not resolve the issue, you can try configuring "heap replacement" in "New Vegas Stutter Remover" (NVSR).  The current NVSR (v4.1.36) "heap replacement" can also run into "out of memory" errors regardless of the algorithm chosen in some situations.  It's effectiveness varies among users and systems.  Both can work together, as they are not attempting to change the same heap allocation, but their combined effect with the suggested sizes is to use up almost 1GB of game memory (out of 2-3.8GB) for this purpose. NVSR's current "heap replacement/allocation" routines have problems and should be used with caution.  See [[#Issue:_CTD_after_10-20_minutes_of_play_(post-Win10_2017_FCU)|Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)]].
** Temporary: Move to somewhere you know you should be able to use all those functions, open the in-game console (<~> key), and enter "EnablePlayerControls" (without the quotes) and hit <Enter>.
+
::* Solution-2a: Activate the "Sheson memory patch" (unknown type of heap) in NVSE.{{NVSE Configuration}}
** Permanent: Uninstall any mods that remove all tumbleweeds before creating a new characterOften this functionality is incorporated into "performance" mods, so if it isn't mentioned in the description some testing may be required.  However, once the character has stepped outside of Doc Mitchell's so the scripted "tumbleweed" event occurs, they may be installed.
+
::* Solution-2b: Optionally, the mod [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover] (requires  [http://nvse.silverlock.org/ NVSE]) contains both an adjustable heap size and alternative heap algorithms (unknown type of heap).  These are disabled by default for maximum stability, so it is necessary to read the provided NVSR documentation and edit the "sr_New_Vegas_Stutter_Remover.ini" file, which is under the "Data\NVSE\Plugins" folder.
 +
:::* That NVSR "heap" section is only used if you have "bReplaceHeap=1" in the "[Master]" section of that INI.  You should want to implement it because you are still getting crashes after implementing "Sheson".  It's effectiveness has varied results for different users.
 +
:::* A larger heap size of 450(MB of RAM) is suggested, but Intel processors work more efficiently when they align with multiples of 16 bytes, so I suggest using a heap of 448, 464, or 496.  Keep it under 500, which seems to be the limit for NVSE.
 +
:::* There are several "heap algorithms" and only three algorithms that use the "heap size" setting (3,5, or 6), so some experimentation on your part will tell you which works best (if at all) for your systemThis is documented in the INI file as well as the download page.
 +
:::* The current NVSR (v4.1.36) "heap replacement" and algorithms can be reliably demonstrated to increase the number of CTDs and "out of memory" errors under certain circumstances, so only testing will tell if it is a solution for you.  However, many have success with it in typical modded games.
 +
:::* Other features of NVSR are still of practical use.  Some people have found that disabling NVSR's heap ("Heap Replacement=0") solves their "out of memory" CTDs.
  
=== Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game ===
+
* Cause-3: Too many cells loaded consuming memory.
* Cause: There are a number of unspoken assumptions by [http://www.nexusmods.com/newvegas/mods/44515/? The Weapon Mod Menu (WMM)] that, when verified/resolved, are the usual solutions.
+
:* Solution-3: Enable two "purge cells" options in the three "INI" files:
 +
::<pre>
 +
::: [General]
 +
::: bPreemptivelyUnloadCells=1
 +
::</pre>
 +
:: and
  
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
+
::<pre>
 +
::: [BackgroundLoad]
 +
::: bSelectivePurgeUnusedOnFastTravel=1
 +
::</pre>
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 +
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
Avoid auto-purge mods and NEVER use the ''PurgeCellBuffers'' (PCB) command. It's a debugging tool used for testing cell and reference loading, not a magic fix for memory problems.  Overly aggressive purging will cause stutter as purged cells have to be loaded from disk into memory for rendering.  Use the above INI settings if you want the game to clear buffers more aggressively than it does by default.
 +
</div>
  
:* Solution-2: You have a "weapon mod" that is appropriate for that specific weapon.  Most "weapon mods" only apply to very specific weapons.  There are (to the best of the collective knowledge) none that apply to ALL weapons.  So you have to check the name of the mod very carefully as the differences in the names are subtle.  The easiest way to determine the correct mod for a weapon in game is at the "green vending machines" provided by the additional mod [http://www.nexusmods.com/newvegas/mods/39651/? Weapon Mods Expanded (WMX)], which are generally found at all the "Gun Runners Arsenal" (GRA) storefronts.
+
* Cause-4: Exhausting video memory.
 +
:* Solution-4: See the sub-topic [[#Issue: Is ENBoost for everyone?|Issue: Is ENBoost for everyone?]] in this article about an option to increase available memory for rendering video related objects.
  
:: (There are a very few instances where WMM will refuse to add weapon mods.  See [[#Issue: Unable to add either of two "weapon mods" to a weapon|Issue: Unable to add either of two "weapon mods" to a weapon]] entry, but it will require you to look at the mod plugin internals in either FNVEdit or GECK to verify.)
+
* Cause-5: Some have found it either necessary or desireable to configure their system to disable the "onboard" video adapter and use only the "addon" video card GPUs.  Depending upon the hardware architecture of the system, this may not be optimal.
  
:* Solution-3: You have installed both [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] and WMM in the correct order.  (See the wiki article [[HUD-UI-Menu_issues|HUD-UI-Menu issues]].)
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Most modern "MotherBoards" (MoBo) have an integrated video adapter chip built-in (aka "onboard").  This is connected to the "Central Processing Unit" (CPU), and may be slower than a dedicated video cardModern video adapters come with one or more "Graphic Processor Units" (GPU), and "addon" video cards are installed into the "peripheral adapter" slots.
  
:* Solution-4: You do NOT have a game controller attachedIf you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
+
CPUs are not the same as GPUs.  CPUs are "general" processors, and GPUs are "graphics" processors.  There are differences in the hardware "buss" bandwidth, buffers, and speed used by both.  GPUs are optimized for high precision numbers and complex mathematical and geometric calculations which are necessary to render graphics.  Some CPUs (particularly laptops) sacrifice precision math processing to reduce power drain and increase battery life, and their "onboard" video chips come without dedicated VRAM for video memory (they have to share system RAM).  (If the details are of interest, suggest you read [http://harrydawsonunit20task2and3.weebly.com/central-processor-unit.html this CPU article] and [http://harrydawsonunit20task2and3.weebly.com/graphic-processor.html this GPU article].  In particular pay attention to the neglected role of "L-caches".)
 +
 
 +
The CPU is responsible for directing the graphics data from memory and disk to the video adapter (just as for any "peripheral" device).  Until it does so, the GPU has nothing to work on.  So it is the first potential bottleneck.  A MoBo integrated video adapter MAY be able to work in conjunction with an "addon" video card, or it may obstruct one.  This is one of those specific design features nobody talks about and you can only work it out by trial and error.  A video adapter and it's GPU(s) are essentially a "black box" to the CPU.  However, it does recognize which "port" (connector) the display is plugged into.  As far as the CPU is concerned, the video adapter and the "display" are basically the same: a one way street it sends graphics commands down with (at best) a stop light to prevent overflows.  The video adapter handles the signaling requirements of the display.
 +
</div>
 +
:* Solution-5: As a general "rule of thumb": the more processors, the better.  The video card may have a "device driver" or "control application" which will allow configuration of the use of the GPUs for specific purposesUnless you have specific knowledge and reasons, it is best to let the system choose how to handle ALL the GPUs.  A bad configuration may cause CTDs.
  
:* Solution-5: If none of the above are the problem, see if you can find anything in the "fallout_nv_error.log" file.  (See [[#Checklist|Checklist item #4]].)
+
Solutions 1-4 can safely be combined, but those with less than 4GB of system RAM need to exercise caution and only implement one at a time, as they will come at the expense of memory otherwise needed by the game and OS.
  
=== Issue: WMX loses my existing weapon mods to the 'Weathered 10mm pistol' ===
+
<span id="Issue: CTD upon completion of DLC"></span>
* Cause: This weapon has an unfortunate (seemingly hard-coded) bug that means that any weapon mods applied to it will not be visible on the weapon.
+
=== Issue - CTD upon completion of DLC ===
 +
For example: 'Fallout New Vegas keeps crashing to desktop, every time I complete the "Old World Blues (OWB)" DLC.  In the "Think tank" after having the last conversation with Dr. Klein, and then exiting the think tank... It crashes to desktop. I can tell it's the end of Old World Blues, because of the fact that sometimes it will play music for a second, (like it does at the end of the other DLCs, along with your video ending). But it just crashes to desktop.'
  
:* Solution: [http://www.nexusmods.com/newvegas/mods/39651 Weapon Mods Expanded (WMX)] detects that you have equipped the 'Weathered 10mm Pistol'.  The WMX menu (in the Pip-boy "Inventory" screen for the selected weapon) allows you to swap the defective original Weathered 10mm Pistol for a fully-functional duplicate of it. Doing so will effectively erase any weapon mods already applied to the weapon, so it is recommended to remove them first using [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)].  When you are ready to proceed, select the 'Swap Weapon' button. Select 'Cancel' if you are not ready to proceed (this menu will appear again when you next equip the bugged Weathered 10mm Pistol).
+
* Cause-1: According to Bethesda Softworks Tech Support - This only happens when playing in "Hard Core" mode and your character is the least bit hungry.
 +
:* Solution-1a: Simply feed your PC until they are full before the final exit from the DLC.
  
== Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems ==
+
:* Solution-1b: There is the mod [http://www.nexusmods.com/newvegas/mods/56651 Skippable DLC Cutscenes], which skips the slideshow but cautions it is not a fix for CTDs.
{{GECK: Common Problems}}
 
  
== Solutions to Graphics problems ==
+
* Cause-2: If not playing in "hard core mode", more than likely you are running out of "heap space" when the slideshows are started.
 +
:* Solution-2: Please search this guide for the term "heap size" (several entries are primarily in the 'Solutions to Performance problems' and 'Solutions to "Crash To Desktop" (CTD) problems' sections.
  
=== Issue: Aiming - 1st Person View (FPV) Iron Sights ===
+
<span id="Issue: CTD upon quitting a modded game"></span>
This is a built-in game Main Menu setting, under: "Settings | Game Play | True Iron Sights [ON | OFF]".  It is also accessible from the "Pause Menu" screen during a game sessionIt is only visibly in effect in FPV.
+
=== Issue - CTD upon quitting a modded game ===
 +
Upon using the game menu to "Exit to desktop", it simply hangs and Windows reports FNV has stopped responding.  It becomes necessary to use the Windows "Task Manager" ("<Ctrl+Alt+Del>") to terminate the current instance of the program before it can be restarted.  As this can leave system memory in an unknown state, best practice is to reboot the system firstNaturally this is very annoying.
  
Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanillaWhen this setting is enabled, those weapons will switch:<br>
+
* Cause: This is a common problem with the game engine when enough mods have been added.
* from "the weapon is shifted to the right of the center of the screen so it is not aligned between your 'eyes' and the target, and you aim using the crosshair" mode,<br>
+
:* Solution: [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] has a "fast exit" option in it's INI file that fixes this problem (among others)DO NOT install with a Mod Manager unless it recognizes that NVSE based plugins like NVSR need to go into the "Data\NVSE\plugins" folder.  Follow the "manual install" instructions instead.  Then edit the "sr_New_Vegas_Stutter_Remover.ini" file in the same location from "bfastexit 0" to "bfastexit 1".  Note: This setting still works for most people having the problems addressed in [[#Issue:_Recent_(post-Win10_FCU)_CTDs_after_10-20_minutes_of_play|Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play]].
* to "the weapon is centered in the screen between your 'eyes' and the target so you aim by lining up the front and rear 'iron sights' on the weapon (no crosshair) just as in real life";<br>
+
:: Related: The NVSE plugin [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti Crash (NVAC)] implements structured exception handling and sanity checking to reduce frequency of game crashes.  While this may not be directly related, it is a recommended stability improvement anyway.
: when you click using the (default) Right-Mouse button (aka "<RClick>") as if "blocking with a melee weapon" or "zooming in on the target with a scoped weapon".
 
  
Without the "True Iron Sights" setting to ON, the same "weapon centered in the screen" view is displayed, but the "rear sight" on the weapon is lower down and you cannot "truly" align the front and rear sightsYou use the "crosshair" instead.
+
<span id="Issue: Ash and Goo Piles cause random CTDs"></span>
 +
=== Issue - Ash and Goo Piles cause random CTDs ===
 +
When a spawned actor is killed with an energy weapon, they leave either an "ash" or "goo" pile instead of a body attached to the actor reference in the save game file.  If not "cleaned up" these pile up and eventually lead to "save game corruption".  The problem goes back to FO3 and a script which was supposed to be activated but wasn'tIt can be particularly noticable in exterior "encounter spawn zones" when using energy weapons exclusively with mods that increase the number of encounters before the default cell reset timer kicks in or if the player lingers in the cell too long.
  
=== Issue: Aiming - 1st Person View (FPV) is off center ===
+
* Cause-1: Ash and Goo Piles not being cleaned up before they can cause a problem.  This does not seem to occur with interior cells as the number of piles usually remains low and the default cell reset interval is usually fast enough.
The situation is a bit more complex than it appears on the surfaceApparent weapon position is determined by the animation files.  It is also tied in with whether or not you use the game's "Auto Aim" feature, which is active by defaultIn addition there are various "Field of View" (FOV) settings the game switches between under certain circumstances, which affect what is visible of the scene.
+
:* Solution-1: There are mods intended to resolve this problem by various methods.  Some of these are:
 +
::* [http://www.nexusmods.com/newvegas/mods/64229 EVE - JIP Ash Pile Tweaks] - replaces EVE's new ash and goo puddles' implementation, from one that uses containers and scripts to move the deceased's contents to them, to a NVSE + JIP LN one that replicates the vanilla mechanics of the piles being activatorsThe pile's own scripts has been changed to remain until a cell reset takes place, instead of disappearing right when you revisited them.
 +
::* [http://www.nexusmods.com/newvegas/mods/45484/ Ash and Goo Begone] - does also remove piles of "named NPCs" (including those of "quest NPCS") so don't use energy weapons on them.  It does NOT affect the placed Ash piles in the sacked caravans (they use a different ID) nor the Ash pile left in the Silver Rush after the first time you enter.
 +
::* [http://www.nexusmods.com/newvegas/mods/44710/? FOOK Ash Goo Pile Fix - Complete] - only affects "vanilla" piles, but not those from EVE weapons(This fix has been incorporated into YUP.)
 +
::: NOTE: This problem persists in the exterior "BigMT" sections of the DLC "Old World Blues" (and possibly in "Honest Hearts" as well) with all these mods, but not in the interiors.  Until a fix is identified, it is suggested avoiding the use of energy weapons in "BigMT" exteriors unless you can somehow exit the cell (which can trigger the cleanup script upon returning).
  
* Cause-1: This is controlled by a single variable: "fFirstPersonHandFollowMult".  The default value is ".85", so this was a deliberate design decision to impose some inaccuracy by the developers, as a value of "1.0" is "dead center" of the aiming point.
+
<span id="Issue: Hi-Rez Texture mod causes CTD"></span>
:* Solution-1a: The mod [http://www.nexusmods.com/newvegas/mods/55709/? Gun Follows Crosshairs in First Person] by '''Grasscid''' applies this fix.
 
:: Note the mod [http://www.nexusmods.com/newvegas/mods/35781/? First Person Gun No Follow] by '''Azrael Dark''' combines nicely with "Gun Follows" so the gun doesn't follow the cross-hairs up out of the "neutral carry position" until you actually fire.
 
:* Solution-1b: Set "fFirstPersonHandFollowMult" to "1.0".  (Some other mods use this setting as well, so conflicts are possible.)
 
  
* Cause-2: Your problem might be a result of changing the "Field of View" (FOV).
+
=== Issue - Hi-Rez Texture mod causes CTD ===
<blockquote>
+
Specific known example of this is the 26.3MB [http://www.nexusmods.com/newvegas/mods/65017/? Training Dummy Retexture] file from the mod of the same name.  It is implied (by the alternate 3.1MB "Sane Edition" file) that this image is 6000x6000 pixels.
From [http://www.tweakguides.com/Fallout3_8.html TweakGuides]:
+
 
: fDefaultFOV=75.0000 - Shows the default Field of View in degrees for the game, which is 75 degrees. Changing the Field of View using this variable doesn't seem to work properly as it is not applied when the game starts, so instead you will need to use the FOV console command (See Console Commands section) each time you start them game to set a different field of view.
+
* Cause: Image files have to be sized as a power of 2 from the base of 512x512 pixels.  (512: *2= 1024; *(2^2)= 2048; *(2^3)= 4096; *(2^4)= 8192.)  Normally the GPU will attempt to re-scale images that do not fit, but a very large size may be sufficient to push GPU processing and VRAM limits enough to cause a CTD.  The various images sizes of the textures rendered in a given scene are cumulative.
 +
:* Solution: Either use a more normal sized image, or resize it using a tool such as [http://www.nexusmods.com/oblivion/mods/42116/? Optimizer Textures] that can correct the scale.  Please see also the wiki [[Display_resolution_versus_Image_Size|Display resolution versus Image Size]] article before you decide to simply grab the largest possible size images.
  
: Update: It has been discovered that by inserting the line fDefaultWorldFOV=75.0 at the bottom of the Display section of the Fallout.ini file, and assigning it a value equal to the FOV you want, you can now permanently change the default Field of View in the game. Remember however that if you change the default FOV, you may also need to change the FOV for other screen elements - see the fRenderedTerminalFOV and fPipboy1stPersonFOV commands below. Note also that you can alter the fDefault1stPersonFOV=55.0000 value to alter how much of your body/weapon is shown in front of you (Fallout.ini).
+
<span id="Issue: Removing a Project Nevada Implant freezes the game or CTDs"></span>
</blockquote>
+
=== Issue - Removing a Project Nevada Implant freezes the game or CTDs ===
 +
This is particularly evident when removing a "skill-based" one (i.e. raises the Sneak skill).
 +
* Cause: It appears that, by design with this mod, not only are there distinctions between individual doctors (all are not equally skilled; some need the "cybernetic surgery" book before they can install implants), but it also tracks which installed a particular implant.  More investigation is needed into the untrapped error that is causing the freeze or CTD itself.
 +
:* Solution: It seems the only safe way to remove a PN implant is to use the same doctor who installed it, especially with "book trained" doctors like Doc Mitchell.
  
:* Solution-2a: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera viewsLook into "Weapon FOV scale" (to compensate for larger or smaller Player Fields of View and their affect on aim speed).
+
<span id="Issue: Swap/Page file size and CTDs"></span>
 +
=== Issue - Swap ''aka Page'' file size and CTDs ===
 +
* Cause: The size set for your "page file" can make a difference as well in terms of something called the "commit limit".  This is the sum of physical memory and the sizes of the paging files.  The default system page file configuration does not follow this advice, so it's something to look into if you are still having CTDs.
 +
:* Solution: To properly size the paging file requires determining the maximum total commit charge for the programs you like to have running at the same timeSee "Page File Size and The Commit Limit" section in the wiki [http://wiki.tesnexus.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB Game memory limits and solutions] article for details.
  
:* Solution-2b: Other than adjusting the various FOV settings, try tweaking the following default values (which set the camera position relative to the head node in FPV) in the INIs [General] section:
+
<span id="Issue: WIN10 Freezes/Hangs and you can't use Task Manager to kill the process"></span>
*: Make backups of the INIs before changing them.
+
=== Issue - WIN10 Freezes or Hangs and you can not use Task Manager to kill the process ===
<blockquote>
+
In Windows10 (Home or Pro versions at least) if the game freezes, even if you press "< Ctrl+Alt+Del >" and open the "Task Manager", you are unable to "< Alt+Tab >" from the game to the "Task Manager" in order to kill the process.  However, you can press the "Windows Logo" key (assuming your keyboard has one). (Those without a "< Windows Logo >" key should read the thread [http://forums.windowssecrets.com/showthread.php/164357-Wndows-logo-key-equivalent-in-non-windows-keyboards Windows logo key equivalent in non-windows keyboards] if they feel the lack.)
:   fCameraPosX=0.0
 
:  fCameraPosY=9.5
 
:  fCameraPosZ=6.0
 
:  bUseThirdPersonArms=1
 
:  bTPArmsEnableIronSights=1
 
</blockquote>
 
  
* Cause-3: A surprising number of vanilla weapons have misaligned meshes between the projectile nodes and the cross-hair.
+
* Cause: The game "freeze/hang" is preventing normal keyboard "< Alt+Tab >" function.
:* Solution-3: The [http://www.nexusmods.com/newvegas/mods/65052 Weapon Mesh Improvement Mod] by '''Roy Batty''' is an on-going effort to fix themSimilar issues with mod added weapons have to be taken up with their respective authors in comments on those mod download pages.
+
:* Solution: The "mod" [http://www.nexusmods.com/fallout3/mods/23188 Kill Fallout 3] by '''raz3rITA''' is really a simple BAT file that can be edited to kill the "Task Manager" process of Fallout3.exe, FalloutNV.exe, or Fallout4.exe, and so on, as a single command from the "start menu" accessed by the "< Windows Logo >".  This will enable you to regain keyboard control.  Customization and use instructions are in the mod description.
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
 +
background-color:#333333;padding:3px;
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word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Note: While this does in effect enable you to attempt to resume the game immediately without rebooting, there are risksYou have no idea what state your system memory is in as a result of whatever hung game up in the first place.  Something was not "normal" to cause the problem.  Not rebooting can lead you on a "wild goose chase" of other problems as a result (such as the "0xC0000005 Invalid access" error).  Starting from a "clean slate" is worth the delay caused by a reboot to my mind.  But the choice is yours.  At least this enables you to perform a normal orderly restart.
 +
</div>
  
=== Issue: Aiming - 3rd Person View (TPV) is off center ===
+
== Solutions to Control problems ==
* Cause: This is a more complex issue than aiming in 1st Person View (FPV).  The player is always viewing the action from the perspective of the camera.  The camera location is independent of the character's eyes, and from the weapon.  It is always "center of the screen".  In FPV, it is positioned to simulate the eye view of the character.  In 3rd Person View (TPV), the camera (and you) are not looking from the perspective of either the character or weapon.  Instead the camera is positioned behind and off to the side so the back of the character and more of the scene to the opposite side of the character is in view.  This camera setting is not generally adjustable, though there are mods that help.  The cross-hair is positioned in the center of the screen.  It is not accurately aligned with the character's eyes or the weapon.  The "Field of View" (FOV) controls how much of the cell scene is visible.  This is adjustable and there are actually a number of inter-related FOV settings.
 
: Please see the [[#Issue: Aiming - Disable Auto Aim or not?|Issue: Aiming - Disable Auto Aim or not?]] section first to understand the role of Auto Aim on the problem.  As pointed out there, weapon animations are not aligned consistently the same.  In TPV, if Auto Aim is disabled there is no expectation that the alignment of the weapon is with the cross-hair.  As the camera position is behind and offset to the right (by default) from the center of the body so you are looking more or less along the angle of the weapon towards the cross-hair, but you can't even expect the cross-hair to be aligned with the position of the body facing either.
 
  
: It is important to understand: the game is not designed for accuracy while shooting in TPV.  You are in essence always "shooting from the hip", while situational modifiers ("iron sights", crouching, weapon skill, etc.) affect the "spread" inherent in the weapon.  (See [http://geck.bethsoft.com/index.php?title=Gun_Spread_Formula GECK: Gun Spread Formula].)  If you need accuracy, then by design you need to be in FPV (which is why the game switches you to that mode ''when you use certain weapons or a "Scope"'' and have "True Iron Sights" enabled).  Not all weapons have "Iron Sights" (i.e. some energy weapons) and some "Power Armor" mods are known to "break/replace" the vanilla "True Iron Sights" functionalityFor accuracy, you want a smaller "fOverShoulderFOV" value to more closely align the center of the screen with the cross-hair.
+
<span id="Issue: Console - How to access the in-game "console" command line"></span>
 +
=== Issue - Console - How to access the in-game ''console'' command line ===
 +
There is a setting of "bAllowConsole=1" under the "[Interface]" section of the "Fallout_Default" INI file that must be present as well(This setting is also necessary for Oblivion and Fallout 3.)
  
:* Solution-1: Use a mod that allows you to adjust the left to right offset of the camera position.  Either of works well combined with Solution-2 options:
+
To access the console in the game, press the <'''~'''> (tilde) key on the keyboard. For a complete list of the console commands, type '''help''' in the console.
::* [http://www.nexusmods.com/newvegas/mods/34744/? Centered 3rd Person Camera] by '''Jahandar'''.
 
::* [http://www.nexusmods.com/newvegas/mods/57588/? Dynamic Third Person Camera] by '''claustromaniac'''.
 
  
:* Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
+
NOTE: The Tilde key should be to the left of the 1 key on the top row. If you are in the UK, and have your keyboard configured for the UK, the key is not going to be the same. To get to the console, press the <'''`'''> (grave accent) key top left of keyboard, instead of the <'''~'''> (tilde) key. (That's where the tilde is on most US keyboards).
::* [http://www.nexusmods.com/newvegas/mods/44207/? 3rd-Person-Camera-FIX] by '''humannature66'''.
 
::* [http://www.nexusmods.com/newvegas/mods/36773/? Further 3rd Person Camera] by '''Silverglade'''.
 
  
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
+
Source: [http://help.bethesda.net/app/answers/detail/a_id/16893/~/how-do-i-access-the-console-in-the-game%3F The Elder Scrolls III: Morrowind Support] page:
:: Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".
 
  
=== Issue: Aiming - Disable Auto Aim or not? ===
+
<span id="Issue: Console - in-game console ['''~'''] (tilde) key doesn't work"></span>
* Cause: In Fallout 3 and New Vegas bullets can actually curve or shoot in a direction they shouldn't based on a dice roll (on top of the normal bullet spread).
 
: If we completely remove the Auto Aim features, the game fires your bullets from your weapon parallel to the 3D model (like it should be physically). The only issue is that every weapon is somehow differently aligned: the .44 Magnum is slightly pointing under the cross-hair, the Hunting Rifle is pointing to its right, etc ..  So without Auto Aim enabled, the cross-hair is not really where you are aiming anymore and it's different for each weapon.
 
: Basically the Auto Aim feature redirects your bullets toward the center of the screen.  This would be a great feature if it wasn't also used in combat as a targetting aid.  When your cross-hair is near the bounding box of an enemy's limb, Auto Aim instead shifts the bullets towards the nearest limb.
 
  
:* Solution-1: [http://www.nexusmods.com/newvegas/mods/34723/? No Auto Aim] by '''EddieV223'''.  Rather than completely disabling Auto Aim, this mod uses some settings with values so small the effect is negligible.  Uses the following values (default = FalloutNV):
+
=== Issue - Console - in-game console default key does not work ===
::* fAutoAimMaxDistance: 50000.000000  (default: 1800.000000)
+
Source: [http://help.bethesda.net/app/answers/detail/a_id/16893/~/how-do-i-access-the-console-in-the-game%3F The Elder Scrolls III: Morrowind Support] page:
::* fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
 
::* fAutoAimMaxDegrees: 0.000100      (default: 3.000000)
 
  
:* Solution-2: [http://www.nexusmods.com/newvegas/mods/36057/? Advanced VATS and FIXED Autoaim with Improved Binoculars] by '''orgolove'''. Sets the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing. Uses the following values (default = FalloutNV):
+
If you have a system with the '''Microsoft eHome''' (remote sensor, aka "infrared") or '''MS Media Center''' devices, these will conflict with the program being able to read the scan code for the tilde key from the keyboard. Those Microsoft eHome devices or drivers need to be disabled in order to allow the game to 'see' the tilde key being pressed. The MIRC (Microsoft Infrared Remote Control, aka "Inf Transcvr") seems to disable the tilde <'''~'''> key in both Oblivion and Morrowind. Simply disconnecting the MIRC from the USB port will fix this issue.
::* fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
 
::* fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
 
::* fAutoAimMaxDegrees: 3.000000 (default: 3.000000)
 
::* fVATSH2HWarpDistanceMult: 0.100000  (default 0.270000)
 
::* fVATSMeleeWarpDistanceMult: 0.100000 (default:0.320000)
 
::* fVATSMaxChance: 100.000000 (default: NA, added by mod)
 
::* fVATSMAXEngageDistance: 10000.000000 (default: NA, added by mod)
 
::* fVATSMeleeMaxDistance: 1500.000000 (default: NA, added by mod)
 
  
:* Solution-3: [http://www.nexusmods.com/newvegas/mods/55085/? FOV Slider] by '''Roy Batty''' is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
+
<span id="Issue: Console - Can't open the in-game "console" command line under Windows 10"></span>
:: Those interesting in playing while in 3rd Person View (TPV) should look into "fOverShoulderFOV" (which isn't available in FO3 but is added by the mod [http://www.nexusmods.com/fallout3/mods/15319/? Greatly improved 3rd person aiming] by Peste.)
+
=== Issue - Console - Can not open the in-game ''console'' command line under Windows 10 ===
 +
* Cause: The "key binding" to open the console is hard-coded in the game and apparently this binding is broken under Windows 10. There is no game provided mechanism to change this.
  
=== Issue: Aiming - Full-Auto Iron Sights animation jump ===
+
:* Solution: There are a couple of mods that use NVSE as a workaround that may help in this situation.
With "full auto" weapons, when aiming down the "iron sights" in 1st person and firing (even with "JIP Select Fire" set to single shot) the whole weapon seems to jump down so that the iron sights are below the actual aim point. When you stop firing it returns to normal.
+
::* [http://www.nexusmods.com/newvegas/mods/63735/? Console Fix Glasses] by Random Unit
* Cause: When you fire it starts the full-auto attack loop and screws up aiming through the scope or iron sights.
+
::* [http://www.nexusmods.com/newvegas/mods/63747/? Console Key Rebinder] by Random Unit
  
* Solution: Mod [http://www.nexusmods.com/newvegas/mods/48509/? Improved Automatic Ironsight animations]
+
<span id="Issue: Console - troubleshooting"></span>
 +
=== Issue - Console - troubleshooting ===
 +
Source: [http://fallout.gamepedia.com/Gamebryo_and_Creation_console_commands Gamebryo and Creation console commands]
  
=== Issue: Blood Decal Duration ===
+
* To enable the "console" for use in-game, in the INI files you must first locate "bAllowConsole" under the "[Interface]" section and set it to "=1" and save, before starting the game.
Adjust how long the "decals" of blood spatter remain on things when they take damage.
+
* Furthermore, the console can be altered in these INI files to modify the text displayed on-screen.
* Cause: This is controlled by several settings in the game INI files.  Change in all three files: see the [[FNV General Mod Use Advice#Game INI files|Game INI files]] section for the location and names of each.
+
: Assuming a minimum of 768 pixels of vertical display resolution (for 720p monitor), you can change the following values under the "[Menu]" heading to: <pre>iConsoleVisibleLines=XX</pre>
:* Solution: The following information is collected from several sources.  Just enter the numeric values given.  The "[def: nn]" notation is the game default value for reference. The remainder of each entry is informational only and should not be entered.
+
: Replace "XX" with a number of 25 or greater (depending on your screen resolution) to set the maximum number of text lines shown on screen at any one time in the console.
:: Mod: [http://www.nexusmods.com/newvegas/mods/212/? Enhanced Blood textures(EBT)] by '''dDefinder'''.
 
:: See also: [http://forum.step-project.com/topic/8963-fallout-new-vegas-default-values-for-all-valid-ini-settings/ Fallout New Vegas Default Values for All Valid INI Settings]
 
<div style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;">
 
[Display]<br>
 
''fDecalLifetime=''[def: 10.0000] ; the lifetime of all decals. The number can be changed to further increase or decrease the duration.  EBT increases this to 800.000.<br>
 
''iMaxDecalsPerFrame=''[def: 10] ; maximum number of decals (mainly blood splatters on the ground) visible on screen at any time (FalloutPrefs.ini).<br>
 
''fDecalLOD0=''[def: NA] ; increases the distance that blood decals appear. EBT adds & sets to 70000.<br>
 
''fDecalLOD1=''[def: 1000.0000] ; undefined functionality but FNV default setting.<br>
 
''fDecalLOD2=''[def: 1500.0000] ; undefined functionality but FNV default setting.<br>
 
''iMaxDecalsPerFrame=''[def: 10]<br>
 
''iMaxSkinDecalsPerFrame=''[def: 3]<br>
 
  
[Decals]<br>
+
* Troubleshooting the console
''uMaxDecalCount=''[def:100]      ; This variable seems to determine how many decals will remain on screen for longer than a few seconds. It won't prevent multiple decals from being shown, but if you lower the number, additional decals above the value you set for this variable will fade out very quickly (FalloutPrefs.ini).
+
: The left side of the console might not be visible if you are not using a widescreen display. In this case, type several <tab>s to move the cursor to the right before entering your commands to make typed commands visible. Commands either typed off-screen or tabbed into view will still work equally.
</div>
 
  
=== Issue: Blood, Gore, Limb Explosions & Dismemberment ===
+
: Alternatively, The position of console text can be set in the INI files.
The Fallout series is known for being "bloody" and "gory" with dismembered limbs, exploding heads, and chunks of viscera ("gore globs") and splashes of blood lying about.  The game does have a generally undocumented setting to turn ALL the blood and gore off, which is apparently enabled by default in the German regional "no gore" version; but no finer control over the chances of such occurring when sufficient damage is applied.
+
:* Set "iConsoleTextXPos" to 200 or so. Higher figures move console text to the right. This is the main problem.
* Cause: This is by design.  The points of dismemberment are defined in the mesh file as "animation nodes", and are called "meat caps". These "meat caps" are the visible stumps remaining on each end when the limb is dismembered or exploded.  A detached limb can then be further dismembered into "gore chunks".
+
:* "IConsoleTextYPos" should be approximately 100 or 200 less than your Y resolution. A lower figure moves it up (0 is the top of the screen).  
:* Solution-1: To completely disable all gore and blood effects:
 
:: Open Fallout "INI" files (located in both the game root folder and the "Users" folder).
 
:: Add under the "[General]" section of all three:
 
:: <pre>bDisableALLGore=1</pre>
 
:: Save the file.
 
  
:* Solution-2: To adjust the chance of Limb Dismemberment and Explosion in finer detail, the mod  [http://rd.nexusmods.com/newvegas/mods/59147 Ragdolls] by '''MadAce''', under it's '''MCM''' menu has settings affecting:
+
: An example for a 1280x1024 (X x Y) 5:4 ratio display:
::* "Limb Explosion chance"
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
::* "Limb Dismemberment Chance"
+
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;color: lightgray;
::* "Limb Dismemberment Chance"
+
background-color:#333333;padding:3px;
::* "Explosion Strength"
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
::* "Projectile Strength"
+
">
:: which can be set all the way down to zero percent (pt).  Please note this does not distinguish between the damage inflicted by "projectile" and "energy" weapons.
+
{| class="wikitable" style="text-align: left; color: lightgray; background-color:#333333;" cellpadding="10"
 +
|+ '''Console Text Table'''
 +
! Setting !! Default !! New Setting !! Notes
 +
|-
 +
| iConsoleTextXPos ||  30 || 200 || X (left/right) position is higher (which moves it to the right)
 +
|-
 +
| iConsoleTextYPos || 940 || 900 || Y (up/down) pos is 100-200 less than your Y res (here, 1024)
 +
|}
 +
</div>
  
=== Issue: Body Replacer - Big Head / Hair bug ===
+
* Console improvements for "ease of use" are now available:
When you unpack the BSA's to do modding for Fallout NV, the Actor's grow abnormally large foreheads which make people look half-bald, and make it so hair sticks out of hats, or hats become embedded in the heads.
+
:* [http://www.nexusmods.com/newvegas/mods/65906 Console Paste Support] enables copy-and-paste from other documents.
 +
:* [http://www.nexusmods.com/newvegas/mods/61843 Console Background] Adds a background to the console to enhance readability in bright surroundings.
 +
:* [http://www.nexusmods.com/newvegas/mods/55898 Auto SCOF - Console Logging]  Automatically creates a file in your FalloutNV folder titled "ConsoleOutputFile - mm_dd_yyyy" and starts the log with the time of creation to capture console output.
 +
:* [http://www.nexusmods.com/newvegas/mods/63747 Console key rebinder] in the event your default key <'''~'''> doesn't work.
  
Cause: EGM files don't work outside of BSA archives in '''Fallout New Vegas'''.
+
<span id="Issue - GamepadSupport"></span>
: Meaning, you have to have the head / hairs / character files for the mod in a BSA file (named after the mod).  The problem occurs when any of the files (even original vanilla ones) are "loose" outside of a BSA.  It's a quirk of the game engine.
+
<span id="Issue: GamepadSupport"></span>
:* Solution: Package the modded loose files into a BSA when done.
 
:: The rules for naming a BSA are simple: the first significant portion (enough to distinguish it from any other similar but different mod name) must match that of the mod plugin ESP file, and have the ".BSA" extension.  There can be more than one such BSA plugin, but usually this "matching significant portion of the ESP filename" is up to any embedded space (e.g. "Fallout - Textures.bsa").  It must be packaged as a "Bethesda Software Archive" (BSA) using a tool like "[http://www.nexusmods.com/newvegas/mods/64745 BSArch]", and containing the same folder paths as the loose files used by the mod in question.
 
:: See also the other "Issue: Body Replacer -" entries under 'Solutions to Graphics problems' section in the wiki "[http://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshooting Fallout NV Mod Conflict Troubleshooting]" guide.
 
  
=== Issue: Body Replacer - Custom Body Types ===
+
=== Issue - Controls - GamePad Support missing ===
Problems getting various custom body replacements, such as "Type 3" and "Type 6", to work correctly.
+
Symptoms: GamePad or Controller does not natively recognize key and mouse controls.
  
* Cause: Install failures, usually from not understanding what is involved.
+
* Cause: The game does not provide built-in support for the device.
:* Solution: This is a general guide to what is involved in replacing the vanilla body of one gender with a "Custom Race" one for the Player Character Only. Mods for NPCs are separateThere are separate mods for Males and Females or other Custom Races. Refer to the specific body mod install instructions for specific details appropriate to that mod.  But understanding what is involved will make it easier to understand those options.  For another detailed explanation, see the [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Body_Replacement_Basics Body Replacement Basics] section of the "FNV General Mod USE Advice" article.
+
:* Solution: Use a controller adapter keybard mapping program to add this functionalitySee [[#Issue - KeyControllerConflict|Issue - Controls - Mouse and/or keyboard don't work with a game controller installed]] for some options.
 +
::: Note that FNV will also require reconfiguring INI file settings and the use of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin] to support the controller (see [[#Issue - RemoveControllerDefaultButtons|Issue - Controls - How to remove a game controller's default button bindings]]).
  
:: Replacing the vanilla body involves two different sets of files: "meshes" and "textures", which usually come as separate mods.  Mods labelled "body type" are actually "meshes" that have a different shape (proportions) in some regards to those used for the vanilla body. They are generally going to be found in the Nexus site [http://www.nexusmods.com/newvegas/mods/searchresults/?src_cat=66 New Vegas Models and Textures] category.
+
<span id="Issue - RemapDefaults"></span>
 +
<span id="Issue: Have to remap some essential default key assignments"></span>
  
:: Body replacement only affects the "unclothed" body. "Clothing" and "armor" have their own "body shape", which is independent of that of the underlying body. They do not "warp around" or "conform to" the underlying body; they completely replace it. If you have body replacement type "A" and clothing/armor for body type "B", what you see is type "B". More detail on this below.
+
=== Issue - Controls - Have to remap some essential default key assignments ===
 +
* Cause: Various.
 +
:* Solution: For a hardware key failure, most laptops will let you use an external keyboard plugged into the PS2 or USB port.  But if that is not an option, you can "re-map" most crucial key assignments.
 +
::* First of all you are going to need to find a copy of the DirectX "scan codes" that gives you the hex code values, such as [http://geck.bethsoft.com/index.php?title=Template:DirectX_Scancodes this '''GECK''' document].
 +
::* Then open the "FalloutPrefs.INI" file in your "Users" folder and locate the "[Controls]" section. That lists various "functions" with the "hex scan code" for each.  Change the ones you need (preserving leading zeros so each code is exactly 8 characters long) and save.
 +
::: (Suggest you only change what you have to there to get you into the game main menu where you can use the "Settings | Keyboard" menu interface to make most changes.)
 +
::* See '[[#Issue - KeystrokesPassed|Issue - How to determine what keystrokes are being passed]]' if you have problems.
  
:: The vanilla body "texture" has underwear included, so it is not removable.  Custom body textures may have both a "nude" option and an "underwear" option texture.  These are "all-or-nothing" choices: everyone is nude underneath their armor and clothing, or everyone wears underwear.  Select a custom body ''texture'' mod that is designed to be compatible with your custom body type (i.e. the ''mesh'') mod.  Otherwise you may have apparent "black bands" around the groin area or huge scars on the breasts because the ''vanilla texture'' (used by default) doesn't fit correctly to the adjusted body mesh.  There is now at least one "nude body" texture mod for vanilla meshes: ''Simple Vanilla Nude Body Replacers'' by '''Jokerine''' (linked below under "NPC overhauls".  Toggling "ArchiveInvalidation" off-and-then-on again as with other texture replacements may be necessary.
+
<span id="Issue - RemoveControllerDefaultButtons"></span>
 +
<span id="Issue: How to remove a game controller's default button bindings"></span>
  
:: As a consequence of these custom meshes, vanilla clothing and armor will have "clipping" issues where body parts show through or don't seem to "fit" correctly leaving gaps or seams.  Some "clipping" is minor, but often it is major enough that you have to also install mods for clothing and armor that are made specifically for that body type.  Note that armor usually has it's own "body mesh" included, avoiding this clipping.  (  This is not true for "accessories" that go on sub-sets of the body: such as gloves, bracers, and clothing.)  This means armor ignores the underlying "body" shape and instead that you can choose among those using the same texture UVmapping based upon the same base model (i.e. Type 6M, Type 6, Type 3M, Type 3F, and Type 3).  As a consequence, your Type 6 naked body can "wear" a Type 3 armor, but will appear to be Type 3 in proportions until it is taken off.
+
=== Issue - Controls - How to remove a game controller default button bindings ===
 +
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
  
:: "B-n-B" or "Bouncing Breasts and/or Butts" mods are meshes based upon a different "armature" or "skeleton" rigged with added "bones" (i.e. "breast bones") and weights to support the "bouncing" parts. They will either provide or tell you to use a specific "skeleton" in order to work correctly. Without that customized skeleton, the "bouncing" parts will not bounce and may appear "deformed" (i.e. stretching out to the horizon).  There is only one skeleton used by each race in the game, so it will not adversely affect any "non-bouncing" meshes which will just ignore the added bones they don't know aboutAs a consequence, in order to see the "bouncing" effect in clothing and armors, you may need to install mods with those "bouncing" features enabled.  Sometimes special animations for certain actions (i.e. walking, sneaking, jumping, swimming, dancing) are also available.  Not all mods can use the same specialized skeleton, so check the description/documentation for each carefully.  This "skeleton" choice can easily limit your options.
+
:* Solution-1: If you are using "Lutana's NVSE plugin" (now included as part of the [http://www.nexusmods.com/newvegas/mods/58277 JIP LN NVSE Plugin]), you can call it's [http://geck.bethsoft.com/index.php?title=DisableButton GECK: DisableButton] function from the console (default toggle key "~"), which will ignore the input from the specified controller button but still permit scripts to functionYou can put a series of console commands into a "batch file" and call that to execute them all at once.  See the "Batch Examples" section of [http://fallout.wikia.com/wiki/Gamebryo_console_commands Gamebryo Console Commands].
 +
:: {{Lutana NVSE Plugin Status}}
  
:: Because the head is separate from the body, that means it too can have custom versions of it's mesh and textures. In all other regards it is similar to but independent of the body. As the head (hair and face) is a separate component from the rest of the body, custom meshes often have a problem with a visible "seam" where the head mesh joins with the body mesh. It is just a fact of life you will have to live with; nothing the mod creators can completely eliminate.  There are "seam concealer" mods that provide necklaces and similar to hide this seam.
+
:* Solution-2: Edit the "FalloutPrefs.ini" file in your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder as follows.
 +
::* Find the [Controls] section
 +
::* For the last 4 characters of each control that you want to unbind, put "FFFF".
 +
::: (ex: "Use=00FF0011" becomes "Use=00FFFFFF".)
 +
::* Save FalloutPrefs.ini
 +
:* Now you should be able to use a controller-keyboard mapper program like '''Xpadder''' to assign new keys to the buttons.
  
:: Some features, such as scars and tattoos, are part of the texture and not a separate addition.  Others have to use specific [http://geck.bethsoft.com/index.php?title=Race body part slots], which are broken down into "Body Data", "Face Data", and "FaceGen Race".  Only one mesh can be assigned to each body part.  For instance, "Face Data" has only "Eye colors" and "Hair styles".  Which in turn means you can have "hair" or a "hat/helmet" but not both.  If there is hair showing under a hat or helmet, it is part of that "hat" mesh.  FNV does not have a separate slot for "facial hair" (i.e. beards, mustaches, "mutton chops", etc.).  Mod authors have to cannibalize the use of a different slot for the purpose, or make the facial hair part of the texture itself.
+
<span id="Issue - SwitchWeaponsMouse"></span>
 +
<span id="Issue: How to switch weapons using the mouse middle-button/wheel"></span>
  
:: Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to install.  Sometimes they require using the GECK to add their mesh and textures to the "head" modRead their installation instructions carefully before choosing.
+
=== Issue - Controls - How to switch weapons using the mouse middle-button or wheel ===
 +
* Cause: This feature from "First Person Shooters" (FPS) is not implemented in FNV.
 +
:* Solution: The mod [http://www.nexusmods.com/newvegas/mods/39997/ FPS Weapon Wheel] by '''vivanto''' provides this functionality to both assignable hotkey and mouse wheelMCM menu configuration.
  
:: FAQs:<br>
+
<span id="Issue - ModsLackControllerSupport"></span>
:: Q: What are the common male body replacers?  Female ones?<br>
+
<span id="Issue: Mods don't seem to have controller support"></span>
:: A: This is subject to change, but as of this writing these "meshes" are often mentioned and can be found in the "New Vegas: Models and Textures" category unless otherwise indicated.  As they are often in the gated "Adult" section of the site and feature nudity, the links are provided but may not be accessible without changing your site access permissions.  With the full name AND authors you should easily find their desriptions using the "search" feature:
 
::: Males:
 
:::* [http://rd.nexusmods.com/newvegas/mods/35451 Breezes New Vegas Males] by '''sesom'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/54731 Roberts Male Body FNV] by '''Nivea and Favoredsoul'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/64001 Roberts and Brawler Body Complementary Resource for FNV and TTW] by '''Good0593''' and '''Nivea''' and '''Favoredsoul''' and '''RocketLombax'''.
 
::: Females:
 
:::* [http://rd.nexusmods.com/newvegas/mods/34702 BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer] by '''BlackBlossom'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/54438 DIMONIZED TYPE3 female body] by '''dimon99''' (Copied from FO3 section unmodified. Not ported, so clothing portion doesn't work.  See FO3 version for full description.)
 
:::* [http://rd.nexusmods.com/newvegas/mods/40401 Lings Playable Races] by '''Volek'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/34825 Type3 Body and Armor replacer] by '''Exeter'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/50612 Type3 Narrowed Shoulder BerryHD Acup body] by '''ChunchunMARU'''.
 
:::* [http://rd.nexusmods.com/fallout3/mods/14359 Type3 F Body Replacer] by '''Exeter'''.  (FO3 version) Not ported to FNV.
 
:::* [http://rd.nexusmods.com/newvegas/mods/57627 Type3BG] by '''digimonkey'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/44709 Type3M Body Replacer] by '''MAK'''.
 
:::* [http://rd.nexusmods.com/fallout3/mods/5326 Type V Female Body and Armor Replacer] by '''Luchaire'''.  ('Dimonized' FO3 version) Not ported to FNV.
 
:::* [http://rd.nexusmods.com/newvegas/mods/45162 Type 6 Modification Body NV] (T6M) by '''Izumiko'''.
 
:::* [http://www.nexusmods.com/newvegas/mods/65697 Type C Body Replacer] by '''Cytiene/AusAllerWelt'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/37820 Athletic Female Body] by '''skims'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/47986 Athletic Body Type Bouncing BNB] by '''Tattooedillusions via Skims'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/42569 Muscle Girl Project - NV] by '''zomb_killer and Tigersan'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/47277 SKINNY 6 Body BNB] by '''tattooedillusions via Humannature66'''
 
::: NPC overhauls::::* [http://rd.nexusmods.com/newvegas/mods/64014 Simple Vanilla Nude Body Replacers] by '''Jokerine'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/39325 NVCE - New Vegas Character Expansions] by '''Machienzo'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/54460 Fallout Character Overhaul] by '''Drumber'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/39218 Fallout New Vegas Redesigned 2] by '''Dracomies'''.
 
:::* [http://rd.nexusmods.com/newvegas/mods/56312 Fallout New Vegas Redesigned 3] by '''Dracomies and Weijiesen'''.
 
  
:: Q: What is the difference between Body Type 3 and Body Type 6M, etc?<br>
+
=== Issue - Controls - Mods do not seem to have controller support ===
:: A: It's a matter of personal preference in "shape": breast, hip and/or butt size.  All are potentially weighted differently ("bounce" effect).  Type 6 has an "apple bottom", Type 3 are thinner "waifs".  Apparently T3 originated in Fallout 3 along with Type V; Type 6 (another variant of Type 3) came along when NV came out.  Why do they have numbers? Your guess is as good as any. Any that have T3 in the name are derivatives of the original Dimonized Type 3 set from Fallout 3 (variants: Alice, Berry, Cali = A Cup, B Cup, C Cup).
+
Some mods don't seem to work with a game controller, even though the game works fine in general.
:::* HD versions have more polygons, which place a heavier demand on the video memory.
 
:::* Hentai versions have puffy nipples and are based on T3F.
 
:::* It's best to use clothing and armor specific to the particular body type or they won't render properly.  And it's not simple to "fix".
 
  
:: Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?<br>
+
* Cause: Select mods do have controller support, others require an addon such as the "Lutana NVSE plugin", and still others (like Project Nevada) don't have explicit support but can be used with Lutana's "DInput emulation" which maps controller buttons to keys on your keyboard.  What they all have in common is that they require NVSE, another third-party tool. There just isn't any provision for modders to add controller support to their mods, or even custom keyboard hotkeys, without these community toolsets.
:: A: Yes, if they have the same UVmappingHowever, the dimensions of the armor will not change from the Type3 to the othersThe armor contains it's own body mesh. (See the next question.)
+
:* Solution-1a: Install the [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] pluginNote that this has to be installed at the game root folder, so your mod manager may not be able to deal with it properlyBest to install manually.
 +
:: See [[#Checklist|Checklist item #4]] for how to followup installation and determine the plugin is loading properly.
  
:: Q: What about clothing and armor compatibility between body types?<br>
+
:* Solution-1b: {{Lutana NVSE Plugin Status}}
:: A: Compatibility is a problematic term to use in this case.  Generally, the only thing that is needed for the body types and associated armors to work together is for them to share the same UVmap.  Any mesh that shares a UVmap can also share textures.  And generally the ones that are variations on Type3 do.  There are more choices for Type3 bodies than any others.
+
:: See also [[#Issue_-_KeyControllerConflict|Issue - Controls - Keyboard and-or mouse don't work with a game controller installed]].  This plugin must be installed to the game "Data\NVSE\Plugins" folderYour mod manager may not recognize that location, and manual installation may be required.
::: "BnB" is a little more complicated.  Basically, in order to use BnB you have to have the skeleton.  So you can't just take an individual BnB outfit and have it work unless you've downloaded the skeleton from the main file.  The reason is because the outfit will have two reference bones (left breast and right breast) that aren't in the normal skeleton, and that causes glitches or crashes.  But you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
 
::: Now, if your idea of compatibility is for your character's body to stay the same size no matter the outfits, then you're generally out of luck.  For the time you're wearing an outfit, your body will be that size, for most things.  This is because virtually all major outfits include their own body meshes as part of the outfit.  The exception are accessory-type items like individual shirts or shorts or whatever.  Those are usually fitted to a particular body that is NOT included in the mesh file, and in this case if you're not using the right body then the clothing will clip badly.  As always, read the documentation carefully.
 
::: However, with that said, there was a tool called [http://kgtools.wordpress.com/clothing-converter/ KGTools Clothing Converter].  This would automatically convert Armor, Clothing, or Equipment from one body style to another!  Unfortunately the KGTools web site containing the downloads is no longer accessibleUse the links [http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/ on this site (adults 18+ only)] instead.  The documentation is still available on the first link provided.
 
  
:: Q: Can I use a different body type for my companions (and NPCs) than for my character?<br>
+
<span id="Issue - KeyControllerConflict"></span>
:: A: Yes, as long as they have their own ''male/femaleupperbody.nif'' file.
+
<span id="Issue: Mouse and/or keyboard don't work with a game controller installed"></span>
  
: In summary, you can expect to need "Body Type", "Body Texture", "Clothing and Armor", and possibly "Head", "Hair", and "Eyes" mods that are all compatible to work together.
+
=== Issue - Controls - Mouse and-or keyboard does not work with a game controller installed ===
 +
* Cause: The game checks for it before the keyboard, and if detected ... disables the use of the keyboard.  Merely being connected can cause the game to ignore the keyboard and mouse.  Game controllers usually do not have the ability to be programmed to send key strokes and mouse buttons to the game interface.  FNV requires a controller (such as the XBox 360) which is "Xinput" compatible.  Some mods will require DirectInput/"DInput" emulation to work with a controller.  (See this [https://en.wikipedia.org/wiki/DirectInput DirectInput] Wikipedia article for an overview and comparison of the two Device Input APIs.)
  
=== Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races ===
+
:* Solution-1: Third-party controller adapter software.  There are others, but the most commonly referenced is:
Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.
+
::* [http://www.xpadder.com/?lang=english Xpadder] ($9.99) - maps keyboard keys and mouse button actions to your game controller buttons.
 +
::: Xpadder also allows you to map the mouse pointer to your game controller sticks.
 +
::: Xpadder can also handle combinations, sequences, toggles, triggers, shift sets, multiple controllers and more.
 +
::* [http://www.majorgeeks.com/files/details/xpadder_%28last_freeware_version%29.html Xpadder v5.3] (last freeware version: 13 Apr 2008)
 +
:::: Note that you will lose rumble/vibration on your controller since you will have to choose the "keyboard" input device in the game options menu.  Xpadder essentially treats the controller like a secondary mouse & keyboard.
 +
::* [https://sourceforge.net/projects/antimicro.mirror/ antimicro] (freeware) Gamepad device specific support with various '''Linux''' distributions, '''Windows''' (Vista and later), and '''FreeBSD''', but with limited support for '''FreeBSD''' and '''Windows XP'''.
 +
:::* [https://www.nexusmods.com/newvegas/mods/70603 FNV Gamepad for mods (Antimicro Profile)] Mod: Gamepad profile for Antimicro configured to offer support for certain FNV specific mods.
  
* Cause-1: As pointed out in [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] you can't just assume every mod affecting the head will work with every other, or even with the body mod you have chosen.  They are not "mix-n-match".  For example, if it says it's for "Head03", then it won't work with the vanilla game heads.  The popular mod [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse''' is for '''Type3''' bodies only, while [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius''' is not intended to work with any [[custom race]] body mods like '''Type3'''Read the description and installation instructions carefully to determine what the mod is designed to work with.  Most known issues are noted either on the description page or under the "comments" page.  Note that some require MANUAL installation.
+
:* Solution-2: The "Lutana NVSE plugin" provides DirectInput (aka "DInput") emulation modes (as opposed to the newer, more current DirectX Input (aka "Xinput") mode) which enable controller input with mods that normally require the keyboard, such as Project NevadaSee the mod download page for instructionsAs this plugin also provides many other additional functions, it is often required by other mods.
 +
:: {{Lutana NVSE Plugin Status}}
  
: The following is taken from the description on the "Mojave Delight for Type3" download page:
+
:* Solution-3: A "Keyboard/Video/Mouse" (KVM) switch that mechanically let's you switch those devices between one computer and another MAY be a possible solution if your game controller will connect to it and you can disconnect the controller from the computer by means of the switch instead of unplugging it.
<blockquote>
+
 
 +
:* Solution-4: Disconnect your controller and use only the keyboard.
 +
::* Disconnect the game controller from your computer.
 +
::* In the game's Main Menu, select "Settings" and then "Key Mappings".
 +
::* In the bottom right corner click on "Device" and change it from "controller" to "keyboard/mouse". 
 +
::* Then exit the game and restart it from the vanilla launcher.  (This is necessary so it will update the hardware settings in your INI files.)
 +
: See also the [[#Issue - ModsLackControllerSupport|Issue - Mods don't seem to have controller support]] entry.
 +
 
 +
<span id="Issue - MouseMisbehaves"></span>
 +
<span id="Issue: Mouse controls"></span>
 +
 
 +
=== Issue - Controls - Mouse misbehaves ===
 +
Your mouse doesn't behave "in-game" as it does on the desktop.
 +
 
 +
Pipboy hotkeys:
 +
* TAB = Toggle Pipboy open/closed.  Hold several seconds to toggle Pipboy "flashlight".
 +
* F1 = Stats (submenus for reputation, challenges completed, etc.),
 +
* F2 = Inventory (submenus for weapons, apparel, aid, miscellaneous),
 +
* F3 = Data (submenus for map, quest status, notes, and the radio).
 +
<br>
 +
* Cause-1: Game INI "[Controls]" settings.
 +
:* Solution-1: The default "fForeground=" and "iPresent=" values can conflict with the system mouse acceleration, but changes to them can make menu speeds crazy high, so you need the "bBackground=0" changed to "=1" to fix (slow) the menu speeds.  Some users find that "bBackground Mouse=1" makes the mouse in menus too slow, so some experimentation may be needed.
 +
 +
:: Backup first (see the [[FNV_General_Mod_Use_Advice#Game_INI_files|Game INI files]] section for details), and then edit all three Fallout INI files so they use the following settings:
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
style="margin:0px 10px 10px 0px;border:1px dashed #DAA520;color: lightgray;
+
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
background-color:#333333;padding:3px;
+
background-color:#424242;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">
+
">[Controls]
There is a long standing issue with custom races, hair and eye incompatibility causing CTD. Be forewarned that you WILL experience CTD when using the Character Generator IF you do this:<br>
+
bAlwaysRunByDefault=1<br>
1) Put on a Custom Hair (that means ANY of the Cool Hairs included in the mod)<br>
+
bBackground Mouse=1<br>
2) Then Put on a Custom Eye Color (THAT means ANY of the custom eyes included in this mod)<br>
+
bBackground Keyboard=1
<br>
+
</div>
YOUR GAME WILL CRASH - THERE IS NO SOLUTION FOR THIS AT THIS TIME THAT WE ARE AWARE OF.<br>
+
:: Add: under [Controls] to disable mouse acceleration:
<br>
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
Therefore, in order to change eye colors without CTD you MUST:<br>
+
style="margin:0px 10px 10px 50px;border:1px dashed #DAA520;color: lightgray;
1) PUT ON A VANILLA HAIR STYLE FIRST then<br>
+
background-color:#424242;padding:3px;
2) change eye color.<br>
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
<br>
+
">fForegroundMouseAccelBase=0
As long as you do this in this order your game will NOT crash.</div>
+
fForegroundMouseAccelTop=0
</blockquote>
+
fForegroundMouseBase=0
: Once you have successfully changed eye color, then you can safely change to your custom hair style.  But any time later that you wish to change any of these features you must repeat the process: vanilla hair, custom eyes, custom hair.
+
fForegroundMouseMult=0</div>
:* Solution-1: Hair and Eyes are "slots" on the headThis mean such mods are either replacement textures for the head model (either vanilla or some custom head), or have to edit the mesh and texture files to point to the mod's elements using the GECKThe solution depends upon the mod.
+
:: and Change: (from 1 to 0)
::* [http://www.nexusmods.com/newvegas/mods/35878/? Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets] by '''Matteius'''
+
::<pre>iPresentInterval=0</pre>
::* [http://forums.nexusmods.com/index.php?/topic/5184015-guide-replacing-vanilla-hair-with-modded-hair/ GUIDE: Replacing Vanilla Hair with Modded Hair] Forum Thread outlines the basic procedure using the GECK.
+
 
::* [http://www.nexusmods.com/newvegas/mods/61538/? Hairs - Eyes - Races Auto - Patcher] mod by '''Fallout 2AM''' attempts to automate this "patching" process for custom races.
+
* Cause-2: Using a "more than one monitor" setup, and the mouse does not stay confined to the game screen/window, but unexpectedly moves onto the other monitor(s) causing unwanted events when configured to "extend/span" across the monitors.
::* [http://www.moddb.com/mods/lings-coiffure-nv/downloads/lings-coiffure-nv-v42 Lings Coiffure NV] by '''earache42'''.
+
: Video cards designed to drive multiple monitors have their own "video control panels" for configuring the monitor setup to either "span" (display a video screen across all the monitors at one as if one large monitor), or "duplicate" the same screen on each monitor.
::* [http://www.nexusmods.com/newvegas/mods/44312/? Mojave Delight for Type3] by '''Glosshouse'''
+
:* Solution-2: Use the vendor provided control panel to configure the display to "span" the monitorsThen configure the game to run in "windowed" mode by changing the three INI files setting to "bFullScreen=0"(Full screen would span across all the monitors at once otherwise.)  If you do not have a vendor "control panel" with multi-monitor setup for your monitors, try this tool:
 +
::* [http://dualmonitortool.sourceforge.net/ Dual Monitor Tools] (open source generic multi-monitor control).
 +
::: It has a setting to lock the mouse to a certain screen with a hotkey if necessary.
 +
:: Finally use one of the following tools to "confine" the cursor to the game window by running it in a "fake fullscreen borderless window":
 +
::* [http://www.nexusmods.com/newvegas/mods/59266/? OneTweak] by virusek.  Requires NVSE.  (There is a Skyrim version as well.)
 +
::* [http://www.nexusmods.com/newvegas/mods/57843/? FullScreenWindowedMode] by TimThompson89.  Also requires a "Script Extender", but works with OBSE, SKSE, FOSE, and NVSE.
 +
 
 +
* Cause-3: There are points in the game where scripts "DisablePlayerControls" deliberately.  Usually this is to prevent the Player from interrupting messages or "cut-away scenes", but sometimes control is not returned to the Player, with the result that the Pipboy menu and other functions like attacking, blocking, and crouching (either with the mouse or the keyboard) fail to work.
 +
:* Solution-3: Use the console command (<~> key) "EnablePlayerControls" (without the quotes). If this solution is only temporary, see the earlier "Causes" and the [[#Issue - KeyControllerConflict|Issue - Controls - Mouse and/or keyboard don't work with a game controller installed]] entry.
  
* Cause-2: Unsuccessfully trying to switch between race or hair mods.  The character becoming invisible, getting stuck in the ground and unable to even use the console to toggle the "clipping" command (''TCL''), or unable to access the Pip-boy, usually happens if you uninstall/disable the race that your character is set to.  Trying to use the console command "''ShowRaceMenu''" here will probably crash the game.
+
<span id="Issue - Mouse(Logitech)"></span>
:* Solution-2: Instead reinstall and enable whatever mod contains the race you were playing, then use the console ''ShowRaceMenu'' command to switch to something else vanilla before removing it again.  Then perform a "Clean Save" as laid out in the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article before attempting to install a replacement.
+
<span id="Issue: Mouse (Logitech) doesn't highlight or select menu choices"></span>
* A guide on custom race creation that covers adding hairs to races is: [http://www.nexusmods.com/newvegas/images/102834 How to Create a Custom Race] by '''jim_uk''' in the "Images" section of the Nexus.  There is also a [http://www.nexusmods.com/newvegas/mods/62261/? How to Create a Custom Race PDF] version in the Mods section.
 
  
=== Issue: Body Replacer - Custom Race skin mismatch ===
+
=== Issue - Controls - Mouse ''notably Logitech'' does not highlight or select menu choices ===
This is most commonly seen as a difference between the skin color of the head and the bodyAdjusting the tone sliders in the racemenu does not change anything.
+
This issue occurs with the vanilla game and no mods installedIt may have worked fine with older versions of Windows, but now fails with the latest.
* Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
+
* Cause: Logitech drivers have a long history of problems working with Windows games if any of their "advanced" driver features are used.
:* Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
+
 
:: A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
+
:* Solution-1: Obtain the latest version of the Logitech "SetPoint" driver, and disable any advanced features like "snap to default button", etc.  If there are "game compatibility" options, select those.
:: Defining the NPC in an ESM is the only solution that works for everyone.
+
 
:: If you are using this on an NPC, make sure the NPC is defined in an ESM and not in an ESP. There are some tweaks to your INI files that can kinda fix it for ESP files, but they don't work for everyone.  
+
:* Solution-2: Uninstall all Logitech drivers and add-on software like "SetPoint".  Reboot, and install the bare bones "Microsoft Mouse compatible" driver and any updates instead.  If the Logitech mouse won't work with a bare bones MS certified driver, use a different more compatible mouse.
::* In both the "Fallout.INI" and "FalloutPrefs.INI" files in the "C:\Users\<AccountName>\Documents\My Games\FalloutNV" folder, and the "Fallout_default.INI" in the game root folder, set:
+
 
 +
<span id="Issue - RemapAmmoSwap"></span>
 +
 
 +
=== Issue - Controls - Remapping the ''ammo swap'' hotkey from key -2- ===
 +
The issue revolves around the fact the game control configuration permits you to remap the "ammo swap" key from the default < 2 > hotkey to something else.
 +
* Cause: Contrary to expectations, this ability to remap "ammo swap" to a different key does not enable you then use the < 2 > key like the other number hotkeys.  '''You cannot get the use of the < 2 > key as an 8th hotkey.'''  Once you unassign the < 2 > key, it won't ever seem to function again.  The game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
 +
 
 +
:* Solution: Edit the "FalloutPrefs.INI" file (located in the "Users" folder).
 +
::* Locate the "[Controls]" section.
 +
::* Find the "Hotkey2" entry; which is called "AmmoSwap" instead.
 +
::* To restore "AmmoSwap" back to using the < 2 > key, change the value to "0003FFFF".
 +
:* There is an optional ability to consolidate the 7 hotkeys to the number key sequence "1-7", and move the "swap ammo" function to the number "8", as follows.  (Everything after a semi-colon is a comment which should not be entered.)  This one won't re-order the icons in the inventory, but it'll still work. In the inventory, if you press the < 2 > key, it'll basically light up slot 8, is all.
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"  
 
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"  
style="margin:0px 10px 10px 70px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
+
style="margin:0px 10px 10px 50px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
/* Remove the next four 'white-space' lines to restore default white-space processing. */
 
white-space: pre-wrap;      /* css-3 */
 
white-space: pre-wrap;      /* css-3 */
Line 1,577: Line 1,866:
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
white-space: -o-pre-wrap;    /* Opera 7+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">bLoadFaceGenHeadEGTFiles=1</div>
+
">
::* Toggling "ArchiveInvalidation" sometimes works, as does repeatedly reloading the save game again and toggling it until the head and body match skin tones.
+
* Hotkey1=0002FFFF    ; key < 1 >
 +
* Hotkey3=0003FFFF    ; key < 2 >
 +
* Hotkey4=0004FFFF    ; key < 3 >
 +
* Hotkey5=0005FFFF    ; key < 4 >
 +
* Hotkey6=0006FFFF    ; key < 5 >
 +
* Hotkey7=0007FFFF    ; key < 6 >
 +
* Hotkey8=0008FFFF    ; key < 7 >
 +
* Ammo Swap=0009FFFF  ; key < 8 ></div>
  
:: It is also possible that the shader type and shader flags are set wrong in the race's body mesh. Skin parts need the shader type to be ''SHADER_SKIN'', and the ''SF_Specular'', ''SF_Skinned'', ''SF_FaceGen'', ''SF_Remappable_Textures'', and ''SF_ZBuffer_Test'' flags need to be set. You can check and modify these using '''NifSkope'''. If these are not set properly, then the custom race body and skin won't work properly for both NPCs and for the player, if the player uses that race.
+
<span id="Issue - GazingFreeze"></span>
  
:: Another thing to check is that the skin textures are all there and are all named properly. If the body texture for the race is named '''UpperBody.dds''', then the normal map needs to be named '''UpperBody_n.dds''' and the skin needs to be '''UpperBody_sk.dds''', and all of those files need to be in the same folder. You only define the base texture ('''UpperBody.dds''') for the race in the '''GECK''''. The '''GECK''' just assumes that the other files will be in the same place and will have the same name.
+
=== Issue - Gazing in certain directions causes a ''freeze'' ===
 +
In certain locations the game appears to freeze when looking in certain directions. Attempting to use the mouse to turn in place takes 10-30 seconds to respond in changing the direction of view.<br>
 +
Known problem locations:
 +
# Looking South of '''Matthews Animal Husbandry Farm'''.
 +
# Looking West from the '''Searchlight Airport''''s Western fence.
 +
# Looking North of '''Guardian Peak'''.
 +
# Looking South from '''The Devil's Throat'''.
 +
 +
* Cause: Mod conflict.
 +
:* Solution: The "Fallout Character Overhaul" (FCO) mod's included "Glowing Ghouls" optional file "FCO - GlowingOne.esp" has been identified as at least one source of this problem.  No reports of any patches to this file correcting the situation.
 +
 
 +
<span id="Issue - GrenadeThrow"></span>
  
:: And finally, keep in mind that whatever '''clothes''' or '''armor''' you use will have body parts defined, and those skin textures will show instead of whatever body you have defined in the '''GECK'''. In other words, if your character is wearing overalls and bare arms are visible, those bare arms are part of the overalls mesh and are not the bare arms from the race's body mesh. If the clothing wasn't created especially for your custom race, the bare skin parts of the outfits might not match the rest of your custom body type.
+
=== Issue - Grenade throw always falls at my feet ===
 +
* Cause: The "grenade throw" (thrown explosive) weapon has been separated in FO3 and FNV from other "throwing" weapons and is now based upon "explosives skill".  The "grenade throw" key is not clearly documented in the list of [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_(PC) PC Controls for Mouse and Keyboard].
 +
:* Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of seconds.  The longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
 +
:: NOTE: [http://fallout.wikia.com/wiki/Thrown_explosive thrown explosives] doesn't work as well as expected in VATS mode as explained in that section of the link.
  
:: See also the following in the wiki [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]] article:
+
:*Solution-2: [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada] has an option to have the distance thrown based on your Strength (STR) instead of the default of "explosives" skill, in addition to using a "hotkey" to combine the selection and throw.
::* [[#Tip-ESMOnly|TIP: When can you use an ESM only mod?]]  This contains the "rules" of making an ESM.
 
::* [[#Tip-CustomRaceFaces | TIP: Custom Race & Faces.]]
 
::* [[#Tip-CustomSkinTextures | TIP: Custom Race & Skin Textures.]]
 
  
=== Issue: Body Replacer - Default/Vanilla ===
+
:* Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:
No matter your opinion of the matter, one of the most common reasons for installing a "body replacer" is to enable a "nude body" when clothing and armor are removed. Some would prefer to not have to get into the complexities of resorting to "custom races".
+
::* [http://www.nexusmods.com/newvegas/mods/38808/? Grenade Hotkey] by vivanto
 +
::* [http://www.nexusmods.com/newvegas/mods/58171/? Grenade Key] by svartberg
  
* Cause: The provided default (vanilla) bodies in the game have "underwear" as an integral part of the body texture.  This cannot be "removed" along with other clothing or armor.  There are some mods which provide alternative "underwear", but these are also integrated into the texture.
+
<span id="Issue - KeystrokesPassed"></span>
 +
<span id="Issue: How to determine what keystrokes are being passed"></span>
  
:* Solution: The mod "Simple Vanilla Nude Body Replacers by Ghostwalker71 and Jokerine" is a simple mesh and texture replacer that gives the default bodies anatomically correct appendages.  They are the same resolution (1024x1024) as the vanilla "race" files they replace.  (Since this is classified as an "Adult" mod, a direct link is against Nexus rules.  With the full mod and authors name you should be able to search it out on your own.)
+
=== Issue - How to determine what keystrokes are being passed ===
 +
Sometimes "strange things happen" when you press a key and you wonder just what keystrokes were being sent.
  
:* Related:
+
* Cause: Either a mechanical fault in the keyboard or a remapped key function in the softwareUnfortunately there is no universal way to tell just which software has remapped conflicting keysThese are usually "context specific", meaning they are part of the application and depend upon what it is expecting at that particular momentIn the case of mods, the last to assign the key mapping "wins".
::* [http://www.nexusmods.com/newvegas/mods/40724/? DIMONIZED presets for Vanilla races for FNV] by '''dimon99'''Female FaceGen presets only.
 
::* The mod "zzjays body and face textures workshop - Type 3 by zzjay" includes optional "face texture" files for vanilla "race" heads as well as Type 3 and Type 6 races(Since this is classified as an "Adult" mod, a direct link is against Nexus rulesWith the full mod and author name you should be able to search it out on your own.)
 
  
=== Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting ===
+
:* Solution: Software has been developed for showing even unprintable keystrokes (i.e. mouse-clicks) in real-time for streaming screencastsThis can be used for troubleshooting as well. The following are representative examples of available free programs:
* Cause-1: Usually the problem is not understanding or following the installation instructions.
+
::* [http://github.com/Phaiax/PxKeystrokesForScreencasts PxKeystrokesForScreencasts] by '''Phaiax'''.
: Note that FCO is a "high resolution" texture replacement of characters and NPCs. These will place additional demands upon your video systemNot all older systems will be able to handle the challenge.
+
::* [http://aalapshah.in/qipress/ QiPress] by '''aalapshah'''.  Lite version is free; Pro version requires a license.
: The extensive [http://forums.nexusmods.com/index.php?showtopic=1257503 FCO "comments" forum thread] on the subject has the answers to pretty much every conceivable question not answered here.  Use the forum search function.
 
:* Solution-1: Make sure you have complied with the following requirements:
 
::* Install the latest version of [http://nvse.silverlock.org/ NVSE] (currently 5.0b3).
 
::* Install [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer] (UIO).
 
::* Have the official "Old World Blues" DLC installed and active.
 
::* Use one of the mod managers recommended by the author, or understand enough to be able to manually install it yourself.  If you can't or have to make a choice then use of [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)] is recommended as FCO has an install wizard written for it.
 
::* Only install optional components of FCO you actually need.  When in doubt, don'tYou can add them later.
 
::* Toggle your "ArchiveInvalidation" off-and-on again after installing FCO, as it is replacing texture files.
 
::* Start a new game either upon installing or uninstalling FCO.  The changes it makes to characters are such the effects upon a game in progress are not supported.
 
  
* Cause-2: "Fallout Character Overhaul" (FCO) v3.01 has some bugs that can make it unplayable if you don't understand how to correct them yourself.
+
<span id="Issue - HUD-UI-MenuCorrupted"></span>
:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
+
 
:* Solution-2b: [http://www.nexusmods.com/newvegas/mods/64012/? Fallout Character Overhaul - Pink Hands Fix] by Vainlash.
+
=== Issue - HUD-UI-Menu messed up or unreadable or missing ===
:* Solution-2c: Other mods may also have their own patches for FCO.  Be sure to check the download pages for any mods already installed for "compatibility patches" for FCO.  Be careful as to which version of FCO each patch is designed to work with.
+
* Cause-1: You are using an HUD-UI-Menu mod such as [http://ui.darnified.net/wip/DUIFONV/v1/DUINVv04.7z DarNified UI] (DarnUI) which requires fonts other than the vanilla provided ones to display properly.
  
=== Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces ===
+
:* Solution-1: DarNified UI comes with a set of "DarN" fonts which must be added to the INI files, but there are other fonts available such as:
* Cause: While FCO and FNV Redesigned3 (FNVR3) can work together, there are often difficulties such as pink/magenta faces or fiends/raiders who normally are "dirty" looking suddenly having "clean" bodies with dirty faces depending upon the options chosen for each mod.
+
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
:* Solution: While the FNVR3 recommendation is to install it after FCO, the proper solution is a "compatibility patch file" between the two mods. Finally there is one specifically to address this issue.  Make sure you have all patch files provided by either mod installed firstThen install the mod [http://www.nexusmods.com/newvegas/mods/63230/? Fallout Character Overhaul Pink Faces fix] by '''Fheese'''See the comments for additional information.
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::* [http://www.nexusmods.com/newvegas/mods/51066/? Alternative Fonts Pack for DarNifiedUI (with cyrillic support)]
 +
::* [http://www.nexusmods.com/newvegas/mods/60847/? HD More Alternate Fonts for DarNified UI] (in double resolution)
 +
:: DarnUI instructions to edit the "Fallout_default.ini" file come from the [http://forums.bethsoft.com/topic/1143482-wipzbeta-darnified-ui-nv/ DarnUI support thread], but it is recommended to edit all three INI files to be sure ("Fallout_default" in the game root folder and the two in the "Users" folder)The mod [http://www.nexusmods.com/newvegas/mods/54611/? DarnifiedUI Configuration] is a script to automatically make the edits to the default INI file.
 +
:: Manual edit instructions are to replace the existing [Fonts] section with the following:
 +
<pre>
 +
[Fonts]
 +
; sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
 +
sFontFile_1=Textures\Fonts\DarN_FranKleinBold_14.fnt
 +
; sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
 +
sFontFile_2=Textures\Fonts\DarN_FranKleinBold_16.fnt
 +
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
 +
; sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
 +
sFontFile_4=Textures\Fonts\DarN_Sui_Generis_Otl_10.fnt
 +
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
 +
; sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
 +
sFontFile_6=Textures\Fonts\DarN_Sui_Generis_Otl_13.fnt
 +
; sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
 +
sFontFile_7=Textures\Fonts\DarN_Libel_Suit_Otl_24.fnt
 +
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
 +
sFontFile_9=Textures\Fonts\NVFont_Test.fnt
 +
</pre>
 +
:: Note a semi-colon (";") at the beginning of a line "comments out" that line so it is not read but remains for reference.  Other alternative fonts can be used in place of the "DarN_<style>_<size>.fnt" entries, but in that instance it is recommended to add them and comment out the DarN fonts as wellThe "<size>" portion of the name is the number of "points tall" for that font. A large number equals a larger character size, so "6" is very small (short) and "24" is quite large (tall).  Either "10" or "12" is normal for most text.
  
=== Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side ===
+
* Cause-2: An XML file is missing an expected elementUsually this is caused by a mod installation overwriting the XML file in question.
Commonly seem with [http://www.nexusmods.com/newvegas/mods/54460/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D54460&pUp=1 Fallout Character Overhaul (FCO)] (designed to remodel NPC faces) in combination with various other character mods and mods that affect appearance, especially eyesThis often is related to attempts to use both FCO and "Fallout New Vegas Redesigned" (FNVR; similar goal) in combination.
 
  
* Cause-1: Mod conflict with FCONote the older version (v2.3.1) is available on the same download page under "Old Versions".
+
* Solution-2: It can get complicatedRead this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
:* Solution-1: The current version of FCO is v3.01, which has new eye textures.
 
  
* Cause-2: According to the author of all FNVR versions, with FNVR3 the correct approach in conjunction with FCO3 is to use one or the other.  'Although FCO will "technically" work with New Vegas Redesigned 3, it's best not to. It's best to use one or the other. But not both. This makes it so that you will get New Vegas Redesigned 3's faces instead of the ones in FCO and it leaves the characters I left alone (ie. Lt. Monroe), etc. alone.'  A more detailed expanation can be found in [https://forums.nexusmods.com/index.php?/topic/1876875-new-vegas-redesigned-3/page-96#entry16892164 the FNVR3 forum thread].
+
<span id="Issue - MouseAfterFastTravel"></span>
: Note there are separate mod download pages for [http://www.nexusmods.com/newvegas/mods/39218/? FNV Redesigned 2 (FNVR2)] and [http://www.nexusmods.com/newvegas/mods/56312/? FNV Redesigned 3 (FNVR3)].
+
<span id="Issue - MOUSE - not working after fast travel"></span>
  
:* Solutions-2: As FCO3 does not work well with "Fallout New Vegas Redesigned" (FNVR), despite the author's advice people have had some success (with the same caveats as listed in the post above) using FCO2 instead of FCO3 in combination with FNVR2Any one of the following may also be required to resolve the "eye roll" problem.
+
=== Issue - MOUSE - not working after fast travel ===
::* [http://www.nexusmods.com/newvegas/mods/37537/? Hi-Res Eyes Replacer by Zenl] for FCO2.
+
* Cause: Unknown
::* Try reinstalling and not using the "child eye fix".
+
:* Solution-1a: After "fast travel", enter the Pipboy "map" tab (see [[#Issue - MouseMisbehaves|Issue - Mouse Misbehaves]] for hotkeys), move the mouse cursor around a bit and then "<Right-Click>" on the map to enter into the "marker placement" menu to see if it is working againIt may take more than one attempt at wiggling the mouse cursor around, but once it responds to the mouse click it should work until the next time you "fast travel".
::* Do you use a Bashed Patch and tag "FCOMaster.esm" with "Eyes"?
+
 
::* Possible conflict with another mod that affects eyes, such as "Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets by Matteius" or various "Project Mikoto for <specific companion>" mods.
+
:* Solution-1b: Rename the "Fallout.INI" and "FalloutPrefs.ini" files located in the "C:\Users\<UserAccountName>\Documents\My Games\FalloutNV" folder to some different name. (Just adding a different extension such as ".org" works.)  Then use the game "FalloutNVLauncher.exe" program to cause them to be rebuilt.  Refer to the backed up original version files for your previous changes.
 +
 
 +
<span id="Issue - MouseSensitivity"></span>
 +
 
 +
=== Issue - MOUSE - sensitivity or weapon aiming is off or similar issues ===
 +
Monitor is set to a higher than 1920x1080 resolution.
 +
 
 +
* Cause: FNV was designed for monitor resolutions common prior to 2010. "In 2010, 27-inch LCD monitors with the 2560 × 1440-pixel resolution were released by multiple manufacturers including Apple." - [https://en.wikipedia.org/wiki/Display_resolution Wikipedia on "Display resolution"].  "High Definition" (1920x1080, 16:9 aspect ratio) "FHD standard" was generally considered "high end" for gaming.  Newer monitors may have a higher default resolution.
  
=== Issue: Body Replacer - In-game doesn't look quite like the author's images ===
+
:* Solution: Use a lower, more standard (in 2010) display resolution(Note the LED/Plasma monitors have a default resolution according to the screen size and "aspect ratio"Lower resolutions may not fill the screen, resulting in "black borders" (e.g. "letterbox style").  "Windowed mode" may be a way around this visual problem.) See the Wikipedia article quoted above for more on the subject, including a table of "resolution standards".
* Cause: Mod authors usually choose "poses" available from other mods to show off their resultsThose poses accentuate the figure in a way that the normal in-game animation does notAlso, the game has a horrible "fisheye lens" effect with the default or higher "Field of View" (FoV).  The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20The game is unplayable with the FoV this low; but it makes for better character screenshots.
 
:* Solution: Ignore it, or play around with the FoV using a mod such as [http://www.nexusmods.com/newvegas/mods/55085 FOV Slider].  However, note there are several different FoV settings and they have some impact upon each other.
 
  
=== Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO) ===
+
<span id="Issue - UnableAddWeaponMods"></span>
Many people have had problems getting this to install.  The following needs to be understood.
+
<span id="Issue - Unable to add either of two "weapon mods" to a weapon"></span>
  
* There is more than just the body to consider when replacing appearance.  Please see the [[#Issue:_Body_Replacer_-_Custom_Body_Types|Issue: Body Replacer - Custom Body Types]] section of this article.
+
=== Issue - Unable to add either of two ''weapon mods'' to a weapon ===
* BoG is a high resolution ''texture'' FOR Type3 bodies, not vanilla bodies.
+
* Cause: The mod [http://www.nexusmods.com/newvegas/mods/44515 The Weapon Mod Menu (WMM)] only checks the first of 3 possible mod slots. If this is blank, it assumes there are no mods available.
* BoG is not itself a "body replacer" mesh.
 
* BoG is designed for Type3 bodies, NOT vanilla bodies. (Yes, this is almost the same thing as the first point, but it bears repeating.)
 
* If you only install this BoG ''texture'' replacer on vanilla bodies, there will be ugly underwear seams on a naked body. Like two textures/meshes are conflicting.
 
  
* To use this body mod (BoG), you should install a Type 3 Body & Armor ''mesh''  Replacer.  An example would be [http://www.nexusmods.com/newvegas/mods/34825/? Type3 Body and Armor replacer] by '''Exeter'''.  It is not the only one.
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
+
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
# Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
+
background-color:#fff5f5;padding:3px;
#: Remember to '''Merge''' instead of "replace" them when installing.
+
word-wrap: break-word;      /* Internet Explorer 5.5+ */
# Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable.  Examples by '''Exeter''':
+
">
## [http://www.nexusmods.com/newvegas/mods/40595/? Dead Money Type3 Outfits]
+
: NOTE: This is a '''''very rare''''' issue.