Difference between revisions of "Fallout NV Mod Conflict Troubleshooting"

From Nexus Mods Wiki
Jump to: navigation, search
(Added 'Issue: "Fallout Character Overhaul" (FCO) not working or conflicting')
(Issue - MAIN - Nipton: Neither Vulpes Inculta nor Oliver Swanick appear: clarification)
 
(942 intermediate revisions by 4 users not shown)
Line 1: Line 1:
<div name="WIP Notice" class="boilerplate metadata" id="Missing Links"  
+
<div name="Development Box" class="boilerplate metadata" id="Development Box"  
style="color: red;background-color: #fdd; margin: 0 1em; padding: 0 10px;  
+
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
border: 1px solid #aaa;
+
background-color:#fff5f5;padding:3px;white-space: pre-wrap;  
/* Remove the next four 'white-space' lines to restore default white-space processing. */
+
white-space: -moz-pre-wrap;  
word-wrap: break-word;       /* Internet Explorer 5.5+ */
+
white-space: -pre-wrap;
">
+
white-space: -o-pre-wrap;
'''This is a Work In Progress (WIP), and not yet (and probably never will be) complete.'''
+
word-wrap: break-word;">
 +
'''This article is under development.'''
 +
It is essentially complete at this time, but new problems and solutions are discovered all the time and added.
  
If you have corrections or suggestions for improvement, either make them directly or contact [http://wiki.nexusmods.com/index.php/User:Dubiousintent the current maintainer] by Private Message (PM).
+
If you have solutions, corrections, or suggestions for improvement, either make them directly, post to the [http://forums.nexusmods.com/index.php?/topic/5495032-fallout-nv-mod-conflict-troubleshooting-guide/ "Fallout NV Mod Conflict Troubleshooting" thread] in the "Fallout New Vegas Mod Troubleshooting" forum, or contact [http://wiki.nexusmods.com/index.php/User:Dubiousintent the current maintainer] by Private Message (PM).
 
 
This message will be removed when the content is considered complete.
 
 
</div>
 
</div>
 
<br>
 
<br>
  
 
== Overview ==
 
== Overview ==
 +
This a collection of specific common problems and solutions, along with a general checklist of things known to contribute to problems, collected from around the web.  The [https://forums.nexusmods.com/index.php?/topic/5495032-fallout-nv-mod-conflict-troubleshooting-guide/ "Fallout NV Mod Conflict Troubleshooting" thread] in the "Fallout New Vegas Mod Troubleshooting" forum is for questions, suggestions, and discussion of this article's contents.
 +
 +
The article is organized around various generic topics, with specific mod conflicts or issues that don't fit into the other categories under "Solutions to Miscellaneous problems".
 +
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Don't overlook the power of a simple "cold restart" (aka "cold boot").  Before spending a lot of time chasing a problem, see if it's merely temporary by having Windows "Shut down" (power off) your computer, waiting 30 seconds (so RAM completely discharges it's contents), and powering on again.</div>
 +
 
If you haven't already, it is suggested to read the wiki article [[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]] first to understand basic terminology as used here and differences in FNV from other games you may be used to modding.
 
If you haven't already, it is suggested to read the wiki article [[FNV_General_Mod_Use_Advice|FNV General Mod Use Advice]] first to understand basic terminology as used here and differences in FNV from other games you may be used to modding.
  
 
Troubleshooting is a logical process of elimination.  If all logic fails, you have to revert back to a vanilla game and slowly re-install mods, testing each one thoroughly before adding the next.  It is a trade-off of "time" versus "effort".  Where that tipping point lies is up to you.  This is why you are always advised to follow a slow "install and test each mod one at a time" procedure when first setting up your game.  Then you know specifically which mod is causing your problem, which saves time.
 
Troubleshooting is a logical process of elimination.  If all logic fails, you have to revert back to a vanilla game and slowly re-install mods, testing each one thoroughly before adding the next.  It is a trade-off of "time" versus "effort".  Where that tipping point lies is up to you.  This is why you are always advised to follow a slow "install and test each mod one at a time" procedure when first setting up your game.  Then you know specifically which mod is causing your problem, which saves time.
 +
 +
The [[#How_to_ask_for_help|How to ask for help]] wiki article applies to any game.  Read it before posting your next problem in the forums to speed up getting to the correct solution.  The time you are wasting otherwise is not just your own.
  
 
== Checklist ==
 
== Checklist ==
 
Standard list of things to ask yourself about your current FNV problem:<br>
 
Standard list of things to ask yourself about your current FNV problem:<br>
 +
00. Did you install Steam under the default location of the "C:\Program Files" tree?  This causes many "strange" problems not otherwise explainable.  As painful as it may sound, read the wiki article [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B  Installing Games on Windows Vista+] and move at least FNV.  That article has a link to the official Steam Procedure (a good indication that they now recognize the need to correct this).  This should be the first solution you try.  Otherwise you will spend a lot of time and effort trying other solutions, and still have to move the game files in the end anyway.<br>
 +
: Note that the GOG DRM-free version of FNV default install location is "C:\GOG Games\Fallout New Vegas".  It does not have this issue, in addition to already being 4GB memory enabled.  <span style="color: red;
 +
background-color:#fff5f5;">DO NOT run the 4GB Patcher against the GOG version.</span>  This situation has been known to prevent the ability to save any game files.  Other unpredictable problems may occur.<br>
 
01. Are you getting an error message?  What is that pointing to as the source of the problem: the game, Steam, or Windows?<br>
 
01. Are you getting an error message?  What is that pointing to as the source of the problem: the game, Steam, or Windows?<br>
 +
{{Nexus EU-GDPR Login}}
 
02. What most recently changed (as far as what you have deliberately done to your game is concerned: New, updated, or removed mods or plugins)?<br>
 
02. What most recently changed (as far as what you have deliberately done to your game is concerned: New, updated, or removed mods or plugins)?<br>
 +
02b. Did any of the following which interact with the game get updated or changed recently.  They are prime suspects if nothing in the game itself changed:
 +
: a. Video driver.  (The latest is not always tested against an older game.)
 +
: b. Sound driver.
 +
: c. Mouse driver.  ("Advanced features" are not always compatible with the game.)
 +
: d. Power Outage?  Run a [http://www.howtogeek.com/howto/windows-vista/guide-to-using-check-disk-in-windows-vista/ chkdsk] on the drive to fix any errors that might have occurred.
 +
: e. Windows system update (consider rolling back to the previous [http://www.howtogeek.com/howto/windows-vista/using-windows-vista-system-restore/ restore point]).
 
03. If you have recently "verified local files" or "re-installed" the game, try renaming both the INI files in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder, and let the game rebuild them.  (There might have been some unexpected changes.)  Rename to anything you choose.  I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old".  The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.<br>
 
03. If you have recently "verified local files" or "re-installed" the game, try renaming both the INI files in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder, and let the game rebuild them.  (There might have been some unexpected changes.)  Rename to anything you choose.  I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old".  The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.<br>
 +
: Before you make any changes to the game INI files, please make backups and put them in a safe place.  See the [[FNV General Mod Use Advice#Game_INI_files|Game INI files]] section of the "FNV General Mod Use Advice" article for details.<span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: red;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">You have been warned!</span>
 +
: If you make any changes to any of the game INI files, remember to change it in all three files (after you have backups of the originals): the "Fallout_default.ini" in the game root folder (which only gets used to recreate the other two when they are not found), and the two in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder ("FALLOUT.ini" and "FalloutPrefs.ini").  Otherwise you tend to lose track of which you actually changed if you have to "verify files".<br>
 
:<span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
:<span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
background-color:#fff5f5;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">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 "\Steam\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>".  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 [http://www.nexusmods.com/newvegas/mods/55399/ Lutana NVSE Plugin]?  Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas").
+
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".
 +
 
 
:<span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
:<span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
background-color:#fff5f5;padding:3px;
Line 33: Line 72:
 
">NVSE and related plugins must be manually installed because most mod managers assume everything in them needs to go into the "Data" folder instead of their respective specific locations.  Check their documentation carefully.</span>
 
">NVSE and related plugins must be manually installed because most mod managers assume everything in them needs to go into the "Data" folder instead of their respective specific locations.  Check their documentation carefully.</span>
 
{{NVSE Configuration}}
 
{{NVSE Configuration}}
 +
: See also entirety of the [[#Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu|Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu"]] in this guide.
 
: For help interpreting an error log, please see the [http://wiki.nexusmods.com/index.php/How_to_read_most_Bethesda_game_error_logs How to read most Bethesda game error logs] wiki article.
 
: For help interpreting an error log, please see the [http://wiki.nexusmods.com/index.php/How_to_read_most_Bethesda_game_error_logs How to read most Bethesda game error logs] wiki article.
05. Did the mod need to be added to [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)]/[http://www.nexusmods.com/newvegas/mods/44757/? One HUD (oHUD)]/[http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer (UIO)]?  (Those mods need to see it when they are installed.  See the wiki article [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] and re-install them.)<br>
+
<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.)<br>
+
: {{Lutana NVSE Plugin Status}}
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 question about 32/64-bit Windows.  It's related.)<br>
+
05. Did the mod need to be added to [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)] / [http://www.nexusmods.com/newvegas/mods/44757/? One HUD (oHUD)] / [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer (UIO)]?  (Those mods need to see it when they are installed.  See the wiki article [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] and re-install them.)<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>
 +
: 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>
 
10. Check the game graphic & ENB/SweetFX options do not conflict with video driver settings.  (Anti-aliasing, ambient occlusion, anisotropic sample size, v-sync, anything else that is mentioned.)  If you didn't install either of these then the question does do not apply.<br>
 
10. Check the game graphic & ENB/SweetFX options do not conflict with video driver settings.  (Anti-aliasing, ambient occlusion, anisotropic sample size, v-sync, anything else that is mentioned.)  If you didn't install either of these then the question does do not apply.<br>
11. Are you using [https://loot.github.io/ LOOT] to sort your mod "load order" (LO)?  (Reduces mod conflicts.)  If you don't like LOOT's results, or wish total control over your LO, see the wiki article [http://wiki.nexusmods.com/index.php/Load_order_and_you Load order and you] for an approach to organizing the LO and creating a "merge patch" file to manually resolve conflicts.<br>
+
11. Are you using [http://loot.github.io/ LOOT] to sort your mod "load order" (LO)?  (Reduces mod conflicts.)  If you don't like LOOT's results, or wish total control over your LO, see the wiki article [http://wiki.nexusmods.com/index.php/Load_order_and_you Load order and you] for an approach to organizing the LO and creating a "merge patch" file to manually resolve conflicts.<br>
: It's always useful to post your Load Order (in "Spoiler" tags. Use the "Special BBCode" button in the Forum "Reply" menu bar as the third icon from the left in the top row, next to and left of the "Font" pick-list field)Screenshots are not the best way to convey your LO, because they usually can't include everything in one image. [https://loot.github.io/ LOOT] can copy your LO into a list suitable for posting on forums. (It's under the ":" with three dots to the extreme right in it's menu bar.) Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called "140 cap".
+
: It's always useful to post your "Load Order" (LO) with your problem description. (Use the "Special BBCode" button in the Forum "Reply" menu bar to put the LO in "Spoiler" tags. See the article [[#How_to_markup_images_(etc)_in_forum_posts_and_comments)|How to markup images (etc) in forum posts and comments]].) Screenshots are not the best way to convey your LO, because they usually can't include everything in one image and (depending upon where you took the shot) may not show the actual "load order". [http://loot.github.io/ LOOT] can copy your LO into a list suitable for posting on forums. (It's under the ":" with three dots to the extreme right in it's menu bar.  Current [http://tes5edit.github.io/docs/index.html Tome of xEdit] online documentation here.) Most "mod managers" have a similar "LO List" capability. But the total number of mods you have installed in the DATA folder is also important, because even inactive plugins are counted against the so-called "140 cap".  LOOT provides both numbers: active and total installed.
12. Do you have more than 130 active plugins in your LO, or more than 140 plugins installed (active or not) in the game DATA folder? The game can have problems with anywhere between 130-140 active, or too many installed, depending upon your system.  This may manifest in any number of strange ways to include apparent missing meshes and textures that were there before, along with CTDs.<br>
+
 
13. If you are having a "texture" problem, see the [[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.<br>
+
12. Do you have more than 130 active plugins in your LO, or more than 140 plugins installed (active or not) in the game DATA folder? The game can have problems with anywhere from roughly 130-140 active, or too many installed, depending upon your system.  This may manifest in any number of strange ways to include apparent missing meshes and textures that were there before, along with CTDs.<br>
 +
13. If you are having a "red icon" problem, see the [[#ArchiveInvalidation (by Manager)|ArchiveInvalidation (by Manager)]] sub-topic.<br>
 
:* 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].<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>
18. Are you using a [http://www.nexusmods.com/newvegas/mods/35003/? Wrye Flash] Bashed Patch or a manually created "merge patch" file?  (Resolves record level conflicts.)  See [http://wiki.step-project.com/Guide:Merging_Plugins S.T.E.P. Merging Plugins Guide] which covers both approaches.  (Use of "Mod Organizer" is not required.)  Use the [http://www.nexusmods.com/oblivion/mods/35230/? Wrye Bash Pictorial Guide] to quickly get functional with "Wrye Flash", which I think is the easier approach for a novice modder.<br>
+
18. Are you using a [http://www.nexusmods.com/newvegas/mods/35003/? Wrye Flash] Bashed Patch or a manually created "merge patch" file?  (Resolves record level conflicts.)  See [http://wiki.step-project.com/Guide:Merging_Plugins S.T.E.P. Merging Plugins Guide] which covers both approaches, or the video [https://www.youtube.com/watch?v=yq-fqpL5LqE Making a Merge Patch by Roy Batty] for the "merge up" approach.  (Use of "Mod Organizer" is not required.)  Use the [http://www.nexusmods.com/oblivion/mods/35230/? Wrye Bash Pictorial Guide] to quickly get functional with "Wrye Flash", which I think is the easier approach for a novice modder.<br>
 
19. If you are using "Wrye Flash" to create a "Bashed Patch", have you gotten all "green" checkboxes for all your mods?  See the first post in the pinned thread [https://forums.nexusmods.com/index.php?/topic/2247404-fallout-new-vegas-beginners-guide-to-modding/ Fallout New Vegas Beginners guide to modding] by '''gromulos'''.<br>
 
19. If you are using "Wrye Flash" to create a "Bashed Patch", have you gotten all "green" checkboxes for all your mods?  See the first post in the pinned thread [https://forums.nexusmods.com/index.php?/topic/2247404-fallout-new-vegas-beginners-guide-to-modding/ Fallout New Vegas Beginners guide to modding] by '''gromulos'''.<br>
 
20. Was there an update to a mod that has been included in a "merged plugins" or "merge patch" file?  Rebuild the "merge" file.<br>
 
20. Was there an update to a mod that has been included in a "merged plugins" or "merge patch" file?  Rebuild the "merge" file.<br>
 
21. Did any system or driver updates occur?  (Third party processes might be the cause if nothing else changed.)<br>
 
21. Did any system or driver updates occur?  (Third party processes might be the cause if nothing else changed.)<br>
 
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. Did you install Steam under the default location of the "C:\Program Files" tree?  This causes many "strange" problems not otherwise explainable.  As painful as it may sound, read the wiki article [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B  Installing Games on Windows Vista+] and move at least FNV.  That article has a link to the official Steam Procedure (a good indication that they now recognize the need to correct this).  This should be the first solution you try.  Otherwise you will spend a lot of time and effort trying other solutions, and still have to move the game files in the end anyway.<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>
24. 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].
25. 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>
26. 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) ==
+
<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.
 
:: Some have found "AI" more difficult to get working in MO.  In these cases the following steps are suggested:
 
:: Some have found "AI" more difficult to get working in MO.  In these cases the following steps are suggested:
 
::1. In MO Settings 'Workarounds': uncheck 'Force-enable game files'.
 
::1. In MO Settings 'Workarounds': uncheck 'Force-enable game files'.
::2. Get a copy of "Fallout - AI!.bsa" (From FOMM or NMM) and copy it to your "Data" directory.
+
::2. Get a copy of "Fallout - AI!.bsa" (From FOMM or NMM) and copy it to your "Data" directory. (Basically this is an empty BSA file.)
 
::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/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/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.
* 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.
+
:: It now has a dedicated button on the '''Vortex''' dashboard.
* If a mod manager's AI doesn't seem to be working, check the INI files under "[Archive]" for the "bInvalidateOlderFiles=" setting.  Try switching the value between "=0" and "=1".  (Some seem to need it one way, and others the opposite.)
+
 
* For other texture problems, see the [http://www.darkcreations.org/testg/wiki/Troubleshooting TESTG Troubleshooting] section.
+
:: 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"
 +
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+ */
 +
">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 with.  See 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"
 +
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+ */
 +
">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".
 +
* 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 a mod manager's AI doesn't seem to be working, check the INI files under "[Archive]" for the "bInvalidateOlderFiles=" setting.  Try switching the value between "=0" and "=1".  (Some seem to need it one way, and others the opposite.) See also the wiki article [[Archive_invalidation|Archive invalidation]] for details on where the "fake bsa" file needs to go in the "sArchiveList=" line.
 +
* Note that various mod managers can implement "BSA Redirection" in the same way, but be using different BSA filenames.  This filename gets inserted in the INI files (under the "[Archive]" section in the "sArchiveList=" setting string of files) using variation names such as "Fallout - AI!.bsa", "Fallout - ArchiveInvalidation.bsa", etc.  If you switch mod managers, make sure your INI files are using the correct filename as that manager is expecting.  In general this file is placed first or second in the "sArchiveList=" list.
 +
 
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 30px;border:1px dashed #DAA520;
 +
color: red; background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Do not attempt to use the ArchiveInvalidation mechanism from more than one mod manager at a time.  That will cause all kinds of confusion.</div>
 +
 
 +
: 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://web.archive.org/web/20170713081056/http://www.darkcreations.org/testg/wiki/Troubleshooting TESTG Troubleshooting] section.
  
 
== Mod Conflict Isolation ==
 
== Mod Conflict Isolation ==
Line 82: Line 178:
  
 
Whenever you "disable/deactivate/uninstall" a mod, make a "clean save" file before testing the result.  For FNV a "clean save" from an existing game save seems to be just a "full save" file (not a "quick save") that has been loaded, displayed the "missing content" message for the disabled plugin(s), and you continued on into the game; and then waiting about 10 seconds for scripts to initialize before saving again.  This is a minimal clean save procedure.  (If you appear to still have "residue" remaining after trying this procedure, try the more complete process laid out in the [http://www.uesp.net/wiki/Tes4Mod:Clean_Save Tes4Mod:Clean_Save procedure] for '''Oblivion'''.)  However, it is usually preferable to test using a "new" game "full save" file from just after you create a "new" character with a different name.  This avoids the possible issue of any corruption or problems "burned into" the save file.
 
Whenever you "disable/deactivate/uninstall" a mod, make a "clean save" file before testing the result.  For FNV a "clean save" from an existing game save seems to be just a "full save" file (not a "quick save") that has been loaded, displayed the "missing content" message for the disabled plugin(s), and you continued on into the game; and then waiting about 10 seconds for scripts to initialize before saving again.  This is a minimal clean save procedure.  (If you appear to still have "residue" remaining after trying this procedure, try the more complete process laid out in the [http://www.uesp.net/wiki/Tes4Mod:Clean_Save Tes4Mod:Clean_Save procedure] for '''Oblivion'''.)  However, it is usually preferable to test using a "new" game "full save" file from just after you create a "new" character with a different name.  This avoids the possible issue of any corruption or problems "burned into" the save file.
 +
: 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.
  
 
If disabling mods does not pin down the culprit, then you have to uninstall them to completely remove their influence, because they overwrote something which is causing the problem.  You can use the same "halving" technique but often it will be quicker to just uninstall everything and start over from a "vanilla" game that you have tested has no problems.
 
If disabling mods does not pin down the culprit, then you have to uninstall them to completely remove their influence, because they overwrote something which is causing the problem.  You can use the same "halving" technique but often it will be quicker to just uninstall everything and start over from a "vanilla" game that you have tested has no problems.
  
If you uninstalled and re-installed the game but even without mods it crashes on startup, likely you forgot to clear out your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder.  The game places your specific versions of the Fallout and Fallout_prefs INI files there, along with your "save games".  Try renaming the "Users" folder INI files first.  I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old", but it can be anything.  The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.  Then if that fails: move the "saves" elsewhere, delete that FalloutNV folder's content, and re-install again.  If you have to re-install again anyway, be sure to install to a folder that is not under the default "C:\Program Files" folder tree.  See [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B Installing Games on Windows Vista+] for the rationale and guidance.  (Actually, you should move your game from the default location regardless, but I realize this is unwelcome advice to most people.  It is still the single best "fix" you can do for yourself.  Read that article.)
+
If you uninstalled and re-installed the game but even without mods it crashes on startup, likely you forgot to clear out your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder.  The game places your specific versions of the '''Fallout''' and '''FalloutPrefs''' INI files there, along with your "save games".  Try renaming the "Users" folder INI files first.  I usually just add to the extension: from "<filename>.ini" to "<filename>.ini.old", but it can be anything.  The purpose is to be able to examine the old files for things you want to be able to replicate in the new versions of the same file.  Then if that fails: move the "saves" elsewhere, delete that FalloutNV folder's content, and re-install again.  If you have to re-install again anyway, be sure to install to a folder that is not under the default "C:\Program Files" folder tree.  See [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B Installing Games on Windows Vista+] for the rationale and guidance.  (Actually, you should move your game from the default location regardless, but I realize this is unwelcome advice to most people.  It is still the single best "fix" you can do for yourself.  Read that article.)
  
 
When the above is not sufficient to resolve your problem, please report what steps you have tried so we don't waste time suggesting you repeat something.  In such cases, report the actual steps: not just "I followed the guide".  We need to know you didn't miss or misinterpret something.
 
When the above is not sufficient to resolve your problem, please report what steps you have tried so we don't waste time suggesting you repeat something.  In such cases, report the actual steps: not just "I followed the guide".  We need to know you didn't miss or misinterpret something.
Line 92: Line 189:
  
 
== 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.
+
* 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.
 +
 
 +
* 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, 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 experimenting.  It'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 descriptionBut it is something to pay attention to when experimentingIt's better to find out what causes problems before you start to play in earnest.
+
=== NVSE Installation issues ===
 +
If you are having a problem installing '''NVSE''' with your mod manager, first of all: DON'T!  Install it manually to the "game root" folder.  (This point is where mod managers get it wrong.)  But if you installed it manually and still wonder if you did it correctly, here is where the various (original "[http://nvse.silverlock.org/ Silverlock]") files belong.  The later, forked "[https://github.com/xNVSE/NVSE xNVSE]" version (v6.x.x and later) may include or move other files, but for "backwards compatibility" should keep these files in the same location.
 +
 
 +
:* In the "game root" folder (where '''FalloutNV.exe''' resides):
 +
::* ''nvse.log'' (only once NVSE is successfully used.)
 +
::* ''nvse_1_4.dll''
 +
::* ''nvse_1_4ng.dll'' (when installed after the [https://geckwiki.com/index.php?title=Garden_of_Eden_Creation_Kit GECK].)
 +
::* ''nvse_editor.log'' (only once NVSE is successfully used with the '''GECK'''.)
 +
::* ''nvse_editor_1_4.dll'' (when installed after the '''GECK'''.)
 +
::* ''nvse_extender.log'' (only once NVSE is successfully used with the [https://www.nexusmods.com/newvegas/mods/64888 GECK Extender] mod.)
 +
::* ''nvse_extender_ng.log'' (only once NVSE is successfully used with the '''GECK Extender'''.)
 +
::* ''nvse_loader.exe'' (use instead of '''FalloutNV.exe''' to launch the game if you haven't run [http://www.nexusmods.com/newvegas/mods/62552 FNV 4GB Patcher].  Once patched, use '''FalloutNV.exe''' as usual.)
 +
::* ''nvse_loader.log'' (only once NVSE is successfully launched.)
 +
::* ''nvse_readme.txt''
 +
::* ''nvse_steam_loader.dll'' (only needed by the Steam version of FNV.)
 +
::* ''nvse_whatsnew.txt''
 +
 
 +
:* In the "Data\NVSE" folder (various files other than '''nvse_config.ini''' are optional; some may not be present by default):
 +
::* ''nvse_config.ini''
 +
::* ''nvse_config.testAnim''
 +
::* ''nvse_plugin_geckpu_ew.ini'' (from the older [https://www.nexusmods.com/newvegas/mods/41642 Geck 1.4 PowerUp] modNot used with '''GECK Extender'''.)
 +
::* ''TestAnim.txt''
 +
 
 +
:* Everything else belongs under "Data\NVSE\Plugins" and it's sub-foldersWhen in doubt, just use the folder structure and files under each folder you find in the archive file.
 +
:* If you ran the '''FNV 4GB Patcher''' before installing '''NVSE''', you may need to re-run the '''patcher''' so it will detect that '''NVSE''' has now been installed.
  
 
== Solutions to Starting the game problems ==
 
== Solutions to Starting the game problems ==
  
=== Issue: Application load error(s) ===
+
<span id="Issue: After moving game from the default install location, FNV4GB fails to launch"></span>
* Cause-1: Specifically error codes: "5:0000065434" or "P:0000065432" indicate the Steam Client is not loaded.
+
=== Issue - After moving game from the default install location FNV4GB fails to launch ===
:* Solution-1:  The "Steam Client" may be in "Offline" mode and minimized, but must remain running while launching the game, even with "nvse_launcher" or "fnv4gb".
+
The '''FNV4GB.log''' looks similar to the following when trying to launch it:
:: 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.
+
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"  
* Cause-2: For some people, the game will not run without "Multi-threaded AI" enabled.
+
style="margin:0px 10px 10px 30px; border:1px dashed #DAA520; color: lightgray; background-color:#333333; padding:3px;  
:* Solution-2: In all three INI files, under the "[General]" section set the following values:
+
/* Remove the next four 'white-space' lines to restore default white-space processing. */
:: <pre>bUseThreadedAI=1</pre>
+
white-space: pre-wrap;      /* css-3 */
:: and add the line:
+
white-space: -moz-pre-wrap;  /* Mozilla, since 1999 */
:: <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".
+
white-space: -pre-wrap;      /* Opera 4-6 */
* Cause-3: Error message "Application was unable to start correctly", and Windows "Event Viewer" '''Application''' Error: "Exception code: 0xc0000005".
+
white-space: -o-pre-wrap;    /* Opera 7+ */
: 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-3: The Nov 2016 Win10 updates should fix any WDDK based issues with video drivers or previous updates.  Try applying system updates first.  If not running Win10, or system updates do not fix the problem, 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.
 
 
 
=== Issue: Vanilla game CTDs 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.  The game places your specific versions of the Fallout and Fallout_prefs INI files there, along with your save games.  These are not replaced when you verify/re-install the game.
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
 
style="margin:0px 10px 10px 50px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
">
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 "\Steam\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>". These files need to be changed as well.</div>
+
# Loader: Getting windows version - 6.2.9200
 +
# Loader: Address Space Size = 0xFA5D1000
 +
# Loader: Getting executable name - D:\Games\Steam Library\steamapps\common\Fallout New Vegas\fnv4gb.exe
 +
# Loader: Parsing Command Line...
 +
# Loader: Trying to get game path from Bethesda Softworks registry key
 +
# Loader: Attempting to open HKLM\SOFTWARE\Bethesda Softworks\FalloutNV - Failed
 +
# Loader: Trying to get game path from Steam registry key
 +
# Loader: Attempting to open HKLM\SOFTWARE\Valve\Steam - Succeeded
 +
# Loader: Attempting to query size of "InstallPath" value - Succeeded
 +
# Loader: Attempting to query "InstallPath" value - Succeeded
 +
# Loader: Changing directory to C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas
 +
# Loader: Unable set current dir to game dir. - The system cannot find the file specified.</div>
 +
: The "Executable name" (3rd line) points to the correct location. The registry key "HKLM\SOFTWARE\Valve\Steam" value "InstallPath" (9th line; value content shown in 11th line) does not.
 +
 
 +
* Cause: The registry has not been properly updated.
 +
:* 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.
 +
 
 +
<span id="Issue: Application load Windows error(s)"></span>
 +
=== Issue - Application load Windows errors ===
 +
*Cause-1: Specifically error codes: "P:0000065432" or "5:0000065434" indicatea problem with the '''Steam Client'''.
  
:* Solution-1a: Try renaming the "Users" folder INI files first.  Then if that fails move the "saves" elsewhere, delete that FalloutNV folder's content, and re-install again. If you have to re-install again anyway, be sure to install to a folder that is not under the default "C:\Program Files" folder tree. See [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B Installing Games on Windows Vista+] for the rationale and guidance.
+
: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-1b: Consider if the problem happens with other Steam gamesIf so, check out the [[#Issue: Problems point to Steam as the source|Issue: Problems point to Steam as the source]] entry.
+
:
 +
:*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.  
  
* Cause-2: Recently (mid 2016) nVidia (and now AMD) driver updates and some Windows 10 updates have started to cause CTDs upon startup to previously trouble-free games.  This is believed to be caused by changes to the "Windows Device Driver Kit" (WDDK) at that time.
+
:
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
+
:*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. 
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+ */
+
:*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. 
">
 
Update: Win10 November 2016 updates have supposedly fixed these issues. Make sure you have applied your system updates.
 
</div>
 
  
:* Solution-2a: The "[http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti-Crash]" (NVAC) mod as of v7.5.0.0 (released 25 Oct 2016) has been reported to fix the conflict with the latest video drivers from nVidia and AMD.
+
*Cause-2: For some people, the game will not run without "Multi-threaded AI" enabled.  
  
:* Solution-2b: Rolling back to nVidia drivers 368.81 or 368.69; or AMD driver 16.8.3 have been reported to successfully resolve the problem with Win10.  In general, avoid upgrading your video card drivers unless the latest fixes a particular problem you are encountering. To prevent Win10 doing this to any drivers in the next or future updates, see this article on [http://www.makeuseof.com/tag/take-back-control-driver-updates-windows-10/ Taking back control of Windows 10 driver updates].
+
:
 +
:*Solution-2: In all three INI files, under the "[General]" section set the following values:  
 +
::<pre>bUseThreadedAI=1</pre>
 +
 
  
:* Solution-2c: 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 solution.  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.
+
&nbsp;
  
=== 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.
+
::and add the line:
 +
::<pre>iNumHWThreads=</pre>
 +
 
  
* Cause-1: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found.
+
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".
: While Win10 comes with DirectX12 installed and is backwards compatible with older DX versions, older games do not know that and are looking for specific versions of DX library files (i.e. d3d9'''''_32'''''.dll) and not finding them.  So you need to install the appropriate "DirectX End-User Runtimes" as well: ones which are compatible with Win 8.1+.<span 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+ */
 
">Note that you need the 32-bit version for 32-bit games.</span>  I make it a practice to always download both the 32-bit and the 64-bit versions of any libraries I manually install, so I am covered either way.  (There is a reason they published a version for both 32-bit and 64-bit. They are not "interchangeable", and are separate installs going into different locations.)
 
: (Games that used DX7 and 8 are murky territory. Many will run on OS's newer than XP, but may require fixes/tweaks.  Always use the latest available "runtime" versions of those DX libraries.)
 
: Some games try to install an older DX version they come bundled with.  Those versions may not be compatible with the later versions of Windows, which is why you should manually install the version you know is compatible.  Then those games will see that DX version is already installed and not try to install their bundled version causing incompatibility problems.
 
  
:* Solution-1: For DX9, manually install the [https://www.microsoft.com/en-us/download/details.aspx?id=8109 DirectX End-User Runtimes (June 2010)] which is Win 8.1+ compatible.  Download the full runtime package.  DO NOT use the "Web Installer" version.
+
*Cause-3: Error message "Application was unable to start correctly", and Windows "Event Viewer" '''Application''' Error: "Exception code: 0xc0000005".  
::* When the DX installer asks where to install the files to, you choose any folder you like, but generally have it unpack the files to a folder on the desktop or one dedicated to that purpose anywhere, because this folder can be deleted or emptied after the final install is done.  (DirectX does not actually get installed at this point. The files are only 'unpacked' from an archive)
 
::* Once the files are unpacked to this folder you open the folder and locate DXSETUP.exe (the actual installer).
 
::* Run this installer (as an Administrator) to finalize the DirectX re-installation.
 
::* When the installer is finished delete this folder.
 
:: Each game uses a specific DX file, or files,  (e.g. d3dx9_32).
 
:: A newer game may use two DX files (e.g. d3dx9_42 and d3dx10_42).
 
:: See the MS article [https://answers.microsoft.com/en-us/windows/forum/games_windows_10/how-to-make-win10-run-directx-90/c7b61bc6-0b5e-4233-aefe-cfbe3c49d930 How to make Win10 run DirectX 9.0] for more details.
 
  
* Cause-2: The game is not finding all the asset and resource files it requires. Especially under Windows 10, some files upon installation can get "black listed", which means they get deleted immediately without the installer realizing it.
+
: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.  
 +
:*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.
  
:* Solution-2a: If you haven't already, move the game out of the default "C:\Program Files" folder. See the wiki article [http://wiki.tesnexus.com/index.php/Installing_Games_on_Windows_Vista%2B Installing games on Windows Vista+] for instructions.
+
*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-2b: If your graphics card is an "Intel" brand or on-board graphics chip, you need to install the mod [http://www.nexusmods.com/fallout3/mods/17209/? Intel HD graphics Bypass package] (from the FO3 section of the Nexus mod site but it works for FNV as well).  This "by-passes" an issue with those chips by placing an expected DLL file in the game root folder.
+
:
 +
:*Solution-4a: Please see "Cause-1" in the [[#Issue:_Vanilla_game_Hangs_on_startup|Issue: Vanilla game Hangs on startup]] section.  
  
:* Solution-2c: 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.
+
*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)]].  
::* 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.
 
::* Otherwise, make note of which are missing and seek assistance on the [https://forums.nexusmods.com/index.php?/forum/350-new-vegas-technical-support/ New Vegas Technical Support] forum.  Be sure to include your version of Windows, hardware specs, where you have the game installed, and what steps you have already taken.
 
  
=== Issue: Modded game CTDs on startup ===
+
: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".
* 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.
+
:*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-2: 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-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.
  
* Cause-2: If the CTD occurs during an initial loading screen '''after''' you get past the Main/Pause Menu, likely it is a plugin that is sorted in the wrong order.
+
<span id="Issue: Black Screen on startup"></span>
  
:* Solution-2:
+
=== Issue - Black Screen on startup ===
::* Re-check the mod download page for any required files you may have missed or removed.
 
::* Try sorting your "load order" with [https://loot.github.io/ LOOT].  You may need to make some manual adjustments to meet mod requirements to the "load order".
 
::* Load your entire "load order" into FNVEdit and see if it reports any "missing master" errors.  These can be the result of an incorrect "load order".
 
 
 
=== 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/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.)
 
*** 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.
 
:: (The only differences for 4.1.36 should be removing the overrides for previous versions as they aren't needed.)
 
:: These INI edits are advised as performance settings suitable for FO3, FNV, and TTW.
 
** "Sheson memory patch" for NVSE. (Increases "heap size".  Use either the "heap replacement" feature of NVSR or this.  Both together do not appear to conflict, but seem to be "overkill" at the cost of almost 1GB of game memory.)  See the [[#Issue: CTD without warning, "out of memory error", or stops responding|Issue: CTD without warning, "out of memory error", or stops responding]] sub-topic for simple but detailed instructions for enabling this feature.
 
** [http://www.nexusmods.com/newvegas/mods/51664/? Yukichigai Unofficial Patch (YUP)] (and the various optional patches for it and other mods.  Highly recommended.  There are other YUP patch files than on that page you may have to search out for other mods).
 
** [http://www.nexusmods.com/newvegas/mods/45104/? Mission Mojave Ultimate Edition - FNV Community Patch (MMUE)] (and it's various optional mod compatibility patches).  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">Use either YUP or MMUE, but not both as they overlap considerably and cause unresolved conflicts.  YUP is more actively updated.</span>
 
** [http://www.nexusmods.com/newvegas/mods/44204/? New Vegas Enhanced Content (NVEC)] (optional: Notice it has separate "bugfix" modules if you don't want the "complete version" with enhancement mod inclusions).
 
** [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: 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 236: Line 356:
 
:* 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.
Line 242: Line 362:
 
:* 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.
  
=== Issue: Problems point to Steam as the source ===
+
:* 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.
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-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.
 +
 
 +
:* 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".)
  
* Diagnostic: First, confirm this is a Steam problem with the following steps.
+
<span id="Issue - ReinstallFreeze"></span>
** Use the "verify local files" option in the Steam Library.
+
=== Issue - Game freezing on launch after re-install ===
** Ensure the launchers (FalloutNV.exe, FNV4GB.exe, nvse_loader.exe, nvse_steam_loader.dll, etc. as appropriate) are up to date.
+
: 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]":
** If you have the game installed in the default Steam location (under "C:\Program Files"), ensure the initial launcher or the shortcut used is set to "run as administrator". (All other files will be launched using this launcher's environment and credentials.)  If you are having problems with the game installed elsewhere, try setting the launcher to "run as administrator" as a test.
+
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").
** If all this fails, and if this problem is happening with all of your Steam games, then you have a "Steam Issue".  The fix is simple.
 
  
* Solution:
+
* Cause: When you "change" the game executable to be "4GB/LAA aware", you are using an '''external''' program.
** Ensure you have completely closed down (as in "log out" and wait for it to close) the Steam Client.
+
:: That external program is NOT part of the game's structure.
** Locate your "Steam" (not the game) folder (i.e. "C:\Program Files\Steam") and delete the "ClientRegistry.blob" file.  (Though you could try just renaming it.) This [https://youtu.be/pabbSXENSlI How to FIX Steam Preparing to Launch Loop other Steam Problems] 3.5 minute video shows you how to do exactly that if you are better with visual explanations.
+
:: The registry values of the external program are hidden from the Steam and GOG game systems.
** Now when you try launching your game the issue should be solved (or at least you should get a different error).
+
:: 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.)
  
=== Issue: How to disable the Steam Overlay ===
+
:* 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>
Sometimes it is necessary to turn off the Steam Overlay in the Steam Client in order to resolve a conflict.
+
::* 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 certification.  If a program refused to run, the utilities will be there in the file's '''properties''' menu to install certificates.  Otherwise leave the software alone.
* Cause: The Steam Overlay uses a technique that can conflict with other applications or tools using a similar techniqueThis solution assumes disabling the Steam Overlay is the preferred method of resolving this conflict.
+
:::* <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.
  
* Solution:  
+
:* Solution-2Delete the existing "Pre-fetch" files.
** Open the Steam Client.
+
::* Run the "Steam Client" in "online mode".
** Select "Steam | Settings" from the top menu bar. This will open a "Settings" window.
+
::* Open the "Library" tab, and select "Properties | Local Files | Verify Integrity of Game Cache".
*** Select the "In-Game" option.
+
::* Once the files have been "verified" and updated, run the "FalloutLauncher.exe" BEFORE you patch the game for 4GB.
*** Disable (uncheck) the "Enable the Steam Overlay while in-game" option.
 
*** Click on the "OK" button to close the "Settings" window.
 
** (Optionally) Select "Go off-line".  Without the Overlay, there is no real reason for the processing overhead of being "on-line" to the Steam Server.  This will require restarting the Steam Client, but will thereafter remain in effect until you choose to change it again.
 
** Minimize the Steam Client.  (Even in "off-line" mode, it is necessary to start the Steam Client for the DRM licensing engine to enable play.)
 
** Launch your game from a shortcut on the desktop.
 
  
=== Issue: Regional Non-English language version of the game displaying English dialogue ===
+
:* Solution-3: Corrupted Steam "ClientRegistry.blob" file.
Why are my DLCs in English instead of my Regional language?
+
::* 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.
  
* Cause: You should have "<DLC>_lang.esp" files for your Regional language installed, but not "active".
+
:* Solution-4: Make a backup copy elsewhere first, and then delete the "Steam\AppCache" folder contentsIt will be recreated when Steam next launches.
:* Solution: There should be corresponding "<DLC>_lang.nam" files.
 
::* When present the "*_lang.esp" files cannot normally be "made active", as the "*.nam" files force the game to load them instead.
 
::* If these "*.nam" files are not present, try to "activate" the "*_lang.esp" filesThen engage in conversation with a DLC NPC to verify you are now getting the dialogue in your Regional language.
 
::* Otherwise, contact your Regional Steam provider about the problem.
 
  
== Solutions to Performance problems ==
+
:* 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.
  
=== Issue: Game in slow motion ===
+
:* Solution-6: Opening Steam in "Big Picture Mode" ('''Win10''').
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.
+
::* Right–click on the “Steam.exe” icon on the desktop.
* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti-Crash (NVAC)]
+
::: Note: If you don’t have a "Steam" shortcut on the desktop, you can find the “Steam.exe” in the installation directory.
* [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)]
+
::* Select the “Pin to Taskbar” option from the "context menu" list.
* [http://www.tweakguides.com/TGTC.html Complete System customization and optimization for Windows].
+
::* <Right–click> on the “Steam” icon ''in the taskbar'' and select “Open in Big Picture Mode“.
* [http://www.tweakguides.com/ATICAT_1.html Tweakguide's ATI Catalyst Guide] (driver optimizations for all games.)
+
::* Sign in to your account and press <Alt+Enter> to access Steam in Big Picture mode.
* [http://www.tweakguides.com/NVFORCE_1.html Tweakguide's nVidia GeForce Guide] (driver optimizations for all games.)
+
::* Open the Game and check to see if the issue persists.
* [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]:
+
:* Solution-7: Unplug any JoyStick. (The presence of one sometimes prevents a game from starting until it has been properly configured.)
<blockquote>
 
'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.
 
<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) MinimumFPS setting.
+
<span id="Issue: ExploitProtection"></span>
 +
=== Issue - Game will not launch on Win10 for security reasons ===
 +
: Thanks to '''rubjonny''' of the Nexus "New Vegas Technical Support" forum for investigating and reporting [https://forums.nexusmods.com/index.php?/topic/9869713-fix-found-for-fose-and-new-vegas-not-working-on-windows-10-20h2/ this issue] and it's solution.
 +
Symptoms: The game won't start despite all the usual resolution attempts (installed outside of the default "C:\Program Files(x86)" location, "verified local files", running as "System Admin", different methods of launching, etc.).
  
:* Solution-1: Edit the INI files to lower the MinimumFPS setting to something like 20. This, while noticeable, is still playableIf the game is still too slow, you will need to reduce either the texture quality or screen resolution, or both.
+
* Cause: More recent System defaults in "Windows Exploit Protection" security settings which are causing portions of the game code to be placed randomly in memory.
::: Make backups of the INI files before changing them.
+
:* Solution:  Set a "Program" specific exemption for "FalloutNV.exe" as follows.
 +
[[File:WinExploitPreventionSetting.PNG|thumbnail|x400px|Exploit Prevention Setting]]
 +
::* Login as a "System Admin" account.
 +
::* <Right click> the '''Start Menu''' icon & select '''settings'''; or navigate to '''Settings''' (the "gear icon" in the left-hand navigation pane) from the '''Start Menu''' as usual.
 +
::* Select '''Update & Security''' in the left-hand navigation pane.
 +
::* Select '''Windows Security''' in the left-hand navigation pane.
 +
::* Select '''Virus & Threat detection''' in the right-hand main window under "Protections Areas".  (A new window will open.)
 +
::* Select '''App & browser control''' in the left-hand navigation pane.
 +
::* Select '''Exploit protection settings''' in the right-hand main window under "Exploit protection".  (The right-hand main window will change to show the list of "System settings".
 +
::* Select '''Program settings''' in the right-hand main window.
 +
::* Select the "'''+'''" icon to the left of '''Add program to customize''' in the right-hand main window.
 +
::* Select '''Choose exact file path''' from the "drop down list" that appears.
 +
::* Browse to and select '''FalloutNV.exe''' (or whichever executable is appropriate) as the file to Open(A list of the current "Program settings: FalloutNV.exe" will now appear.)
 +
::* Move your cursor into that list and a scroll bar will appear on the right edge of the window.  Scroll down to and select '''Force randomization for images (Mandatory ASLR)''' and make sure its set to '''Override system settings''' and '''Off'''.
 +
::: (See figure [[:File:WinExploitPreventionSetting.PNG|Exploit Prevention Setting]].  {{Thumbnail_enlargement_message}})
 +
::* Select '''Apply'''.  (The '''Program settings''' screen should be redisplayed.)
 +
::* Check that fully qualified path to the game executable is now listed with one more "system override" than previously indicated (e.g. "1 system override" for a newly added entry).
 +
:: Close the various windows.
  
* Cause-2: [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] "Data\nvse\plugins\NV_Stutter_Remover.ini" has "iFPSClamp" set to something other than 0.
+
:: This procedure will also work for '''Fallout 3'''; and may for other programs which seem to have a similar problem.
  
:* Solution-2: Edit the "NV_Stutter_Remover.ini" setting to "iFPSClamp=0".
+
<span id="Issue: GOG DRM-free, non-steam version of FNV compatibility"></span>
::: 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 - 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.
  
:* Solution-3: Review your mods and reduce the number that initialize only in that specific area.
+
Thanks to '''vulchor''' and '''pixelhate''' on the Nexus "New Vegas Technical Support" forum for quickly assisting with the following information:
  
* 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.
+
* 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-4: Reboot your computer.  This seems to restore things to normal frame rates, at least for a time.
+
* 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.
  
* Cause-5: You are running Windows 10Win10 is not the best platform for running older, 32-bit gamesIt flat out says it is incompatible with FO3 for instanceIt is easy to demonstrate that even in various "compatibility modes" it is not performing the same as under previous versionsOne 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.
+
* 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 requiredThey 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 presentThis feature may be required and tested for by some mods.)
  
:* Solution-5a: If possible, use a dedicated computer with an older OS such as Win7 for your 32-bit games.
+
* "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]].
  
:* 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.)
+
* "LOOT" v0.11.0 works without modification.
  
* Cause-6: Your hardware can't cope.
+
* "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.
  
:* 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):
+
* 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.
::* System RAM,
 
::* Video RAM,
 
::* 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),
 
::* Faster disk drive(This is the slowest solution; even an SSD, though that is the best choice for this option.)
 
  
=== Issue: What INI edits seem to be most beneficial to performance ===
+
* Trying to start a save after installing NVSE v5.0b3 will prompt "This save relies on content that is no longer present. Some object may no longer be available" even for the first save after the Doc Mitchell "chargen" sequence, with no mod installed at the timeThis warning can be ignored.
* 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: The information provided in the [https://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 tweaksThese setting seem to be equally helpful for both FNV and FO3 as well as TTW.
 
  
=== Issue: Lag or "micro stutters" even with "New Vegas Stutter Remover" installed ===
+
* The "G.E.C.K." is pre-installed, but has the original GECK.INI fileThis needs to be modified to enable loading multiple mastersSee [[#Issue: GeckCustom.INI file|Issue: GeckCustom.INI file]].
* Cause-1: Companions impose heavy script processing penaltiesMore than two companions, while possible, will definitely cause lag according to the game developersThe game is unable to tell if a vanilla companion is "actually with you" or merely "befriended" but sitting elsewhere (such as in the Lucky 38 suite).
 
  
:* Solution-1: Release ("part ways" from) unused companions to return to where they were recruitedIf you are not informed you have lost the Perk granted by that companion, you have not actually "released" themThere are "companion dismissal terminals" found in the game to help with this for companions, even those not currently with youOne 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.
+
* The "GOG Galaxy" support, however, requires Windows 7 so this has "broken" XP and Vista support by default.  A post on the GOG forum says their tech support responded:
 +
<div name="Simulated code box" class="boilerplate metadata" id="Warning Notice"
 +
style="margin:0px 10px 10px 20px; 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+ */
 +
">- We no longer perform compatibility tests for Windows XP and Vista, so I'm unable to guarantee that the game will work correctly on Windows XP as it was not tested.
 +
- The game can be installed and played on a computer without an Internet connection. Downloading the standalone installer and moving it manually to the offline computer will be required.</div>
 +
: There's a workaround for getting functional on systems older than Windows 7 that is reported to be effective involving taking a '''"steam_api.dll"''' from any Steam game, renaming it '''"GalaxyWrp.dll"''' and replacing the one in the GOG FNV folder with the renamed Steam fileOr you can simply delete (suggest rename by adding something to the extension) if you don't need the additional languages that file provides.  Doing this will break "GOG Galaxy" integration, but since Galaxy doesn't run on older Windows versions any longer anyway, supposedly that doesn't matter to you.  However, if you care about achievements, "local file verification", and cloud saving, those are "GOG Galaxy" only features as wellSuggest burning your downloaded files to a CD/DVD/Blu-ray in case you need to reinstall again and have a slow internet connection or are worried about losing access to the GOG servers.  Check the game release thread on the [https://www.gog.com/forum/fallout_series#1496664056 GOG forums] for more info.
 +
: The "workaround" has been confirmed to work on Windows XP.
  
* Cause-2: Use of NVSR setting "bHookLightCriticalSections=1".
+
<span id="Issue: GOG version won't start from FOMM"></span>
  
:* Solutions-2: Disable NVSR hooking Critical Sections ("bHookLightCriticalSections=0)" if you are experiencing heavy stutter.
+
=== Issue - GOG version will not start from FOMM ===
 +
You get the error message: "Unable to start steam automatically. Your game may not launch correctly."
 +
* Cause: Unknown.
 +
:* Solution: The very first time, use the "FalloutNVLauncher.exe" so it will setup your specific hardware settings.  The "load order" you established in FOMM will not change and NVSE should also work.  Thereafter you can simply use the NVSE launcher "nvse_loader.exe", which FOMM can be configured to launch.
 +
:: 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]].
  
* 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.
+
<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.
 +
* 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.
  
:* Solution-3: Disconnect the controller if you are not using it. Regardless, in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\Fallout_Prefs.INI" file look for "bGamePadRumble=" and ensure it is set to "0".
+
* Solution:  
 
+
** Open the Steam Client.
=== Issue: Ambient music skips/jitters/hiccups/pops/stutters ===
+
** Select "Steam | Settings" from the top menu bar. This will open a "Settings" window.
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).
+
*** Select the "In-Game" option.
 
+
*** Disable (uncheck) the "Enable the Steam Overlay while in-game" option.
* Cause: 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.
+
*** Click on the "OK" button to close the "Settings" window.
 +
** (Optionally) Select "Go off-line".  Without the Overlay, there is no real reason for the processing overhead of being "on-line" to the Steam Server. This will require restarting the Steam Client, but will thereafter remain in effect until you choose to change it again.
 +
** Minimize the Steam Client.  (Even in "off-line" mode, it is necessary to start the Steam Client for the DRM licensing engine to enable play.)
 +
** Launch your game from a shortcut on the desktop.
  
:* 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.)
+
<span id="Issue: Incomplete save game load"></span>
::*  Remove '''falloutnv.exe''' and '''falloutnv4gb.exe''' from the list of "ffdshow" exceptions.
+
=== 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.
  
:* Solution-2: De-fragment your disk drive and reduce background programs to the essential minimum.
+
* Cause: This seems to be related to the NVSR "post FCU" problem, even when using the '''redmaxblower''' configuration.  (See '[[#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)]]').
 +
:* Solution: User '''VariableEagle''' discovered that disabling three Win10 background "local services" seems to resolve this.  He happened to disable all three at the same time, and is not certain all three are required to resolve the problem.
 +
::* Logon using a local "Administrator" account.
 +
::* Open the Windows "Task Manager" (either by "< Right-click >" on the Taskbar and selecting it from the "context menu" that appears, or one of the other methods in the article [https://www.windowscentral.com/how-identify-and-terminate-high-resource-processes-using-task-manager-windows-10 How to use Windows 10 Task Manager to kill processes that drain resources]).
 +
::* Select "Services" tab and then "< Right-click >" on "Open Services".
 +
:::* Find the service: '''GraphicsPerfSvc''', "< Right-click >" on it and select "Stop".
 +
:::* Then go to the "Properties" of that service and change the "startup type" to "Disabled".
 +
:::: According to [http://servicedefaults.com/10/graphicsperfsvc/ GraphicsPerfSvc Service Defaults in Windows 10]: "GraphicsPerfSvc is a Win32 service. In Windows 10 it is starting only if the user, an application or another service starts it."  Apparently it was added in build 1709 ("FCU" aka "Redstone 3"), but existed as far back as [http://procpedia.com/file/10789/What-is-GraphicsPerfSvc-dll-and/ Win7].  There a number of reports in the past of this service consuming 100% of CPU resources continuously.  It is also a suspect in game stuttering problems (especially in "full screen" mode).  It's default "startup type" is supposed to be "manual".
 +
:::* Repeat the last two steps for the service: '''GameRecorderSVC'''.
 +
:::: This appears to be the service required by the "screen capture button" (at least on Lenova laptops; it is not listed on the site [http://servicedefaults.com/10/ ServiceDefaults] or other sites listing similar service defaults).
 +
::* Use the "registry editor" ''regedit'' to disable the '''Xbox Game Monitor''' service by going to '''HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\xbgm''' and change '''Start REG_DWORD''' from "3" to "4". Restart Windows after making those changes.
 +
::: 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].
  
== Solutions to "Crash To Desktop" (CTD) problems ==
+
<span id="Issue: LongLoads"></span>
 +
=== Issue - Long loading times ===
 +
Symptoms: Loading a "save game file" takes longer than it used to, by several (e.g. 5-10) minutes.  It does eventually complete loading, so this is not the "infinite roulette wheel" problem discussed in "Issue - Incomplete save game load".
  
=== Issue: CTD on interior/exterior/"fast travel" cell change ===
+
* Cause: Varies but is generally an indication the engine is processing more information in the save game file or having difficulty locating/reading the file.  This may be the result of "save game bloat".  The following are things to check first to determine the cause of the 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.
+
:* Diagnostic checklist.
 +
::# Have you tried "defragging" your disk drive?
 +
::# Have you checked the [https://www.nexusmods.com/newvegas/mods/53635 NVAC] and [https://www.nexusmods.com/newvegas/mods/67883 NVSE] logs for loading errors?
 +
::# Are you using the same "file slot" for your saves or "quick saves"?  (Not recommended.  There are mods which ensure a new file is created for each of those purposes, such as "[https://www.nexusmods.com/newvegas/mods/45652 CASM]" and "[https://www.nexusmods.com/newvegas/mods/57465 Clean Quick Saves]".)
 +
::# Have you tried loading the save game immediately after exiting to the desktop and re-launching instead of from the main menu, and if so does the time to load vary?  (This suggests the problem is with some plugin(s) that are loading when the game starts as opposed to something when the game is saved, or vice versa.)
 +
::# Does the game re-load fine upon the death of your character or using a quicksave file created in that game session?  (This suggests the problem is with some plugin(s) that are loading when the game starts as opposed to something when the game is saved.)
 +
::# Did you check that you are using exactly the same mod manager "profile" (i.e. current game configuration) with the exact same "load order" as previously?
 +
::# Have you "merged plugins" together into custom ESP files to reduce the number of used plugin slots, and then possibly added the same plugin to multiple merged plugins or even loaded that plugin again separately?  If the file names are NOT the same, the engine will load multiple copies of a plugin and uselessly add to it's processing load.
 +
::# Are you using a number of mods which spawn more "actors" (NPCs or Creatures) into the game?
 +
:::: When you first add mod plugins, they don't have the same impact as later on because they haven't spawned as many actors in the beginning as later.  The longer you play such a plugin, the more spawned actors the save game file has to keep track of (even when they are "dead", because each actor/corpse is also a "container").  At some point you cross the "tipping point" where you start to see the impact in terms of loading times.  This is unlikely to be early in the game, unless you have a number of mods which spawn in the same cells.  (The "Mojave Wasteland" exterior is primarily one large cell.)
 +
:::: The same applies to everything you move (e.g. a door is opened but not closed again, as well as "loot" you pickup).  If it is something unique to a mod (only that plugin has it defined), then the record for that item has to be found in that plugin, which is why you will corrupt your save game if you remove that plugin later on.  The record is no longer validIf you are a "hoarder" (like me) you have to be careful to sell off unique plugin items to keep the bloat down.  Selling items lets the game reset them back to their default location.
 +
:* Solution: If you determine the problem is "bloat", follow the "[[FNV_General_Mod_Use_Advice#Clean_Saves|Clean Saves]]" procedure after disposing of the items which create "bloat".  Then, if you still have issues, you can try the tool "[https://www.nexusmods.com/newvegas/mods/49396?tab=description New Vegas Save Cleaner]" after you have made backups of the save game files.  Please read the instructions in the downloaded package carefully.  If you don't understand what it is doing, then read the comments page or ask in the [https://forums.nexusmods.com/index.php?/forum/354-new-vegas-mod-talk/ forum].
  
:* 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.
+
<span id="Issue: MissingVCRuntime"></span>
  
* Cause-2: Crashes on cell transition will happen more often the more mods you have that affect NPC's & levelled lists.
+
=== 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).
  
:* 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.
+
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>
  
* Cause-3: The default game "heap size" is too small for some modded games.
+
<span id="Issue: Modded game CTDs on startup"></span>
  
:* 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.
+
=== 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.
 +
:* 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.
  
=== Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu ===
+
* Cause-2: If the CTD occurs during an initial loading screen '''after''' you get past the Main/Pause Menu, likely it is a plugin that is sorted in the wrong order.
Happens without error messages, as if the game runs out of memory, or the OoM error message.
+
:* Solution-2:
 +
::* Re-check the mod download page for any required files you may have missed or removed.
 +
::* Try sorting your "load order" with [https://loot.github.io/ LOOT].  You may need to make some manual adjustments to meet mod requirements to the "load order".
 +
::* 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.
  
*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).
+
<span id="Issue: NVSE - fails to load after update KB4058043 to Win10 FCU (v1709)"></span>
:* 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 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 aroundBoth types are commonly used.
+
=== 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.
 +
: Once it has been installed previously functioning NVSE logs report the following when the game is launched:
 +
<pre>
 +
old winmain = 01E1F720
 +
couldn't write memory (update winmain)
 +
couldn't init hook
 +
Couldn't inject DLL.
 +
terminating process</pre>
 +
: Many thanks to '''Derialund''' of the "Fallout New Vegas Technical Support" forum for initial reporting and investigation of mitigation regarding this issue.
 +
* Cause: Windows Update [http://support.microsoft.com/en-us/help/4058043/microsoft-store-reliability-improvements-for-windows-10-version-1709-d KB4058043, December 15, 2017] to Win10 FCU (v1709), also known as the "Meltdown and Spectre Vulnerability" patch.  There are other KB numbers for the same patch applied to various build numbers.  See the articles referenced below.
 +
: According to Microsoft Support:
 +
:<span style="margin:0px 10px 10px 0px;border:1px solid #DAA520;color: lightgray; background-color:#424242;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">''This update makes reliability improvements to Microsoft Store and fixes an issue that could cause app update failures and cause Microsoft Store to generate unnecessary network requests.''</span>  (Presumably (based upon timing and effect) this is part of the mitigation effort against the '''Meltdown''' and '''Spectre'''  vulnerabilities in processors' “speculative execution” architecture existing since 1995.  For a "layman's explanation" of this vulnerability. please see the [http://www.redhat.com/en/blog/what-are-meltdown-and-spectre-here%E2%80%99s-what-you-need-know What are Meltdown and Spectre] article.)
 +
: Microsoft is continuing to roll out a series of patches to fix this vulnerability.  This article on [http://www.techarp.com/guides/microsoft-spectre-meltdown-patch/ Techarp] dated 23 Feb 2018 has the rollout schedule and Knowledge Base article numbers for various builds.  The official Microsoft word on this vulnerability is [http://support.microsoft.com/en-us/help/4073757/protect-your-windows-devices-against-spectre-meltdown here].
 +
: The problem occurs with FNV even when it is installed on a different drive from the default install location (i.e. NOT "C:\Program Files(x86)") and the executables have been added to the "Data Execution Prevention" ('''DEP''') exception list.
 +
: FCU now includes [http://blogs.technet.microsoft.com/srd/2017/08/09/moving-beyond-emet-ii-windows-defender-exploit-guard/ Windows Defender Exploit Guard (WDEG)]This is the successor to "Enhanced Mitigation Experience Toolkit" ('''EMET'''), and "to prevent possible compatibility, performance, and stability issues, Windows will automatically block or remove EMET on Windows 10 systems starting with the Windows 10 Fall Creators Update."  (Details in the linked article.)  A 1:04:51 minute [http://www.youtube.com/watch?v=ABuFjGBbyWA video] focused on '''WDEG''' and how it fits into Microsoft's "End to End Protection" strategy is available as well.  Configuration instructions are found in [http://www.ghacks.net/2017/10/25/configure-windows-defender-exploit-guard-in-windows-10/ Configure Windows Defender Exploit Guard (WDEG) in Windows 10].  '''WDEG''' works with '''DEP''' but apparently it's settings override those set in '''DEP'''.
 +
:* Solution: Unknown.  The problem has been reported to the '''NVSE''' team.
 +
:* Mitigation (For Windows 10): As for the '''FNV''' and '''NVSE''' problem in particular, inside '''WDEG''', there are two main configuration ''profiles'': "System settings" and "Program/Application settings". To solve this problem it is necessary to add an entry for both '''FalloutNV.exe''' and '''NVSE_loader.exe''' to '''WDEG''' under "Program/Application settings"There, every security option must be ''override'' and/or ''superimposed on deactivate''.
 +
:: Practically, you have to:
 +
::# Open the '''Windows Defender Security Center'''.
 +
::# Go to "App & Browser control".
 +
::# Scroll down the page and go to "Exploit Protection" section. Then click on "Exploit Protection Settings".
 +
::# Inside the result page, click on "Program Settings" tab.
 +
::# Click on "Add program to customize".
 +
::# Click on "Choose exact file path" and search for the game root folder (with the main game executables, where '''FalloutNV.exe''' and '''NVSE_loader.exe''' should be).
 +
::# In the "Program Settings" page should appear the entry with the full path (e.g. "D:\Fallout\FalloutNV.exe").
 +
::# Mouse over such an entry and click on it, and then on the button "Edit".
 +
::# Inside the resulting settings page, there are various entries like:
 +
::#* Arbitrary Code Guard (ACG)
 +
::#* Block low-integrity images
 +
::#* etc.
 +
::#: Then under each entry there's a check box with the description: "Override system settings". Under it there's an '''On/Off''' "switch" or "slide-box".
 +
::#:: That checkbox must be checked for every entry; and then every "slide-box" must be turned to OFF.
 +
::: Overall, 21 System overrides should be indicated under the "Fallout Executable" entry list, indicating that everything is turned "off".
 +
:* 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.
  
:* 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 situationsIt's effectiveness varies among users and systemsBoth can work together, but even if they are not attempting to change the same heap allocation (unknown), their combined effect with the suggested sizes is to use up almost 1GB of game memory (out of 2-3.8GB) for this purpose.
+
<span id="Issue: Problems point to Steam as the source"></span>
::* Solution-2a: Activate the "Sheson memory patch" (unknown type of heap) in NVSE.{{NVSE Configuration}}
+
=== Issue - Problems point to Steam as the source ===
::* Add the following before the "[Logging]" section of the "nvse_config.ini" file:
+
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.
:::<pre>
+
* Cause: A corrupted "ClientRegistry.blob" file.
:::: [Memory]
+
 
:::: DefaultHeapInitialAllocMB=448
+
* Diagnostic: First, confirm this is a Steam problem with the following steps.
:::</pre>
+
** Use the "verify local files" option in the Steam Library.
::: Using a size of "240" or "256" is suggested if you are not using FNV4GB or some other means to utilize the maximum ~4GB of game memory.
+
** Ensure the launchers (FalloutNV.exe, FNV4GB.exe, nvse_loader.exe, nvse_steam_loader.dll, etc. as appropriate) are up to date.
 +
** If you have the game installed in the default Steam location (under "C:\Program Files"), ensure the initial launcher or the shortcut used is set to "run as administrator".  (All other files will be launched using this launcher's environment and credentials.) If you are having problems with the game installed elsewhere, try setting the launcher to "run as administrator" as a test.
 +
** If all this fails, and if this problem is happening with all of your Steam games, then you have a "Steam Issue".  The fix is simple.
  
::* 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.
+
* Solution:
:::* 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 512.
+
** Ensure you have completely closed down (as in "log out" and wait for it to close) the Steam Client.
:::* There are several "heap algorithms" and only some experimentation on your part will tell you which works best for your system.  This is documented in the INI file as well as the download page.
+
** Locate your "Steam" (not the game) folder (i.e. "C:\Program Files\Steam") and delete the "ClientRegistry.blob" file.  (Though you could try just renaming it.) This [https://youtu.be/pabbSXENSlI How to FIX Steam Preparing to Launch Loop other Steam Problems] 3.5 minute video shows you how to do exactly that if you are better with visual explanations.
:::* 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.
+
** Now when you try launching your game the issue should be solved (or at least you should get a different error).
:::* 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.
 
  
:* Solution-3: Enable two "purge cells" options in the three "INI" files:
+
<span id="Issue: Regional Non-English language version of the game displaying English dialogue"></span>
::<pre>
+
=== Issue - Regional Non-English language version of the game displaying English dialogue ===
::: [General]
+
Why are my DLCs in English instead of my Regional language?
::: bPreemptivelyUnloadCells=1
 
::</pre>
 
:: and
 
  
::<pre>
+
* Cause: The menu and interface (text) files language is determined by the language you select when download/updating the game through Steam/GOG.  You should have "<DLC>_lang.esp" files for your Regional language installed, but they are not "active".  There should be corresponding "<DLC>_lang.nam" files, but aren't.  Even when present the "*_lang.esp" files cannot normally be "made active", as the default "*.nam" files force the game to load the "INT (English)" versions of the DLCs instead.
::: [BackgroundLoad]
+
:* Solution-1a: Remove the incorrect language code "*.nam" files.
::: bSelectivePurgeUnusedOnFastTravel=1
+
::* If these "*.nam" files are not present, try to "activate" the "*_lang.esp" files.  Then engage in conversation with a DLC NPC to verify you are now getting the dialogue in your Regional language.
::</pre>
+
 
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
+
:* Solution-1b: The mod [http://www.nexusmods.com/newvegas/mods/65508 Voice Actor BSA files] lets you swap the language Voice Actor BSA file (Fallout - Voices1.bsa) to a different one of your choiceThis enables you to have the text in one language and the voices in another.
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 problemsOverly 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-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-1c: See also [[#Issue: Regional Non-English language version of the game with different language audio?|Issue: Regional Non-English language version of the game with different language audio?]] solution as that is a similar (though reversed) situation.
  
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.
+
:* Otherwise, contact your Regional Steam provider about the problem.
  
=== Issue: CTD upon quitting a modded game ===
+
<span id="Issue: Regional Non-English language version of the game with different language audio?"></span>
* Cause: This is a common problem with the game engine when enough mods have been added to the game.
+
=== 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>
 +
(With thanks to '''PipBoyUser''' of the Nexus Fallout "New Vegas Discussion" forum for investigating and reporting the following.)
  
:* Solution: [http://www.nexusmods.com/newvegas/mods/34832/? New Vegas Stutter Remover (NVSR)] has a "fast exit" option that fixes this problem.  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".
+
* Cause: The language used for the Audio (voices) and subtitles installed for the game depend upon which Regional language version of the game you install.  (The general process of making a game compatible with different Regional languages is described for Steam developers in this [http://partner.steamgames.com/doc/store/localization localization] article.)
  
=== Issue: Removing a Project Nevada Implant freezes the game or CTDs ===
+
:* Solution-1:  In order to "mix" different voice and subtitle languages, you need to install both language versions (in the correct order) and copy files from one install into the other language version.  You want to install the game for the language you want the Audio to be voiced in (to preserve the Audio filenames and paths used), and then replace the "*.ESM" and "*.NAM" files with those from the Regional language version.  (Examination has shown the "*.ESM" files contain at least some "in-game" text in the Regional language.  The "*.NAM" files tell the game engine to load certain "master" (i.e. the DLC ESM) files automatically even if they are not selected as part of the "load order", and come in language specific versions.)
This is particularly evident when removing a "skill-based" one (i.e. raises the Sneak skill).
+
:: This is a multi-step process, taken in the following order:
* 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 implantMore investigation is needed into the untrapped error that is causing the freeze or CTD itself.
+
::# Install the game in your Regional language version (the one you want the subtitles to be using).
 +
::# Open the "Fallout_default.INI" file: "[General]" section, "sLanguage=" entry, and note for later use the exact language name used (e.g. "ITALIAN").
 +
::# Copy all the vanilla and DLC game "*.ESM" and "*.NAM" files somewhere else safe for later use.
 +
::# Now re-install the game, this time choosing the language version which you wish to hear spoken (e.g. "ENGLISH").
 +
::# Replace the the current install's  "*.ESM" and "*.NAM" files with those you backed up from the Regional language version earlier.
 +
::# Edit the three INI files (see the [http://wiki.nexusmods.com/index.php/FNV_General_Mod_Use_Advice#Game_INI_files Game INI files] section of the wiki "FNV General Mod Use Advice" article), find the "[General]" section entry "sLanguage=" and change the value of that (e.g. "ENGLISH") to that of your desired subtitle language noted earlier.  (Case and spelling are significant.)
 +
:: You should now hear the voices in the installed language and see the subtitles in your designated regional language<span style="color: green;background-color:#fff5f5;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Remember that if you "verify local files", the "*.ESM" and "*.NAM" files will probably get restored to those of the Audio language, so you will probably have to replace them with your copies from the Regional language backup.</span>
  
:* 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.
+
<span id="Issue: NVSE - Regional Non-English language version of the game won't load NVSE"></span>
  
== Solutions to Control problems ==
+
:* 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: Can't open the game console under Windows 10 ===
+
<span id="Issue: Regional Non-English language version of the game won't load NVSE"></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.
+
=== 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.
  
:* Solution: A mod [http://www.nexusmods.com/newvegas/mods/61365/? Console Rebind] uses NVSE as a workaround that may help in this situation.
+
* Cause: NVSE does not accept "language" parameters on the command line.
 +
:* Solution-1: NVSE should be launched indirectly from [http://www.nexusmods.com/newvegas/mods/55061/? 4GB Fallout New Vegas Updated] or [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher] modified game executables, which will accept a language (i.e. "SteamAppID") parameter, and then launch NVSE.  Each regional version of the game has a unique SteamAppID.  Here is how to identify what this AppID is and apply it:
 +
:# Right click your '''FalloutNV.exe''' file in the Steam game folder, and create a shortcut to the desktop.
 +
:# Right click the newly created desktop shortcut and open "properties".
 +
:# It should say something like "steam://rungameid/22490".  Copy that last number (the game's SteamAppID).
 +
:# Right click the 4GB launcher shortcut, and open "properties".
 +
:# In the "Target" text box, change the number in the " -SteamAppId 22380" parameter to your actual SteamAppID number (i.e. "22490").
 +
: Note that because the path to the game contains embedded spaces, the entire path needs to be placed within quotation marks (i.e. "<path>") everywhere it is used in the shortcut.  The AppID parameter goes outside of the quotes, on the "target" property line ... as in ("E:\Games\SteamLibrary\steamapps\common\Fallout New Vegas enplczru\fnv4gb.exe" -SteamAppID 22490) without the "(parentheses)".
  
=== Issue: Unable to draw weapons, fire, or crouch ===
+
:* 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.
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 gameThe first "tumbleweed" seen upon exiting Doc Mitchell's house after creating a character is scripted.  It's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
 
  
* Solution:
+
:* 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.
** 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>.
+
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
** Permanent: Uninstall any mods that remove all tumbleweeds before creating a new character.  Often 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.
+
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.
  
=== Issue: HUD-UI-Menu messed up, unreadable, or missing ===
+
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:
* 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:
+
* 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.]
::* [http://www.nexusmods.com/newvegas/mods/40471/? Alternative fonts for DarNified UI]
 
::* [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 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.
+
* 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-2: It can get complicated. Read this [http://wiki.nexusmods.com/index.php/HUD-UI-Menu_issues HUD-UI-Menu issues] wiki article.
+
:* 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:
 +
:: <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+ */
 +
">C:\Program Files (x86)\Steam\SteamApps\common</span>
  
=== Issue: Unable to add either of two "weapon mods" to a weapon ===
+
:* I opened Command Prompt and wrote this:
* 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.
+
:: <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.
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"  
+
:* Then I typed in the following:
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: green;
+
:: <span style="margin:0px 10px 10px 10px; border:1px dashed #DAA520; color: lightgray; background-color:#424242; padding:3px;
background-color:#fff5f5;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+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">
+
">mklink /d "Fallout New Vegas" "D:\Games\Steam\SteamApps\common\Fallout New Vegas enplczru"</span>
: 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.
+
:* 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.
</div>
 
  
:* Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not emptyTypically this will mean moving the second and third slot entries up by one. Be sure to make the plugin containing the Weapon in question the "active" one, as that is the plugin that will get saved. Note this edit will only work if there are already weapon mods available for that weapon.  Adding weapon mods that do not already exist is a more involved "customization" process.
+
* 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.
  
=== Issue: WMX loses my existing weapon mods to the 'Weathered 10mm pistol' ===
+
:* So [download the 4GB mod].
* 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.
+
:* 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>.
  
:* 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).
+
You are done!
  
=== Issue: "The Weapon Mod Menu" (WMM) won't let me add a weapon mod in game ===
+
Now if you want to run the game:
* 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.
+
* 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!
  
:* Solution-1: You are trying to "modify" the ''currently equipped weapon'' when you hit the "x" key.
+
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>
  
:* 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.
+
<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.
  
:: (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.)
+
: Thanks to '''Purr4me''' (Kitty Black) for the basis of following:
  
:* 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]].)
+
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.)
  
:* Solution-4: You do NOT have a game controller attachedIf you do, see the [[#Solutions to Control Problems|Solutions to Control Problems]] section.
+
# 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.
  
:* 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]].)
+
<span id="Issue: Vanilla game bugs"></span>
  
=== Issue: Keyboard and/or mouse don't work with a game controller installed ===
+
=== Issue - Vanilla game bugs ===
* 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.
+
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-1: Third-party controller adapter softwareThere are others, but the most commonly referenced is:
+
* Solution: Community "game fixer" modsThe following are specifically recommended, though their effectiveness varies by system.  Install and test individually in the following order:
::* [http://www.xpadder.com/?lang=english Xpadder] ($9.99) - maps keyboard keys and mouse button actions to your game controller buttons.
+
:* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas AntiCrash (NVAC)] (Essential: solves most common CTDs).
::: Xpadder also allows you to map the mouse pointer to your game controller sticks.
+
:* [http://www.nexusmods.com/newvegas/mods/66537 New Vegas Tick Fix (NVTF)] (Win7-10 alternative to NVSR, with fewer features.)
::: Xpadder can also handle combinations, sequences, toggles, triggers, shift sets, multiple controllers and more.
+
:* [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.)
::* [http://www.majorgeeks.com/files/details/xpadder_%28last_freeware_version%29.html Xpadder v5.3] (last freeware version: 13 Apr 2008)
+
::* 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.)
:: Note that you will lose rumble/vibration on your controller since you will have to choose the "keyboard" input device in the game options menuXpadder essentially treats the controller like a secondary mouse & keyboard.
+
::* 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.
 +
::: (The only differences for 4.1.36 should be removing the overrides for previous versions as they aren't needed.)
 +
::: These INI edits are advised as performance settings suitable for FO3, FNV, and TTW.
 +
:* [http://nvse.silverlock.org/ New Vegas Script Extender] "Sheson memory patch". (Increases "heap size".  Use either the "heap replacement" feature of NVSR or this.  Both together do not conflict (different "heaps"), but seem to be "overkill" at the cost of almost 1GB of game memory.)  See the [[#Issue: CTD without warning, "out of memory error", or stops responding|Issue: CTD without warning, "out of memory error", or stops responding]] sub-topic for simple but detailed instructions for enabling this feature.
 +
:* [http://www.nexusmods.com/newvegas/mods/51664/? Yukichigai Unofficial Patch (YUP)] (and the various optional patches for it and other mods.  Highly recommended.  There are other YUP patch files than on that page you may have to search out for other mods).
 +
:* [http://www.nexusmods.com/newvegas/mods/45104/? Mission Mojave Ultimate Edition - FNV Community Patch (MMUE)] (and it's various optional mod compatibility patches).  <span style="margin:0px 10px 10px 0px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">Use either YUP or MMUE, but not both as they overlap considerably and cause unresolved conflicts.  YUP is more actively updated.</span>
 +
:* [http://www.nexusmods.com/newvegas/mods/44204/? New Vegas Enhanced Content (NVEC)] (optional: Notice it has separate "bugfix" modules if you don't want the "complete version" with enhancement mod inclusions).
 +
:* [http://www.nexusmods.com/newvegas/mods/51871/? Better Game Performance] (optional: some reports of minor slowdownsIt removes "unessential" things that some mods or quests might rely upon).
  
:* Solution-2: The [http://www.nexusmods.com/newvegas/mods/55399/? 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: Vanilla game CTDs on startup"></span>
  
:* 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.
+
=== Issue - Vanilla game CTDs 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.
 +
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 +
style="margin:0px 10px 10px 50px;border:1px solid #00C600;color: green;
 +
background-color:#fff5f5;padding:3px;
 +
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 +
">
 +
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 "\Steam\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>". These files need to be changed as well.</div>
  
:* Solution-4: Disconnect your controller and use only the keyboard.
+
:* Solution-1a: Try renaming the "Users" folder INI files first. Recall that the "Prefs" INI file gets created only when you run the original "FalloutNVLauncher.exe" and identify your hardware under "Options" on the first menu. Subsequently if that fails move the "saves" elsewhere, delete that "Users" FalloutNV folder's content, and re-install again.  If you have to re-install again anyway, be sure to install to a folder that is not under the default "C:\Program Files" folder treeSee [http://wiki.nexusmods.com/index.php/Installing_Games_on_Windows_Vista%2B Installing Games on Windows Vista+] for the rationale and guidance.
::* 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.)
 
  
=== Issue: How to remove a game controller's default button bindings ===
+
:* Solution-1b: Consider if the problem happens with other Steam games.  If so, check out the [[#Issue: Problems point to Steam as the source|Issue: Problems point to Steam as the source]] entry.
* Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
 
  
:* Solution-1: If you are using [http://www.nexusmods.com/newvegas/mods/55399/ 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].
+
* Cause-2: A third-party program running in the background is interfering with the game.
 +
:* Solution-2: 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.
  
:* Solution-2: Edit the "FalloutPrefs.ini" file in your "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder as follows.
+
* Cause-3: In mid 2016, nVidia and AMD driver updates and some Windows 10 WDDM updates started to cause CTDs upon startup to previously trouble-free games. This was determined to be caused by changes to the "Windows Device Driver Kit" (WDDK) at that time.
::* Find the [Controls] section
+
:* Solution-3a: Win10 November 2016 updates have fixed these issues. Make sure you have applied your system updates.
::* 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.
 
  
=== Issue: Logitech Mouse doesn't highlight or select menu choices ===
+
:* Solution-3b: The "[http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti-Crash]" (NVAC) mod as of v7.5.0.0 (released 25 Oct 2016) has been reported to fix the conflict with the broken video drivers from nVidia and AMD.
This issue occurs with the vanilla game and no mods installed. It 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-3c: Rolling back to nVidia drivers 368.81 or 368.69; or AMD driver 16.8.3 have been reported to successfully resolve the problem with Win10.  In general, avoid upgrading your video card drivers unless the latest fixes a particular problem you are encountering.  (Support and testing for older games can get dropped in newer versions.)  To prevent Win10 automatically doing such upgrades to any drivers in future updates, see this article on [http://www.makeuseof.com/tag/take-back-control-driver-updates-windows-10/ Taking back control of Windows 10 driver updates].
  
:* 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-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 futureHowever, 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.
 +
 
 +
<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.
  
=== Issue: Mouse sensitivity is off, weapon aiming is off, etc. ===
+
* Cause-1: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found.
Monitor is set to a higher than 1920x1080 resolution.
+
: While Win10 comes with DirectX12 installed and is backwards compatible with older DX versions, older games do not know that and are looking for specific versions of DX library files (i.e. d3d9'''''_32'''''.dll) and not finding them.  So you need to install the appropriate "DirectX End-User Runtimes" as well: ones which are compatible with Win 8.1+.<span 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+ */
 +
">Note that you need the 32-bit version for 32-bit games.</span>  (I make it a practice to always download both the 32-bit and the 64-bit versions of any libraries I manually install, so I am covered either way.  There is a reason they published a version for both 32-bit and 64-bit.  They are not "interchangeable", and are separate installs going into different locations.)
 +
: (Games that used DX7 and 8 are murky territory. Many will run on OS's newer than XP, but may require fixes/tweaks.  Always use the latest available "runtime" versions of those DX libraries.)
 +
: Some games try to install an older DX version they come bundled with.  Those versions may not be compatible with the later versions of Windows, which is why you should manually install the version you know is compatible.  Then those games will see that DX version is already installed and not try to install their bundled version causing incompatibility problems.
  
* 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 gamingNewer monitors may have a higher default resolution.
+
:* Solution-1: For DX9, manually install the [https://www.microsoft.com/en-us/download/details.aspx?id=8109 DirectX End-User Runtimes (June 2010)] which is Win 8.1+ compatibleDownload the full runtime package.  DO NOT use the "Web Installer" version.
 +
::* When the DX installer asks where to install the files to, you choose any folder you like, but generally have it unpack the files to a folder on the desktop or one dedicated to that purpose anywhere, because this folder can be deleted or emptied after the final install is done.  (DirectX does not actually get installed at this point. The files are only 'unpacked' from an archive)
 +
::* Once the files are unpacked to this folder you open the folder and locate DXSETUP.exe (the actual installer).
 +
::* Run this installer (as an Administrator) to finalize the DirectX re-installation.
 +
::* When the installer is finished delete this folder.
 +
:: Each game uses a specific DX file, or files, (e.g. d3dx9_32).
 +
:: A newer game may use two DX files (e.g. d3dx9_42 and d3dx10_42).
 +
:: See the MS article [https://answers.microsoft.com/en-us/windows/forum/games_windows_10/how-to-make-win10-run-directx-90/c7b61bc6-0b5e-4233-aefe-cfbe3c49d930 How to make Win10 run DirectX 9.0] for more details.
  
:* 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-2: The game is not finding all the asset and resource files it requiresEspecially under Windows 10, some files upon installation can get "black listed", which means they get deleted immediately without the installer realizing it.
  
== Solutions to Graphics problems ==
+
:* Solution-2a: If you haven't already, move the game out of the default "C:\Program Files" folder.  See the wiki article [http://wiki.tesnexus.com/index.php/Installing_Games_on_Windows_Vista%2B Installing games on Windows Vista+] for instructions.
  
===Issue: Character is suddenly invisible in both 1st and 3rd person views===
+
:* Solution-2b: If your graphics card is an "Intel" brand or on-board graphics chip, you need to install the mod [http://www.nexusmods.com/fallout3/mods/17209/? Intel HD graphics Bypass package] (from the FO3 section of the Nexus mod site but it works for FNV as well)This "by-passes" an issue with those chips by placing an expected DLL file in the game root folder.
Upon opening a save, the player character is suddenly invisible except for their shadow. NPCs act like the character is presentLoading an earlier save doesn't have the problem.
 
  
* Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
+
:* 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:  In the game console (default toggle key "~") enter the following commands (where "14" is the [http://fallout.wikia.com/wiki/Fallout:_New_Vegas_characters RefID of the player]):
+
:* 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.
<pre>
+
 
  prid 14
+
:* 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.
enable
+
 
</pre>
+
:* 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.
:: and close the console.
+
::* 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.
 +
::* Otherwise, make note of which are missing and seek assistance on the [https://forums.nexusmods.com/index.php?/forum/350-new-vegas-technical-support/ New Vegas Technical Support] forum.  Be sure to include your version of Windows, hardware specs, where you have the game installed, and what steps you have already taken.
  
===Issue: Disable Map Markers?===
+
== Solutions to Performance problems ==
Desire to remove visible map markers in a mod that appear before the site has actually been visited.
 
* Cause: The map marker in GECK (an "M" in a box with a large circle around an area in the Render window) has been flagged as "visible".
 
:* Solution-1: This is much easier with FNVEdit if you apply a filter to only show map markers.
 
::* Start FNVEdit and load your current load order (selected by default).
 
::* When it's done loading, right-click somewhere in the left panel and select "Apply Filter".
 
::* In the "Filter" dialog, check the option titled "Base Record EditorID contains" and in the field below it type "MapMarker".
 
::* Confirm by pressing "Filter" and wait for a minute or two while the program is working.
 
::* Find the map marker you want to disable.
 
::* Find the "Record Flags" sub-record (in the right panel, almost at the top). Right-click the sub-record and select "Edit".
 
::* At this point you may be introduced to a warning. Accept it.
 
::* When the "Edit Value" dialog pops up, check the "Initially disabled" option and press "OK".
 
::: The sub-record is now shown with a bold font, indicating that it has been modified.
 
:: If the map marker is in "FalloutNV.esm" or one of the official DLC, you need to save your change as an "override" in a '''new plugin'''. It may also be prudent to avoid modifying mod plugin files directly unless you fully grasp the consequences of the changes you're making. Saving your change to a '''new plugin''' makes it easy to revert.
 
::* Right-click the record and select "Copy as override into...".
 
::* In the dialog that opens, select "<new file>" and enter a name for your new plugin.
 
::: Selecting the record will now also list the override from your new plugin in the right panel.
 
::* Proceed from step 6 (Find the "Record Flags" sub-record ...) in the previous set of instructions, but apply them to the record in your new plugin.
 
::* When you're all done, close the FNVEdit program. You will see a list of all the plugins that has been modified in your current session. If a plugin is listed that you did not intentionally modify, deselect it. Press OK to save your changes and close FNVEdit.
 
  
:* Solution-2: Click on the marker in GECK to bring up it's "reference" interface window (see [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] page), and then check it as "initially disabled" so the marker will only appear when you actually discover the location.  Then click the "OK" button, and save the file.
+
<span id="Guide: Performance Tutorial Videos"></span>
 +
=== Guide - Performance Tutorial Videos ===
  
:* Solution-3: If you wish to unset the "visible" flag (in the "Marker Data" section of the [http://geck.bethsoft.com/index.php?title=Reference GECK: Reference] window) instead of disabling the marker, that can be done in "FNAM - Flags" (near where the name and location type is also defined.)  If the visible flag is set, it'll be listed below and you can right-click the entry and select "remove" to unset it.
+
As many people prefer to view a video over reading instructions, the following "performance setup" tutorials are recommended:
  
=== Issue: Distant terrain/LOD flickers rapidly ===
+
*[http://www.youtube.com/watch?v=sJOrDhghr60 Fallout New Vegas | FPS & Stability (definitive guide)] 12:11 minutes, 2018 video by '''GamerPoets'''.  
This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.
+
::See also [[#Issue: TTW Performance Guide abstract|Issue: TTW Performance Guide abstract]].
* Cause: Known as "Z-fighting" or "stitching", this is a complex problem in 3D rendering where two or more "primatives" such as "layers" have similar or identical values in the "z-buffer", so they essentially occupy the same space. The result is the pixels from each layer "fight" to be the one displayed on screen, especially when the point of view changes.  This causes a flickering, noisy display of first one then another color pixel.  See the "[https://en.wikipedia.org/wiki/Z-fighting Z-fighting]" article from Wikipedia for the full technical description.
+
*[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'''.  
  
* Solution: There is no single solution that applies to every system, and some of these effects cannot be resolved by the player.  See the S.T.E.P. Project Guide [http://wiki.step-project.com/Guide:Z-Fighting Z-Fighting] for examples of the issue and some INI tweaks that may help.  An FNV user tried some similar suggested in [https://www.youtube.com/watch?v=XjHt-4Z6PwI Gopher's "Mountain Flicker and Z-Fighting" video] and had the most success with adjusting the "fNearDistance=" value under [Display] in the "FalloutPrefs.INI" file.  He reports that anything above "10" results in clipping with arms and weapons in first person mode, but a balance can be reached with some testing.
+
:
: Tweaks to create "Fog" in the distance to mask Z-Fighting: The following are derived from the [http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout].  Page numbers refer to that document.
+
::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.  
:* [GRAPHICS] (Page 9)
 
::* "BlockLoadDistanceLow=" (default: 50000; corresponds to [Distant LOD] "Object LOD Fade" in INI /In-Game settings (page 7), but more extreme.)
 
::* "fTreeLoadDistance=" (default: 40000; corresponds to [Distant LOD] "Tree LOD Fade" in INI /In-Game settings (page 7), but more extreme.)
 
::* See also "fSplitDistanceMult=" in this section, though this is less likely to be effective if you are trying to increase the "fog" effect.
 
  
=== Issue: First person camera is off center ===
+
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.
* Cause: Your problem might be a result of changing the "Field of View" (FOV).
 
<blockquote>
 
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.
 
  
:   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: FPS drops over time"></span>
</blockquote>
+
=== Issue - FPS drops over time ===
  
* Solution: Other than adjusting the various FOV settings, try tweaking the following default values (which set the camera position relative to the head node in 1st person view) in the INIs [General] section:
+
*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.  
*: Make backups of the INIs before changing them.
 
<blockquote>
 
:  fCameraPosX=0.0
 
:  fCameraPosY=9.5
 
:  fCameraPosZ=6.0
 
:  bUseThirdPersonArms=1
 
:  bTPArmsEnableIronSights=1
 
</blockquote>
 
  
===Issue: Floating objects===
+
:
Some objects in a cell "float" above ground level.
+
:*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: More than one plugin is changing the same thing, causing a record level conflict.
 
* Solution-1: Use a "compatibility patch" file to resolve the record conflict.  See the [http://tesalliance.org/forums/index.php?/tutorials/article/28-oblivion-creating-compatibility-patches/ Oblivion: Creating Compatibility Patches - Worldbuilding - TES Alliance] article for basic guidance on creating one.
 
* Solution-2: Edit each floating object in the "console window" (typically toggled with the "~" key), and then save the game.  The result would persist from that save game point onwards.  However it will re-appear if an earlier save were loaded, or a new game started, or a new mod added which also conflicts: so it is only a temporary solution to that specific conflict.  The edit would consist of:
 
:* Click on the floating object.
 
::* Use the "getpos [x|y|z]" commands, where "x"= is the '''horizontal''', "y" is the '''vertical''', and "z" is 'the '''height''' above the water table (AKA "ground level")' axis location in the cell. Each axis must be retrieved individually, i.e. "getpos x", "getpos y", and "getpos z".  Record each result.
 
::* Use the "getangle [x|y|z]" commands in the same manner.  Record each result.
 
::* Use the "setpos z 0.00" command to reset the height of the object to "ground level". Note the floating decimal number value.
 
:: The record of "getpos" and "getangle" entries will enable you to restore things with the appropriate "setpos" or "setangle" commands if anything goes wrong.
 
:* Repeat the above steps for each floating object as needed.
 
:* Make a "full save" to a new "save game" slot.
 
  
=== Issue: Full-Auto Iron Sights animation jump ===
+
*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.
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.
+
 
* Cause: When you fire it starts the full-auto attack loop and screws up aiming through the scope or iron sights.
+
:
 +
:*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.  
 +
 
 +
<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: 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: Mod [http://www.nexusmods.com/newvegas/mods/48509/? "Improved Automatic Ironsight animations"]
+
:
 +
:*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: Mod makes the Sun too bright off surfaces ===
+
<span id="Issue: Game in slow motion"></span>
Note this is not "sun glare", which is when you look directly at the sun in game.
+
=== Issue - Game in slow motion ===
Be aware that there is a "light dome effect" around the New Vegas strip which is quite visible from a distance at night.  Daylight surfaces within this dome area are blindingly bright from some angles on default settings.  This appears to be by design.
 
  
* Cause-1: Lighting mods make adjustments to various lighting values, resulting in uncomfortably bright reflections off some surfaces. Sometime these are by way of tweaks to the INI file, and sometimes controlled "in-game".
+
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-1a: Only use one lighting mod for exteriors, and one for interiors. Read their documentation carefully for recommendations on where to position them in your load order.
+
*[http://www.nexusmods.com/newvegas/mods/53635/? New Vegas Anti-Crash (NVAC)]
:: Some mods intend you to use hats and sunglasses to mitigate the effect. Changing the facing direction may also have an effect.
+
*[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)]].
:: INI tweaks depend upon which surfaces and where they are located. See the [http://www.tweakguides.com/Fallout3_1.html Tweakguide's General Fallout game guide] (specifically for FO3 and FNV) for the effects of particular settings.
+
*[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.]
  
:* Solution-1b: The mod [http://www.nexusmods.com/newvegas/mods/51577/? Dynavision 3] incorporates (saving a plugin slot) [http://www.nexusmods.com/newvegas/mods/39619/? The Imaginator] which "allows you to separately control visual elements like Brightness, Contrast, Saturation, Light Output, Depth-of-Field, Focus, Motion Blur and Tint all from within an easy-to-navigate PIP-BOY menu".
+
[[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-1c: INI Lighting tweaks. The following is derived from the [http://www.tweakguides.com/Fallout3_7.html TweakGuides for Fallout]. Page numbers refer to that document.
+
'''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]:
::* [View Distance] (Page 7)
+
<blockquote>
::: Specularity Fade: This slider controls how shiny reflective surfaces appear to be. In practice the only obvious impact of changing this setting is that some metallic objects will lose their shine.  However you can also manually adjust the value of this setting by editing the INI "fSpecularLODStartFade" variable, and if you want to disable specularity altogether, either to further boost performance, or if you believe the game world is too shiny, then see the "bDoSpecularPass" variable covered on page 9.
+
'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.'
::* [Display] (Page 7)
+
</blockquote>
::: Brightness: This gamma slider controls how bright or dark the overall screen image will be. Adjust it so that at night the image is visible but not washed out. It has no impact on performance, so set to suit your taste. If you need to increase gamma to be much brighter than the maximum on the slider allows (e.g. on very old monitors), see the "fGamma"-related variables on page 9.
+
: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.
  
:* Solution-1d: Sometimes "post-processors" like the ENB Series can compensate, though remember that these often impose a penalty upon your "frames per second" (FPS).  The first resort in these cases is often choosing a different "preset", but if you want to adjust settings yourself, see the S.T.E.P. Project [http://wiki.step-project.com/Guide:ENBseries_INI ENBSeries INI Guide] page which "is intended as THE comprehensive reference to the functionality of all parameters found within enbseries.ini as it evolves."  Suggest you start with the "[BLOOM]" and "[REFLECTION]" sections.
+
Added: Note that 'uGridsToLoad=' is directly linked with 'uInterior Cell Buffer=' and 'uExterior Cell Buffer=' values. Best to leave all three alone.
:: The [http://www.overclock.net/t/1386086/guides-to-creating-and-customizing-your-enbs Guides to Creating and Customizing Your ENB's] thread is another ENB settings resource.
 
  
* Cause-2: Your monitor brightness/gamma is too high.
+
:
 +
:*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.  
  
:* Solution-2: Use the [http://www.lagom.nl/lcd-test/ LCD monitor test images] web site as reference to adjust your monitor calibration to what you desire.
+
*Cause-1: Fallout INI files are configured with wrong (too high) an "iFPS=" setting.  
  
=== Issue: Scope zoom distortion problems ===
+
:
Playing with widescreen (16:9) and high resolution (1920x1080 or higher) and have a problem with scope zooms (white square edges or just edges in the reticle and the scopes have an outstretched circle).
+
:*Solution-1: Set the "FPS" setting to a maximum of "=60". 
* Cause: Game masking that is automatically applied to scopes.
+
::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".    
  
* Solution: add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
+
*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.  
*: Make backups of the INIs before changing them.
 
  
=== Issue: Screen brightness gets darker as the game progresses ===
+
:
* Cause-1: Conflict between ENB and SweetFX settings.
+
:*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.    
  
:* Solution-1: Identify the conflicting settings in the INI files and choose one.
+
*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.  
:: Make backups of the INIs before changing them.
 
<blockquote>
 
  From [http://www.tweakguides.com/Fallout3_9.html TweakGuides]:<br>
 
:    fGamma=1.0000<br>
 
:    fGammaMax=0.6000<br>
 
:    fGammaMin=1.4000<br>
 
<br>
 
:    The above variables are useful particularly for those with older monitors. They are the same as the in-game Brightness slider, however here you can adjust both the overall brightness level with fGamma as well as altering the upper and lower limits allowed, in case you need to adjust Brightness beyond the limits allowed in the game (FalloutPrefs.ini).
 
</blockquote>
 
  
* Cause-2: Don't ignore your monitor's role.  Monitors are like TVs: they react to the ambient light levels in the room.  Do not play in a completely dark room.
+
:
 +
:*Solution-3: Review your mods and reduce the number that initialize only in that specific area.  
  
:* Solution-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
+
*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.  
  
:* Amelioration: A mod that gives you more control over lighting in-game: [http://www.nexusmods.com/newvegas/mods/39619/? The IMAGINATOR].  This might be useful to confirm some mod is the culprit, by loading it near the end/bottom of the LO.
+
:
 +
:*Solution-4: Reboot your computer. This seems to restore things to normal frame rates, at least for a time.  
  
===Issue: Weapons/Fists are displayed off-center in 1st Person===
+
*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.  
3rd Person view displays correctly.
 
* Cause: This is the result of a bug with the mod "A Familiar Friend", or with "Readius PipBoy" mods.
 
  
* Solution: Uninstall and start a new game.  It's hard to get the bug out of an existing game.  If you still wish to attempt this, be sure to follow the specific mod's uninstall instructions carefully.
+
:
 +
:*Solution-5a: If possible, use a dedicated computer with an older OS such as Win7 for your 32-bit games.  
  
==Solutions to Mesh (Red "!" icon) or Texture (solid color) problems==
+
:
 +
:*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.)  
  
=== Issue: Pink Screen or textures ===
+
*Cause-6: Your hardware can't cope.  
* Cause-1: Usually this means you are running out of graphics VRAM (the physical memory on your video card); typically from too many High Resolution Texture replacement packs.  These pink textures can show on faces, hands, and hairs, but also can happen with entire loading screens.  When you start seeing this "pink stuff", a CTD is just around the corner.
 
  
* Cause-2: If you are on Windows 10 the game can handle less "High Quality" / "High Definition" textures than in Windows 7 due to how Win10 handles DirectX 9 games. The video RAM gets locked at 4GB maximum (even if you have a TitanZ card with 12 GB on board), thanks to Microsoft's implementation of DirectX 9 games in their latest OS (Win10 at the time of this writing).  So in short, if your game ran fine in Win7, it will and cannot handle as many textures as it could before upgrading. This can cause your symptoms of pink textures or worse a CTD if you had more than 4GB total of video memory loaded under Win7.
+
:
 +
:*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.)   
  
:* Diagnostic: You can see if reducing the in-game "texture quality" setting from "High" to "Low", or if reducing your screen resolution down to 800x600, or both, makes any difference to confirm the above are the cause.
+
<span id="Issue: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's"></span>
  
:* Solution 1-2: There are several things you can try, individually or in combination, in order of effectiveness:
+
=== Issue - Graphics in vanilla game ''glitchy'' immediately after exiting Doc Mitchells ===
::* Implement "ENBoost" (which is NOT the "ENB Series" graphics post-processor with it's attendant FPS hit) if you have more than 4GB of system RAM.  See the [http://wiki.step-project.com/Guide:ENB#ENBoost S.T.E.P. ENB Guide] and [http://wiki.step-project.com/ENBoost#Recommendations S.T.E.P. ENBoost QuickStart] pages.
 
::* Uninstall some HD texture replacement packs.
 
::* Run the game at a lower screen resolution.
 
::* Reduce the texture resolution down by half each time (i.e. from 4096x4096 to 2048x2048, 1024x1024, or 512x512).  See the Utilities "DDSOpt" and "Optimizer Textures" on the [http://www.darkcreations.org/testg/wiki/Utilities TESTG Utilities] page.
 
::* Upgrade your video card.  However, note the limitation in Windows 10 in "Cause-2" above.
 
  
::* 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".  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.)
+
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-3: When this occurs with faces, you may need to adjust profile settings in ''Fallout.INI'', ''FalloutPrefs.INI'', and ''Fallout_default.INI''.  Note some Character overhaul mods change the mesh for faces as well and may require additional setting adjustments.  Read their documentation carefully.
+
*Cause: You have some incompatible video settings.  
:* Solution-3: Set
 
<pre> [General]
 
bLoadFaceGenHeadEGTFiles=1</pre>
 
  
=== Issue: "ShowRaceMenu" / Changing Character / Uninstalling a "custom race" problems ===
+
:
Example: Uninstalled "Fallout Character Overhaul" (FCO) in mid game, but forgot to switch to a vanilla race first and got stuck in the ground and constantly have to use the "tcl" console command to rise up vertically. Tried re-installing FCO and using the "ShowRaceMenu" console command but it CTDs upon loading.
+
:*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-1: Failure to provide a "replacement" for fundamental features the game is expecting (such as switching to a vanilla "race" prior to removing a "custom race" mod) will cause a CTD, similar to a "missing master" problem.
+
<span id="Issue: Lag or "microstutters" even with "New Vegas Stutter Remover" installed (or not)"></span>
 +
=== 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-1a: Basic troubleshooting on the "CTD upon loading" symptom in the example case identified that the re-installed plugin was not enabled as an active plugin.  (This permitted the use of the "ShowRaceMenu" command.)
+
"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.
::* In general, uninstalling any mod from an active game is going to cause problems.  Many will not be fully resolveable by simply re-installing the mod.  Anything that has a "FormID" with the plugin index of the removed mod will be purged when the save game is loaded (the "missing content" message), but some elements such as scripts might not. Understand what you are getting into before attempting.  Safest is to go back to a "save game" file from before the mod was installed.
 
  
:* Solution-1b: It's been reported using the "ShowRaceMenu" console command can have harmful side effects, especially after "level 5".  You can safely change "face proportions" and "hair".  Changing the character's race will "deactivate" your stat related Perks, Traits, and Implants.  They will still be listed in your Pip-boy, but the effects supposedly won't be active any more. There are safer, more specialized alternatives to "ShowRaceMenu": such as "SexChange", "ShowPlasticSurgeonMenu", and "ShowBarberMenu".
+
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.
::* There is a mod [http://www.nexusmods.com/newvegas/mods/45717/? Safe ShowRaceMenu] that let's you "Revise your character no matter what level you are, without resetting your stats, skills, traits and perks simply by activating a mirror".  However, read the comments for some known issues before plunging ahead.
 
::* The mod [http://www.nexusmods.com/newvegas/mods/49152/? Fallout NV Cheat Terminal Redux] that allows, among other things, the removal and addition of Perks, Traits, and Implants.  This can be used to "fix" those deactivated by changing race.
 
  
* Cause-2: Switching custom races causes a CTD in the "RaceMenu".
+
*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-2: It is also reported you can avoid the crash in the "RaceMenu" when switching between "custom" races by first switching from the old custom race to a vanilla one, and then switching to the new custom race. No need to save; just switching to vanilla first and then to the new race is enough for the menu to avoid the problem.
+
:
 +
:*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.  
  
=== Issue: Skin tone mismatch between head and body ===
+
*Cause-2: Use of NVSR setting "bHookLightCriticalSections=1".  
This commonly occurs when using a body replacement like "Type 3 Body" or facial overhaul like "Fallout Character Overhaul" (FCO) or "Fallout New Vegas Redesigned 3" (NVSR3).  The most obvious symptom is a Caucasian head on an other racial body.
 
  
* Cause: The vanilla game by default assumes only vanilla races for matching skin tones.  Various forms of replacement to either the head or body fall into the general category of "custom races".
+
:
:* Soution-1: The "bLoadFaceGenHeadEGTFiles=" setting needs to set to "1".  This line may be missing from the three INI files, in which case it should be added to the "[General]" section just before the "[Display]" section.
+
:*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]].  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
 
style="margin:0px 10px 10px 50px;border:1px solid #00C600;color: green;
 
background-color:#fff5f5;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
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 "\Steam\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>". These files need to be changed as well.</div>
 
:* Solution-2: Make sure if you have more than one such mod installed that they are compatible.  Check to documentation carefully for version numbers and install instructions.
 
:* Other, less likely suggested solutions if the first two are not sufficient:
 
::* Toggle "Archive Invalidation" on and off several times.
 
::* Ensure FCO is installed before NVSR3 and the FCO plugins are disabled (per instructions, you only require the FCO assets).
 
::* If you haven't already, create a "merged/bashed patch" to resolve any potential record level conflicts.  If you have one, rebuild it.
 
::* Use the "showracemenu" console command to switch to a vanilla race on a test character, and then to your custom race, and save.  Then reload your the test save file several times until the character head and body skin tones match.  Once they do, try loading your normal game save file and see if the skin tone matching carries over.  This "work-around" may only last for that game session and need to be repeated the next time your play.
 
  
== Solutions to Post-Processor (ENB/SweetFX et. al.) problems ==
+
*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: Problems using ENB/SweetFX alongside FNV4GB ===
+
:
The install instructions of "post-processors" generally don't anticipate the use of "indirect game launch" programs like FNV4GB.exe to enable the LAA Flag so the game will use more than 2GB of system memory.  (See the wiki article [http://wiki.tesnexus.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB game memory limits and solutions] for more details about the "LAA Flag" subject.)
+
:*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: FNV4GB.exe is a "launcher" designed to work around issues with Steam checks for modified (i.e. "corrupted") EXE files by moving the original EXE file to another folder and internally launching it from there.  It does a fine job of this, but if you are going to use "post-processors", their installation instructions have to be adjusted to accommodate it's changes.
+
*Cause-4: Video card settings are not optimized for the game.  
  
:* Solution: The simplest solution is to switch to the newer [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher] mod (by the same authors), which doesn't require moving the game EXE file to another folder, and thus let's you follow the originally provided install procedure for either ENB or SweetFX.
+
:
 +
:*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.    
  
=== Issue: Managing Post-Processor (ENB, SweetFX, FXAA) configurations ===
+
:
First you must recognize that any "post-processor" is going to have an adverse impact upon your game performance. They all add an "overhead", and often can cause some designed game and/or mod effects to no longer function.  The choice is up to you, but remember that there are always trade-offs between "prettier" and "performance".
+
:*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.  
  
Some suggestions (thanks to s0cke of the Nexus FNV Forums) for those new to ENB and post-processors in general.
+
:
* Use an ENB Manager (below) if you plan to try out different "presets".
+
:*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]. 
* In the "ENBSeries.INI" file, use the "[PROXY]" section with the following entries to add a DLL injector proxy library from another post-processor (like Reshade-SweetFX).  See [[#Issue: SweetFX not working|Issue: SweetFX not working]] "Solution-4" for instructions.
+
 
* Check which version of ENB you are using. Some people find the "v01xx" series performs better than the later "v02xx" versions, even though they are less refined, do not have "ENB Boost", and have some transparency issues.
+
*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.  
* When searching on the web, pay attention to which version the advice is directed towards.
+
 
* Some people find "ENB Boost" causes stuttering and performance issues when moving the camera around quickly. Experiment with it turned off ("DisableDriverMemoryManager=false").
+
:
* If disabling Ambient Occlusion (SSAO), consider turning off "ubersampling" or decreasing the sampling range and quality instead.
+
:*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. 
* If disabling detailed shadows in the ENB config helps your performance, consider either making a choice between the two (SSAO and shadows) or looking into the variables for detailed shadow quality (set it to low, there is little to no difference on that one).
+
 
* Look at the "anti-aliasing" options: Turn off any temporal/accumulative/edge based AA here and use "Dynamic Super Resolution" (DSR: nVida)/Virtual Super Resolution (VSR: AMD/Radeon) to sample from a higher resolution instead. Also, turning down the ENB "enforced anisotropic filtering" a little, say to x12 can provide you with another 2 to 3 frames in some places.
+
:
 +
:*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. 
 +
 
 +
*Cause-6: Some people have reported an improvement upon adjusting some INI settings.  
 +
 
 +
:
 +
:*Solution-6a: 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>
 +
 
  
The following management tools are intended primarily to allow you to keep track of and switch between different "preset" configurations, but may provide other capabilities.  Most are for ENB, but one recognizes three different post-processors. Some provide the ability to include "in-game" changes in your own configuration files or back into the original preset.  Read their download page descriptions carefully. Most are posted in the "Nexus Skyrim Mods" section, but are not specific to that game.  Their ability to detect and work with other game folders is something to check.  These are limited to Bethesda's Oblivion, FO3, FNV, and FO4 as well as Skyrim.
+
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".
  
* [http://www.nexusmods.com/skyrim/mods/24402/? ENB Manager and Changer] by Legend Aeternus. Requires Java v7 (v8u45 jarfix seems to be the latest that will work according to comments)Last updated 15 Dec 2014. Supports FO3 according to comments, so likely others but not stated.
+
:
* [http://www.nexusmods.com/skyrim/mods/57620/? ENB Man] - An ENB Manager by Casmithy. Requires .NET Framework 4.5. Last updated 20 Jun 2016. Comments indicate support for FO3 and FNV, at least, so likely others but not stated.
+
:*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: 
* [http://www.nexusmods.com/skyrim/mods/67077/? ENB Organizer] by Breems. Requires .NET Framework 4.5. Last updated 24 Jul 2016. Multi-game support of at least Skyrim and FNV; others are likely but not stated.
+
<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
* [http://www.nexusmods.com/skyrim/mods/7804/? ENB FXAA SweetFX Manager and Remover] by volvaga0. No requirements given.  Last updated 09 Jun 2016.  Supports all five games.
+
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".  
  
=== Issue: Is ENBoost for everyone? ===
+
*Cause-7: Some people has reported stuttering while standing in place and turning the camera.  
ENBoost is a memory management feature of the ENBSeries to address some of the limitations of 32-bit games.  In the context of that very general statement it is similar to the 4GB LAA flag fix (i.e. FNV4GB) that enables 32-bit games to use more than 2GB of RAM.  However, it works differently by providing dynamic caching of video object geometry in system memory when the video adapter runs out of room, instead of CTD.  This most commonly occurs when higher resolution texture mods are used.  (For a more detailed explanation, see the [http://wiki.step-project.com/Guide:ENB#What_is_ENBoost.3F S.T.E.P. Project Guide:ENB] article.)
 
  
ENBoost is a stand-alone component called "enbhost.exe". It is not involved with nor require the post-processing, so it does not impose the FPS loss that the ENBSeries is known for.  Therefore, it is recommended for all users. See the S.T.E.P. Project [http://wiki.step-project.com/ENBoost#Recommendations ENBoost Quickstart Instructions] on how to install and configure for only this feature.
+
:
 +
:*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.  
  
=== Issue: ENB is not working ===
+
*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.  
or only partially.
 
  
* Cause: Almost always this is due to faulty installation.
+
:
:* Solution-1: ENB expects the vanilla shader files.  If you are using any custom ones, or have included any from other post-processors, you can expect problems.  First, try disabling them and using just the vanilla shaders to see if that resolves the issue.  Questions regarding how to use other specific shaders with ENB are best addressed to the [http://enbdev.com/enbseries/forum/viewforum.php?f=19&sid=85dc9ae81dbe1b437e0d94f033efe84f ENB Series Support Forum].
+
:*Solution-8a: Disable game logging unless you have an immediate need for it.  
:* Solution-2: General instructions for installing the ENB series (read '''everything''' first).  In the event of conflicting instructions, go with those provided by ENB for the specific game.
+
 
:# Download the latest [http://enbdev.com/download.htm ENB series Graphic Modifications] version file for the game in question (i.e. FNV will be used as an example), along with any "Patch" file that may exist.  This is explained in the description on that "Downloads" page, so please take the time to read it to avoid confusion.  The files are in separate sub-sections lower down on the same page.
+
:
:#: <p style="text-align: left; color: red; background-color:#fff5f5;">Note the "Installing" section contains important instructions regarding the placement of certain files.  Copy these if necessary.  Failure to heed this is the second most common cause of failure.</p>
+
:*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.  
:#* Scroll down to and select the game (i.e. "Fallout 3/New Vegas") under the "Graphic Modifications" section.  This will take you to the game version page, where you should select the latest version.  (At the time of this writing it's v0.278 for Fallout.)  If you intend to use a specific ENB preset, check that it does not ''require'' an older version first.  If it is merely ''suggested'', then try the latest version anyway.
+
 
:#* Clicking on a version number will take you to another page that provides a one-line summary of the changes for each version EXCEPT for the version you selected.  (This is how you know you are on the correct page.)  Scroll down to the bottom of the page and "click" on the "<down arrow> download" button's icon to start the download process of the version you selected on the previous page.
+
:
:#* If there was a patch file for your game listed, return to the "[http://enbdev.com/download.htm ENB Series Download]" page, scroll down to the "Patches" section, and click on the Patch file (i.e. "Fallout 3/ New Vegas").
+
:*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.  
:#* This will take you to another page with the patch file.  Select the "description" of the patch underneath the word "Download" on this page to start the download process.  (The patches have their own numbering system independent of the "Graphic Modifications" file series.)
 
:#: The other "Tools" and "Converters" files are not needed for the Fallout games; though the "VRamSizeTest" tool can be useful when looking into the VRam requirements for various games which do not have ENB installed.  (ENB will report the same VRam size information when properly installed.)
 
:# Once you have downloaded the ENB Series files, follow the instructions you noted earlier from the "Installing" section on the "Downloads" page.  Inside the "Graphic Modifications" version archive file, you will find two sub-folders: "'''wrapper'''" and "'''injector'''".  Choose between either the "'''wrapper'''" or the "'''injector'''" method of installation.  It is suggested you try the "'''wrapper'''" method first.  If that fails, uninstall ENB and install the "'''injector'''" method instead.  Failure to uninstall the "'''wrapper'''" method files first will result in confusion about the correct method files to place and edit.
 
:#: I recommend you unpack the ENB version file archive to a folder outside of the game.  Then copy the CONTENTS of the "wrapper" folder to the game root folder (i.e. "<Steam install path>\common\Fallout New Vegas").  (Do not drag the "wrapper" folder itself, only the files and folders inside of it.)  This way you will be able to refer back to tell exactly which were copied over if you have to uninstall them.  <p style="text-align: left; color: green; background-color:#fff5f5;">If you do uninstall, be sure to remove the provided D3D9.DLL file.  However, do note that it is required to use the ''ENBoost'' feature, which is separate from the post-processor effects.</p>
 
:#: (Those needing to use the "'''injector'''" version may be interested in the mod [http://www.nexusmods.com/newvegas/mods/60812/? ENBAuto] for automatically opening and closing the '''injector''' with any game.)
 
:#: <br>
 
:#: <p style="text-align: left; color: green; background-color:#fff5f5;">Users of the older version of FNV4GB.exe called [http://www.nexusmods.com/newvegas/mods/62552/? 4GB Fallout New Vegas Updated] and similar should note that the "D3D9.DLL" file from ENB "'''wrapper'''" method needs to be placed in the "Fallout New Vegas\exes" folder, along with the "FalloutNV.EXE" file they moved there when installing that executable.  This does not apply to the "'''injector'''" method, which requires the "D3D9.DLL" file to remain in the game root folder.  The suggested "''"<steampath>\Fallout New Vegas\FNV4GB.exe" -laaexe .\FalloutNV4GB.exe''" shortcut forces the "FNV4GB.exe" file to be called "FalloutNV4GB.exe" instead when it loads into memory, and does '''*not*''' create a directory called "exes".  This is suggested so that any files added to the game root folder (like ENB or Sweetfx) will work properly without any further work on the users part.  The executable filename following the "-laaexe" switch can actually be anything to which the "LAA" flag has been applied.  The parameter is optional and can be skipped if you do not need the filename changed upon loading.<br>Note that none of this is required with the newer "[http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher]" version.</p>
 
:# Choose and download an ENB "Preset" configuration from the Nexus or other download site. For examples: the author of [http://www.nexusmods.com/newvegas/mods/49882/? ENHANCED SHADERS - ENB by tapioks] is focused on achieving a Balanced and Playable preset, while the author of [http://www.nexusmods.com/newvegas/mods/62366/? Bone Fide ENB (Great Performance ENB) by Charmareian] wanted a preset being "true to vanilla, had realism, and wasn't so crazy that the game becomes a screenshot simulator rather than an RPG!"  Others are often focused on creating particular "atmospheres", but read their descriptions carefully.  Expect that you may need to try several before finding the one best suited to your preferences and system performance.  Again, unpacking the preset outside of the game and copying it's contents over will provide a means of determining what needs to be uninstalled if necessary, OR see the sub-topic [[#Issue: Managing Post-Processor (ENB, SweetFX, FXAA) configurations|Issue: Managing Post-Processor (ENB, SweetFX, FXAA) configurations]] on tools to manage multiple presets.
 
:#: Follow the installation instructions of that preset, which usually consist of placing it's contents in the game root directory (i.e. "<Steam install path>\common\Fallout New Vegas"), or wherever the game's original executable resides.
 
:#:<p style="text-align: left; color: red; background-color:#fff5f5;">''Such presets (along with ENB itself) generally cannot be installed successfully using a mod manager, because mod managers assume they belong in the game's "Data" folder.''  This is THE most common error.  YOU HAVE BEEN WARNED!</p>
 
:#:<p style="text-align: left; color: green; background-color:#fff5f5;"> Note that some presets make use of files that appear in the game "load order".  Such files go after any "bashed/merged patch file" unless the author specifies otherwise.</p>
 
:# Now you need to make certain adjustments to the game "Graphics Settings".  (Note: this part is specific to FNV.  Other games may require other means to access these setting or the specific settings to be altered.)  Use the original game launcher (not FNV4GB.exe or "NVSE_Launcher.exe" if you have them installed), and select "Options" to get to the "Graphics Adapter and Resolution" window.
 
:#* Turn off "Antialiasing".
 
:#* Turn off "Anistropic filtering".
 
:#* Enable "Screen Effects: HDR".
 
:#* Click on the "Advanced" button and select the "Water" tab.
 
:#** Disable (uncheck) the "Water Displacement" check box.
 
:#** "Close" the "Advanced" window.
 
:#* Click on the "OK" button to close the "Options" window.
 
:#* Select "Play" to proceed to the Main Menu so the game will save the changes to your settings.
 
:#* Now "Exit" the game without proceeding any further.
 
:# Now check the video card controller to ensure you have also disabled any of those same settings for the video card.
 
:#: <p style="text-align: left; color: green; background-color:#fff5f5;">Make backup copies of any INI file before editing or overwriting.</p>
 
:# Usually an ENB preset will have already made specific edits to the default ENB INI files, which it will overwrite.  However, this is not considered "best practice" because only about a third of the ENBLocal file is related to the preset and the remainder is specific to your system.  Instead you should use their file as a guide to edit the ENB settings in your own files.  You can choose to edit those settings either "in-game" (using the "<Shift+Enter>" key combination to enter and exit ENB "edit" mode), or by directly editing the ENBLocal.INI (or ENBInjector.INI) file, or other files as directed.  See the [http://wiki.step-project.com/Guide:ENB#Warning_About_Enblocal.ini Warning about ENBLocal.INI] entry of the S.T.E.P. Project [http://wiki.step-project.com/Guide:ENB ENBseries Guide] for specifics.
 
:# If you want to adjust settings yourself, see the S.T.E.P. Project [http://wiki.step-project.com/Guide:ENBseries_INI ENBSeries INI Guide] page, which "is intended as THE comprehensive reference to the functionality of all parameters found within '''enbseries.ini''' as it evolves."
 
:# See the sub-topic [[#Issue: CTD without warning, "Out of Memory error", or stops responding|Issue: CTD without warning, "Out of Memory error", or stops responding]] for other settings that ENB users need to include.
 
  
=== Issue: ENB Performance (FPS) drops ===
+
* 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]].
The foundation of game performance is to first optimize your system for gaming.  See the sub-topic [[#Issue: Game in slow motion|Issue: Game in slow motion]].
 
  
ENB will cause a drop in "framerate per second" of around 30-50 FPS in it's default configuration.  How much will vary depending upon hardware, mod texture resolutions (game normal is 512x512), and ENB INI settings.  In order to increase performance (i.e. FPS), you HAVE to give up some graphic effects: either by reducing texture size or disabling some ENB settings.  Which trade-offs matter to you the most is a very personal thing.  What is presented here are merely a collection of setting others have recommended, primarily from the [http://enbdev.com/enbseries/forum/viewforum.php?f=20&sid=2ee4aed91d395987501630f1c2faccf2 ENBDEV Performance Forum] site.
+
* Cause-10: There is a known game engine bug when firing a weapon that uses multiple projectiles (e.g. "shotguns").
 +
:* 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.
  
Performance is reduced by two factors: 1) number of textures created in video memory; 2) total size of textures created in video memory. When there is not enough video memory, ENBoost begins deleting resources by their usage priority; it also removes unused after 5 seconds.  Make sure the game video settings (i.e. "Low"=512x512, "Medium"=1024x1024, "High"=2048x2048, "Ultra"=4096x4096) match the highest texture resolution you are using so it deals with them efficiently.  All your texture replacements should be of the same resolution.  There are tools that will let you adjust them to other resolutions if needed.  See the "Optimizer Textures" tool description under "Utilities" section of the [http://www.darkcreations.org/testg/wiki/Utilities TES Texture Guide] (TESTG) site.
+
<span id="Issue: MouseSensitivty"></span>
 +
=== Issue - Mouse sensitivity reduced ===
 +
Symptoms: Mouse sensitivity inside any interior is about half that of the value in exteriors.
  
Do not try to use ENB without a [https://en.wikipedia.org/wiki/PCI_Express PCI-Express] ("PCIe") video card. This means no "integrated video on the motherboard". According to the author, ENB requires high bandwidth for a certain amount of VRam, which depends upon the screen resolutionWhen this amount goes above the internal on-GPU fast memory much slower system Ram is used which in turns drops the FPS. <p style="text-align: center; color: red; background-color:#fff5f5;">(Note this generally means "no laptops" not specifically designed for games.)</p>
+
* 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.
  
The following are other peoples suggestions that have helped them.
+
* 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.
  
For extremely low FPS (~10 or less), try setting the following in "enblocal.ini":
+
<span id="Issue: NPCs and Creatures are moving at "hyper-speed""></span>
* ExpandSystemMemoryX64=false
+
 
* ReduceSystemMemoryUsage=false
+
=== Issue - NPCs and Creatures are moving at ''hyper-speed'' ===
* DisableDriverMemoryManager=false (configure the "[MEMORY] parameters as well.)
 
If that doesn't help, check if a lower resolution affects performance.  If it does, then it's the GPU as described above.  Make sure these parameters are also set:
 
* WaitBusyRenderer=false
 
* EnableFPSLimit=false
 
  
ENB performance under Windows 10 is acknowledged to just be bad. The ENB author hasn't switched to it and can't really help with whatever is causing the issues.  It is known, for instance, that the Win10 DirectX 9.0 drivers can't handle video memory greater than 4GB regardless of how much is on the card, whereas it wasn't a problem under Win7.  These were design decisions by Microsoft and not much can be done until they address them.
+
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.
  
* 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".  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 (i.e. Win7).  (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: 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.  
  
Please refer to the S.T.E.P. Project [http://wiki.step-project.com/Guide:ENB ENBseries Guide] pages for each ENB INI file for information regarding the purpose of each setting before electing to make such changes. It is easy to forget the changes to all files when testing various presets. There are separate S.T.E.P. guides for each of the ENB INI files as well as Troubleshooting tips. Each game version of the ENB Series "Graphic Modifictions" file also documents settings in it's "readme" file.
+
:
 +
:*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.  
  
<div name="Note Box" class="boilerplate metadata" id="Notice Box"
+
*Known mods with the problem:
style="margin:0px 10px 10px 10px;border:1px solid #00C600;color: red;
 
background-color:#fff5f5;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
">
 
Note that tweaked ENB settings for one game will not necessarily produce the same result in another game.  The game engine used for the Fallout series (FO3 and New Vegas) is Gamebryo, which is the same one used for Oblivion ''but not for Skyrim.  That used the Creation Engine, which is based upon the Gamebryo engine but Bethesda enhanced.''  Use caution when applying ENB settings from one game to another.  Test one at a time to see the impact of each.  Understand what you are doing.  It's your system and your responsibility.
 
</div>
 
  
If you are using the ENB Memory Manager (DisableDriverMemoryManager=false), be sure to configure it's "[MEMORY]" section properly or it will frequently fill all available VRam (which is bad). Use the "VRamSize" value displayed when ENB initializes in the game; or from the VRamSizeTest tool.
+
:
 +
:*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.  
  
Changing other settings will have an impact upon the final visual result.  Expect one tweak to lead to others.  For this reason it is advisable for novices to search out other presets emphasizing performance and try them first.
+
<span id="Issue: SOUND - Ambient music skips/jitters/hiccups/pops/stutters"></span>
 +
=== Issue - SOUND - Ambient music ''skips-jitters-hiccups-pops-stutters'' ===
  
ENB settings  under "[EFFECT]" that most affect performance for all games:
+
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).
* Ambient Occlusion (aka SSAO). "EnableOcclusion=0" to disable; or adjust "[SSAO]" section for tweaks.
 
* Shadows. "EnableShadow=0" to disable; or adjust "[SHADOW]" section for tweaks.
 
* Depth of Field shaders:
 
** UseWaterDeep=0 (under "[WATER]").
 
** UseIndirectLighting=0 (under "[SSAO]").
 
** ShadowQuality=2 (under "[SHADOW]").
 
  
Other tweaks:
+
*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.
* LimitFPS to a lower value.
+
 
* If "DisableDriverMemoryManager=false", be sure to configure the "[MEMORY]" parameters in "enblocal.ini".
+
:
* Try reducing these two settings to the following, in "enbseries.ini":
+
:*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.
** SizeScale=0.5
+
::
** SourceTexturesScale=0.5
+
::*Remove '''falloutnv.exe''' and '''falloutnv4gb.exe''' programs from the list of '''"ffdshow"''' exceptions.    
 +
 
 +
:
 +
:*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.  
  
If you play in "windowed" or "borderless windowed" mode:
+
:
* EnableUnsafeMemoryHacks=true (may help, but only for those modes).
+
:*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.  
  
=== Issue: ENB Transparency/Translucency problem ===
+
:
See through some weapons, walls, or the ground in some locations with ENB enabled.
+
:*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-1: Conflicting settings.  ENB has better support for nVidia than AMD, as that is what the developer uses so bear that in mind.  AMD users may need to use "work-arounds".
 
  
:* Solution-1: Check the settings in both the GPU (video card) control panel AND the game options/INI.  The following are separate solutions that have reported success, in order of popularity.
+
<span id="Issue: SOUND - Combat causes audio desync"></span>
::*  The "anti-aliasing" option should be turned off in both.
 
::*  The "anistropic filtering" option should be turned off in both.
 
::* "Water displacement" in the game options should be "off", and "HDR" should be "on".
 
::* Set "iMultiSample=0" in your INI.
 
::* Don't use the "Steam Overlay".  Launch the game from a desktop shortcut after running the Steam Client, or go to Steam Options (in-game) and uncheck "Steam Overlay".  Other DX overlays may also have a similar effect.
 
::* Adjust ENB settings (in-game use "Shift-Enter" from the game's Main/Pause Menu to access the ENB menu; or edit the ENBLocal.INI file directly):
 
:::* Disable "Ambient Occlusion".
 
:::* Disable "Detailed Shadows".
 
:::* Save the changed settings, (and if in-game use "Shift-Enter" to return to the game and check the result).
 
  
* Cause-2: ENB incorporates a "Fix for Transparency bugs. From some people, this "fix" causes the problem instead.
+
=== 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 hotkeys.  Reported as an issue running "Tale of Two Wastelands".
  
:* Solution-2: Use the in-game editor (or in the ENBLocal.INI file); locate the "[FIX]" section (at the bottom of the INI file) and change the "FixTransparencyBugs=true" line to "=false".  Save.
+
* 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.
 +
:* Solution: Disable or uninstall AVAST anti-virus completely.
 +
:: 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.
  
=== Issue: ENB Nights are too dark, even with "nightvision" ===
+
<span id="Issue: SOUND - Combat causes infinite loop sound"></span>
Specifically with combination of "darker nights" from [http://www.nexusmods.com/newvegas/mods/35998/? Nevada Skies], preset [http://www.nexusmods.com/newvegas/mods/49882/? ENHANCED SHADERS - ENB by tapioks] and nightvision from [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada], but possibly other mod combinations.
 
* Cause: Preset is not designed with non-vanilla lighting in mind.
 
:* Solution-1: Check for a version of the "pre-set" in question specifically designed for the lighting mod.
 
:* Solution-2: The preset [http://www.nexusmods.com/newvegas/mods/49882/? ENHANCED SHADERS - ENB by tapioks] has a version specifically for darker nights of the "Night Skies" mod.  Use a program like the free [https://notepad-plus-plus.org/ Notepad++], [http://winmerge.org/?lang=en WinMerge], or [http://www.prestosoft.com/edp_examdiff.asp ExamDiff] to compare that preset with yours for the differences in "lighting" settings to your tastes.
 
  
=== Issue: ENB Weather effects near water are 'off color' ===
+
=== Issue - SOUND - Combat causes infinite loop sound ===
Specifically, whenever entering a cell near the Colorado River, a strong purple hue affects the lighting and scenery.
+
 
* Cause: ENB preset is amplifying some weather effect color.
+
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: Adjust the ENB settings values for:
+
 
::* NVHooverDamWeather
+
*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''.  
::* NVWastelandClearEast
+
 
:: to exactly mention the regular wasteland weather. Include ambient light, fog, sky, etc, for all times of day.
+
:
:: This will take trial and error experimentation. See [[#Issue: Managing Post-Processor (ENB, SweetFX, FXAA) configurations|Issue: Managing Post-Processor (ENB, SweetFX, FXAA) configurations]] for preset managers that can incorporate your changes into your preferred preset.
+
:*Solution: Delete the entire "\Data\Sound\fx\amb\steampuddle" folder. (The rest of the mod works fine.) 
 +
 
 +
<span id="Issue: SOUND - No music or sound"></span>
 +
=== Issue - SOUND - No music or sound ===
 +
 
 +
(See also [[#Issue:_Radio_station_music_doesn.27t_play|Issue: SOUND - Radio station music doesn't play]] for that specific problem.)
 +
 
 +
*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.)
 +
 
 +
:
 +
:*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]].  
  
=== Issue: SweetFX not working ===
+
:
* Cause-1: Attempted to install with a mod manager.
+
:*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-1: Similar to ENB, SweetFX needs to place it's files in the game root folder, or wherever the original game executable resides. Do NOT attempt to install with a mod manager (they assume files need to go into the "Data" sub-folder).
+
*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-2: SweetFX uses much the same trick as overlays like FRAPS, Overwolf, and the Steam Overlay do; so they can conflict. It does have some allowance for working with the Steam Overlay, but this is not always successful.
+
: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-2: Disable the other overlays. See the sub-topic "[[#Issue: How to disable the Steam Overlay|Issue: How to disable the Steam Overlay]]".
+
:
 +
:*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-3: Can't SweetFX be used with FNV4GB?
+
*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-3a: Place the SweetFX DLL files in the "Fallout New Vegas\exes" folder, along with the original "FalloutNV.EXE" file moved there when installing the FNV4GB executable.
+
:
 +
:*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-3b: Switch to the newer [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher] (by the same authors), which doesn't require any alterations to the installation instructions (such as moving the original "FalloutNV.EXE" file).
+
<span id="Issue: SOUND - Radio station music doesn't play"></span>
 +
=== Issue - SOUND - Radio station music does not play ===
  
* Cause-4: Can't find "CreateDXGIfactory".
+
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-4: "The entry point CreateDXGIFactory1 requires the support of DXGI 1.1 which is available on Windows 7, Windows Server 2008 R2, and as an update to Windows Vista (KB971644). If you are using Vista and only have DXGI 1.0, please install this [http://support.microsoft.com/kb/971644 Vista Platform DXGI v1.1 Update]." - [http://www.tomshardware.com/forum/251596-44-procedure-entry-point-createdxgifactory1-located tomshardware.com].  This is part of the DirectX drivers. See "Cause-1" under [[#Issue:_Vanilla_game_Hangs_on_startup|Issue: Vanilla game Hangs on startup]].
 
  
* Cause-5: Can't SweetFX used with ENB?
+
*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-5: Note that both SweetFX and ENB have their own D3D9.DLL files.  It is necessary to enable both to be used. Reshade/SweetFX doesn't provide a "ProxyLibrary" mechanism, but ENB does.  The following procedure assumes both post-processors are installed separately and are not packaged as a single combination archive.
+
:
::* Uninstall any previous installations of both SweetFX and ENB.
+
:*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]].  
::* Install SweetFX and it's preset first.
+
 
:::* Configure it according to it's documentation.
+
:
:::* Open the game.
+
:*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.  
::::* Use the "<Scroll Lock> key" to toggle SweetFX on and off.
+
 
::::* Enable the "monochrome" setting to confirm visually that SweetFX is working correctly.
+
:
:::* Close the game.
+
:*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.
::* Rename the Reshade DLL file to either "d3d9_something.dll" (for DirectX 8 or 9 games), or to "dxgi_something.dll" (for DirectX 10 or 11 games).  This filename is what you put in the "ProxyLibrary" line of the "ENBSeries.INI" file. In this example we rename it to "d3d9_SWEETFX.dll".
+
::
::* Now install the ENB files: both the main series "Graphic Modifications" and any applicable patch, and the chosen preset files. See sub-topic [[#Issue: ENB is not working|Issue: ENB is not working]] for general installation instructions.  If planning to test more than one preset, consider an ENB Manager (see sub-topic [[#Issue: Managing Post-Processor (ENB, SweetFX, FXAA) configurations|Issue: Managing Post-Processor (ENB, SweetFX, FXAA) configurations]]).
+
::*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.    
::* Configure ENB and check that it is working correctly.
+
 
::* Exit the game.
+
:
::* Now, edit the "ENBseries.INI" file (in the game root folder: i.e. "<Steam install path>\common\Fallout New Vegas") with the following:
+
:*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. 
<code>
+
::
[PROXY]
+
::*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.    
EnableProxyLibrary=true
+
 
InitProxyFunctions=true (some say this needs to be "false". If you have problems, try switching it.)
+
:
ProxyLibrary=d3d9_SWEETFX.dll (or whatever.)
+
:*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.  
</code>
 
::: and save.
 
  
::* When you start the game now you should be able to see effects from both post-processors.  Look for the ENB message on the title screen, and use the "<Scroll Lock> key" to toggle SweetFX. You don't need to load a save to see the effects of both. If all appears well, then try loading a save game and check the results. 
+
:
::* If the game crashes, try temporarily disabling one or both of the effects.
+
:*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.  
:::* For ENB, use "<Shift+F12> key" to toggle entirely; or "<Shift+Enter>" to enter the editor mode and disable the "use effects" checkbox.
 
:::* For SweetFX, use the "<Scroll Lock> key" to toggle it's state.
 
  
=== Issue: Get ENB to work while in GECK ===
+
:
* Cause: By default the ENBSeries is configured to not load when the GECK is started.
+
:*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.  
  
:* Solution: To get GECK to work with ENBSeries loaded so you can see ENB's effects while in the editor as well, try the following.
+
:
:: In the "enblocal.txt" file located in the game root folder (i.e. <SteamInstallPath>\steamapps\common\Fallout New Vegas"), set:
+
:*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.  
<code>
+
 
[FIX]
+
:
  FixGameBugs=true
+
:*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.  
FixTransparencyBugs=true
+
 
IgnoreGECK=false ;<- set "false" from "true"
+
:
</code>
+
:*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.  
:: And get ready for GECK to take >20 seconds to load on startup. But it'll look pretty.
+
::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.  
  
== Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems ==
+
:
=== Issue: GECK hates me in general or how do I get started ===
+
:*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: The GECK is frustratingly buggy. It is not intuitive to use.  The GECK website makes assumptions that you understand concepts introduced in earlier game Construction Kits (CKs).
+
::(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]).  
  
:* Solution: Please see the wiki article [[Getting_started_creating_mods_using_GECK|Getting started creating mods using GECK]], which provides a more extensive overview and learning path on this subject, along with links to tools and tutorials.
+
:
 +
::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.  
  
=== Issue: GECK won't tell me what's wrong with my script ===
+
:
* Cause: The GECK does not report problems with scripts, and won't allow a script with errors to be saved.
+
::"(musicState:int) IsMusicPlaying [musicType:form]". Returns the playback state of the game's current background (ambience) music:
 +
::*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.  
  
:* Solution-1: the [http://www.nexusmods.com/newvegas/mods/41642/? GECK 1.4 Powerup] mod comes in a "standalone" version for the "vanilla" GECK functions, and one for GECK with NVSE functions.  It fixes and improves some issues while providing the missing messages when the GECK compiler finds an error or warning, and lets you save a script without compiling it.  Considered "essential" by mod creators.
+
:
 +
::Example:
 +
::*"SetMusicState 2"&nbsp;; (resume Playback.)   
  
:* Solution-2: The [http://www.cipscis.com/fallout/utilities/validator.aspx CIPSCIS Script Validator] allows you to quickly indent your script while simultaneously checking it for several errors, many of which are not picked up by the GECK's compiler.  It works with Skyrim, Fallout 3, and Fallout New Vegas. Includes it's own tutorials.
+
&nbsp;
  
=== Issue: GECK is missing text in fields ===
+
:
GECK seems to be missing the text associated with certain columns of dialogue information (Editor ID, Topics, etc.).  Typically this is a "list box" type field.
+
:*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.  
* Cause: This occurs in the GECK for both "Fallout 3" and "New Vegas".  The problem originally appeared following the installation of [https://support.microsoft.com/en-us/kb/3000850 Microsoft Knowledge Base article 3000850] (a Win8.1 "rollup update"), was fixed by rolling back that update, but then the problem got "baked in" to Win10. The issue causes the column's right border to be shifted to the far left of the field so the column text is not visible.  (See the "Conditions" field in the [https://i.imgur.com/8qPH9h8.png Collapsed Text Field Figure].)
 
  
:* Temporary Solution: Place the mouse cursor in the top left corner of the "blank" field that is missing text until it changes the cursor shape into a "+" (column resize) cursor. Left-click and hold while dragging to the right, and the missing text should be displayedContinue dragging to the right until everything is shown or the mouse cursor is no longer the "+" shape. When you release the mouse button the display field should be corrected.  However, this "fix" may not persistent from one GECK session to another.
+
:
 +
:*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.  
  
:* Workaround: there is a Windows "hotkey" for expanding all columns in the currently active window of Windows Explorer and some programs (including GECK).
+
<span id="Issue: System Network configuration"></span>
::* First you have to select a field with the problem (i.e. the "Conditions" field in the [https://i.imgur.com/8qPH9h8.png Collapsed Text Field Figure]) in the window,
 
::* Then press "Ctrl" and the "+" key on the ''cursor/number''-keypad.  (The "+" key on the regular keyboard won't have this effect.)
 
:: Now all columns should be expanded fully by themselves.
 
  
=== Issue: GECK crashing on weapon edit ===
+
=== Issue - System Network configuration ===
This also occurs when "Fallout Character Overhaul" (FCO) is installed.
 
  
* Cause-1: GECK needs to have the LAA flag enabled in order to take advantage of more the 2GB of memory.
+
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: See article [http://wiki.tesnexus.com/index.php/2-4GB_game_memory_limits_and_solutions 2-4GB_game_memory_limits_and_solutions] for an explanation of the LAA issue and a link to the general purpose tool, or just use the [http://www.ntcore.com/4gb_patch.php 4GB Patch] on the GECK executable.
+
*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.  
  
* Cause-2: A specific file included in FCO is known to cause this CTD.
+
:
 +
:*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.      
  
:* Solution-2: Remove the file: "Data\meshes\characters\hair\eyebrowm.nif" installed by FCO.
+
<span id="Issue: TTW Performance Guide abstract"></span>
 +
=== Issue - TTW Performance Guide abstract ===
  
=== Issue: GECK Render Window shows a large gray square in new world space ===
+
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.
Created a new world space and set WastelandNV as parent, using land and map data from the parent. Everything seems to be working fine except for a huge gray square covering most of the render window when trying to view the new world space.
 
  
* Cause: The gray square is the water table.
+
<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>
  
:* Solution: Go to your 0,-0 point, zoom past the gray till you can see your land, and then add a static. Close, save, and then open your world space in GECK again and your land surface should now be visible.
+
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.)
  
== Solutions to Miscellaneous problems ==
+
As a result, the "Performance Guide" for TTW is applicable for FNV (and probably FNC) players as well.
  
=== Issue: Find the source mod of an item in-game ===
+
Required:
This is often desired to determine the source of a missing texture or mesh (the White "!" on a Red background symbol in game).
 
* Cause: The only way to use the console to identify an object in-game, is to have the object in an Actor's (the PC {your character}, an NPC, or container) inventory.
 
  
* Solution:
+
*[http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)] v5.1b4+.  
# Open the in-game console (<~> key).
+
*[http://www.nexusmods.com/newvegas/mods/53635 New Vegas Anti Crash (NVAC)].  
# Click on the PC, NPC, or container.
+
*[http://www.nexusmods.com/newvegas/mods/62552 FNV 4GB Patcher] The newest 4GB patcher by '''RoyBatty''' and '''LuthienAnarion'''.  
# Enter "showinventory" in the game console.
 
# The FormID will be displayed at the top of the screen.  See this article [http://fallout.wikia.com/wiki/Help:Form_IDs Help:Form IDs] for an explanation of how to interpret the FormID. In short, the first two characters are the "load order index" (in [https://en.wikipedia.org/wiki/Hexadecimal hexadecimal], starting with "00").  The "load order index" tells you the source mod.
 
#: Note that a "00" "load order index" means it's from the game master file (i.e. FalloutNV.ESM).  The "FF" index means it is a "spawned" character or item, which happens when you drop the item to the ground.
 
# If you have the '''Lutana NVSE Plugin''' installed, you can use it's console command ''search "<item name>"'' (double quotes required), which will show you a list of matching items with FormIDs.
 
# If you have '''NVSE''' installed, then you can use the console command ''GetModIndex "<pluginname>.es<X>"'' (double quotes required) to get "load order index" in-game (i.e. ''GetModIndex "DeadMoney.esm"'').
 
#* The '''NVSE''' console command "''gbo''" (GetBaseObject) after selecting the item will return the "base object id".  The FormIDs listed in the Object window of GECK are "Base IDs". A "Base ID" is only associated with an object template ''in the editor'', never with an instanced object in-game.  Note: Will return the leveled character/creature form if called on references spawned by one. Use "''gbf''" (GetBaseForm) to return the NPC/creature base form instead. Source: [http://geck.bethsoft.com/index.php?title=Glossary GECK Wiki].
 
  
=== Issue: Corpses disappear too quickly ===
+
Recommended:
This is not a bug, or something that can be "fixed".  It takes some understanding of how this necessary game "garbage collection" works.
 
* Cause:  Corpses count against the number of actors in a cell.  All actors (dead or alive) have scripts running against them which affects your processor load.  Too many can crash your game, so the game runs "garbage collection" routines to remove them.
 
  
* Mitigations: Could not find a vanilla INI setting for this, but the "Bashed Patch" (BP) from "Wrye Flash" (WF) has an adjustable "Combat: Max Actors" setting.  The BP also has a "Max Active Actors" setting, and a multiplier of that for the number of "Dead Actors".  Someone claimed you could have about 80 actors max, and about 50 before taking an FPS hit. "Your mileage may vary."
+
*[http://www.guru3d.com/files-details/nvidia-inspector-download.html Nvidia Profile Inspector] highly recommended for Nvidia users, but aging.  
** Corpses with a Quest marker never disappear (perma-corpses). Named NPCs (like "Joe Cobb") usually have this marker.
+
*[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.  
** Normal corpses disappear in ''exterior'' cells when the cell respawns or is purged (i.e. fast travel or switching to an ''interior'' cell), so you need to loot first.
+
*[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.  
** Corpses in an ''interior'' cell don't disappear because such cells don't respawn. (Note that does not apply to "containers" which are flagged to respawn.)
+
*[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.  
** You can't "carry" (<grab> key) a body through a door or fast travel with it.
 
** Adding an item (even one that was originally in it's inventory but removed) to a corpse turns it into a "container", causing the corpse to persist through a cell respawn.
 
  
=== Issue: Weapon quick key binding fails unexpectedly ===
+
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.
While previously working, suddenly the quick key binding for weapons no longer functions, and cannot be rebound.
 
* Cause: Unknown.  Circumstances are uncertain, but at least one report was after exiting the "Dead Money" DLC, while another had not played any DLC as yet.
 
  
* Workarounds: The following have worked for some, but not others.
+
*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.  
** Load a recent save game from prior to the point of failure to bind.  Now rebind the keys to the weapons, and see if playing forward doesn't retain the key bindings.  In a DLC that removes your equipment (i.e. "Dead Money"), this should be after you have had your original equipment returned, but before you have actually exited the DLC setting to the Mojave.
 
** Travel to some point where the weapons are removed from your possession (like a casino); and immediately upon exiting the location and the weapons are restored to your character see if binding the keys works again.
 
  
===Issue: FOMM/FOMOD 'Invalid Field' error===
+
:
Using NMM to download mod files and FOMM to install them, the latter reports an invalid field in the file "InstallLog.xml" and then exits to the desktop without installing.
+
:*Set "Multi-display/mixed-GPU acceleration" to "Single display performance mode".  
* Cause: NMM is inserting some fields into your mod archive's "fomod.xml" file upon installing them.
+
:*Finally set "Power Management Mode" to "Prefer maximum performance".   
:* Solution-1:  Re-download the mod(s) "manually" and install with the last version (0.14.11.12) of [http://www.nexusmods.com/newvegas/mods/54991/ FOMM-Forked].
+
::Here's a [http://i.imgur.com/6nYPWVX.png visual example].  
:* Solution-2: Use the [https://www.loverslab.com/topic/17895-fomm-custom-build-0141113/ "Custom" version 0.14.11.13 of FOMM].  This version provides support to undo NMM changes, along with bug fixes.  (Note: The download site is "adults only 18+" and requires registration to download, but the linked page has no "adult content".  FOMM is licensed under [http://www.gnu.org/licenses/gpl.html GPLv3].)
 
  
=== Issue: 'Difficulty' setting causes Player and NPC damage to be 'unbalanced' ===
+
2.) Fallout "User" INI files. Search through '''Fallout.ini''' and '''FalloutPrefs.ini''' within your "Users\Documents" game folder.
Desiring a damage mechanism to work the same for both.
 
  
* Cause: According to [http://www.supercheats.com/guides/fallout-new-vegas/game-difficulty-hardcore-mode this article] the "difficulty" setting causes the damage inflicted to be inversely proportional between the Player and NPCs. "Hardcore" mode has no effect on damage calculations.
+
:
 +
:*Under "[General]": 
 +
::
 +
::*"bUseThreadedAI=0" to "1".  
 +
::*insert "iNumHWThreads=2" below "bUseThreadedAI=1".    
  
{| class="wikitable" style="text-align: center; color: green; background-color:#ffffcc;" cellpadding="10"
+
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.)
|+ '''DIFFICULTY affect on DAMAGE inflicted'''
 
! Difficulty !! iDifficulty= !! by Player !! by Opponent
 
|-
 
| Very Easy || 0 || 200% || 50%
 
|-
 
| Easy || 1 || 150% || 75%
 
|-
 
| Normal || 2 || 100% || 100%
 
|-
 
| Hard || 3 || 75% || 150%
 
|-
 
| Very Hard || 4 || 50% || 200%
 
|}
 
"iDifficulty=" setting is found in the "FalloutPrefs.ini" file in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV" folder.
 
  
:* Solution: Adjust "Difficulty" to "Normal" for the same damage calculations to apply to both sides.
+
:
:: Note you can change difficulty "on the fly" in game, so you should be able to easily test what works best for you with any combination of mods.
+
:*Under "[General]":
 +
::
 +
::*"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].  
  
=== Issue: How to eliminate the 'bullet sponge' effect?  ===
+
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:
As in: a critical hit to the head should generally kill a human. A few (1-3) bullets to the torso should knock a human out of the fight.  Can't shoot through openings in railings, bridges, vehicles, etc.
 
  
* Cause-1: See sub-topic [[#Issue: 'Difficulty' setting causes Player and NPC damage to be 'unbalanced'|Issue: 'Difficulty' setting causes Player and NPC damage to be 'unbalanced']].
+
:
 +
:*Under "[General]": 
 +
::
 +
::*"bPreemptivelyUnloadCells=0" to "1".   
 +
:*Under "[BackgroundLoad]": 
 +
::
 +
::*"bSelectivePurgeUnusedOnFastTravel=0" to "1".    
  
:* Solution-1:  Adjust "Difficulty" to "Normal" for the same damage calculations to apply to both sides.
+
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.
  
* Cause-2: The designers appear to have chosen the rather simple approach of using 'difficulty' to determine how much health ('hit points' or HP) each opponent has, but in a non-linear manner. This, combined with the inverse calculations of the "difficulty damage calculations", tends to create "bullet sponges" ... opponents that soak up multiple hits before appearing to be effected.
+
:
 +
:*Under "[Audio]" 
 +
::
 +
::*"iAudioCacheSize=2048" to "8192".  
 +
::*"iMaxSizeForCachedSound=256" to "1024".    
  
:* Solution-2: There are mods designed to 'correct' the balance between the player and other opponents in the game.  These tend to proclaim themselves as "more realistic".
+
6.) NVSE. Open the game "Data" folder, and search for the "NVSE" sub-folder. (This assumes you have installed NVSE.)
:: Some popular ones (but not all available) include:
 
::* [http://www.nexusmods.com/newvegas/mods/35335/ Realistic Weapons Damage - New Vegas (RWD)] - modifies Body Parts Data to make fights more tactical. (Your enemies won't be able to take 5 shots in the head and stand still, same thing for you...) Fights are deadlier.
 
::* [http://www.nexusmods.com/newvegas/mods/35037/ Realistic Headshots (RHS)] - A shot to the head for most opponents is almost always an "instant kill".
 
::* [http://www.nexusmods.com/newvegas/mods/61141/? Bleed] - designed to change the way that ballistics, energy, explosives, poison, fire, electricity, plasma and shrapnel inflict damage and other effects in a challenging and more deadly way. BLEED provides enhancement to all forms of damage, and also provides more realistic knock down mechanics.
 
::: According to one of the authors does essentially the same thing as RWD (and possibly RHS), but without the CTDs of RWD due to weird edits, and the two mods (Bleed and RWD) will conflict with each other.  Use either RWD or '''Bleed''', but not both.
 
::* [http://www.nexusmods.com/newvegas/mods/47285/ Project Nevada - Extra Options (PNO)] - enables you to turn the level multiplier down for endurance and level.  Set them to 0 so they don't get the game default of exponential HP scaling.  You must have the PN "Rebalance" and "Rebalance Complete" modules for this. This will also affect how the "enemy artificial intelligence" acts.  Turn on the helmet DT requirement, too.
 
  
* Cause-3: Objects and terrain in the game world have "collision boxes" around them so "actors" don't walk through them. Often these boxes are larger than the player might desire and cause the blocking of projectiles from passing through apparent "openings".
+
:
 +
:*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-3: [http://www.nexusmods.com/newvegas/mods/59149/ Collision Meshes] fixes some of the worst collision meshes in the game!
+
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.
  
=== Issue: My Steam Achievements have stopped working ===
+
:
* Cause: Most likely you used a console command (like "tcl") during a play session. This will automatically stop "Steam Achievements" as an "anti-cheat" measure.
+
:*Edit the "Data\NVSE\plugins\sr_New_Vegas_Stutter_Removers.ini" file as follows: 
 +
::
 +
::*Under the "Master = {" section, set all settingsto "= 0" except: 
 +
:::
 +
:::*"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.    
  
:* Solution: Save and exit the game to the desktop. Upon reloading, Achievements will resume automatically.
+
:
 +
::
 +
:::
 +
:::*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: Restore vanilla animations ===
+
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>
You tried some animation replacement file(s) and want to go back to the vanilla version.
+
 
* Cause: Animations, like most "replacers", either place loose ".kf" files in the appropriate folders, or overwrite any that are already there. The vanilla version of the animation files are in the "Fallout - Meshes.bsa" file under the path "("Data\Meshes\Characters\_male\Locomotion", so any "loose files" found under that path are "replacements".
+
: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.
 +
: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.
 +
:*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.  
 +
:*Do note, 13 is solely an example; the shader package "19" should be renamed to depends on the number your "Renderinfo.txt" displays. 
 +
 
 +
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.
 +
 
 +
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:
 +
 
 +
:
 +
:*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"    
  
:* Solution: First see if uninstalling the mod cleans up the issue.
+
:
::* Otherwise, examine the archive package of the "replacer" mod you are removing to determine the folder structure where the mod places it's files.  These should be under "Data\Meshes\Characters\_male" and "Data\Meshes\Characters\_1stperson", but may or may not be placed in deeper sub-folders.
+
:*in the '''enblocal.ini''' file, set:
::* If this was the only set of "animation replacement" files installed, then simply delete the "Locomotion" sub-folder if it exists.  (The game will use the vanilla animations from the BSA file.)
+
:*[GOBAL] 
::* Some mods place their files directly in the "Data\Meshes\Characters\_male" and "Data\Meshes\Characters\_1stperson" instead of a "Locomotion" sub-folder under them. Those folders are used by many mods, so rather than deleting the folder, you should delete "*.kf" files only.
+
::
::* If you wish to try to preserve other replacements, then examine the archive package of the "replacer" mod you are removing, and delete any matching file names from the corresponding "Data\Meshes\Characters\_male" and "Data\Meshes\Characters\_1stperson" paths and sub-folders.  However, if any other replacement files were overwritten, then you will need to re-install the other replacers as well.
+
::*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   
  
=== Issue: Is my game the latest version? ===
+
&nbsp;
Wondering if the problem might be because it doesn't have the latest patch?
 
  
* Cause: I bought the game before more recent versions like "Ultimate", which I know have the latest patch.
+
:
 +
:*[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.
  
:* Solution: Steam will automatically patch the game, but if you want to check for yourself:
+
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.
::* Navigate to your "FalloutNV.exe" file in the game root folder using Windows Explorer,
+
</div>
::* right-clicking on the file to bring up the context-menu, and
+
*Example '''enblocal.ini''' files for:  
::* click on "Properties".
 
::* Look under the "Details" tab for the game "Product Version".
 
:: The last patched version is 1.4.0.525; dated 27 Nov 2015.
 
  
=== Issue: Children can't use that ===
+
:
Unable to perform actions like harvesting plants or use a campfire because the game thinks you are a "child".
+
:*[https://pastebin.com/vhpRAFS0 best performance] (no texture replacers, 2GB VRAM).
 +
:*[https://pastebin.com/ix9G7wfg game with texture mods & small GPU VRAM] (size of all loaded resources > GPU VRAM size).  
  
* Cause: Occasionally the game gets your character's size wrong, and that makes it think you are a "child".
+
<span id="Issue: Vsync (V-Sync) ON or OFF"></span>
:* Solution: Use the console (toggle key "~") and command: "player.setscale 1" to reset your size to default.  If that doesn't work, you can also try "player.IsChild 0" to tell it you are not a young person without adult supervision.
+
=== Issue - Vsync ''aka V-Sync'' ON or OFF ===
  
=== Issue: Adjust or eliminate limb dismemberment and body explosions chance ===
+
"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.
Is it possible to reduce or eliminate the "gore" factor?
 
  
* Cause: The basic formulae is:
+
*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!
:* Large edged weapons dismember.
+
 
:* Powerful laser weapons dismember.
+
:
:* Blunt weapons explode.
+
:*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.  
:* High powered rifles and pistols explode.
+
 
:* Powerful plasma weapons explodes.
+
:
:* Explosives explode. (Strangely not allowed in vanilla)
+
:*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.)  
: By this it seems nothing can change the fact a lead pipe can cause an arm to explode.
+
 
: Many effects are scripted to occur, so simple settings will not affect them.  Some gore is the result of combat, while some is placed in the game world for atmosphere.
+
<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.  
 +
 
 +
: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.
  
:* Solution-1: Changing the setting "bDisableAllGore=" to "1" in the three INI files reduces limb dismemberment, but not completely.
+
== Solutions to Crash To Desktop ''aka CTD'' problems ==
 
<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 solid #00C600;color: green;
+
style="margin:0px 10px 10px 10px;border:1px dashed #DAA520;color: green;
 
background-color:#fff5f5;padding:3px;
 
background-color:#fff5f5;padding:3px;
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
 
word-wrap: break-word;      /* Internet Explorer 5.5+ */
">
+
">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.
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 "\Steam\steamapps\common\Fallout New Vegas\Mod Organizer\profiles\<Your Profile Name>". These files need to be changed as well.</div>
+
 
 +
Logs generated by the game itself (not Windows) are found in the game folder, where the "FalloutNV.EXE" file is located.
  
:* Solution-2: : While there are several mods on Nexus for tweaking Gore for various weapons, most seem unable to eliminate it completely.
+
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.
::* [http://www.nexusmods.com/newvegas/mods/49021/? No Combat Gore No Environmental Gore] "is dedicated to eliminating all gore from the game.  The gore from fighting, the extra gore added from the Bloody Mess perk, environmental gore that is piled in areas and even scripted gore such as your head exploding due to Dead Money's many radios setting off your collar."
+
</div>
::* [http://www.nexusmods.com/newvegas/mods/40040/? Project Nevada - Rebalance] lets you adjust the chances of bodies to dismember and explode.
 
  
:* Solution-3: You can try to make changes in the GECK for yourself.
+
<span id="Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)"></span>
::* In the GECK, the "defaultbodypart" setting (and other bodypart settings) are all found in "Actor | Data/Body | Part | Data". Just double click on the region you wish to disable gore on and uncheck the boxes for "Severable" and/or "Explodable". This applies to Actors instead of the weapons, and prevents scripts from dismembering/exploding them.
+
=== Issue - CTD after 10-20 minutes of play ''post-Win10 2017 FCU'' ===
::* There are two settings in the GECK for each weapon that control the Gore chance:
+
<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>
:::* iCombatDismemberPartChance (default = 50%)
+
<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.
:::* iCombatExplodePartChance (default = 75%)
+
</span>
::: You can try to edit these settings for each weapon more to your liking.
+
* 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: 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).
  
=== Issue: Corpse in 'T' (crucifix) pose ===
+
:* 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 functionalityIt includes '''ENBLocal.ini''' settings for '''ENB Series''' users as well.
The corpse unexpectedly remains upright until 'bumped' by the playerThis 'havok' collison will cause the corpse to drop to the ground and sprawl out.
 
  
* Cause: The actor's ACHR (Actor Reference) record did not have the "Starts Dead" flag enabled when it was placed in the "world" (Render window)This flag has the "uint32" data field value of "0x00000200" when set.  See also the sub-topic [[#Issue: Floating objects|Issue: Floating objects]] which points out that more than one mod affecting a cell may also cause this.
+
:* 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 anywaySetting "iDefaultMode =" to anything other than "1" seems to cause the problem. (It defaults to "3".)
:* Solution-1: The [http://www.nexusmods.com/newvegas/mods/51664/? YUP] mod fixes this for some vanilla game actors.
 
:* Solution-2: The mod [http://www.nexusmods.com/newvegas/mods/59147/ Ragdolls], which fixes havok collision for most skeletons, may helpIt now includes a small script called "Havok Bounce" designed to automatically "poke" every corpse everytime you change cells.
 
:* Solution-3: Inform the mod author of the problem.
 
  
=== Issue: CTD traveling from Cottonwood Cove to Fortification Hill (Render Unto Caesar quest) ===
+
:* 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:
The game attempts to autosave or "load screen" and crashes before arriving at Fort Hill.
+
::* 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
  
* Cause-1: You are using the built-in game "Autosave" feature.  This is not recommended at all.  See [[#Issue: CTD on interior/exterior/"fast travel" cell change|Issue: CTD on interior/exterior/"fast travel" cell change]] for more on this.
+
::* Under "CriticalSections = {, set:
:* Solution-1: Disable "auto-save" and use either of the [http://www.nexusmods.com/newvegas/mods/36730/? CASM] or [http://www.nexusmods.com/newvegas/mods/45652/? CASM with MCM] mods instead.  "Timed saves" are not recommended because they can't detect if something critical (like a script processing) is going on in the background. "CASM with MCM" allows you to fine tune when it saves.
+
:::* "iDefaultMode=3"
 +
:::* "bUseOverrides=1"
 +
 
 +
::* Under "OverrideList = {", third "Critical Section = {" ("CallerAddress = 0xA044FE") section:
 +
:::* delete "Spin = 6000"
 +
 
 +
::* 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-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).
 +
 
 +
:* 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.
  
* Cause-2: You failed to trigger all prior stages of the quest.
+
:* 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.
:* Solution-2: Be sure to speak with the guard who halts you when you enter Cottonwood Cove after starting this quest.  Do not bypass him.
 
  
=== Issue: "Fallout Character Overhaul" (FCO) not working or conflicting ===
+
<span id="Issue: CTD on interior/exterior/"fast travel" cell change"></span>
* Cause-1: Usually the problem is not understanding or following the installation instructions.
 
: Note that FCO is a "high resolution" texture replacement of characters and NPCs.  These will place additional demands upon your video system.  Not all older systems will be able to handle the challenge.
 
:* 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't.  You 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.
+
=== Issue - CTD on interior or exterior or ''fast travel'' cell change ===
:* Solution-2a: The author recommends the authorized patch [http://www.nexusmods.com/newvegas/mods/61357/? FCO Bugfixes] by Lunarion Silver to correct these issues.
+
* 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-2b: Other mods may also have their own patches for FCOBe 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.
 
  
==References==
+
:* 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.
(Generally in order of first appearance within the article.)
+
:: 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.
  
=== Refs: Checklist ===
+
* Cause-2: Crashes on cell transition will happen more often the more mods you have that affect NPC's & levelled lists.
* [http://nvse.silverlock.org/ New Vegas Script Extender (NVSE)]
 
* [http://www.nexusmods.com/newvegas/mods/58277/? JIP NVSE Plugin]
 
* [http://www.nexusmods.com/newvegas/mods/55399/? Lutana NVSE Plugin]
 
* [[How_to_read_most_Bethesda_game_error_logs|How to read most Bethesda game error logs]]
 
* [http://www.nexusmods.com/newvegas/mods/42507/? Mod Configuration Menu (MCM)]
 
* [http://www.nexusmods.com/newvegas/mods/44757/? One HUD (oHUD)]
 
* [http://www.nexusmods.com/newvegas/mods/57174/? User Interface Organizer (UIO)]
 
* [[HUD-UI-Menu_issues|HUD-UI-Menu issues]]
 
* [[2-4GB_game_memory_limits_and_solutions|2-4GB game memory limits and solutions]]
 
* [http://www.nexusmods.com/newvegas/mods/55061/? 4GB Fallout New Vegas Updated]
 
* [http://www.nexusmods.com/newvegas/mods/62552/? FNV 4GB Patcher]
 
* [http://enbdev.com/index_en.html ENB]
 
* [http://reshade.me/sweetfx SweetFX]
 
* [https://loot.github.io/ LOOT]
 
* [[Load_order_and_you|Load order and you]]
 
* [https://github.com/Gruftikus/tes4ll TES4LL]
 
* [http://www.darkcreations.org/testg/wiki/Main_Page TESTG]
 
* [http://www.nexusmods.com/newvegas/mods/58562/? FNVLODGen]
 
* [http://www.nexusmods.com/newvegas/mods/34703/? FNVEdit]
 
* [[Missing_Masters|Missing Masters]]
 
* [http://www.nexusmods.com/newvegas/mods/35003/? Wrye Flash]
 
* [http://wiki.step-project.com/Guide:Merging_Plugins S.T.E.P. Merging Plugins Guide]
 
* [http://www.nexusmods.com/oblivion/mods/35230/? Wrye Bash Pictorial Guide]
 
* [https://forums.nexusmods.com/index.php?/topic/2247404-fallout-new-vegas-beginners-guide-to-modding/ Fallout New Vegas Beginners guide to modding] by gromulos
 
* [http://www.systemrequirementslab.com/cyri/requirements/fallout-new-vegas/11035 FalloutNV minimum System requirements]
 
* [[Installing_Games_on_Windows_Vista%2B|Installing Games on Windows Vista+]]
 
* [http://www.nexusmods.com/newvegas/mods/59266/? One Tweak for FNV]
 
* [http://www.almico.com/speedfan.php Speedfan] (freeware)
 
  
=== Refs: ArchiveInvalidation (by Manager) ===
+
:* 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.
* [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]
 
* [http://www.nexusmods.com/newvegas/mods/42572/? Mod Organizer (MO)]
 
* [http://www.nexusmods.com/newvegas/mods/36901/? Fallout Mod Manager (FOMM)]
 
* [http://www.nexusmods.com/newvegas/mods/modmanager/ Nexus Mod Manager (NMM)]
 
* [http://www.nexusmods.com/newvegas/mods/54991/ Fallout Mod Manager - Forked (FOMM-Forked)]
 
* [http://www.darkcreations.org/testg/wiki/Troubleshooting TESTG Troubleshooting]
 
  
=== Refs: Mod Conflict Isolation ===
+
* Cause-3: The default game "heap size" is too small for some modded games.
* [http://www.uesp.net/wiki/Tes4Mod:Clean_Save Tes4Mod:Clean-Save procedure]
 
  
=== Refs: Solutions to Starting the game problems ===
+
:* 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.
* [http://www.eassos.com/how-to/fix-error-code-0xc0000005.php How to fix error code 0xc0000005]
+
 
* [http://www.nexusmods.com/newvegas/mods/53635/? New Vegas AntiCrash (NVAC)]
+
<span id="Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu"></span>
* [http://www.makeuseof.com/tag/take-back-control-driver-updates-windows-10/ Taking back control of Windows 10 driver updates]
+
=== Issue - CTD without warning or ''Out of Memory error'' or stops responding after the Main Menu ===
* [https://www.microsoft.com/en-us/download/details.aspx?id=8109 DirectX End-User Runtimes (June 2010)]
+
Happens without error messages, as if the game runs out of memory, or the OoM error message.
* [https://answers.microsoft.com/en-us/windows/forum/games_windows_10/how-to-make-win10-run-directx-90/c7b61bc6-0b5e-4233-aefe-cfbe3c49d930 How to make Win10 run DirectX 9.0]
+
 
* [http://www.nexusmods.com/fallout3/mods/17209/? Intel HD graphics Bypass package]
+
*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).
* [http://www.dependencywalker.com/ Dependency Walker]
+
:* 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.
* [https://forums.nexusmods.com/index.php?/forum/350-new-vegas-technical-support/ New Vegas Technical Support Forum]
+
:* 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-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)]].
 +
::* Solution-2a: Activate the "Sheson memory patch" (unknown type of heap) in NVSE.{{NVSE Configuration}}
 +
::* 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.
 +
:* Solution-3: Enable two "purge cells" options in the three "INI" files:
 +
::<pre>
 +
::: [General]
 +
::: bPreemptivelyUnloadCells=1
 +
::</pre>
 +
:: and
 +
 
 +
::<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>
 +
 
 +
* 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.
 +
 
 +
* 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.
 +
 
 +
<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 card.  Modern 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 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 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.
 +
 
 +
<span id="Issue: CTD upon completion of DLC"></span>
 +
=== 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.'
 +
 
 +
* 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-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.
 +
 
 +
* 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.
 +
 
 +
<span id="Issue: CTD upon quitting a modded game"></span>
 +
=== 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 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]].
 +
:: 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.
 +
 
 +
<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't.  It 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.
 +
 
 +
* 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.
 +
:* 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 activators.  The 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).
 +
 
 +
<span id="Issue: Hi-Rez Texture mod causes CTD"></span>
 +
 
 +
=== Issue - Hi-Rez Texture mod causes CTD ===
 +
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.
 +
 
 +
* 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.
 +
 
 +
<span id="Issue: Removing a Project Nevada Implant freezes the game or CTDs"></span>
 +
=== 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.
 +
 
 +
<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 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.
 +
 
 +
<span id="Issue: WIN10 Freezes/Hangs and you can't use Task Manager to kill the process"></span>
 +
=== Issue - WIN10 Freezes or Hangs and you can not 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.)
 +
 
 +
* Cause: The game "freeze/hang" is preventing normal keyboard "< Alt+Tab >" function.
 +
:* 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 ==
 +
 
 +
<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.)
 +
 
 +
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.
 +
 
 +
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).
 +
 
 +
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:
 +
 
 +
<span id="Issue: Console - in-game console ['''~'''] (tilde) key doesn't work"></span>
 +
 
 +
=== Issue - Console - in-game console default key does not work ===
 +
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:
 +
 
 +
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.
 +
 
 +
<span id="Issue: Console - Can't open the in-game "console" command line under Windows 10"></span>
 +
=== 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.
 +
 
 +
:* Solution: There are a couple of mods that use NVSE as a workaround that may help in this situation.
 +
::* [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
 +
 
 +
<span id="Issue: Console - troubleshooting"></span>
 +
=== Issue - Console - troubleshooting ===
 +
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.
 +
* 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
 +
: 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.
 +
 
 +
: Alternatively, The position of console text can be set in the INI files.
 +
:* 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:
 +
<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+ */
 +
">
 +
{| 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>
 +
 
 +
* Console improvements for "ease of use" are now available:
 +
:* [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.
 +
 
 +
<span id="Issue - GamepadSupport"></span>
 +
<span id="Issue: GamepadSupport"></span>
 +
 
 +
=== Issue - Controls - GamePad Support missing ===
 +
Symptoms: GamePad or Controller does not natively recognize key and mouse controls.
 +
 
 +
* Cause: The game does not provide built-in support for the device.
 +
:* Solution: Use a controller adapter keybard mapping program to add this functionality.  See [[#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]]).
 +
 
 +
<span id="Issue - RemapDefaults"></span>
 +
<span id="Issue: Have to remap some essential default key assignments"></span>
 +
 
 +
=== 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.
 +
 
 +
<span id="Issue - RemoveControllerDefaultButtons"></span>
 +
<span id="Issue: How to remove a game controller's default button bindings"></span>
 +
 
 +
=== 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.
 +
 
 +
:* 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 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].
 +
:: {{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
 +
::* 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.
 +
 
 +
<span id="Issue - SwitchWeaponsMouse"></span>
 +
<span id="Issue: How to switch weapons using the mouse middle-button/wheel"></span>
 +
 
 +
=== 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 wheel.  MCM menu configuration.
 +
 
 +
<span id="Issue - ModsLackControllerSupport"></span>
 +
<span id="Issue: Mods don't seem to have controller support"></span>
 +
 
 +
=== Issue - Controls - Mods do not seem to have controller support ===
 +
Some mods don't seem to work with a game controller, even though the game works fine in general.
 +
 
 +
* 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.
 +
:* 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_-_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" folder.  Your mod manager may not recognize that location, and manual installation may be required.
 +
 
 +
<span id="Issue - KeyControllerConflict"></span>
 +
<span id="Issue: Mouse and/or keyboard don't work with a game controller installed"></span>
 +
 
 +
=== 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.)
 +
 
 +
:* 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.
 +
::: 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.
 +
 
 +
:* Solution-2a: 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.
 +
:: {{Lutana NVSE Plugin Status}}
 +