Fallout NV Mod Conflict Troubleshooting

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Contents

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 "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".

If you haven't already, it is suggested to read the wiki article 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.

The 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

Standard list of things to ask yourself about your current FNV problem:
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 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.

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. DO NOT run the 4GB Patcher against the GOG version. This situation has been known to prevent the ability to save any game files. Other unpredictable problems may occur.

01. Are you getting an error message? What is that pointing to as the source of the problem: the game, Steam, or Windows?

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)?
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 chkdsk on the drive to fix any errors that might have occurred.
e. Windows system update (consider rolling back to the previous 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.

Before you make any changes to the game INI files, please make backups and put them in a safe place. See the Game INI files section of the "FNV General Mod Use Advice" article for details.You have been warned!
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".
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.

04. Does the most recent mod change use New Vegas Script Extender (NVSE) or supplemental plugins like JIP NVSE Plugin or "Lutana NVSE Plugin"? Check that log (in the game's root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas"). OR, in game to confirm if it is installed properly you can open the console (default is the "~" key), enter 'GetNVSEVersion', and it will return the version number. The same check for supplemental plugins is 'GetPluginVersion "<plugin name>"', where <plugin name> is the string "Extensions for NVSE" (NX), "JIP NVSE Plugin" (JIP), and "lutana_nvse" (Lutana).

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.
When installing New Vegas Script Extender (NVSE), the nvse_loader.exe file should be in the game root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas"), so it's along with the FalloutNV.exe file. However, just unpacking the NVSE archive package to the "Fallout New Vegas" folder may not create a "Data\NVSE" folder or the "Data\NVSE\Plugins" sub-folder upon installation unless you tell it to include sub-folders when doing so. If not, you will have to do so manually. It definitely does not create a configuration file (in the "NVSE" sub-folder), nor automatically enable it's log files (which will be found in the game's root folder). You need to do so yourself, using any plaintext editor such as Windows NotePad. Supplemental NVSE Plugins such as JIP, Lutana, MCM, NVAC, or NVSR should go into the "Data\NVSE\Plugins" folder; along with their configuration/INI files.
  • If not present, manually create folder "NVSE" under the game "Data" folder (at the same level as the "Meshes" and "Textures" folders), and then "Plugins" under the "NVSE" folder.
  • Make sure "hide known file types" is disabled in Windows/File Explorer's "Folder Options" menu, or your new INI file in the next step will have a hidden ".txt" extension which you don't want. (The DigitalCitizen.life article 8 ways to open the Folder Options window, in Windows (all versions) will show you how to access that.)
  • In the folder "Data\NVSE" create a new text file and name it "nvse_config.ini".
  • Copy and paste the following into "nvse_config.ini":
This will enable the game's error log the next time you run it, which will then be found in your FNV root folder (where you put the NVSE executable files). There will be at least three files: "falloutnv_error.log", "falloutnv_havok.log", and "nvse.log". The first one is very useful for finding broken stuff in mods or the cause of crashes. Not everything in it is an error so keep that in mind; some are just warnings. The "nvse.log" is helpful to identify problems with NVSE itself, and plugins that rely upon it.
The warnings are supposed to be written by the game engine in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\warnings.txt", but this may be dependent upon the "log level" in the "nvse_config.ini". The default is level "1" and there is no "warnings.txt" file created; but it goes up to level "5" (debugging) with increasing verbosity. However, it appears this "warnings" file feature was never actually implemented for FNV, but have been restored by the GECK Extender Plugin for NVSE.
  • To activate the "Sheson patch", Add the following before the "[Logging]" section of the "nvse_config.ini" file:
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. Too small or too large a heap size causes problems. Keep it under "500" (i.e. "496"), and in multiples of 16. Skyrim SKSE users may be aware of a "scrapheapsizeMB=" setting. This is carried over to NVSE, but is not used in the FNV game engine. Remember, nothing is "free memory". Everything you assign to a "heap" is no longer available to the game itself.
See also entirety of the 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 How to read most Bethesda game error logs wiki article.


05. Did the mod need to be added to Mod Configuration Menu (MCM) / One HUD (oHUD) / User Interface Organizer (UIO)? (Those mods need to see it when they are installed. See the wiki article HUD-UI-Menu issues and re-install them.)
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 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.
07. Are you using a FNV4GB Loader such as 4GB Fallout New Vegas Updated or an LAA flag Patcher like 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".)
08. Are you using an 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.
09. Are you using 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.
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.
11. Are you using 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 Load order and you for an approach to organizing the LO and creating a "merge patch" file to manually resolve conflicts.

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.) 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". 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 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 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.
13. If you are having a "red icon" problem, see the ArchiveInvalidation (by Manager) sub-topic.

  • 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 sub-topic for a list of specific recommendations.

15. If any LOD files (distant landscape terrain) have been added, re-run TES4LL (from Nexus Oblivion or GitHub). TES4LL is used to "fix up" LOD/VWD mesh files, and works along with FNVLODGen. (See the TESTG site for a glossary of terms and descriptions of/links to these and other utilities. The 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:
... _gamemode=FalloutNV _worldspace=WastelandNV _worldspaceid=894758 _worldspaceidhex=000DA726 ...

16. If the LO has changed, re-run FNVLODGen after LOOT. (Rebuilds LOD quadrants (quads), which are "load order" dependent.)
17. Use FNVEdit (loading the entire LO) to check for Masters that are missing or loading after Dependencies. See the wiki tutorial Missing Masters. There is full documentation of FNVEdit (for both FO3 and FNV) in the online docs Tome of xEdit and the downloadable PDF FNVEdit Training Manual.
18. Are you using a Wrye Flash Bashed Patch or a manually created "merge patch" file? (Resolves record level conflicts.) See S.T.E.P. Merging Plugins Guide which covers both approaches, or the video Making a Merge Patch by Roy Batty for the "merge up" approach. (Use of "Mod Organizer" is not required.) Use the Wrye Bash Pictorial Guide to quickly get functional with "Wrye Flash", which I think is the easier approach for a novice modder.
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 Fallout New Vegas Beginners guide to modding by gromulos.
20. Was there an update to a mod that has been included in a "merged plugins" or "merge patch" file? Rebuild the "merge" file.
21. Did any system or driver updates occur? (Third party processes might be the cause if nothing else changed.)
22. Does your hardware meet the game's minimum requirements?
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 New Vegas Script Extender (NVSE) and use the One Tweak for FNV mod.
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.
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 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)

"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". 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.

(For links to tutorials and documentation for the individual mod managers, please see the 'Mod Managers' section of the wiki "FNV General Mod Use Advice" article.)

  • Open your mod manager.
  • 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:
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. (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.
4. Try "Automatic Archive Invalidation" in the Profile both OFF and ON.
  • 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".
  • Nexus Mod Manager (NMM) or the newer 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.
  • Vortex: the new "official" Nexus mod manager handles "Archive Invalidation" with an extension called "Gambryo Archive Invalidation". It's enabled when Vortex is installed, and it works automatically for certain Bethesda games.
It now has a dedicated button on the Vortex dashboard.
Per the author Tannin here:
Note that Vortex is now in "Beta" state, meaning it is "feature complete" but bugs may still be found and dealt with. Please report problems to the Vortex Forum in order for it to move to "production release" status.
  • 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 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.
If you are using the JIP LN NVSE Plugin optional "FalloutCustom.ini" file to override the standard INI file settings, make sure it has been changed as well.

Mod Conflict Isolation

If you have to isolate a mod conflict, try first "disabling" half your mods, and testing. If the problem disappears, then you know the mod conflict lies in the "disabled" half of the mods. Re-enable half of the "disabled" half of the mods (i.e. now down to 1/4 of the total) while disabling the entirety of the other (previously enabled) half, and test. Keep repeating this "halving the remainder" process until you have narrowed it down to the mod that causes the problem only when it is active. This is the quickest way to isolate a problem mod.

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 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 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 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 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.

It's always useful to post your Load Order (in "Spoiler" tags. Use the "Special BBCode" button in the Forum "Reply" menu bar, just to the left of the "Fonts" pick-list). Screenshots are not the best way to convey your LO, because they usually can't include everything in one image and make it difficult to determine if you have too many plugins. 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".

Towards Game Stability

  • 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.
  • Removing a mod that has stored some elements in a "save file" will leave residue (even with a "clean save") that can cause problems down the road. In particular you have to watch out for mods that use scripts to permanently change form and leveled lists (such as, purely as an example, Millenia's Weapon mods). This is not, in and of itself, a bad thing as there are compatibility advantages to using this "script" technique. Such mods usually point this out in their description. But it is something to pay attention to when experimenting. It's better to find out what causes problems before you start to play in earnest.

Solutions to Starting the game problems

Issue: After moving game from the default install location, FNV4GB fails to launch

The FNV4GB.log looks similar to the following when trying to launch it:

The "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.

Issue: Application load Windows error(s)

  • Cause-1: Specifically error codes: "5:0000065434" or "P:0000065432" indicate the Steam Client is not loaded.
  • Solution-1a: The "Steam Client" may be in "Offline" mode and minimized, but must remain running while launching the game, even with "nvse_launcher" or "fnv4gb".
Note that the "Steam Client" is what displays the "Library", "Store", etc. It is a separate piece of software from "the game" and performs the authentication that your copy of the game is legitimate.
  • Solution-1b: Sometimes all that is needed is to open the "Task Manager" (<Ctrl+Alt+Del> or right-click on the "Task Bar" | "Start Task Manager"), switch to the "Processes" tab, and right-click the "image name" Steam.exe task and select "End Process Tree". Then restart the game again.
  • Solution-1c: When this occurs with the "FalloutNVLauncher.exe" file after installing NVSE, some people have found that COPYing the "Steam.EXE" file (usually located in the "<install path>\Steam\" folder), into the game root folder (i.e. along with the NVSE.EXE file in "<install path>\SteamLibrary\steamapps\common\Fallout New Vegas"), resolves the problem.
  • Cause-2: For some people, the game will not run without "Multi-threaded AI" enabled.
  • Solution-2: In all three INI files, under the "[General]" section set the following values:
bUseThreadedAI=1
and add the line:
iNumHWThreads=
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".
  • Cause-3: Error message "Application was unable to start correctly", and Windows "Event Viewer" Application Error: "Exception code: 0xc0000005".
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.
  • Cause-4: Error message "The application was unable to start correctly (0xc000007b)" has several possible causes. The 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.
  • Cause-5: Generally this only applies if you are unable to get the game to start at all, ever. If it had been running but suddenly starts failing for no apparent reason, most likely it is due to something on the OS side that recently changed: a Windows Update, or a new video/ mouse/ sound/ keyboard driver. See also: Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU).
It is common advice to update video drivers, but manufacturers often stop testing for older game compatibility. Experience suggests you only update drivers when necessary to resolve a specific problem, and be prepared to "rollback" to an older driver version. Keep at least one version that is known to work "in reserve".
  • Solution-5a: If running the game in online mode through Steam, Set/Change Steam Compatibliity:
  1. Run the Steam Client and login online.
  2. Right-click on the Steam Icon, choose Properties, and if it is on, turn Compatibility off.
  3. Close out Steam Client entirely.
  4. Open Steam again it and attempt to load the game.
  • Solution-5b: If running the game in offline mode by launching from your computer desktop, or if setting "Steam Compatibliity" is not sufficient, Set/Change Windows Compatibility:
  • Note that the Windows 10 "Fall Creator's Update" (FCU, v1709; aka "RedStone 3") reportedly no longer requires this compatibility setting.
  1. 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+ article for why not and help on moving it.)
  2. Select Troubleshoot Compatibility.
  3. Choose the Troubleshoot Compatibility option.
  4. Check the box that says The Program requires additional permissions.
  5. Select Yes for the next window and then Test the Program.
  6. Choose Save these settings.
  7. Try to launch the game from your desktop again.

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.)
A "missing master" problem can result just from a plugin being in the wrong sequence in the "load order".
  • Solution-1: Use FNVEdit (loading the entire LO) to check for Masters that are missing or loading after Dependencies. See the wiki article Missing Masters for more detailed instructions.
In general, make sure all your ESM files are loaded first with the game ESM (FalloutNV.ESM) as the very first file and those of the DLC next in the order they were released:
  • FalloutNV.ESM
  • DeadMoney
  • HonestHearts
  • OldWorldBlues
  • LonesomeRoad
  • GunRunnersArsenal
    and then the "pre-order packs":
  • ClassicPack
  • MercenaryPack
  • TribalPack
  • CaravanPack
Mod EMS files should follow.
Use LOOT to get a basic sorted mod order. Note that some mods have ESMs that use the ESP extension, so if LOOT sorts them into the ESM group, leave them as it is determining that from the file headers and they really are flagged as ESMs.
  • Cause-2: A Black screen but you can hear sounds and the game seems to be running usually means you have too many plugins active. You can start to have problems anywhere with between 130-140 active plugins depending upon your system. Here "plugins" refers to both ESM and ESP files that are active in your "load order", or present in the game "Data" folder even if not active.
  • Solution-2: Try temporarily disabling enough plugins to get under the cap and see if that gets your screen back. If so, then you need to look into permanently reducing the active plugin count by means of a "bashed" or "merged" patch file, and "merged plugin" files. See the wiki article Merged Plugin Guidelines for Personal Use where the subject is discussed.
  • Cause-3: A Black screen but you can hear sounds and the game seems to be running could mean you have corrupted a HUD-UI-Menu XML file, or have installed a mod that overwrites one. This can usually be confirmed by loading the game without any active mods or "save game" (i.e start a new game). If the screen remains black, you have an XML file issue.
  • 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 Missing Masters for more detailed instructions to check for these problems.
  • Solution-4a: Check the date/timestamp on the files in question. Even 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 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.
  • 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".)

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 GOG Galaxy client, which is similar to Steam's Client for an online community.

Thanks to vulchor and pixelhate on the Nexus "New Vegas Technical Support" forum for quickly assisting with the following information:

  • By default, GOG installs the game to "C:\GOG Games\Fallout New Vegas". This avoids the problems with Steam's default location under the "C:\Program Files" tree.
  • GOG provides a customized set of INI files. Be sure to backup the "Fallout_default.ini" file before making any changes as a precaution.
  • Includes new line "STestFile2=FalloutNV_lang.esp". This file's function has not been determined, but removing the file itself does not prevent the game from running. It's removal may be related to the warning about content no longer being present, listed below.
  • 4GB patching attempts don't work, but this is because that feature is already incorporated into the GOG versions of the games (and GECK). Patching is not required. They already will use up to 4GB of memory for the game.
  • "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 item #4.
  • "LOOT" v0.11.0 works without modification.
  • "xEdit/FNVEdit" should work, but might have trouble locating the GOG game folder until updated if not installed there.
  • 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.
  • 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 time. This warning can be ignored.
  • The "G.E.C.K." is pre-installed, but has the original GECK.INI file. This needs to be modified to enable loading multiple masters. See Issue: GeckCustom.INI file.
  • 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:
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 file. Or 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 well. Suggest 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 GOG forums for more info.
The "workaround" has been confirmed to work on Windows XP.

Issue: GOG version won't 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: 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:
    • Open the Steam Client.
    • Select "Steam | Settings" from the top menu bar. This will open a "Settings" window.
      • Select the "In-Game" option.
      • 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: 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: 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.
  • 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 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 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 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: How to disable the Game Bar and DVR in Windows 10.

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 FNVEdit and see if it reports any "missing master" errors for any plugins. See the wiki article 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.
  • 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.
  • Solution-2:
  • Re-check the mod download page for any required files you may have missed or removed.
  • Try sorting your "load order" with 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.

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:
old winmain = 01E1F720
couldn't write memory (update winmain)
couldn't init hook
Couldn't inject DLL.
terminating process
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 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:
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. (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 What are Meltdown and Spectre article.)
Microsoft is continuing to roll out a series of patches to fix this vulnerability. This article on 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 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 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 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 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:
  1. Open the Windows Defender Security Center.
  2. Go to "App & Browser control".
  3. Scroll down the page and go to "Exploit Protection" section. Then click on "Exploit Protection Settings".
  4. Inside the result page, click on "Program Settings" tab.
  5. Click on "Add program to customize".
  6. 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).
  7. In the "Program Settings" page should appear the entry with the full path (e.g. "D:\Fallout\FalloutNV.exe").
  8. Mouse over such an entry and click on it, and then on the button "Edit".
  9. 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 Enhanced Mitigation Experience Toolkit (EMET) 5.52 will suffice in the same manner instead. This free tool is approaching "end of life" on 31 July 2018 (at the moment). After that, only Windows 10 will be supported and security patched. Note that the "EMET User Guide" is a separate download.

Issue: Problems point to Steam as the source

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.
  • Diagnostic: First, confirm this is a Steam problem with the following steps.
    • Use the "verify local files" option in the Steam Library.
    • 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:
    • Ensure you have completely closed down (as in "log out" and wait for it to close) the Steam Client.
    • 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 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.
    • Now when you try launching your game the issue should be solved (or at least you should get a different error).

Issue: Regional Non-English language version of the game displaying English dialogue

Why are my DLCs in English instead of my Regional language?

  • 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.
  • Solution-1a: Remove the incorrect language code "*.nam" files.
  • 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.
  • Solution-1b: The mod Voice Actor BSA files lets you swap the language Voice Actor BSA file (Fallout - Voices1.bsa) to a different one of your choice. This enables you to have the text in one language and the voices in another.
  • Otherwise, contact your Regional Steam provider about the problem.

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?
(With thanks to PipBoyUser of the Nexus Fallout "New Vegas Discussion" forum for investigating and reporting the following.)

  • 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 localization article.)
  • 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 a multi-step process, taken in the following order:
  1. Install the game in your Regional language version (the one you want the subtitles to be using).
  2. Open the "Fallout_default.INI" file: "[General]" section, "sLanguage=" entry, and note for later use the exact language name used (e.g. "ITALIAN").
  3. Copy all the vanilla and DLC game "*.ESM" and "*.NAM" files somewhere else safe for later use.
  4. Now re-install the game, this time choosing the language version which you wish to hear spoken (e.g. "ENGLISH").
  5. Replace the the current install's "*.ESM" and "*.NAM" files with those you backed up from the Regional language version earlier.
  6. Edit the three INI files (see the 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. 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.

Issue: Regional Non-English language version of the game won't 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.

  • Cause: NVSE does not accept "language" parameters on the command line.
  • Solution-1: NVSE should be launched indirectly from 4GB Fallout New Vegas Updated or 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:
  1. Right click your FalloutNV.exe file in the Steam game folder, and create a shortcut to the desktop.
  2. Right click the newly created desktop shortcut and open "properties".
  3. It should say something like "steam://rungameid/22490". Copy that last number (the game's SteamAppID).
  4. Right click the 4GB launcher shortcut, and open "properties".
  5. 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)".
  • Solution-2: Some people reported early success by renaming their regional version named game folder (i.e. "Fallout New Vegas enplczru" to "Fallout New Vegas": the English version name). It is not reported if this causes issues later on with language specific patches, which is why it is the secondary solution.

Issue: Vanilla game bugs

Most that have been officially patched or are XBox or PS console only are available on the 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:
  • 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.
  • Core processors prior to I5 or I7 are suggested to use NVSR_4-1-32 (simpler options) with the 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 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.

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.
  • 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 tree. See Installing Games on Windows Vista+ for the rationale and guidance.
  • 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.
  • 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.
  • Solution-3a: Win10 November 2016 updates have fixed these issues. Make sure you have applied your system updates.
  • Solution-3b: The "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.
  • 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 Taking back control of Windows 10 driver updates.
  • Solution-3d: Depending upon the nature of the Windows update (all updates provide a link to a MS Knowledge Base article explaining the update in detail), reverting to the "system restore point" prior to the update may be a reasonable temporary solution if this occurs in the future. However, in the long term this might prove to be a security risk, so be sure to report the problem and track the status of the update for possible fix and re-release.

Issue: Vanilla game Hangs on startup

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.

  • Cause-1: Win10 has DirectX12 drivers, but the DX9 driver the game is expecting is not being found.
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+.Note that you need the 32-bit version for 32-bit games. (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 DirectX End-User Runtimes (June 2010) which is Win 8.1+ compatible. Download 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 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.
  • Solution-2a: If you haven't already, move the game out of the default "C:\Program Files" folder. See the wiki article Installing games on Windows Vista+ for instructions.
  • Solution-2b: If your graphics card is an "Intel" brand or on-board graphics chip, you need to install the mod 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-2d: If you are still having problems, then you need to determine which assets are missing. Install the 32-bit version of the Dependency Walker tool. Then run "Dependency.exe", pointing to the game EXE to examine. You are looking for red entries which signal "missing assets", which means it is not finding files the game requires. Some of these will be Windows system files (typically 32-bit versions if you are running a 64-bit system; which is expected). Initially you are looking for missing game files. If there are none, then either the game files are corrupted or the "load order" needs to be fixed.
  • If you have more than a few "missing assets" (i.e. files from Steam for Windows compatibility), then fire up the game with the Steam Client in "online mode" and launch it from the Steam Library (so it will install those assets it considers "temporary" while in game that it installs upon launch. If you can get to the main menu in "windowed mode", use <Alt+Tab> to switch out of the game and then run "Dependency.exe" again against the game EXE file (while it is loaded into memory). You should now find all or most of those "red" entries are now "black".
  • If you 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 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.

Solutions to Performance problems

Guide: Gopher's Performance Tutorial Video

As many people prefer to view a video over reading instructions, the following "setup" tutorial is recommended:

Please bear in mind that there are later alternatives to many of the specific mods he mentions in this video if any of them don't work for you.

Issue: FPS drops over time

  • Cause-1: This problem has been associated with FNV Project Reality MkI by JJC71 settings. (E.g. Initial FPS around 60, but over time it drops to roughly 30 FPS.) The mod was last updated in 2011.
  • Solution-1: Go into "Mod Configuration Manager" (MCM) and enable all the options in Project Reality, then exit out of MCM and wait a few seconds. Now go back in and disable all the options under Project Reality in MCM again. Instantly your FPS should be restored to what it was initially. See the comments tab on the download page regarding other issues.
  • Cause-2: There is some fairly compelling evidence that the game's texture cache system "leaks memory" over time. This generally means it allocates memory but fails to release it all properly when no longer needed; eventually leading to lowering FPS and CTDs. There is evidence that larger image sizes (aka "higher resolution images") speed up the problem to occurring after roughly 20-60 minutes of play.
  • 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.

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: 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 "OneTweak for NVSE" by virusek instead of the older (2011) "Fake fullscreen" mod suggested in Gopher's video, or the slightly newer, more full featured (2013) version called "Game Companion - Fake FullScreen". All of these make "windowed mode" look as if "full screen".
There is also an "open source" app called "Borderless Gaming" which works with virtually any game (including those from Steam). It's free, but confusingly talks about "buying it on Steam"; by which it means if you do choose to buy it ($3.99 USD) the proceeds support it's development.

Issue: Game in slow motion

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.

Queued, the author of the NVAC mod, reports in the NVAC support thread:

'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.'

The "list" he mentions was from the tool New Vegas Configator, which outside of that program must be translated to settings in the INI files as described in "Tweakguide's General Fallout game guide". It follows with Queued's comments on the values (which are not recommendations) used by someone having CTDs, given in "("parentheses")" for reference only:
  • Fullscreen (OFF) - No problem.
  • Anisotropic Filtering (8) - No problem.
  • Antialiasing (8x) - No problem, though 8x is ridiculously taxing; traditional MSAA is crazy inefficient and slow.
  • Shadows (ON) - No problem.
  • Shadow Quality (2) - No problem.
  • Shadow Filtering (2) - No problem.
  • Max Shadows in Interiors (12) - No problem.
  • Full Scene Reflections (ON) - Probably fine; I'm not sure which setting this maps to as the Configator made up descriptive names.
  • Water Reflections Width (2048) - No problem, though is Height also set to match?
  • Object fade distance (15) - No problem.
  • Item fade distance (15) - No problem.
  • Actor fade distance (15) - No problem.
  • Tree LOD fade (80000) - Technically no problem, but as far as I'm aware, vanilla New Vegas doesn't use the Tree LOD system and Tree LOD models are part of Object LOD instead.
  • Object LOD fade (100000) - No problem.
  • Land Quality (1.5) - No problem.
  • Threaded Morpher (ON) - Does nothing; the game reads the value but never uses it.
  • Threaded Blood (ON) - Does nothing; the game never even reads this value.
  • Threaded Particles (ON) - Does nothing; the game reads the value but never uses it.
  • Threaded AI (ON) - Possible cause of crashes; use at your own risk.
  • Models Cloned in Background (ON) - Does nothing; the game never even reads this value.
  • Load Files in Background (ON) - Likely safe; however, use at your own risk.
  • Load lip files in background (ON) - Unknown impact; use at your own risk.
  • Havok Threads (7) - Does nothing; the game never even reads this value.
  • Grids loaded (12) - LEAVE THIS AT 5. This needs to be an odd value (5, 7, 9, etc.) and the game has code that only works properly when this is at the default of 5. Turning this up drastically increases memory and processor use. Also, this is probably why you're crashing outdoors. [Larger values may cause scripts to prematurely trigger upon cell loading.]

Added: Note that 'uGridsToLoad=' is directly linked with 'uInterior Cell Buffer=' and 'uExterior Cell Buffer=' values. Best to leave all three alone.

  • Pre-Emptively Unload Cells (ON) - Possible cause of crashes; use at your own risk.
  • Unload cells on fast travel (ON) - Possible cause of crashes; use at your own risk.
  • Use hard drive cache (ON) - Unknown impact; use at your own risk.
  • Preload Size Limit (223) - Dumb setting; this is the data buffer for Bink video.
Others who have looked at the code do not disagree with Queued.
As system components vary, only experimentation will tell which values will improve your performance.
  • Cause-1: Fallout INI files are configured with wrong (too high) an "iFPS=" setting.
  • Solution-1: Set the "FPS" setting to a maximum of "=60".
Note that too high an FPS over 60 can cause a "havok physics" problem with objects falling from clipping through geometry.
Make backups of the INI files before changing them.
  • The Fallout INI files have an "iFPSClamp=" setting under the "[General]" section. Do not set this to other than "=0" if you have NVSR "bManageFPS = 1".
  • New Vegas Stutter Remover (NVSR) "Data\nvse\plugins\NV_Stutter_Remover.ini" has to have "bManageFPS = 1" under the "Master = {" section before the setting "MaximumFPS = 60" under the "FPS_Management = {" section will take effect. Check that the "MinimumFPS" setting is not higher than the maximum; something like "= 20" is noticeable while still playable. If NVSR is managing FPS, do not leave the three Fallout INI files with a setting other than "iFPSClamp=0".
  • Cause-2: For some people, the problem is New Vegas Stutter Remover (NVSR) "Data\nvse\plugins\NV_Stutter_Remover.ini" has "bManageFPS =" set to something other than 0.
  • Solution-2: Edit the "NV_Stutter_Remover.ini" setting to "bManageFPS=0" and have the three Fallout INI files use "iFPSClamp=60" or less.
Make backups of the INIs before changing them.
  • Cause-3: Many mod scripts running, especially during mod initialization. If specifically in Goodsprings, be aware that the "Weapons.of.the.New.Millenia" "cache cabinet"/"cheat chest" is known to cause this, but only in Goodsprings.
  • Solution-3: Review your mods and reduce the number that initialize only in that specific area.
  • Cause-4: This seems to be a general problem with the FO3/FNV Gamebryo engine over time. The exact cause has not been pinned down.
  • Solution-4: Reboot your computer. This seems to restore things to normal frame rates, at least for a time.
  • 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.
  • Solution-5a: If possible, use a dedicated computer with an older OS such as Win7 for your 32-bit games.
  • 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 HyperV on Windows compatibility for the hardware requirements and a walk-through of the installation process. Note this requires you to have or obtain an ".iso" file of the desired OS install media. (If none of this option makes sense, you probably don't want to mess with it. Otherwise, educate yourself as it is beyond the scope of this wiki.)
  • Cause-6: Your hardware can't cope.
  • 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):
  • 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: Graphics (vanilla game) "glitchy" immediately after exiting Doc Mitchell's

Unless the camera is pointed at the sky or your feet, the ground and all other textures disappear. Messages would become "black boxes", the entire screen becomes black and occasionally flash different colors. Just "glitchy". Eventually after a short period of time the game will CTD.

  • Cause: You have some incompatible video settings.
  • 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 entry. See also the Solutions to Graphics problems section for other possible conflicts.

Issue: Lag or "microstutters" even with "New Vegas Stutter Remover" installed (or not)

All visual stuttering problems are caused by the video stream having to wait for the "art assets" required to render the display. Mostly these are due to the disk drive being orders of magnitude slower than VRAM, with System RAM (e.g. "ENBoost") being in between.

"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.

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.

  • Cause-1: Companions impose heavy script processing penalties. More than two companions, while possible, will definitely cause lag according to the game developers. The game is unable to tell if a vanilla companion is "actually with you" or merely "befriended" but sitting elsewhere in another cell (such as in the Lucky 38 suite).
  • Solution-1: Release ("part ways" from) unused companions to return to where they were recruited. If you are not informed you have lost the Perk granted by that companion, you have not actually "released" them. There are "companion dismissal terminals" found in the game to help with this for companions, even those not currently with you. One is found in the Lucky 38 Casino by the Casino floor elevator and another in front of the Gun Runners HQ shack outside Freeside's East gate.
  • Cause-2: Use of NVSR setting "bHookLightCriticalSections=1".
  • Cause-3: The stutters can come from the game looking for control inputs from the attached game controller device first, then the keyboard/mouse though both are enabled.
  • Solution-3: Disconnect the controller if you are not using it. Regardless, in the "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\FalloutPrefs.INI" file look for "bGamePadRumble=" and ensure it is set to "0".
  • Cause-4: Video card settings are not optimized for the game.
  • Solution-4a: nVidia - There is a third-party tool called nVidia Inspector. (The author's blog page is in German, but does not appear to have been recently updated.) There is a Increase nVidia GTX performance with nVidia Inspector video covering the basics of how to use the non-intuitive interface. If you are launching the game from any renamed executable other than the vanilla name (i.e. "FalloutNV.exe", which MO renames to "FalloutMO.exe"), you need to add it to the nVidia profile so it will recognize that name as "the game" and adjust it's performance settings accordingly.
The driver profile for FNV/FO3 "Ambient Occlusion" (AO) is reported to be buggy ever since nVidia updated it to HBAO instead of SSAO years ago. You can use nVidia Inspector to change the AO profile though. The Wolfenstien profile is reported to work pretty well.
  • Solution-4b: There is a later spin-off of nVidia Inspector called NVIDIA Profile Inspector, which is a tool created for pulling up and editing Application Profile settings within the Nvidia drivers.
  • Cause-5: Some older video systems may have to pull from the hard drive more often or need more processing room with "high definition" textures.
  • Solution-5a: Disk Defrag (free) your hard drive. All hard drives that are not "solid state devices" (SSDs) require "defragmentation" periodically. This reduces the lag from the physical magnetic "head" movement to locate sections of file scattered the disk platter and increases efficiency.
  • Solution-5b: See the 'Issue: Is ENBoost for everyone? ' 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:
bUseThreadedAI=1
and add the line:
iNumHWThreads=
and set that to however many cores your processor has. Note this added line is not considered a general "performance" tweak (the game does multi-threading by default and the "iNumHWThreads=" setting may restrict it) and is not recommended for everyone as a matter of course. Some people have experienced adverse effects. Use with caution and test the result. When in doubt, start with "2".
  • Solution-6b: Some "sounds", such as large explosions, can cause video stuttering as well. (The video, mouse, and audio systems are all interconnected in that they compete for priority of resources at the same high level.) Some have found that adding more vanilla BSA files to the "sEssentialFileCacheList=" list under "[General]" in the INI files makes a difference. For example:
and increasing the size of the "Audio cache" under the "[Audio]" section as follows:
This basically allows the game to cache much more into memory then it otherwise would, as it seems textures and meshes are excluded from memory, as well as large sound effects, resulting in a momentary freeze whenever they are loaded. May not stop a slight lag on the first explosion, but should greatly reduce any lag on explosions shortly after that. Just bear in mind that memory given to "cache" is not available for other uses by the game engine. There is always a "trade-off".
  • Cause-7: Some people has reported stuttering while standing in place and turning the camera.
  • Solution-7: Try disabling Windows Superfetch and File search indexing features (available since Win7) to see if it improves the situation. (See Superfetch: How it Works & Myths for more detail.) Note that Windows system updates may restore these settings without notice as something MS thinks should be enabled.
  • Cause-8: Writing files to disk is the slowest thing the game does. Whether these are "save game files" or "logs", you want to minimize the number of times these get written.
  • Solution-8a: Disable game logging unless you have an immediate need for it.
  • Solution-8b: If you are using CASM or some similar "auto-save" mod to manage your save game files (recommended), try increasing the "time between saves" set in the "save frequency"; and reducing the number of occasions it saves to the minimum (e.g. disable most "Autosave Events" in CASM) and see how that impacts the game seeming to freeze temporarily.
  • Solution-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.

Issue: NPCs and Creatures are moving at "hyper-speed"

See video 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.

  • Cause: There is an actor value called "speedmult" that does pretty much as the name implies; it's a multiplier for player and NPC movement speed. The default value is 100. In fact, its rare to see any humanoid with a speedmult greater than 100. So ranges from 700-27000 are ridiculous, but a buggy script can have this result. Once such a bugged script gets into a "save game" it (or it's results) may be impossible to remove, so always know which save you can revert to before adding a new mod to your "load order". Just one of the reasons why any mod (even updates) needs to be tested prior to adding to your saved game.
  • Solution: Isolate the mod causing the problem and report it to the author with detailed information as to how to replicate it so they can fix it.
You can test by selecting any NPC exhibiting this behavior in the console (< ~ > key and click on the NPC) and entering "getav speedmult" to see the current value and "setav speedmult 100", which should set the speed back to normal. (The "getavinfo" version of the command gets the current value of a skill/stat like "speedmult" as well as any modifiers (but not their source) that are being applied at the moment.)
However, you need to get the NPC to "reload" before this reset value will take effect. One way is to use the console "kill" command after selecting the target NPC, and then "resurrect" them. They should then behave at normal speed for them. (Note the console "kill" command will blame your character for their death.) Do not target "leveled list" generic NPCs such as those in a "faction" like "Raiders", "NCR", "Legion", etc.. The "resurrect" command respawns a random one from the "leveled list". You can use "resurrect 1" to get the same one you targeted to "stand up" as they are at the moment (i.e. naked if you stripped them of gear) as if they had been unconscious. "Named" NPCs are the safest targets for such tests.
  • Known mods with the problem:
  • The "JIP LN" version (contributed by someone else) of 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.

Issue: SOUND - Ambient music skips/jitters/hiccups/pops/stutters

The ambient music is choppy in both vanilla and modded games. This doesn't happen to the radio music during normal gameplay, but does during loading screens or transitioning between tracks (i.e. going from ambient "explore" music to "combat", or entering new locations with different music).

  • Cause: Old advice for FO3 was to uninstall "ffdshow", a codec mainly used for decoding of video in the MPEG-4 ASP (e.g. encoded with DivX or Xvid) and H.264/MPEG-4 AVC video formats, but it supports numerous other video and audio formats as well. (The user configures ffdshow's audio and video settings by launching the "ffdshow video decoder configuration program" independently of any media player.) Alternatively one could try to add FO3 to it's "exception" list.
  • Solution-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 CCCP codec pack or directly from the ffdshow tryouts website. (Alternative codecs may also provide the needed features.) Be sure to install the 32-bit version, as that is what the game needs. Some have reported that only the "CCCP codec" (without "ffdshow") is needed. Install the same as any other Windows program.
  • Remove falloutnv.exe and falloutnv4gb.exe programs from the list of "ffdshow" exceptions.
  • Solution-2: De-fragment your disk drive and reduce background programs to the essential minimum.
  • Solution-3: The 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.
  • Solution-4: You may need to use a Windows tool such as Process Explorer to track down which app or service is grabbing cycles.

Issue: SOUND - Combat causes infinite loop sound

A "weird" AmbientFX (special effect) noise appears during combat (freqently by firing a Laser weapon) and won't terminate unless you either quit the game or reload a save game.
(Thanks to users harlandgg for discovering the cause, and HadToRegister for reporting it to the FNV Forum so it could be included here.)

  • Cause: Following instructions for installing the mod Vanilla Restored Audio Patch causes the folder "\Data\Sound\fx\amb\steampuddle" to be installed/restored. The files in this folder do not appear to have set "loop end" points, causing them to play infinitely. This problem is common to EVE, YUP and UPP (Unofficial Patch Plus) users as they will flag ash/goo piles and impact sounds with AMBSteamPuddleLP.
  • Solution: Delete the entire "\Data\Sound\fx\amb\steampuddle" folder. (The rest of the mod works fine.)

Issue: SOUND - No music or sound

(See also 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-1b: Some have found that installing a third-party "DirectX: DirectShow codec" resolves the problem. There are a number available on the internet. The K-Lite Codec Pack is often mentioned especially for older versions of Windows. Be sure to get the 32-bit version, as FNV is using 32-bit libraries.
  • Cause-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 "Fallout NV Mod Conflict Troubleshooting" guide. This may be due to a Windows Update for the "Meltdown and Spectre Vulnerabilities".
See also the related 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 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. HEED THE WARNING ABOUT CREATING A 'SYSTEM RESTORE POINT' FIRST! Anything affecting the registry has the potential to turn your computer into "a brick", unable to do anything but sit there. A power outage can happen to anyone at any time.
  • Do not, I repeat, DO NOT follow the advice you can find on the internet about installing AC3 encoder and configuring it… two of us in the forum lost *all* sounds because of that.
  • Solution-2b: You might be able to resolve the problem with another tool designed to "reset" your codecs back to Windows defaults. There are a number of free tools avaialbe to deal with this listed on this web page
  • 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.

Issue: SOUND - Radio station music doesn't play

Everything (ambient sound, footsteps, dialogue, radio announcer) is working fine except the radio music is missing.
(See instead Issue: SOUND - No music or sound for the more general problem.)

  • Cause-1: There is an audio "codec" conflict between what you have installed under Windows and what the music in question requires, or a necessary "codec" is missing. (A "codec" is a "DirectShow filter", and there is a chain of them in the registry establishing which order to try them in to determine which to use. "DirectShow" is a component of the DirectX (DX#) API system used by games running under Windows.)
  • Solution-1b: Some have found that installing a third-party "DirectX: DirectShow" "codec" resolves the problem. There are a number available on the internet. The 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-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 DirectShow Filter _Codec_ Reset by Blade FireLight is designed to "reset" the chain of "codecs" to the defaults used by Windows 7. 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-1d: Sometimes the music is there, but the volume (even with the settings to max) is so low you can barely tell it's there. This is likely a "codec" problem. See the earlier possible "codec" solutions.
  • Alternatively, 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 MP3Gain analyzes and adjusts MP3 files so that they have the same target volume (89 decibels). It can process the entire folder at once; but it's always a good idea to back it up first in case of problems. The first time you load the game after doing so, it may take longer than usual to get to the main menu.
  • Solution-1e: The game doesn't like USB speakers/headsets and non-stereo setups. It is always worth a try to set your audio setup to 2.0 stereo in the Windows Control Panel.
  • Solution-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.
  • 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-1h: A known problem with the audio in this game is if you have that Razer driver installed that lets you hear surround sound on the headphones. Since it is an incompatibility issue, you cannot use both: either remove the Razer drivers entirely and use the headphone as stereo 2.0, or get another speaker/headphone that plugs into the standard audio-out jack.
  • Solution-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.
  • Solution-1j: The last resort is trying to reinstall the drivers of your sound card. Either the latest one or the one that it came with on cd or from the manufacturer's site. This will put the default codec up top in the Windows preferred codecs list.
Locate the sound card or integrated audio device driver for your version of Windows on the vendor site and re-install. (These are often different from those available from "Microsoft Updates".) 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.
  • 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.
(Here's a good comprehensive reference for console commands: Gamebryo and Creation console commands (all). Even though a command is listed, that doesn't guarantee full functionality. Best thing to do is to test it.)
Fortunately, for every actor or object in the vanilla game, including the DLCs, these numbers are available on all the Fallout wiki sites, like Wikia's Nukapedia or Gamepedia's The Vault for example. But, unfortunately, NOT for the Radio Stations, which use Talking Activators (form type "TACT"). You will need to know their "common name", which you can look up by their "Editor-ID" in FNVEdit under "Name" field. Then in the game console, enter the command:
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.
There's the command GetBroadcastState to make sure that it's not broadcasting. And then there's GetDisabled to confirm it's not a disabled reference. Then you can try SetBroadcastState from the console; as well as disabling and then enabling the radios' Talking Activator references. You can try Player.MoveTo <stationRef> to have a look at the "station" as well but many are buried inside terrain features such as mountains.
Examples:
Note that range considerations still apply. You won't pick up Black Mountain Radio if you aren't near it.
The above are probably all you will need. But for completeness sake, here is the information on the JIP LN NVSE Plugin music functions: (parameter in brackets is [optional]).
Note the "ambient or atmospheric music" is dependent upon the current cell and is separate and distinct from the radio "songs". They are controlled independently. These are JIP NVSE addon functions. As such they require JIP LN NVSE to be installed, and are intended to be used in scripts. Their use as console commands has not been verified.
"(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:
"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 PlayMusic, otherwise it will replay the current music from the beginning.
Example:
  • "SetMusicState 2" ; (resume Playback.)


  • Solution-2b: Failing the use of Ref-IDs and console commands, there is a mod 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 Music Pack for Radio NV - ver 1.3 by the same author adds 250 tracks (nearly every song in the game) to RNV.
  • Solution-2c: FadeSFX disabled all the sounds except the music. This is useful when showing Bink Video files. FadeSFX is reversable, it appears, by simply 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.

Issue: System Network configuration

Unless you are running a LAN, there are some default configuration settings you can change to improve your Internet download performance and reduce system memory use. It may also reduce incidents of CTDs.

  • Cause: Anything that searches for system updates, or all the computers in a home or business network; or tries to determine the Internet Bandwidth while online: all use RAM to run as "services" in the background. When you are running your game in "Offline" mode, you don't need any of those functions running at all. Most of the time you only need them when the computer boots up and not again until something changes.
  • Solution: Read the following carefully. Not all will apply to your situation. Be prepared to revert to a known good configuration. YOU have to know what that configuration is. The system does not maintain "save files" for device configurations.
  • Open the "Network and Sharing Center/Internet" Control Panel applet.
  • "< Left-Click >" on the "Change adapter settings" option in the left hand edge.
  • "< Right-click >" on the "Ethernet" adapter icon, and select "Properties". (This will require you to enter an "Administrator" password to proceed.)
  • You should see a "Networking" tab which lists various "protocols" in the large white box under the identification of your network adapter model. Those with a "Check" in the box are "enabled". Any that are listed are "installed".
  • "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.
  • "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.
  • "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.
  • "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.
  • "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.

Issue: Vsync (V-Sync) ON or OFF

"Short for Vertical Sync, Vsync is a display option found in some 3-D computer games that allow the gamer to synchronize the frame rate of the game with the monitor refresh rate for better stability. If the Vsync is turned off, gamers might obtain a higher frame rate but this action may introduce artifacts in the game." - Webopedia. Vsync can also have an effect on "lag". The purpose of Vsync is to eliminate "tearing", a disjointed image. For an in-depth explanation of how VSync (aka "V-Sync") affects "tearing", see the How VSync works, and why people loathe it article on the "HardForum.com" site.

  • 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!
  • Solution-1a: Some games (including FNV) have a setting for disabling VSync. Most modern video cards have an option for it in their driver control programs. Some "post-processors" (such as ENB) have an option as well. You need to check them all.
  • Solution-1b: FNV's hardware configuation option doesn't seem to actually have any effect. You can try manually setting this "off" in all three of the "Fallout.INI" files by changing the "iPresentInterval=1" variable to "iPresentInterval=0". Be sure you have a backup of the original INI files before making any changes. (See the Game INI files section of the "FNV General Mod Use Advice" article for details if you don't know about the locations of the INI files.)

Issue: 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 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.

Solutions to "Crash To Desktop" (CTD) problems

Issue: CTD after 10-20 minutes of play (post-Win10 2017 FCU)

(Formerly: Issue: Recent (post-Win10 FCU) CTDs after 10-20 minutes of play)
Update: the Win10 April 2018 "Spring Creators Update" (2018 SCU) "1803" (aka "Redstone 4") seems to have enabled many users to utilize NVSR again. See "Solution-2".

  • There are several reports in the download page "comments" that NVSR causes CTDs after 10-20 minutes of play once the Win10 "Fall Creator's Update" (FCU) of Nov 2017 has been installed where previously everything had been stable.
Please read ALL the proposed solutions before implementing any. Expect to need to engage in some "trial-and-error" testing.
  • Solution-1: Those experiencing this problem are recommended to try setting the NVSR INI file "Master" section to bHookCriticalSections= 0, which will disable the use of "CriticalSections" features and the heap related algorithm and size settings in NVSR. (The bFastExit fix still reportedly works.) Some have found it necessary to discontinue use of NVSR completely. Others have found that they could implement partial solutions (detailed below as "other" solutions). "Your mileage may vary." Note that this may re-introduce some stuttering and depressed FPS if using large texture replacement images (e.g. greater than 2048x2048).
  • Solution-2: If "Solution-1" eliminates the CTD problem, or once you have installed the Win10 April 2018 SCU "1803/Redstone 4" system update, you may be interested in trying the configuration posted by user redmaxblower here in the NVSR thread which restores much of NVSR's stutter reduction functionality. It includes ENBLocal.ini settings for ENB Series users as well.
  • Solution-3: It has been found that you can set bHookCriticalSections= 1, and then iDefaultMode = 1 in the "CriticalSections" subsection of "sr_New_Vegas_Stutter_Remover.ini". The "1" value just means NVSR uses the vanilla mechanism anyway. Setting "iDefaultMode =" to anything other than "1" seems to cause the problem. (It defaults to "3".)
  • Solution-4: User AnonymousPlum has posted a promising 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 NVSR "heap replacement" in favor of the NVSE replacement technique (which was the most severe criticism).

Issue: CTD on interior/exterior/"fast travel" cell change

  • Cause-1: Most crashes on cell-change are caused by the autosave feature choking because it's trying to write data into a save it corrupted the last time you changed cells. Note this may mean your last several saves are corrupt. "Auto-saves" are dangerous because they are seldom able to tell when the game is in the middle of doing something else critical.
  • Solution-1: Most importantly, completely disable all manner of autosaves in the game options. The CASM and CASM with MCM mods attempt to provide more control over such situations. 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 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.
Please see also the 'Fourth Rule: Reloading "save game" files' section of the wiki FNV General Mod Use Advice article.
  • Cause-2: Crashes on cell transition will happen more often the more mods you have that affect NPC's & levelled lists.
  • Solution-2: You can't run different mods like that, reliably, without a "bashed" or "merged" patch. See S.T.E.P. Merging Plugins Guide for a description of both approaches.
  • Cause-3: The default game "heap size" is too small for some modded games.

Issue: CTD without warning, "Out of Memory error", or stops responding after the Main Menu

Happens without error messages, as if the game runs out of memory, or the OoM error message.

  • Cause-1: By default 32-bit games can only use 2GB of RAM not matter how much is installed, even if you are running a 64-bit version of the Operating System (OS).
  • Solution-1a: If you are on a 32-bit OS system with at least 3GB of RAM, see this 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 4GB Fallout New Vegas Updated or an LAA flag Patcher like the more recent 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).
  • Solution-2a: Activate the "Sheson memory patch" (unknown type of heap) in NVSE.
When installing New Vegas Script Extender (NVSE), the nvse_loader.exe file should be in the game root folder: i.e. "<Steam install path>\steamapps\common\Fallout New Vegas"), so it's along with the FalloutNV.exe file. However, just unpacking the NVSE archive package to the "Fallout New Vegas" folder may not create a "Data\NVSE" folder or the "Data\NVSE\Plugins" sub-folder upon installation unless you tell it to include sub-folders when doing so. If not, you will have to do so manually. It definitely does not create a configuration file (in the "NVSE" sub-folder), nor automatically enable it's log files (which will be found in the game's root folder). You need to do so yourself, using any plaintext editor such as Windows NotePad. Supplemental NVSE Plugins such as JIP, Lutana, MCM, NVAC, or NVSR should go into the "Data\NVSE\Plugins" folder; along with their configuration/INI files.
  • If not present, manually create folder "NVSE" under the game "Data" folder (at the same level as the "Meshes" and "Textures" folders), and then "Plugins" under the "NVSE" folder.
  • Make sure "hide known file types" is disabled in Windows/File Explorer's "Folder Options" menu, or your new INI file in the next step will have a hidden ".txt" extension which you don't want. (The DigitalCitizen.life article 8 ways to open the Folder Options window, in Windows (all versions) will show you how to access that.)
  • In the folder "Data\NVSE" create a new text file and name it "nvse_config.ini".
  • Copy and paste the following into "nvse_config.ini":
This will enable the game's error log the next time you run it, which will then be found in your FNV root folder (where you put the NVSE executable files). There will be at least three files: "falloutnv_error.log", "falloutnv_havok.log", and "nvse.log". The first one is very useful for finding broken stuff in mods or the cause of crashes. Not everything in it is an error so keep that in mind; some are just warnings. The "nvse.log" is helpful to identify problems with NVSE itself, and plugins that rely upon it.
The warnings are supposed to be written by the game engine in "C:\Users\<YourAccountName>\Documents\My Games\FalloutNV\warnings.txt", but this may be dependent upon the "log level" in the "nvse_config.ini". The default is level "1" and there is no "warnings.txt" file created; but it goes up to level "5" (debugging) with increasing verbosity. However, it appears this "warnings" file feature was never actually implemented for FNV, but have been restored by the GECK Extender Plugin for NVSE.
  • To activate the "Sheson patch", Add the following before the "[Logging]" section of the "nvse_config.ini" file:
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. Too small or too large a heap size causes problems. Keep it under "500" (i.e. "496"), and in multiples of 16. Skyrim SKSE users may be aware of a "scrapheapsizeMB=" setting. This is carried over to NVSE, but is not used in the FNV game engine. Remember, nothing is "free memory". Everything you assign to a "heap" is no longer available to the game itself.
  • Solution-2b: Optionally, the mod New Vegas Stutter Remover (requires 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:
[General]
bPreemptivelyUnloadCells=1
and
[BackgroundLoad]
bSelectivePurgeUnusedOnFastTravel=1
  • Cause-4: Exhausting video memory.
  • Solution-4: See the sub-topic 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.
  • 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.

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 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.

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: 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.
Related: The NVSE plugin 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.

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.

Issue: Swap/Page file size and CTDs

  • Cause: The size set for your "page file" can make a difference as well in terms of something called the "commit limit". This is the sum of physical memory and the sizes of the paging files. The default system page file configuration does not follow this advice, so it's something to look into if you are still having CTDs.
  • 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 2-4GB Game memory limits and solutions article for details.

Issue: WIN10 Freezes/Hangs and you can't use Task Manager to kill the process

In Windows10 (Home or Pro versions at least) if the game freezes, even if you press "< Ctrl+Alt+Del >" and open the "Task Manager", you are unable to "< Alt+Tab >" from the game to the "Task Manager" in order to kill the process. However, you can press the "Windows Logo" key (assuming your keyboard has one). (Those without a "< Windows Logo >" key should read the thread 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" 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.

Solutions to Control problems

Issue: Console - How to access the in-game "console" command line

Source: The Elder Scrolls III: Morrowind Support page:

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 a US keyboard).

Issue: Console - in-game console [~] (tilde) key doesn't work

Source: 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.

Issue: Console - Can't 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.

Issue: Console - troubleshooting

Source: 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:
iConsoleVisibleLines=XX
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:

Issue: Gazing in certain directions causes a "freeze"

In certain locations the game appears to freeze when looking in certain directions. Attempting to use the mouse to turn in place takes 10-30 seconds to respond in changing the direction of view.
Known problem locations:

  1. Looking South of Matthews Animal Husbandry Farm.
  2. Looking West from the Searchlight Airport's Western fence.
  3. Looking North of Guardian Peak.
  4. Looking South from The Devil's Throat.
  • Cause: Mod conflict.
  • Solution: The "Fallout Character Overhaul" (FCO) mod's included "Glowing Ghouls" optional file "FCO - GlowingOne.esp" has been identified as at least one source of this problem. No reports of any patches to this file correcting the situation.

Issue: Grenade throw always falls at my feet

  • Cause: The "grenade throw" (thrown explosive) weapon has been separated in FO3 and FNV from other "throwing" weapons and is now based upon "explosives skill". The "grenade throw" key is not clearly documented in the list of PC Controls for Mouse and Keyboard.
  • Solution-1: Once a "grenade type"/"thrown explosive" is selected, just press and hold the "attack/fire" key/button for a couple of seconds. The longer you hold it, the further the distance thrown (depending in part upon your aim and trajectory).
NOTE: thrown explosives doesn't work as well as expected in VATS mode as explained in that section of the link.
  • Solution-2: Project Nevada has an option to have the distance thrown based on your Strength (STR) instead of the default of "explosives" skill, in addition to using a "hotkey" to combine the selection and throw.
  • Solution-3: There are also two other "grenade key" mods that are intended to make "grenade" (explosive) throwing easier:

Issue: How to determine what keystrokes are being passed

Sometimes "strange things" happen when you press a key and you wonder just what keystrokes were being sent.

  • Cause: Either a mechanical fault in the keyboard or a remapped key function in the software. Unfortunately there is no universal way to tell just which software has remapped conflicting keys. These are usually "context specific", meaning they are part of the application and depend upon what it is expecting at that particular moment. In the case of mods, the last to assign the key mapping "wins".
  • Solutions: Software has been developed for showing even unprintable keystrokes (i.e. mouse-clicks) in real-time for streaming screencasts. This can be used for troubleshooting as well. The following are represntative examples of available free programs:

Issue: How to remove a game controller's default button bindings

  • Cause: The game lacks a "User Interface" or "Menu" option to change the default keys assigned to console-game type controller buttons.
  • Solution-1: If you are using "Lutana's NVSE plugin", you can call it's 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 Gamebryo Console Commands.


  • 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.

Issue: How to switch weapons using the mouse middle-button/wheel

  • Cause: This feature from "First Person Shooters" (FPS) is not implemented in FNV.
  • Solution: The mod FPS Weapon Wheel by vivanto provides this functionality to both assignable hotkey and mouse wheel. MCM menu configuration.

Issue: HUD-UI-Menu messed up, unreadable, or missing

  • Cause-1: You are using an HUD-UI-Menu mod such as 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:
DarnUI instructions to edit the "Fallout_default.ini" file come from the 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 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:
[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
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.

Issue: Mods don't seem to have controller support

Some mods don't seem to work with a game controller, even though the game works fine in general.

  • 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 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 item #4 for how to followup installation and determine the plugin is loading properly.
  • Solution-1b:
See also Issue: Keyboard and/or mouse don't work with a game controller installed. This plugin must be installed to the game "Data\NVSE\Plugins" folder. Your mod manager may not recognize that location, and manual installation may be required.

Issue: Mouse and/or keyboard don't 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 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:
  • 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.
Note that you will lose rumble/vibration on your controller since you will have to choose the "keyboard" input device in the game options menu. Xpadder essentially treats the controller like a secondary mouse & keyboard.
  • Solution-2: The "Lutana NVSE plugin" provides DirectInput (aka "DInput") emulation modes (as opposed to the newer, more current DirectX Input (aka "Xinput") mode) which enable controller input with mods that normally require the keyboard, such as Project Nevada. See the mod download page for instructions. As this plugin also provides many other additional functions, it is often required by other mods.


  • 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.
  • Solution-4: Disconnect your controller and use only the keyboard.
  • Disconnect the game controller from your computer.
  • In the game's Main Menu, select "Settings" and then "Key Mappings".
  • In the bottom right corner click on "Device" and change it from "controller" to "keyboard/mouse".
  • Then exit the game and restart it from the vanilla launcher. (This is necessary so it will update the hardware settings in your INI files.)
See also the Issue: Mods don't seem to have controller support entry.

Issue: Mouse controls

Your mouse doesn't behave "in-game" as it does on the desktop.

  • Cause-1: Game INI "[Controls]" settings.
  • Solution-1: The default "fForeground=" and "iPresent=" values can conflict with the system mouse acceleration, but changes to them can make menu speeds crazy high, so you need the "bBackground=0" changed to "=1" to fix (slow) the menu speeds. Some users find that "bBackground Mouse=1" makes the mouse in menus too slow, so some experimentation may be needed.
Backup first (see the Game INI files section for details), and then edit all three Fallout INI files so they use the following settings:
Add: under [Controls] to disable mouse acceleration:
and Change: (from 1 to 0)
iPresentInterval=0
  • Cause-2: Using a "more than one monitor" setup, and the mouse does not stay confined to the game screen/window, but unexpectedly moves onto the other monitor(s) causing unwanted events when configured to "extend/span" across the monitors.
Video cards designed to drive multiple monitors have their own "video control panels" for configuring the monitor setup to either "span" (display a video screen across all the monitors at one as if one large monitor), or "duplicate" the same screen on each monitor.
  • Solution-2: Use the vendor provided control panel to configure the display to "span" the monitors. Then configure the game to run in "windowed" mode by changing the three INI files setting to "bFullScreen=0". (Full screen would span across all the monitors at once otherwise.) If you do not have a vendor "control panel" with multi-monitor setup for your monitors, try this tool:
It has a setting to lock the mouse to a certain screen with a hotkey if necessary.
Finally use one of the following tools to "confine" the cursor to the game window by running it in a "fake fullscreen borderless window":
  • OneTweak by virusek. Requires NVSE. (There is a Skyrim version as well.)
  • FullScreenWindowedMode by TimThompson89. Also requires a "Script Extender", but works with OBSE, SKSE, FOSE, and NVSE.
  • Cause-3: There are points in the game where scripts "DisablePlayerControls" deliberately. Usually this is to prevent the Player from interrupting messages or "cut-away scenes", but sometimes control is not returned to the Player, with the result that the Pipboy menu and other functions like attacking, blocking, and crouching (either with the mouse or the keyboard) fail to work.

Issue: Mouse (Logitech) doesn't highlight or select menu choices

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-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.

Issue: Mouse sensitivity is off, weapon aiming is off, etc.

Monitor is set to a higher than 1920x1080 resolution.

  • Cause: FNV was designed for monitor resolutions common prior to 2010. "In 2010, 27-inch LCD monitors with the 2560 × 1440-pixel resolution were released by multiple manufacturers including Apple." - Wikipedia on "Display resolution". "High Definition" (1920x1080, 16:9 aspect ratio) "FHD standard" was generally considered "high end" for gaming. Newer monitors may have a higher default resolution.
  • 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".

Issue: Remapping the "ammo swap" hotkey from < 2 >

The issue revolves around the fact the game control configuration permits you to remap the "ammo swap" key from the default < 2 > hotkey to something else.

  • Cause: Contrary to expectations, this ability to remap "ammo swap" to a different key does not enable you then use the < 2 > key like the other number hotkeys. You cannot get the use of the < 2 > key as an 8th hotkey. Once you unassign the < 2 > key, it won't ever seem to function again. The game control configuration menu simply ignores any attempts to remap < 2 > to any command; not even back to "ammo swap" again.
  • Solution: Edit the "FalloutPrefs.INI" file (located in the "Users" folder).
  • Locate the "[Controls]" section.
  • Find the "Hotkey2" entry; which is called "AmmoSwap" instead.
  • To restore "AmmoSwap" back to using the < 2 > key, change the value to "0003FFFF".
  • There is an optional ability to consolidate the 7 hotkeys to the number key sequence "1-7", and move the "swap ammo" function to the number "8", as follows. (Everything after a semi-colon is a comment which should not be entered.) This one won't re-order the icons in the inventory, but it'll still work. In the inventory, if you press the < 2 > key, it'll basically light up slot 8, is all.

Issue: Unable to add either of two "weapon mods" to a weapon

  • Cause: The mod 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.
  • Solution: Edit the "Items | Weapon" entry with GECK so the first and second "Mod Info" tab slots under "Game Effects" are not empty. Typically this will mean moving the second and third slot entries up by 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.

Issue: Unable to draw weapons, fire, or crouch

Also related: Sunny Smile's initial greeting dialog is actually that from a later stage:

Initial greeting: "Cheyenne, stay. Don't worry, she won't bite, unless I tell her to."
Later greeting: "Yeah alright. Let's just get done with this first and we'll talk later. Preferably somewhere I can get a stiff drink and Cheyenne can cool down".
  • Cause: Removal of all "tumbleweeds" from the game. The first "tumbleweed" seen upon exiting Doc Mitchell's house after creating a character is scripted. It's absence (i.e. a mod to remove all tumbleweeds also removes that script event) breaks the game.
  • Solution:
    • 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>.
    • 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.

Issue: WMM "The Weapon Mod Menu" won't let me add a weapon mod in game

  • Cause: There are a number of unspoken assumptions by The Weapon Mod Menu (WMM) that, when verified/resolved, are the usual solutions.
  • Solution-1: You are trying to "modify" the currently equipped weapon when you hit the "x" key.
  • 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 Weapon Mods Expanded (WMX), which are generally found at all the "Gun Runners Arsenal" (GRA) storefronts.
(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 entry, but it will require you to look at the mod plugin internals in either FNVEdit or GECK to verify.)
  • 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 item #4.)

Issue: WMX loses my existing weapon mods to the 'Weathered 10mm pistol'

  • 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.
  • Solution: 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 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).

Solutions to "Garden of Eden Construction Kit" (G.E.C.K.) problems

Issue - Where to obtain the GECK

  • Cause: The Construction Kit is a separate download and not automatically installed by Steam. (It is with the GOG DRM-free version.)
  • Solution-1a: You can download the "GECK. - New Vegas Edition" through Steam. It's under the "Library | Tools" tab in the Steam launcher.
  • Solution-1b: Download from the following links:
  • Official GECK Wiki by Bethesda Softworks.
  • GECKWiki Community maintained (more up to date) version of GECK Wiki.
  • FNV 4GB Patcher by Roy Batty - LuthienAnarion. Sets LAA flag specifically to work with Steam versions of FNV and GECK.
  • Recommended: The community developed optional NVSE plugins supplement the GECK, and are considered essential due to the error fixes and additional diagnostic messages (especially for scripts that won't compile) it displays. They require you to launch GECK with NVSE in order to function.
  • Script compiler warnings will now be displayed. Scripts will no longer silently fail to compile.
  • Many other warnings were restored: in cell loader, in NavMesh checker, and so on, more than in 1000 places. [back for testing in 0.1.7.1 beta 1]
  • Adds a special Marker hack which makes RoomMarkers and PortalMarkers visible and transparent in the render window [since 0.1.3].
Unfortunately, cannot make them completely invisible as they should be, but it's better than having to move them all away just to see the cell.
  • You can now save scripts without compiling them (useful if you want to save your script and finish it later).
  • The spell checker can now be enabled and disabled at runtime.
  • Fixed the bug which caused the GECK to crash when user double-clicks on empty space in Form List Editor.
  • The "Edit" menu item in Form List editor will now work.
  • All MessageBox'es will now be in English, regardless of your system's language. This also means that "Cancel" will be replaced by "Yes to all" where intended by GECK developers. [since 0.1.2]
  • ESM are now active and editable directly.
  • ESP used as masters will remain in the masters list.
  • ONAM records in ESM will be preserved. No guarantee new required ONAM will be added. When in doubts, use FNVEdit to update the ONAM records.
  • Enables level 2 LOD generation for large worldspaces
  • Fixes bUseMultibounds = 0 crashes in cells with multibounds
  • Extends GDI handle limit: This cleans up opened windows better when closing them so you can edit for long periods without fear that you won't be able to save your plugin because the GECK can't open any new dialog windows.
  • Help links point to new community maintained wiki: GECKWiki.

Issue - GeckCustom INI file

TIP - Disable Audio in GECK

TIP - Enable loading multiple master files at once

TIP - Enable more than one copy of the GECK
(or both the FO3 and FNV versions).

TIP - Enable MultiBounds
Thanks to pixelhate of the Nexus Fallout "Mod Talk" forum for the basis of the following:

TIP - Load ENB Series with GECK

TIP - Master files
Thanks to madmongo of the Nexus Fallout "New Vegas Mod Troubleshooting" forum for the basis of the following:

Issue - GECKPrefs INI file

In the "Users" game folder, along with the three INI files generated for your game is the GECKPrefs.INI file. This file gets created when you first start using the GECK, and saves any customizations you make to it's interface (e.g. such as if you change any values for the "map editor" color masking).

The problem that can arise is when your changes don't work out as you intended and you wish to revert to the default values. There is no built-in mechanism to restore the defaults in that file, nor is there a file for the GECK to refer to similar to the "Fallout_default.INI" file. (There may be a "reset" button in the GECK window, but it only affects the current edit session: resetting to the values in effect when the window opened.)

Therefor: it is your responsibility to make a backup of either the initial or your stable customized version of GECKPrefs.INI so you have the default values to refer to. Otherwise, all you can do is delete (or rename) the file and let GECK rebuild it the next time it starts.

Issue - How to get GECK to load with NVSE

  • Cause: "New Vegas Script Extender" is an addon library of functions developed after GECK was "finished", so it doesn't know about the extensions. Without including NVSE, use of commands from that or the older FOSE (which is incorporated) extension will produce script errors of "unrecognized command" preventing compiling and saving them.
The GECK Extender NVSE Plugin with the Optional "Patcher" to make GECK 4GB aware and auto load NVSE is recommended. (Do not use together with GECK Powerup (nor the Forked version), which it replaces.)
While the GECK 1.4 PowerUp for Fallout New Vegas addon comes in both "standalone" and NVSE plugin versions, that does not mean that NVSE is automatically loaded as part of the GECK itself, so it doesn't otherwise recognize those extensions. The suggested method is to use the NVSE Plugin version of PowerUp when also loading NVSE. Then it will automatically be included when your shortcut points to the "nvse_loader.exe". (Replaced by GECK Extender. Do not use both together.)
Note you must launch GECK as an "Administrator" account: no matter if you are also loading "Extender", "NVSE", or the "GECK Power-Up StandAlone"; or only GECK.
  • Solution (for Powerup only):
  • Create a Windows shortcut to the GECK. Name it something to reflect this is for the GECK + (PU or/with NVSE) (e.g. "GECKPU+NVSE").
  • < Right-click > on the shortcut and select "Properties | Shortcut".
  • To load "NVSE" (with or without plugins such as PowerUp or GECK Extender), in the link shortcut "Target:" field put the complete path to the nvse_loader, and include the "target command line":
in double-quotes (because of the embedded spaces in the path.) The "-editor" must be placed outside of the double-quotes of the path so it will be recognized as a "parameter" of the executable.
  • If you use the "Power-Up Standalone" version 0.1.6 or later, in the "Target:" field put the complete path up to and including the target command line:
(This is a change from previous instructions for "Power-Up", as documented in the PU "ReadMe" file.)
  • Select the "Advanced" button on the same "Shortcut" tab, and enable (check) the box "Run as administrator" on the window displayed.
  • Click the "OK" button until the shortcut window closes.
Note that if you add this shortcut to "Steam", it will initially strip off the "-editor" parameter. Be sure to double-check the "Target" within "Steam" for the presence of this parameter.
  • Select the "Advanced" button on the same "Shortcut" tab, and enable (check) the box "Run as administrator" on the window displayed.
  • Click the "OK" button until the shortcut window closes.

Issue - GECK Power-Up or NVSE cannot find GECK

  • Cause: You must launch anything to do with GECK from an "Administrator" account.
  • Create a shortcut, and on the "Properties | Advanced" tab enable (check) the "Run as administrator" box. This will cause you to automatically be prompted to enter a valid Administrator account and password each time you try to run the command so you won't forget.
NOTE: The GECK Extender, which should be used instead of the "GECK Power-Up", includes an optional patch as a separate file to make GECK "4GB aware" and auto load NVSE.

Issue - GECK automatically loads unwanted DLC Masters

Issue - Where to start in creating mods

  • Cause: The GECK is only part of what you need to create mods, and it doesn't have a training manual.

Issue - Where are the Warnings and EditorWarnings text files

They are supposed to be in the game root folder (where the FalloutNV.exe is found).

  • Cause: It appears that Bethesda dropped these output files after FO3.
  • Solution: Instead, the "GECK Power Up" and "GECK Extender" plugins have now provided that functionality. Try setting NVSE to report them.
  • In Data\NVSE\nvse_config.ini, set:
  • In Data\NVSE\nvse_plugin_geckpu_ew.ini there is a "[WARNINGS SELECTION]" followed by a list of hex offsets. Each offset is set to a reporting level, as described at the top of that file. The default (=1) is to both display the warning in a "MessageBox" in the GECK and write it to file. When the nvse_config.ini LogLevel is set between "2" and "5", the warnings are written to the nvse_plugin_geckpu_ew.log file in the game root folder (where the FalloutNV.exe is found).

Issue - GECK crashes upon editing a weapon

"Every time I attempt to use the GECK to edit a weapon it crashes, even when only the main NV master file is selected." 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 than 2GB of memory.
  • Solution 1-b: The GECK should also be patched to use up to 4GB of memory (i.e. FNV 4GB Patcher, the NTCore 4GB Patch or their more general CCF Explorer, or the like).
  • Cause-2: This has been traced to the presence of a specific file that is overwritten by "Fallout Character Overhaul" (FCO): eyebrowm.nif in: Data\meshes\characters\hair.
  • Solution-2: Remove the troublesome file when using GECK, and restore it when playing. If you put it into a batch (.cmd) file such as the following to launch GECK you won't forget.
@echo off
cls
::REM As GECK has to be run from an 'Administrator' account, you should launch it from a
::REM   shortcut (.lnk file) that has that "run as" setting in the 'Properties'.  This will
::REM   be run in a separate sub-process window.  Otherwise the 'start' command won't WAIT
::REM   until GECK is done before continuing with this script.
::REM Change the 'set runpgm=' line to point to your GECK shortcut.
set runpgm=C:\Users\Public\Rec\FalloutNV\GeckPU.lnk
::REM Change the 'set gamedir=' line to point to your game install folder.
set gamedir=E:\Games\SteamLibrary\steamapps\common\Fallout New Vegas
::REM Nothing else below this point should need to be changed.
set tgtdir=%gamedir%\Data\meshes\characters\hair
 
pushd "%gamedir%"
if exist "%tgtdir%\eyebrowm.nif"  ren "%tgtdir%\eyebrowm.nif" eyebrowm.nif.hld && @echo SCRIPT: Removed file [eyebrowm.nif]
 
@echo SCRIPT: Manually close the separate window GECK is launched in.  When you do, DO NOT
@echo SCRIPT:   select to 'Terminate batch job' (answer "N") or you won't restore files properly.
start "GECK" /D "%gamedir%" /WAIT cmd /k "%runpgm%"
if exist "%tgtdir%\eyebrowm.nif.hld"  ren "%tgtdir%\eyebrowm.nif.hld" eyebrowm.nif && @echo SCRIPT: Restored file [eyebrowm.nif]
 
:DONE
pause
popd
  • Cause-3: If the GECK seems to "hang" while loading your plugin, this may be due to failing to select other plugins your target plugin requires as "masters", but which are not ESM files and/or not automatically included by GECK.
  • Solution-3: You can use the xEdit/FNVedit "File Header" to identify all the files that are masters to your plugin, and then be sure to select all of them when loading it into the GECK. Please see the wiki Missing Masters article for details.

Issue - GECK crashes upon loading an exterior cell

Sometimes, after initially creating an "interior" cell, upon trying to work on an "exterior" cell, the GECK crashes when the cell tries to load.

  • Cause: Unknown
  • Mitigation-1a: Make sure you have patched the GECK to be able to use 4GB of memory. The GECK Extender mod includes a separate file download that does this. Some have found it necessary to use the third-party tool 4GB Patch - NTCore instead.
  • Mitigation-1b: Anything in the meshes/textures folder will also load in the GECK. A modded mesh could be causing your CTD. You might find it advantagious to keep different "profiles" or copies of the game "Data" folder (depending upon your "mod manager") so your GECK work "Data" folder only contains the essential files for your mod.
  • Mitigation-1c: Try to avoid loading an exterior cell directly. Instead: load up an "interior" cell, then use a "door teleport" to cause the GECK to load the "exterior" cell (indirectly) for you. This seems to avoid the CTD.

Issue - GECK crashes upon starting

  • Cause-1: You don't have the correct permissions for running GECK.
  • Solution-1: GECK must be "run as administrator".
  1. Navigate to the program folder of the program you want to run (i.e. FalloutNV game root folder).
  2. Right-click the program icon (i.e. the "Geck.exe" file).
  3. Choose Properties.
  4. On the Compatibility tab, select the "Run This Program As An Administrator" option.
  5. Click OK.
  6. If you see a "User Account Control" prompt, accept it.
Now each time you run GECK you will be prompted to enter an "Administrator" account password. If you enter it wrong, GECK won't start.
  • Cause-2: There is not enough available memory in the default 2GB allocated for 32-bit programs. GECK needs to have the LAA flag enabled in order to take advantage of more than 2GB of memory.
  • Cause-3: GECK seems to be overly sensitive to the correct "system compatibility" mode when run on versions of Windows after Vista SP2.
  • Solution-3: Set the "Properties | Compatibility tab" to "Run this program in compatibility mode for: Windows Vista (Service Pack 2)" for both the GECK.EXE and the (PowerUp) GECKPU-NV-14.EXE files.
  • Cause-4: You installed an ENB or the pre-ENB "enhanced shader" mod containing a custom D3D9.DLL file placed in the game folder. The GECK tries to load all of the DLL files it finds when it starts, and it doesn't know what to do with that one: so it crashes.
  • Solution-4: Put the D3D9.DLL file somewhere outside of the Fallout game root folder whenever you want to run the GECK. Make sure to put it back before you start your game; otherwise it will not load. (A "batch file" to handle this that is run when you click on the link to start the GECK is the best way to avoid forgetting this. See Issue: GECK crashes upon editing a weapon for a similar example.)

Issue - GECK crashes upon switching to a different tool

Upon switching from a current operation (e.g. selected an interior cell in the Render Window) to another operation (e.g. "World | Object Palette Editing" or editing an "AI Package") the GECK crashes. The problem is not consistent: erratically occurring.
  • Cause: Unknown. Reported by Vista users as far back as 2008 with FO3 version of GECK.
  • Workaround: Disable the Windows "Tablet PC Optional Components" found under 'control Panel | Programs | "Programs and Features" | "Turn Windows features on or off'. Click the "OK" button and restart Windows. The exact location of that setting may differ in other versions of Windows. This may also be related to enabled "infrared" device settings when there are no such devices in use.

Issue - GECK does not automatically select FalloutNV or some DLC ESM file

Normally, when starting GECK and opening the "File" menu it has automatically "checked" (enabled) the DLC ESM files for loading, but not the "FalloutNV.ESM".

  • Cause: This is controlled by the presence of the "*.nam" files, which by default are present for all the DLC (but not for "FalloutNV.ESM"). If any are not found, that DLC is not automatically selected (enabled) either. These files cause the game to load those DLC even if they are not "active" in the "load order". (It is recommended you rename rather than delete them if you don't want a particular DLC to be loaded.)
  • Solution: The "nam" file contains nothing more than the common name (i.e. "Dead Money") of the respective DLC. When a plaintext "FalloutNV.nam" file (which does not exist by default) with "Fallout New Vegas" as content is created, "FalloutNV.ESM" will be automatically checked (enabled) in GECK's "File" menu just like the DLC.

Issue - GECK does not show Landscape

  • Cause: There is a barely mentioned "shortcut key" combination that toggles the display of Landscape in the "Render Window" when you have an "exterior worldspace" loaded. It does not appear in any menus so it is usually an accidental toggling.
  • Solution: <Shift+L> will toggle the display of the Landscape. (Thanks to VenonXNL for reporting the solution to this "mystery".)

Issue - GECK hates me in general or how to get started working with it

  • 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).

TIP - Fallout New Vegas Game Engine Bug List

Issue - GECK will not tell me what is wrong with my script

  • Cause: The GECK does not report problems with scripts, and won't allow a script with errors to be saved.
  • Solution-1: the GECK Extender Plugin re-enables 1220+ Warning, Error, and General messages, in addition to providing more verbose messages and fixing many bugs. (Do not use together with GECK Power-Up (nor the Forked version), which it replaces.)
  • Solution-2: the GECK 1.4 Powerup Plugin 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. (Replaced by GECK Extender. Do not use both together.)
  • Solution-3: The 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.

Issue - GECK is missing text in some fields

GECK seems to be missing the text associated with certain columns of AI Package, Dialogue, Effects, and Perks (possibly others) information (Editor ID, Topics, etc.). Typically this is a "list box" type field on the form.

  • Cause: This occurs in the GECK for both "Fallout 3" and "New Vegas". The problem originally appeared following the installation of 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 GECK: Collapsed Text Field.
    GECK: Collapsed Text Field Figure
    Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)
  • GECK Extender Solution: Intended for Windows 10 users (no reports on how effective it might be for older versions) the geckextender.ini file has the "[General]" option bListEditFix disabled by default. Set to "=1" to enable.
  • Solution (Partial): This "fix" seems to stick only so long as you do not open an AI Package. Switching between Perks, Effects, and Dialogue condition columns work perfectly if you don't open an AI Package's conditions; but then ALL condition columns become squished for any form you open. The next time you start a GECK session, all will be fine again; but once you open AI Package's conditions the bug remains for the session until you implement the "temporary" or "workaround" solutions in each form.
Set "compatibility mode" for the GECK to "Vista SP2" or "Windows 7 SP 1". (Either seems to work as well.) For example: Right-click on your GECK-NVSE shortcut or the GECK executable directly, chose the Properties | Compatibility tab, Change settings for all users, and select Windows 7, and hit OK. Load up the editor and things should look normal for the first time since upgrading to Windows 10. (See the GECK: Expanded Text Field.
GECK: Expanded Text Field Figure
Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)
GECK: Expanding 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 "split cross" (column resize) cursor. (See GECK: Expanding Collapsed Text Field. Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.) Left-click and hold while dragging to the right, and the missing text should be displayed. Continue dragging to the right until everything is shown or the mouse cursor is no longer the "split cross" shape. When you release the mouse button the display field should be corrected. However, this "fix" may not be persistent from one GECK session to another.
  • Workaround: there is a Windows "hotkey" for expanding all columns in the currently active window of Windows Explorer and some programs (including GECK).
  • First you have to select a field with the problem (i.e. the "Conditions" field in the GECK: Collapsed Text Field) in the displayed GECK window,
  • Then press "Ctrl" and the "+" key on the cursor/number-keypad. (The "+" key on the regular keyboard won't have this effect. See GECK: Expanding Collapsed Text Field. Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)
Now all columns should be expanded fully by themselves. (See the GECK: Expanded Text Field. Click the link/thumbnail to see the enlarged image. Use your browser "<back page>" control to return to this page.)

Issue - GECK Render Window shows a large gray square in new world space

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.
  • 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.

Issue - How do I configure the GECK to do something


Solutions to Graphics problems

Issue: Aiming - 1st Person View (FPV) Iron Sights

This is a built-in game Main Menu setting, under: "Settings | Game Play | True Iron Sights [ON | OFF]". It is also accessible from the "Pause Menu" screen during a game session. It is only visibly in effect in FPV.

Only certain weapons have this "feature", though some mods add it to weapons that lack it in vanilla. When this setting is enabled, those weapons will switch:

  • from "the weapon is shifted to the right of the center of the screen so it is not aligned between your 'eyes' and the target, and you aim using the crosshair" mode,
  • to "the weapon is centered in the screen between your 'eyes' and the target so you aim by lining up the front and rear 'iron sights' on the weapon (no crosshair) just as in real life";
when you click using the (default) Right-Mouse button (aka "<RClick>") as if "blocking with a melee weapon" or "zooming in on the target with a scoped weapon".

Without the "True Iron Sights" setting to ON, the same "weapon centered in the screen" view is displayed, but the "rear sight" on the weapon is lower down and you cannot "truly" align the front and rear sights. You use the "crosshair" instead.

Issue: Aiming - 1st Person View (FPV) is off center

The situation is a bit more complex than it appears on the surface. Apparent weapon position is determined by the animation files. It is also tied in with whether or not you use the game's "Auto Aim" feature, which is active by default. In addition there are various "Field of View" (FOV) settings the game switches between under certain circumstances, which affect what is visible of the scene.

  • Cause-1: This is controlled by a single variable: "fFirstPersonHandFollowMult". The default value is ".85", so this was a deliberate design decision to impose some inaccuracy by the developers, as a value of "1.0" is "dead center" of the aiming point.
Note the mod First Person Gun No Follow by Azrael Dark combines nicely with "Gun Follows" so the gun doesn't follow the cross-hairs up out of the "neutral carry position" until you actually fire.
  • Solution-1b: Set "fFirstPersonHandFollowMult" to "1.0". (Some other mods use this setting as well, so conflicts are possible.)
  • Cause-2: Your problem might be a result of changing the "Field of View" (FOV).

From 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).
  • Solution-2a: FOV Slider by Roy Batty is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views. Look into "Weapon FOV scale" (to compensate for larger or smaller Player Fields of View and their affect on aim speed).
  • Solution-2b: Other than adjusting the various FOV settings, try tweaking the following default values (which set the camera position relative to the head node in FPV) in the INIs [General] section:
  • Make backups of the INIs before changing them.
fCameraPosX=0.0
fCameraPosY=9.5
fCameraPosZ=6.0
bUseThirdPersonArms=1
bTPArmsEnableIronSights=1
  • Cause-3: A surprising number of vanilla weapons have misaligned meshes between the projectile nodes and the cross-hair.
  • Solution-3: The Weapon Mesh Improvement Mod by Roy Batty is an on-going effort to fix them. Similar issues with mod added weapons have to be taken up with their respective authors in comments on those mod download pages.

Issue: Aiming - 3rd Person View (TPV) is off center

  • Cause: This is a more complex issue than aiming in 1st Person View (FPV). The player is always viewing the action from the perspective of the camera. The camera location is independent of the character's eyes, and from the weapon. It is always "center of the screen". In FPV, it is positioned to simulate the eye view of the character. In 3rd Person View (TPV), the camera (and you) are not looking from the perspective of either the character or weapon. Instead the camera is positioned behind and off to the side so the back of the character and more of the scene to the opposite side of the character is in view. This camera setting is not generally adjustable, though there are mods that help. The cross-hair is positioned in the center of the screen. It is not accurately aligned with the character's eyes or the weapon. The "Field of View" (FOV) controls how much of the cell scene is visible. This is adjustable and there are actually a number of inter-related FOV settings.
Please see the Issue: Aiming - Disable Auto Aim or not? section first to understand the role of Auto Aim on the problem. As pointed out there, weapon animations are not aligned consistently the same. In TPV, if Auto Aim is disabled there is no expectation that the alignment of the weapon is with the cross-hair. As the camera position is behind and offset to the right (by default) from the center of the body so you are looking more or less along the angle of the weapon towards the cross-hair, but you can't even expect the cross-hair to be aligned with the position of the body facing either.
It is important to understand: the game is not designed for accuracy while shooting in TPV. You are in essence always "shooting from the hip", while situational modifiers ("iron sights", crouching, weapon skill, etc.) affect the "spread" inherent in the weapon. (See GECK: Gun Spread Formula.) If you need accuracy, then by design you need to be in FPV (which is why the game switches you to that mode when you use certain weapons or a "Scope" and have "True Iron Sights" enabled). Not all weapons have "Iron Sights" (i.e. some energy weapons) and some "Power Armor" mods are known to "break/replace" the vanilla "True Iron Sights" functionality. For accuracy, you want a smaller "fOverShoulderFOV" value to more closely align the center of the screen with the cross-hair.
  • Solution-1: Use a mod that allows you to adjust the left to right offset of the camera position. Either of works well combined with Solution-2 options:
  • Solution-2: Use a mod that allows you to adjust how far behind the camera is offset from the PC's back.
  • Solution-3: FOV Slider by Roy Batty is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
Those interesting in fighting primarily while in TPV should experiment with "fOverShoulderFOV" and "Iron Sight FOV Zoom Time".

Issue: Aiming - Disable Auto Aim or not?

  • Cause: In Fallout 3 and New Vegas bullets can actually curve or shoot in a direction they shouldn't based on a dice roll (on top of the normal bullet spread).
If we completely remove the Auto Aim features, the game fires your bullets from your weapon parallel to the 3D model (like it should be physically). The only issue is that every weapon is somehow differently aligned: the .44 Magnum is slightly pointing under the cross-hair, the Hunting Rifle is pointing to its right, etc .. So without Auto Aim enabled, the cross-hair is not really where you are aiming anymore and it's different for each weapon.
Basically the Auto Aim feature redirects your bullets toward the center of the screen. This would be a great feature if it wasn't also used in combat as a targetting aid. When your cross-hair is near the bounding box of an enemy's limb, Auto Aim instead shifts the bullets towards the nearest limb.
  • Solution-1: No Auto Aim by EddieV223. Rather than completely disabling Auto Aim, this mod uses some settings with values so small the effect is negligible. Uses the following values (default = FalloutNV):
  • fAutoAimMaxDistance: 50000.000000 (default: 1800.000000)
  • fAutoAimScreenPercentage: 0.000100 (default: 10.000000)
  • fAutoAimMaxDegrees: 0.000100 (default: 3.000000)
  • Solution-2: Advanced VATS and FIXED Autoaim with Improved Binoculars by orgolove. Sets the focus of the Auto Aim to the edge of the game engine's rendering distance, and thus ensures that any bullet accurately goes to wherever your crosshair is pointing. Uses the following values (default = FalloutNV):
  • fAutoAimMaxDistance: 1000000.000000 (default: 1800.000000)
  • fAutoAimScreenPercentage: 10.000000 (default: 10.000000)
  • fAutoAimMaxDegrees: 3.000000 (default: 3.000000)
  • fVATSH2HWarpDistanceMult: 0.100000 (default 0.270000)
  • fVATSMeleeWarpDistanceMult: 0.100000 (default:0.320000)
  • fVATSMaxChance: 100.000000 (default: NA, added by mod)
  • fVATSMAXEngageDistance: 10000.000000 (default: NA, added by mod)
  • fVATSMeleeMaxDistance: 1500.000000 (default: NA, added by mod)
  • Solution-3: FOV Slider by Roy Batty is a simple mod that adds an MCM menu that allows for adjusting the Fields of View for all of the game's camera views.
Those interesting in playing while in 3rd Person View (TPV) should look into "fOverShoulderFOV" (which isn't available in FO3 but is added by the mod Greatly improved 3rd person aiming by Peste.)

Issue: Aiming - Full-Auto Iron Sights animation jump

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.

Issue: Aiming - Weapon stays centered after releasing RMB

Basically: when you fire your weapon in TPV and press the (default) "Right Mouse Button (RMB)" (switching to FPV "scope" or "iron sights" aiming) and IMMEDIATELY let go of the RMB, the weapon stays centered for a second or so before it goes back to normal. This DOES NOT happen if you fire and hold RMB/Aim for those 1-2 seconds; it's almost as if the weapon is stuck in it's FPV firing position for a second or so every time you fire. The camera zooms back out, but nothing else.

  • Cause: This is a bug in some animations. It is particularly noticeable with the "plasma rifle".
  • Solution: Try an alternate source for the animation in question, and replace the vanilla ".kf" file. Search the Nexus on the keyword "animation". (There is also the mod Asurah Reanimation Pack which will not get picked up by that keyword search.) The mod Animation Resources by Fallout2AM includes some, as well as a "AnimTool (AnT)" which allows you to invoke an animation after you choose it from a menu, on you or on a target (NPC or Creature) for testing.

Issue: Blood Decal Duration

Adjust how long the "decals" of blood spatter remain on things when they take damage.

  • Cause: This is controlled by several settings in the game INI files. Change in all three files: see the Game INI files section for the location and names of each.
  • Solution: The following information is collected from several sources. Just enter the numeric values given. The "[def: nn]" notation is the game default value for reference. The remainder of each entry is informational only and should not be entered.
Mod: Enhanced Blood textures(EBT) by dDefinder.
See also: Fallout New Vegas Default Values for All Valid INI Settings

[Display]
fDecalLifetime=[def: 10.0000] ; the lifetime of all decals. The number can be changed to further increase or decrease the duration. EBT increases this to 800.000.
iMaxDecalsPerFrame=[def: 10] ; maximum number of decals (mainly blood splatters on the ground) visible on screen at any time (FalloutPrefs.ini).
fDecalLOD0=[def: NA] ; increases the distance that blood decals appear. EBT adds & sets to 70000.
fDecalLOD1=[def: 1000.0000] ; undefined functionality but FNV default setting.
fDecalLOD2=[def: 1500.0000] ; undefined functionality but FNV default setting.
iMaxDecalsPerFrame=[def: 10]
iMaxSkinDecalsPerFrame=[def: 3]

[Decals]
uMaxDecalCount=[def:100]  ; This variable seems to determine how many decals will remain on screen for longer than a few seconds. It won't prevent multiple decals from being shown, but if you lower the number, additional decals above the value you set for this variable will fade out very quickly (FalloutPrefs.ini).

Issue: Blood, Gore, Limb Explosions & Dismemberment

The Fallout series is known for being "bloody" and "gory" with dismembered limbs, exploding heads, and chunks of viscera ("gore globs") and splashes of blood lying about. The game does have a generally undocumented setting to turn ALL the blood and gore off, which is apparently enabled by default in the German regional "no gore" version; but no finer control over the chances of such occurring when sufficient damage is applied.

  • Cause: This is by design. The points of dismemberment are defined in the mesh file as "animation nodes", and are called "meat caps". These "meat caps" are the visible stumps remaining on each end when the limb is dismembered or exploded. A detached limb can then be further dismembered into "gore chunks".
  • Solution-1: To completely disable all gore and blood effects:
Open Fallout "INI" files (located in both the game root folder and the "Users" folder).
Add under the "[General]" section of all three:
bDisableALLGore=1
Save the file.
  • Solution-2: To adjust the chance of Limb Dismemberment and Explosion in finer detail, the mod Ragdolls by MadAce, under it's MCM menu has settings affecting:
  • "Limb Explosion chance"
  • "Limb Dismemberment Chance"
  • "Limb Dismemberment Chance"
  • "Explosion Strength"
  • "Projectile Strength"
which can be set all the way down to zero percent (pt). Please note this does not distinguish between the damage inflicted by "projectile" and "energy" weapons.

Issue: Body Replacer - Big Head / Hair bug

When you unpack the BSA's to do modding for Fallout NV, the Actor's grow abnormally large foreheads which make people look half-bald, and make it so hair sticks out of hats, or hats become embedded in the heads.

Cause: EGM files don't work outside of BSA archives in Fallout New Vegas.

Meaning, you have to have the head / hairs / character files for the mod in a BSA file (named after the mod). The problem occurs when any of the files (even original vanilla ones) are "loose" outside of a BSA. It's a quirk of the game engine.
  • Solution: Package the modded loose files into a BSA when done.
The rules for naming a BSA are simple: the first significant portion (enough to distinguish it from any other similar but different mod name) must match that of the mod plugin ESP file, and have the ".BSA" extension. There can be more than one such BSA plugin, but usually this "matching significant portion of the ESP filename" is up to any embedded space (e.g. "Fallout - Textures.bsa"). It must be packaged as a "Bethesda Software Archive" (BSA) using a tool like "BSArch", and containing the same folder paths as the loose files used by the mod in question.
See also the other "Issue: Body Replacer -" entries under 'Solutions to Graphics problems' section in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

Issue: Body Replacer - Custom Body Types

Problems getting various custom body replacements, such as "Type 3" and "Type 6", to work correctly.

  • Cause: Install failures, usually from not understanding what is involved.
  • Solution: This is a general guide to what is involved in replacing the vanilla body of one gender with a "Custom Race" one for the Player Character Only. Mods for NPCs are separate. There are separate mods for Males and Females or other Custom Races. Refer to the specific body mod install instructions for specific details appropriate to that mod. But understanding what is involved will make it easier to understand those options. For another detailed explanation, see the Body Replacement Basics section of the "FNV General Mod USE Advice" article.
Replacing the vanilla body involves two different sets of files: "meshes" and "textures", which usually come as separate mods. Mods labelled "body type" are actually "meshes" that have a different shape (proportions) in some regards to those used for the vanilla body. They are generally going to be found in the Nexus site New Vegas Models and Textures category.
Body replacement only affects the "unclothed" body. "Clothing" and "armor" have their own "body shape", which is independent of that of the underlying body. They do not "warp around" or "conform to" the underlying body; they completely replace it. If you have body replacement type "A" and clothing/armor for body type "B", what you see is type "B". More detail on this below.
The vanilla body "texture" has underwear included, so it is not removable. Custom body textures may have both a "nude" option and an "underwear" option texture. These are "all-or-nothing" choices: everyone is nude underneath their armor and clothing, or everyone wears underwear. Select a custom body texture mod that is designed to be compatible with your custom body type (i.e. the mesh) mod. Otherwise you may have apparent "black bands" around the groin area or huge scars on the breasts because the vanilla texture (used by default) doesn't fit correctly to the adjusted body mesh. There is now at least one "nude body" texture mod for vanilla meshes: Simple Vanilla Nude Body Replacers by Jokerine (linked below under "NPC overhauls". Toggling "ArchiveInvalidation" off-and-then-on again as with other texture replacements may be necessary.
As a consequence of these custom meshes, vanilla clothing and armor will have "clipping" issues where body parts show through or don't seem to "fit" correctly leaving gaps or seams. Some "clipping" is minor, but often it is major enough that you have to also install mods for clothing and armor that are made specifically for that body type. Note that armor usually has it's own "body mesh" included, avoiding this clipping. ( This is not true for "accessories" that go on sub-sets of the body: such as gloves, bracers, and clothing.) This means armor ignores the underlying "body" shape and instead that you can choose among those using the same texture UVmapping based upon the same base model (i.e. Type 6M, Type 6, Type 3M, Type 3F, and Type 3). As a consequence, your Type 6 naked body can "wear" a Type 3 armor, but will appear to be Type 3 in proportions until it is taken off.
"B-n-B" or "Bouncing Breasts and/or Butts" mods are meshes based upon a different "armature" or "skeleton" rigged with added "bones" (i.e. "breast bones") and weights to support the "bouncing" parts. They will either provide or tell you to use a specific "skeleton" in order to work correctly. Without that customized skeleton, the "bouncing" parts will not bounce and may appear "deformed" (i.e. stretching out to the horizon). There is only one skeleton used by each race in the game, so it will not adversely affect any "non-bouncing" meshes which will just ignore the added bones they don't know about. As a consequence, in order to see the "bouncing" effect in clothing and armors, you may need to install mods with those "bouncing" features enabled. Sometimes special animations for certain actions (i.e. walking, sneaking, jumping, swimming, dancing) are also available. Not all mods can use the same specialized skeleton, so check the description/documentation for each carefully. This "skeleton" choice can easily limit your options.
Because the head is separate from the body, that means it too can have custom versions of it's mesh and textures. In all other regards it is similar to but independent of the body. As the head (hair and face) is a separate component from the rest of the body, custom meshes often have a problem with a visible "seam" where the head mesh joins with the body mesh. It is just a fact of life you will have to live with; nothing the mod creators can completely eliminate. There are "seam concealer" mods that provide necklaces and similar to hide this seam.
Some features, such as scars and tattoos, are part of the texture and not a separate addition. Others have to use specific body part slots, which are broken down into "Body Data", "Face Data", and "FaceGen Race". Only one mesh can be assigned to each body part. For instance, "Face Data" has only "Eye colors" and "Hair styles". Which in turn means you can have "hair" or a "hat/helmet" but not both. If there is hair showing under a hat or helmet, it is part of that "hat" mesh. FNV does not have a separate slot for "facial hair" (i.e. beards, mustaches, "mutton chops", etc.). Mod authors have to cannibalize the use of a different slot for the purpose, or make the facial hair part of the texture itself.
Because they use a slot on the head, custom "Hair" and "Eye" mods can get complex to install. Sometimes they require using the GECK to add their mesh and textures to the "head" mod. Read their installation instructions carefully before choosing.
FAQs:
Q: What are the common male body replacers? Female ones?
A: This is subject to change, but as of this writing these "meshes" are often mentioned and can be found in the "New Vegas: Models and Textures" category unless otherwise indicated. As they are often in the gated "Adult" section of the site and feature nudity, the links are provided but may not be accessible without changing your site access permissions. With the full name AND authors you should easily find their desriptions using the "search" feature:
Males:
Females:
NPC overhauls::::* Simple Vanilla Nude Body Replacers by Jokerine.
Q: What is the difference between Body Type 3 and Body Type 6M, etc?
A: It's a matter of personal preference in "shape": breast, hip and/or butt size. All are potentially weighted differently ("bounce" effect). Type 6 has an "apple bottom", Type 3 are thinner "waifs". Apparently T3 originated in Fallout 3 along with Type V; Type 6 (another variant of Type 3) came along when NV came out. Why do they have numbers? Your guess is as good as any. Any that have T3 in the name are derivatives of the original Dimonized Type 3 set from Fallout 3 (variants: Alice, Berry, Cali = A Cup, B Cup, C Cup).
  • HD versions have more polygons, which place a heavier demand on the video memory.
  • Hentai versions have puffy nipples and are based on T3F.
  • It's best to use clothing and armor specific to the particular body type or they won't render properly. And it's not simple to "fix".
Q: Can Body Type6M (or T6, Type V/T5, T3BG, or T3M) can be used with textures for Body Type3?
A: Yes, if they have the same UVmapping. However, the dimensions of the armor will not change from the Type3 to the others. The armor contains it's own body mesh. (See the next question.)
Q: What about clothing and armor compatibility between body types?
A: Compatibility is a problematic term to use in this case. Generally, the only thing that is needed for the body types and associated armors to work together is for them to share the same UVmap. Any mesh that shares a UVmap can also share textures. And generally the ones that are variations on Type3 do. There are more choices for Type3 bodies than any others.
"BnB" is a little more complicated. Basically, in order to use BnB you have to have the skeleton. So you can't just take an individual BnB outfit and have it work unless you've downloaded the skeleton from the main file. The reason is because the outfit will have two reference bones (left breast and right breast) that aren't in the normal skeleton, and that causes glitches or crashes. But you can have the BnB stuff installed and still use other non-bounce outfits, because those outfits don't need the extra bones.
Now, if your idea of compatibility is for your character's body to stay the same size no matter the outfits, then you're generally out of luck. For the time you're wearing an outfit, your body will be that size, for most things. This is because virtually all major outfits include their own body meshes as part of the outfit. The exception are accessory-type items like individual shirts or shorts or whatever. Those are usually fitted to a particular body that is NOT included in the mesh file, and in this case if you're not using the right body then the clothing will clip badly. As always, read the documentation carefully.
However, with that said, there was a tool called KGTools Clothing Converter. This would automatically convert Armor, Clothing, or Equipment from one body style to another! Unfortunately the KGTools web site containing the downloads is no longer accessible. Use the links on this site (adults 18+ only) instead. The documentation is still available on the first link provided.
Q: Can I use a different body type for my companions (and NPCs) than for my character?
A: Yes, as long as they have their own male/femaleupperbody.nif file.
In summary, you can expect to need "Body Type", "Body Texture", "Clothing and Armor", and possibly "Head", "Hair", and "Eyes" mods that are all compatible to work together.

Issue: Body Replacer - Custom Hair, Eyes, Heads, and/or Races

Problems getting custom heads or head elements (e.g. Hair and Eyes) to work correctly with a specific body replacement mod.

  • Cause-1: As pointed out in Issue: Body Replacer - Custom Body Types you can't just assume every mod affecting the head will work with every other, or even with the body mod you have chosen. They are not "mix-n-match". For example, if it says it's for "Head03", then it won't work with the vanilla game heads. The popular mod Mojave Delight for Type3 by Glosshouse is for Type3 bodies only, while Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets by Matteius is not intended to work with any custom race body mods like Type3. Read the description and installation instructions carefully to determine what the mod is designed to work with. Most known issues are noted either on the description page or under the "comments" page. Note that some require MANUAL installation.
The following is taken from the description on the "Mojave Delight for Type3" download page:
Once you have successfully changed eye color, then you can safely change to your custom hair style. But any time later that you wish to change any of these features you must repeat the process: vanilla hair, custom eyes, custom hair.
  • Solution-1: Hair and Eyes are "slots" on the head. This mean such mods are either replacement textures for the head model (either vanilla or some custom head), or have to edit the mesh and texture files to point to the mod's elements using the GECK. The solution depends upon the mod.
  • Cause-2: Unsuccessfully trying to switch between race or hair mods. The character becoming invisible, getting stuck in the ground and unable to even use the console to toggle the "clipping" command (TCL), or unable to access the Pip-boy, usually happens if you uninstall/disable the race that your character is set to. Trying to use the console command "ShowRaceMenu" here will probably crash the game.
  • Solution-2: Instead reinstall and enable whatever mod contains the race you were playing, then use the console ShowRaceMenu command to switch to something else vanilla before removing it again. Then perform a "Clean Save" as laid out in the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article before attempting to install a replacement.

Issue: Body Replacer - Custom Race skin mismatch

This is most commonly seen as a difference between the skin color of the head and the body. Adjusting the tone sliders in the racemenu does not change anything.

  • Cause: This generally occurs when the plugin is an ESP rather than an ESM file.
  • Solution: Note that the Player and NPCs are distinct and what is a problem for one may not be for the other.
A custom race defined in an ESP will work properly for the player, even though the head and body will be mismatched for NPCs.
Defining the NPC in an ESM is the only solution that works for everyone.
If you are using this on an NPC, make sure the NPC is defined in an ESM and not in an ESP. There are some tweaks to your INI files that can kinda fix it for ESP files, but they don't work for everyone.
  • In both the "Fallout.INI" and "FalloutPrefs.INI" files in the "C:\Users\<AccountName>\Documents\My Games\FalloutNV" folder, and the "Fallout_default.INI" in the game root folder, set:
  • Toggling "ArchiveInvalidation" sometimes works, as does repeatedly reloading the save game again and toggling it until the head and body match skin tones.
It is also possible that the shader type and shader flags are set wrong in the race's body mesh. Skin parts need the shader type to be SHADER_SKIN, and the SF_Specular, SF_Skinned, SF_FaceGen, SF_Remappable_Textures, and SF_ZBuffer_Test flags need to be set. You can check and modify these using NifSkope. If these are not set properly, then the custom race body and skin won't work properly for both NPCs and for the player, if the player uses that race.
Another thing to check is that the skin textures are all there and are all named properly. If the body texture for the race is named UpperBody.dds, then the normal map needs to be named UpperBody_n.dds and the skin needs to be UpperBody_sk.dds, and all of those files need to be in the same folder. You only define the base texture (UpperBody.dds) for the race in the GECK'. The GECK just assumes that the other files will be in the same place and will have the same name.
And finally, keep in mind that whatever clothes or armor you use will have body parts defined, and those skin textures will show instead of whatever body you have defined in the GECK. In other words, if your character is wearing overalls and bare arms are visible, those bare arms are part of the overalls mesh and are not the bare arms from the race's body mesh. If the clothing wasn't created especially for your custom race, the bare skin parts of the outfits might not match the rest of your custom body type.
See also the following in the wiki Getting started creating mods using GECK article:

Issue: Body Replacer - Default/Vanilla

No matter your opinion of the matter, one of the most common reasons for installing a "body replacer" is to enable a "nude body" when clothing and armor are removed. Some would prefer to not have to get into the complexities of resorting to "custom races".

  • Cause: The provided default (vanilla) bodies in the game have "underwear" as an integral part of the body texture. This cannot be "removed" along with other clothing or armor. There are some mods which provide alternative "underwear", but these are also integrated into the texture.
  • Solution: The mod "Simple Vanilla Nude Body Replacers by Ghostwalker71 and Jokerine" is a simple mesh and texture replacer that gives the default bodies anatomically correct appendages. They are the same resolution (1024x1024) as the vanilla "race" files they replace. (Since this is classified as an "Adult" mod, a direct link is against Nexus rules. With the full mod and authors name you should be able to search it out on your own.)
  • Related:
  • DIMONIZED presets for Vanilla races for FNV by dimon99. Female FaceGen presets only.
  • The mod "zzjays body and face textures workshop - Type 3 by zzjay" includes optional "face texture" files for vanilla "race" heads as well as Type 3 and Type 6 races. (Since this is classified as an "Adult" mod, a direct link is against Nexus rules. With the full mod and author name you should be able to search it out on your own.)

Issue: Body Replacer - FCO ("Fallout Character Overhaul") not working or conflicting

  • 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.
The extensive FCO "comments" forum thread on the subject has the answers to pretty much every conceivable question not answered here. Use the forum search function.
  • Solution-1: Make sure you have complied with the following requirements:
  • Install the latest version of NVSE (currently 5.0b3).
  • Install User Interface Organizer (UIO).
  • Have the official "Old World Blues (OWB)" 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 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.
  • Solution-2a: The author recommends the authorized patch FCO Bugfixes by Lunarion Silver to correct these issues.
  • Solution-2b: Fallout Character Overhaul - Pink Hands Fix by Vainlash.
  • Solution-2c: Other mods may also have their own patches for FCO. Be sure to check the download pages for any mods already installed for "compatibility patches" for FCO. Be careful as to which version of FCO each patch is designed to work with.

Issue: Body Replacer - FCO or FNV Redesigned3 Characters have pink faces or clean bodies with dirty faces

  • Cause: While FCO and FNV Redesigned3 (FNVR3) can work together, there are often difficulties such as pink/magenta faces or fiends/raiders who normally are "dirty" looking suddenly having "clean" bodies with dirty faces depending upon the options chosen for each mod.
  • Solution: While the FNVR3 recommendation is to install it after FCO, the proper solution is a "compatibility patch file" between the two mods. Finally there is one specifically to address this issue. Make sure you have all patch files provided by either mod installed first. Then install the mod Fallout Character Overhaul Pink Faces fix by Fheese. See the comments for additional information.

Issue: Body Replacer - FCO or FNV Redesigned3 Eyes rolled to the side

Commonly seem with Fallout Character Overhaul (FCO) (designed to remodel NPC faces) in combination with various other character mods and mods that affect appearance, especially eyes. This often is related to attempts to use both FCO and "Fallout New Vegas Redesigned" (FNVR; similar goal) in combination.

  • Cause-1: Mod conflict with FCO. Note the older version (v2.3.1) is available on the same download page under "Old Versions".
  • Solution-1: The current version of FCO is v3.01, which has new eye textures.
  • Cause-2: According to the author of all FNVR versions, with FNVR3 the correct approach in conjunction with FCO3 is to use one or the other. 'Although FCO will "technically" work with New Vegas Redesigned 3, it's best not to. It's best to use one or the other. But not both. This makes it so that you will get New Vegas Redesigned 3's faces instead of the ones in FCO and it leaves the characters I left alone (ie. Lt. Monroe), etc. alone.' A more detailed expanation can be found in the FNVR3 forum thread.
Note there are separate mod download pages for FNV Redesigned 2 (FNVR2) and FNV Redesigned 3 (FNVR3).
  • Solutions-2: As FCO3 does not work well with "Fallout New Vegas Redesigned" (FNVR), despite the author's advice people have had some success (with the same caveats as listed in the post above) using FCO2 instead of FCO3 in combination with FNVR2. Any one of the following may also be required to resolve the "eye roll" problem.
  • Hi-Res Eyes Replacer by Zenl for FCO2.
  • Try reinstalling and not using the "child eye fix".
  • Do you use a Bashed Patch and tag "FCOMaster.esm" with "Eyes"?
  • Possible conflict with another mod that affects eyes, such as "Beauty Pack PLUS -Project Mikoto- Hair - Eyes - Presets by Matteius" or various "Project Mikoto for <specific companion>" mods.

Issue: Body Replacer - In-game doesn't look quite like the author's images

  • Cause: Mod authors usually choose "poses" available from other mods to show off their results. Those poses accentuate the figure in a way that the normal in-game animation does not. Also, the game has a horrible "fisheye lens" effect with the default or higher "Field of View" (FoV). The problem lies with the way the game is displaying the image. For screenshots modders and imageshare users tend to greatly reduce the FoV to correct the problem, sometimes going as low as 30 or even 20. The game is unplayable with the FoV this low; but it makes for better character screenshots.
  • Solution: Ignore it, or play around with the FoV using a mod such as FOV Slider. However, note there are several different FoV settings and they have some impact upon each other.

Issue: Body Replacer - Installing "Beware of Girl" (BoG) FOMOD with "Mod Organizer" (MO)

Many people have had problems getting this to install. The following needs to be understood.

  • There is more than just the body to consider when replacing appearance. Please see the Issue: Body Replacer - Custom Body Types section of this article.
  • BoG is a high resolution texture FOR Type3 bodies, not vanilla bodies.
  • BoG is not itself a "body replacer" mesh.
  • BoG is designed for Type3 bodies, NOT vanilla bodies. (Yes, this is almost the same thing as the first point, but it bears repeating.)
  • If you only install this BoG texture replacer on vanilla bodies, there will be ugly underwear seams on a naked body. Like two textures/meshes are conflicting.
  • To use this body mod (BoG), you should install a Type 3 Body & Armor mesh Replacer. An example would be Type3 Body and Armor replacer by Exeter. It is not the only one.
  1. Download & Install your chosen "Type3 body and armor replacer" main file and their respective updates/patches.
    Remember to Merge instead of "replace" them when installing.
  2. Download & Install "Type 3 Armors" for the DLC's and their respective updates/patches in this order if applicable. Examples by Exeter:
    1. Dead Money Type3 Outfits
    2. Honest Hearts Type3 Tribal Armors
    3. Old World Blues Armors for Type3
    4. Lonesome Road Armors for Type3
    Remember to Merge updates/patches, not "replace".
  3. Download the "Beware of Girl Type 3 HiRez HiDetailed Replacer (BoG) FOMOD.
  4. Double click the "BOG Body Replacer FOMOD" from your downloads. Click Next.
  5. Check "I have installed Invalidation myself and it works perfectly."
  6. Click through the FOMOD installation and choose your options. Click Install.
  7. After install, it will give you errors like these:
    Unable to install default meshes.
    Unable to install (Selected) Body Mesh.
    Unable to install default textures.
    Unable to install textures for (Selected private parts).
    Unable to install (Selected Raider) textures.
    Unable to install Sleepwear meshes.
    Unable to install default textures for Sleepwear.
    Unable to install (Selected) texture for Sleepwear.
    Just click "OK", ignoring them.
  8. Activate the plugin (check marking it).
  9. Post install:
    1. Go to profiles -- > click "Profile Name" -- > uncheck 'Automatic archive invalidation' .
    2. Close and reopen profiles.
    3. Now go back to "Profile Name" -----> recheck 'Automatic archive invalidation'. Close.
  10. Verify the Install Order (on the left MO pane):
    1. Type3 Body and Armor replacer
    2. Dead Money Type3 Outfits
    3. Type 3 Honest Heaart Tribal Armors
    4. Old world Blues Armors for Type 3
    5. Lonesome Road Armors for Type 3
    6. BEWARE OF GIRL Type 3 HiRez HiDetailed replacer
    Notice how BoG is last, so it overwrites Type3 Body and Armor replacer.
You should now see the BoG textures when you launch the game.

Issue: Body Replacer - Type 6M?

Problems getting this body replacer to work correctly.

  • Cause: You need, in addition to a Type 6 body replacer, the correct body texture and "clothing and armor" mods. Such mods usually need to be installed MANUALLY. Read their documentation carefully.
  • Solution: Type 6 bodies are based upon Type 3 bodies. This makes many Type 3 based mods compatible with Type 6. (An "M" suffix just means it is slightly modified from the base Type body in some dimension. This is usually not enough to make it sufficiently different to cause problems.) Keep in mind the meshes are separate from the textures, but the meshes contain the path to the texture files they use. Common choices that work are:
Don't forget to toggle "ArchiveInvalidation" off-and-then-on again after installing new textures.

Issue: Character is suddenly invisible in both 1st and 3rd person views

Upon opening a save, the player character is suddenly invisible except for their shadow. NPCs act like the character is present. Loading an earlier save doesn't have the problem.

  • Cause: Unknown, but might be related to use of the game "Auto-Save" feature.
  • Solution: In the game console (default toggle key "~") enter the following commands (where "14" is the RefID of the player):
prid 14
enable
and close the console.

Issue: Disable Map Markers?

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 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.
  • Solution-3: If you wish to unset the "visible" flag (in the "Marker Data" section of the 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.

Issue: Distant terrain/LOD flickers rapidly

This problem seems to occur more frequently with high-end systems, but across all sorts of platforms and video cards.

  • 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 "Z-fighting" article from Wikipedia for the full technical description.
  • 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 Z-Fighting for examples of the issue and some INI tweaks that may help. An FNV user tried some similar suggested in 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 TweakGuides for Fallout. Page numbers refer to that document.
  • [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: Entering an Interior spawns the player in a huge ball of items and NPCs (junkado)

  • Solution-1: The problem has been fixed in version 9 of the mod.
  • Cause-2: File "FINAL Searchlight Airport NCR.esm" in mod Searchlight Airport NCR or Legion. To put it simply, this mod makes a few minor adjustments in the "Camp Forlorn Hope Messhall" cell, which wouldn't be an issue except it moves one of the decals to something like (-3000) under the cell. No idea why the game responds this way, but the result is that the decal inexplicably pulls everything not nailed down along with it. Its like a powerful electromagnet dragging everything along the ground.
  • Solution-2: Thanks for Merik2013 for diagnosing the source and solution to the problem. He simply reset that decal back to its default settings and everything went back to normal. You probably could also just delete it from that ESM as well.
  • The cell is CampForlornHope01 and the decal is NVNCRDecalCLeg. You'll want to right click the decal and click the "edit" option.
  • Its the Z Position that needs to be changed. He changed it to its default value, which is 671.1060. Also unticked all the miscellaneous changes made to it just to be sure it took, but that might not be necessary. The changes the mod made were enabling the "Persistent Reference" and "Initially Disabled" options as well as the "Set Enable State to Opposite of Parent" option under the "Enable Parent" tab.

Issue: Flickering Shadows on grass

  • Cause: Video settings issue.
  • Solution: Any one or combination of the following may work:
  1. Switch between "HDR", "Bloom", and "No Lighting Effect" (NLE) settings in the game video panel. HDR is the default and increase the "glow" of the lighting accents, at some (varying) cost in FPS. Some feel Bloom makes the sky seem overly bright but doesn't have the FPS hit. NLE really tones down the glare and is more subdued.
  2. Set Ambient Occlusion to "Quality" in the video adapter card control panel.
  3. Set Negative LOD Bias to "Clamp" in the video adapter card control panel.
  4. Disable Anti Aliasing in the video adapter card control panel.
  5. In all three INI files, try setting "bShadowsOnGrass=0" under "[Display]" section. However, reportedly this only affects the shadows of Actors.
  6. Use the Lagom LCD Monitor Test Site to check if you need to adjust the color controls (e.g. "brightness or contrast") on your physical display monitor.

Issue: Floating objects

Some objects in a cell "float" above ground level.

  • 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 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: Fog effect around the Vegas Strip

  • Cause: The area around New Vegas (outside the strip itself) uses the "NVWastelandHazy" weather type which includes the same effect that the distance fog does, but it's set as if the distance is nothing (-10) causing it to be present right where you are. Apparently it's there to give everything a sort of dirty/dusty appearance, as if lots of sand and dirt has been kicked up by the amount of human activity around Vegas. The weather that does that nasty looking fog is "NVUrbanClear [WTHR:00173564]".
  • Solution: Forcing the weather from "NVUrbanClear [WTHR:00173564]" to "NVWastelandHazy [WTHR:00100A4E]" will remove the fog. "NVWastelandClear [WTHR:000FFC88]" doesn't "fog".
Looking at NVUrbanClear, it has FNAM - Fog Distance Day & Night "- Near fog" set to "-10". ("NVWastelandClear" does as well), although during the night time it doesn't fog your eyes.
So essentially to get rid of the fog using FNVEdit/xEdit, you would expand the "Weather" Object category, select "NVUrbanClear", and then scroll down to "FNAM - Fog Distance" and change "Night - Near" from "-10" to "2000"; and also for "NVWastelandClear" change both "Night - Near" and "Day - Near" from "-10" to "2000". Any Fog setting that is "-10" should be set to "2000" if "Near", and "200000" if "Far", to get rid of the foggy effect.

Issue: Head clipping through hair

  • Cause: FNV requires the vanilla hair meshes to be located in BSA archives to display properly. If you need to edit one of them, unpack it somewhere other than your Data directory. If the problem is with custom hair styles, it is most likely that they were not made properly.
  • Solution: If you have "Data\Meshes\Characters\Hair" and "Head" folders, delete them and toggle "ArchiveInvalidation" so the game uses the files in the "Fallout - Meshes.BSA".

Issue: Interior cell portions not visible

You may find some things invisible, not rendered, or apparently "transparent walls" in some interior cells; without ENB or other "post processor" installed or active.

  • Cause: Mod conflict with more than one attempting to modify the same interior cell. Often this is done by an author "copying" the interior cell and making changes without taking proper precautions regarding optimizations. See the GECK TIP: Enable "MultiBounds" for details.
  • Solution: The problem in the offending plugin has to be resolved by the author. In the meantime, you have to identify the offending plugin(s) and remove from your "load order". Please see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article.

Issue: Invisible Companion

A companion has suddenly gone "invisible" in the game, and nothing seems to make them visible again. Their marker appears on the Pipboy map, but they do not seem to physically be there upon traveling to that location.

  • Cause: Unknown, but the situation has been reported to occur before.
  • Solution-1a: Load an earlier save from before they disappeared to obtain the companion's "Ref-ID".
  • Travel to the companion's location so your character is near them.
  • Open the in-game console (default is the < ~ > key).
  • < Click > on the companion. This is all that is needed. Note this will display an 8 character "Ref-ID" above them, which you will need to remember.
  • Enter the console command: "prid <Ref-ID>" and < Enter >, but without the quotes (where "Ref-ID" is what you noted for the companion in the previous step).
  • Now enter: "disable" and < Enter >.
  • Follow with "enable" and < Enter >.
This sequence should make the companion visible again.
  • Solution-1b: Revert to using the earlier save from prior to their disappearance.
  • Solution-1c: If "Solution-1a" doesn't work and "Solution-1b" is not really feasible and you prefer to live with the consequences, try "resurrecting" the companion. They may end up without their current inventory: losing everything you gave them to carry and reverting to their starting equipment. It might also interfere with some of their quests as well, which is why it's the least preferred solution. Follow the same basic process with the commands:
  • "prid <Ref-ID>"
  • "kill"
  • "resurrect"
  • "disable"
  • "enable"
This may require you to "re-hire" the companion and reset it's "companion command options".

Issue: Missing textures/walls

Entering some locations (e.g. "Hidden valley bunker", "Kings school", and "Camp Golf") the wallsappear to be transparent or missing, allowing aview of some elements of the adjacent interior rooms. Collision still seems to be functioning (the character doesn't fall thorough the "gray areas" if they are enetered).

  • Cause: Mod conflict
  • Solution: The plugin "PrnOut.esp" (apparently a component of the "Sexout" mod) seems to be at least one culprit. Deactivating it has been reported to correct the issue.

Issue: Mod makes the Sun too bright off surfaces

Note this is not "sun glare", which is when you look directly at the sun in game. 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".
  • 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.
Some mods intend you to use hats and sunglasses to mitigate the effect. Changing the facing direction may also have an effect.
INI tweaks depend upon which surfaces and where they are located. See the Tweakguide's General Fallout game guide (specifically for FO3 and FNV) for the effects of particular settings.
  • Solution-1b: The mod Dynavision 3 incorporates (saving a plugin slot) 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". Dynavision 3 now works with UIO instead of requiring it's own installer.
This is a recommended alternative to ENB and other "post-processors". However, Dynavision has a persistent and annoying bug which frequently causes NPCs to go invisible. Some people recommend using the older "Dynavision 2" + "Imaginator" instead, but the same "invisible NPCs" bug was reported with it. A patch file to fix this issue in "Dynavision 3" was posted in mid 2016, but there are no comments regarding how effective it is.
  • Solution-1c: INI Lighting tweaks. The following is derived from the TweakGuides for Fallout. Page numbers refer to that document.
  • [View Distance] (Page 7)
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.
  • [Display] (Page 7)
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.
  • 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 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.
The Guides to Creating and Customizing Your ENB's thread is another ENB settings resource.
  • Cause-2: Your monitor brightness/gamma is too high.
  • Solution-2: Use the LCD monitor test images web site as reference to adjust your monitor calibration to what you desire.

Issue: Naked NPCs (missing armor or inventory)

  • Cause: Vanilla Bug - Some NPCS are naked/have a weird inventory: An engine bug will sometimes not correctly refresh named and unnamed NPCs. The problem seems most often when they are supposed to be wearing leather armor. (This appears to be a problem with "leveled lists".)
  • Solution-1: As always with any texture bug, try toggling "ArchiveInvalidation" off-and-on again.
  • Solution-2: Use/rebuild your "merged patch" file. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki FNV General Mod Use Advice article. Note that mods adding armor/clothing that is not appearing in-game may need to have the "bash tags" "Delev" and "Relev" added.
  • Solution-3: Just open the console (default "<~>" key), click on the NPC and note it's displayed "Base-ID". Then type "resurrect <Base-ID>" (replacing "<Base-ID>" with the value noted when you clicked on the NPC). The NPC will be correctly refreshed with its gear. If that doesn't work, try "resetinventory <Base-ID>".

Issue: Pink teeth/tongue/mouth

  • Cause: This is another "missing texture file" problem, usually because of failing to allow overwrite of a file during installation of the mod in question; sometimes by not actually making a choice of options.
  • Solution: Uninstall the mod entirely from your mod manager (or the "Data" folder), close the manager and re-open, and re-install the mod. This time always make a choice to "overwrite" when offered unless you have very good reason to not do so (knowing it may cause problems with the mod).

Issue: Player hands are either stubs, too large, or the fingers are missing

  • Cause: Unknown "glitch", but has been reported before.
  • Solution: Try reloading the game after exiting to the Desktop, or drawing a two-handed weapon.

Issue: Pip-boy and Terminal screens are all white/blank

  • Cause-1: This is a known game bug.
  • Solution-1: Try toggling the Pip-boy light on and off a few times (hold down the < Tab > key for a few seconds) to see if it resolves the problem.
  • Cause-2: A mod for the Pip-boy 3000 or attempts to optimize texture files have installed texture files causing the problem.
  • Solution-2: Check the "Data\Textures" folder for a "Pip-boy 3000" sub-folder and if it exists, delete the sub-folder. The game will then use the default files in the BSA.

Issue: Playing at greater than 1920x1080 resolution

  • Cause: By default the game hardware setup options only permit a maximum of 1920x1080 resolution. This is a factor due to it's age. It simply didn't know what later advances in screen sizes would establish as standards.
  • Solution-1: In the "FalloutPrefs.ini" file under the "[Display]" section (near the bottom) are two entries where you should specify your desired game screen size to match your default/native monitor resolution:
However, these only work if you have the "bFullScreen=1" setting enabled so the game starts in "full screen" mode. In "windowed mode", the game will revert back the maximum of 1920x1080 that it knows about.
  • Solution-2: If you prefer to run the game in "fake fullscreen windowed mode" so you can get to other programs or screens, then you need to use a setting of "bFullScreen=0" (windowed mode), along with the above "iSize" settings, AND a NVSE mod which handles the "fake fullscreen" effect while recognizing the larger screen resolutions. NVSE knows and can read the INI setting and override the game. These are reported to do so:

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).

  • Cause: Game masking that is automatically applied to scopes.
  • Solution: add the line "fScopeScissorAmount=0", in the "[Display]" section of all 3 INIs.
    Make backups of the INIs before changing them.
When you make any changes to the game INI file, remember to change it in all three files: 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", and they may not appear to "take".

Issue: Screen brightness gets darker as the game progresses

  • Cause-1: Conflict between ENB and SweetFX settings.
  • Solution-1: Identify the conflicting settings in the INI files and choose one.
Make backups of the INIs before changing them.

From TweakGuides:

fGamma=1.0000
fGammaMax=0.6000
fGammaMin=1.4000


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).
  • 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-2: You need a source of steady light level (a non-flourescent lamp) to prevent your monitor reacting to changing game light levels.
  • Amelioration: A mod that gives you more control over lighting in-game: The IMAGINATOR. This might be useful to confirm some mod is the culprit, by loading it near the end/bottom of the LO.

Issue: Somehow, without changing anything, my character is "glitched" oddly

  • Cause: Unknown.
  • Workaround: Something that's always worth trying is blowing yourself up or otherwise get killed: i.e. throw a grenade against a wall so it bounces back and kills you. Then let the game reload. Sometimes that can clear oddities. However, it doesn't address any underlying cause, so it's only useful as a temporary solution. Try to see if you can reproduce a reliable set of circumstances to re-create the problem.

Issue: Textures randomly change only on particular items

  • Cause: There is more than one BSA containing the named texture file, but they have different content. The game does not have any mechanism to deal with this situation, so it randomly grabs the texture from one or the other BSA file.
  • Solution-1: Try the simple solution of toggling "ArchiveInvalidation" off-and-then-on again. This should cause any loose file to be used instead of one in a BSA.
  • Solution-2: Determine which mods have the different textures. See Issue: Find the source mod-index of an object in-game. Once you have identified the one with your preferred texture, either remove the other offending plugin or extract the preferred texture from the BSA as a "loose file", and toggle "ArchiveInvalidation".

Issue: Weapons/Fists are displayed off-center in 1st Person

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.

Issue: Win10 Screen tearing in "Borderless Windowed Mode"

Based upon this Reddit thread

  • Cause: Apparently, Win10 "Full Screen Optimizations" setting is enabled by default in Win10 since the Anniversary Update. It basically forces a game to run in "borderless fullscreen mode" (even if you selected "fullscreen mode" in the game's options) making the game stutter more, frametimes more variable, and there may be some performance loss.
It is not putting games into standard "Fullscreen Windowed/Borderless Mode". It's a new presentation mode that is intended to combine the best of both "Windowed" and "Fullscreen Exclusive Mode". Before the Windows 10 Creator's Update, it was exclusive to DX12 UWP apps. Now there are 80+ non-UWP, non-DX12 games which support it.
"Standard Fullscreen Windowed Mode" passes everything through the desktop compositor which forces "triple-buffered V-Sync" to be used, and adds a frame of latency. This new presentation mode can bypass the compositor, reducing latency and allowing you to disable "V-Sync". At the same time, it enables fast <Alt+Tab>ing if there's no display mode switching.
"Fullscreen Windowed Mode" games are also handled slightly differently with this enabled. So long as there are no other windows overlaying the game, they can also bypass the compositor and disable "V-Sync".
It's supposed to perform as well as "Fullscreen Exclusive Mode", and in one demo, it outperformed FSE Mode by a small amount.
  • Solution-1: Disable Win10 "Full Screen Optimizations".
Here's how to disable it by default: Windows Settings | Gaming | Game Bar. The settings: "show game bar when I play full screen games Microsoft has verified" and "record clips, screenshots..." should both be OFF.
Either that or you can do it individually in each game's properties.
  • Related commentary:
It also resets the "International Colour Consortium" (ICC) profile of the monitor(s) to default every time you start a fullscreen game or <Alt+Tab> to one or switch to "fullscreen mode". You would think that in trying to apply the advantages of borderless to fullscreen that they'd also make ICC profiles work in fullscreen. But no, they make it even worse in that aspect.
This setting, along with 4k, causes all kinds of scaling issues. Only 1/4 the game on screen, or green tint across the screen with wrong refresh rate.

Issue: Wounds don't appear on Actors

After installing a Body, Armor, or Skin replacement mod, wound decals no longer appear on most enemies. When they do appear, it's only on the legs. This happens with non-humanoid NPCs like Bighorners as well. The wound decals are supposed to come from mods like IMPACT and Enhanced Blood Textures.

  • Cause: The problem lies within NIF files for armors/outfits and creatures. Each NIF has to be modified so that the main armor/creature NiTriStrips (or shapes) appear above all other NiTriStrips (like gore caps ) in the tree. Only then will decals appear correctly.
It's a HUGE amount of work because of the number of faulty armors (just vanilla; not including modded ones like "Type3" and "Roberts"), because sometimes you'll need to join meshes via a texture editor such as Blender in order to reduce the number of NiTris as only the FIRST 2-3 mesh shapes are used for decal placement. By default, gore cap meshes are placed above main outfit meshes and are cut into multiple parts. Consequently wounds are not appearing.
  • Solution-1a: Example of corrected NIF files, explained by KiCHo666:

I joined all gore caps into one mesh (1 for torso caps, 1 for limb caps), joined all possible armor parts into one via Blender (Outfit1 and Outfit2 were separated because they use different texture paths.) and then reordered them via Nifskope. "Arms" mesh need to be separated for arms to appear in first person view. PipboyOn/Off are replacement meshes used when NPC has Pipboy equipped.

After all that, wounds appear correctly in the game.

However, for any addon body part, like heads, arms, other armor parts ... wounds won't appear no matter what.

A friend here on Nexus, VWgolfR1, told me about that. So give kudos to him!

Solutions to Mesh (Red "!" icon) or Texture (solid color) problems

Issue: What are these Red "!" kite icons in the game?

This Red "!" kite icon is the "missing mesh" indicator.

  • Cause-1: You added meshes as "loose files" that replace the vanilla versions in the BSA files, but the game engine doesn't realize it needs to use them instead.
  • Cause-2: Your load order is not sorted correctly.
  • Solution-2a: Check that you have the vanilla game and Official DLC ESM files in the correct sequence. Please see the "Vanilla "Load Order" section of the FNV General Mod Use Advice article.
  • Solution-2b: Use LOOT to sort your "load order". Like most automated tools, LOOT is not 100% accurate; yet it is infinitely better at determining a correct load order for a large number of mods than anything other than manually examining each mod in an editor like FNVEdit (a generic tool called 'xEdit' which is renamed for working with specific games) and building such an order by hand (each time you add or remove a mod). (There is a FNVEdit Training Manual specific to both FO3 and FNV.) LOOT works by examining the file header of each plugin and working out all the records each modifies, and determines the relationships between those mods. For the beginning mod user, it is essential to resolve most fatal mod conflict problems. LOOT does provide the "metadata" mechanism that allows you to customize it's sorting to preserve such adjustments as you determine necessary. Read it's documentation to exploit all of it's capabilities.


  • Cause-3: Different texture/mesh replacement mods can conflict with each other. The "install order" can be the cause of the "missing mesh" indicator suddenly apearing, especially where things had been fine before adding the new mod.
  • Solution-3a: Be sure you are using compatible meshes and textures. See "Body Replacement Basics" in the wiki FNV General Mod Use Advice article.
  • Solution-3b: As a general rule, install replacement mods that predominately affect the "background" on the horizon or mountains first, then those that affect the mid-ground (like billboards and trees/flora), with those affecting things you normally don't see well until in the mid- to foreground (like creatures) last. Some experimentation with the "install order" may be necessary.
Remember that "view while distant" (VWD) objects require "_far.nif" files and rebuilding of the ".lod" quadrants for landscapes with FNVLODGen after updating the "load order". See the "TESTG: VWD/LOD Overview" page to understand the issues and for details on resolving them.
  • Cause-4: The path to the mesh and/or texture file must be in "relative" format to the "Data" folder (i.e. "textures\<SpecificSubFolderPath>" rather than "absolute" format (i.e. "C:\<PathToGameFolder>\Data\textures\<SpecificSubFolderPath>").

Issue: What's with these Solid Green billboard signs in the distance (LOD)?

  • Cause: The underlying problem is how the game handles distant 2D objects generally called "trees".
LOD in general is what you see in the distance, beyond the uGridsToLoad setting value. Bethesda uses static LOD which means that LOD information is prebuilt and doesn't change when mods modify objects in game. Some mods include updated LOD files to address this issue, but they are rare and usually incompatible with each other and require compatibility patches of their own. Those LOD files are generated with GECK which is quite complex procedure unaccessible by majority of users. TES5LODGen/xLODGen (the latest version just needs to be renamed to what your game is expecting) tries to address this issue by providing a simple one-click automated LOD files generation for the current load order of user, taking in account all mods that have content visible from distance.
- xLODGen description.

The game engine treats distant 2D "vegetation trees" and "sign billboards" identically beyond the immediate foreground as "level of detail"(LOD) distant "tree" objects. The resulting "images" collectively make up "billboards" which are combined into an "atlas". xLODGen can combine billboards from different mods into new atlases when you select the "Trees LOD" option. When you run xLODGen after updating the "load order", it will replace any missing "billboard" LOD textures to this "solid green" color during LOD generation. It also lists these "missing" textures in the xLODGen log file.

"Atlas" means that there are several separate images located inside a single image. Trees in the distance are just flat images of trees displayed from atlas texture. The usage of single texture in [game] for all trees is performance friendly, but unfortunately very problematic for mods that change tree models or add new ones. To update LOD images, even if it is only a single tree, the mod must include the whole atlas texture along with images for all other trees even if they are unchanged. The other problem of trees LOD is that a single atlas texture is used for all worldspaces [in the Gamebryo engine].
- xLODGen description, edited from game specific for more generic purposes. See the game specific version download pages of xLODGen as to specific differences.

(For more details about this, please see the article The difference between LODs and Billboards explained on Reddit's Skyrim forum. Note there are some technical differences in how this works between Skyrim (Creation) and Oblivion/Fallout (Gamebryo) as they use different game engines.
See this TES5LODGen for Trees LOD thread for information on how billboards work in TES5LODGen.)

  • Solution-1a: The mods with LOD additions (such as LOD additions and improvements by tomzik) are highly recommended to be installed before LOD generation as they provide extra distance models missing in the vanilla game.
  • Solution-1b: Re-run xLODGen, enabling the "Trees LOD" option. You may also find that adjusting the game INI files uGridsToLoad setting value to a larger "odd number" (e.g. 7, 9, 11) may help with the issue of "pop-in" (where objects such as "sign billboards" appear "green" until you are much closer to them). However, note that you may want to also increase the uExterior Cell Buffer value to accommodate the greater cell data and prevent crashes and stuttering. Larger values have an impact upon performance. And once you save the game with a higher setting, you cannot lower it again except by starting a new game. (See the related entries in the Fallout TweakGuides for details.)
  • Solution-1c: The tool Tree LOD billboard creator for xLODGen by zilav can be used to "grab an image of a tree directly from preview/render window of official editor (Creation Kit, GECK and Construction Set) or NifScope, calculate alpha mask, scale, adjust brightness and contrast, generate mipmaps and save ready to use DDS billboard image in a single click." Please read the "usage guide" on the download page carefully.

Issue: Find the source mod-index of an object in-game

This is often desired to determine the source of a missing texture (solid color) or mesh (the White "!" on a Red background symbol in game), or when the file for one has been overwritten producing the "wrong texture".

  • Cause: The only way to identify a "Reference Object" (one that has been placed into the game world and begins with the "mod-index" of "FF") is to use the console to identify an object in-game. "Usable objects" that can be picked up must have the object in a container's inventory ("the Player" {your character}, another Actor such as a NPC or creature, or a container such as a cabinet or chest) in order to obtain their "Base-ID". "Static objects" like signs or billboards that are not movable can be targeted directly to obtain their "Ref-ID", which you will need to turn into a "Base-ID".
For more on the distinctions between the various terms associated with "Reference Objects" and "Form-IDs", please see the 'GECK Form-ID, Base-ID, Ref-ID, and Editor-ID' section in the wiki Getting started creating mods using GECK article. These distinctions are VERY important to understand.
  • Solution:
  1. Open the in-game console (default is the <~> key).
    • For "static objects", < Click > on the target. This is all that is needed. Note this will be a "Ref-ID".
    • For "usable objects", < Click > on the PC, NPC, or container and enter "showinventory" in the game console. Note this will be a "Base-ID".
  2. The Form-ID (e.g. "001735E4") will be displayed at the top of the screen. See this article Help:Form IDs for an explanation of how to interpret the Form-ID. In short, the first two characters are the "load order index" (aka mod index) (in hexadecimal, starting with "00"). The mod index tells you the source mod's position within the "load order".
    • If you have NVSE installed and the plugin file name, then you can use the console command GetModIndex "<pluginname>.ES<M|P>" (double quotes required) to get the "load order" mod index while in-game (i.e. GetModIndex "DeadMoney.esm" should return "01").
    • The NVSE console command "GBO" (GetBaseObject) after selecting the item will return the "base object id" (Base-ID). The Form-IDs 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 a "leveled list". Use "GBF" (GetBaseForm) to return the NPC/creature "Base-ID" instead. Source: GECK Wiki.
    • If you have the "Lutana" or "JIP LN" 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 Form-IDs.
    • Note that a "00" mod index means it's from the game master file (i.e. FalloutNV.ESM).
    • DLC masters follow the game master, and should be in order of release. (See Vanilla Load Order.)
    • The mod index for other plugins may change as their position on the "load order" changes due to the addition or removal of others.
    • The "FF" index means it is a "spawned" character or item, which happens when you place or drop the item to the ground in the game-world. This mod index is never that of the "source mod". It's a "Ref-ID". (These get included in the save game file.) You will need to use the NVSE "GBO" or "GBF" command to get it's "Base-ID" which should contain the "mod-index" of the "source mod".
  3. To determine the source of conflicts:
    • Once you have the Base-ID, load your entire "load order" into FNVEdit, enter the Base-ID you found (e.g. "001735E4") in that field (upper left corner of FNVEdit), press < Enter >, and in the right-hand pane select the "View" tab. (Note that a "Ref-ID" beginning with "FF" will not work for searching purposes. You need to determine the "Base-ID" using NVSE "GBO" or "GBF" first.)
    • This will now show you ALL the plugins which touch that record, in the order in which they do so. The last (right-most) is the one that "wins" the conflicts (red backgrounds) for that record. All you really need is to see which plugin (column) is the winner.
    • Note that you cannot use a "Ref-ID" with the "player.additem" console command. It requires a "Base-ID".
    • "Ref-IDs" will be located in the left-hand pane under the "World" category, and once found their record information in the right-hand pane will tell you the "Base-ID" they are a reference back to.


Issue: Fix a "missing/solid color" texture problem

  • Cause: the texture (DDS) file is missing, incorrect, can't be located, or corrupt.
  • Solution-1a: This is a three part procedure presented in increasing level of difficulty. Details in other articles or sections of this guide cover those aspects in more depth, so read everything first before attempting.
  1. Identify the load order "mod index" of the plugin the object in question belongs to using the procedure laid out in Issue: Find the source mod-index of an object in-game entry in this guide.
  2. Make sure you have installed all the "art assets" of that plugin (that is: any ESM and BSA files required). Check the mod "requirements" carefully. Sometimes these are a separate "mod" or file download.
  3. Toggle "ArchiveInvalidation" off-and-on again.
  • Solution-1b: You have a mod conflict that is overwriting that object's record, which requires a change in the "load order" sequence or a "merge/bash patch file" to correct; though this is much less likely for a "missing texture only" problem. (Please see the Third Rule: The Rule of One and Merge Patch File sections of the wiki FNV General Mod Use Advice article.)
  • Solution-1c: If neither of those solutions is enough to fix the problem, then you have to determine if the texture (DDS) file is missing or corrupt.
  1. Examine the plugin in FNVEdit. (Note that the "mod index" will be different because you probably won't be loading all of the plugins from your "load order".)
  2. Locate the object, using the "Form-ID" that was returned when you identified the object in Solution-1a.
  3. Find the "model" (MODL/NIF) filename and path of the object in question. (The "texture file" name and path is located within the model/mesh "NIF" file.)
  4. Use NifSkope to open that NIF file.
  5. See the wiki article How to fix hard-coded texture paths in NIF files for the procedure to locate the texture file entry within NifSkope. (The path needs to be "relative" instead of "absolute"/"hard-coded" in order to be found, which is what that article covers.) But in short form the procedure is:
    • Open the NIF file in NifSkope.
    • Click on the part you want the texture for; it will highlight it in the Block list.
    • Expand it and highlight BSShaderPPLightingProperty. Expand that.
    • Highlight BSShaderTextureSet.
    • In Block Details you will see textures (DDS files). Expand it.
    • There you will see the paths to the textures used by that mesh.
  6. Once you have identified the texture (DDS) file in question, first ensure it is present. If it is, then you want to replace it as it might be corrupt. Either way, install or replace by extracting that file from the plugin archive (or extract the DDS file from the appropriate BSA with FOMM) and overwrite the file (if any) in that location.
  7. Toggle "ArchiveInvalidation" off-and-on again.
  8. Test the result.
If nothing changes, then you most likely identified the wrong object and need to start over.


Issue: Pink Screen or textures (VRAM limitation)

  • 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 any version later than Windows 7, the game can handle less "High Quality" / "High Definition" textures due to how the Direct3D API reports available VRAM. "The API in question simply reports to the app an estimation of how much memory remains available to allocate. On Windows 7, when more than 4GB are available, this API will not report accurate information. For example, if 4.1GB of memory are available, the app will see 0.1GB available. […] On Windows 8 and newer, this API will only report 4GB. Up until the change in this Fall Creator’s [sic] Update, once the counter reports 0 you can expect future memory allocation requests to fail." - Jesse Natalie, Senior Software Engineer in the Direct3D team at Microsoft as reported to Neowin.net. So in short, if your game ran fine in Win7, it will and cannot handle as many textures as it could before upgrading to later versions of Windows or video cards with more than 4GB of VRAM. This can cause your symptoms of pink textures or worse a CTD if you had more than 4GB total of video memory use loaded under Win7.Note this VRAM limitation is fixed in Windows 10 Version 1709 (aka the Win10 "Fall Creator's Update") which started it's release rollout on 17 Oct 2017.
  • 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.
  • Solution 1-2: There are several things you can try, individually or in combination, in order of effectiveness:
  • 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 S.T.E.P. ENB Guide and 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 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 HyperV on Windows compatibility for the hardware requirements and a walk-through of the installation process. Note this requires you to have or obtain an ".iso" file of the desired OS install media. (If none of this option makes sense, you probably don't want to mess with it. Otherwise, educate yourself as it is beyond the scope of this wiki.)
  • Cause-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.
  • Solution-3: Set
 [General]
 bLoadFaceGenHeadEGTFiles=1

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.

  • 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.
  • 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.)
  • 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".
  • There is a mod 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 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".
  • 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.

Issue: Skin tone mismatch between head and body

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" (NVR3). 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: 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 Miscellaneous problems

Issues that don't fit well into other subject categories.

Issue: (DLCs) Can companions travel to DLC worlspaces?

All the official DLC (except the "Pre-Order Packs") require you to "part ways" from your companions before starting the DLC quest. However, sometimes only the first companion in the list is sent away, and the others come along as part of your party.

  • Cause: The game is designed to only allow one humanoid and one "non-human" (robot, dog, etc.) companion each. Consequently, the DLC only check for and release the first one of each if you have more than one. This is circumvented by mods like Unlimited Companions. Unpredictable design consequences (such as a lack of navmeshing or appropriate AI packages) may cause problems if they do accompany you.
  • Solution: Manually "dismiss/part ways" with each companion prior to beginning the DLC; such that they must be "re-hired" to regain their services/perks. Merely sending a companion to "wait" somewhere is not sufficient for any of the eight permanent vanilla companions, as that still leaves them as a member of your group but in a different cell ... "out of range" of orders. The game engine is not fooled by this; only "part ways" counts. This situation may or may not apply to companions added by mods but the consequences of bringing them along will have similar risks.

Issue: (Honest Hearts) Can't leave Zion

Even though you have completed "Honest Hearts", gotten everything from the rewards locker and have the "Map of Zion" from the Sorrows Camp, upon activating the cave door to the Southern Passage you get the message that without a guide or a map you have no hope of finding your way back to the Mojave.

  • Cause-1: You are using "Mission Mojave - Ultimate Edition" (MMUE), which has changed the original "misc item" into a "note" the game engine doesn't recognize as the required map.
  • Solution-1: Disable the MMUE plugin from your "load order" and perform a "Clean Save" to flush out the MMUE "note" quest item. Then add the original NVDLC02ZionMap quest item with the console (toggle "~") command:
"player.additem xx00AE9F 1"
(Replace "xx" with Honest Hearts's 'mod index', which is usually "02"). You should now be able to actually activate the cave door to leave Zion.

Issue: (Honest Hearts) Can't return to Zion

Even though you have completed the "Honest Hearts" DLC, you are unable to return without joining the (now deceased) "Happy Trail Caravan company".

  • Cause: The footlocker with the DLC item rewards appeared before you left Zion, and you should have gotten the quest "Departing Paradise" and the objective "Return to the Mojave via the Southern Passage". The script that enables the footlocker also gives you the "Zion Canyon Map" after the DLC ending slides. Without it, you can't find your way back on your own.
  • Solution-1a: You need the Zion Canyon Map in order to return.
You can give yourself a new copy of the map with this console command:
"player.additem xx00ae9f 1"
(Replace "xx" with Honest Hearts's 'mod index', which is usually "02"). Just save and quit after entering the command. You won't lose any progress and by exiting the game you will be able to resume pursuing achievements that was disabled by using the console.
OR
you can use the mod Using the console doesn't disable achievements
Alternatively installing the JIP LN NVSE Plugin also has the same feature to avoid disabling achivements, and doesn't use up an "active plugin" slot.
  • Solution-1b: Primarily of use to someone who has already completed the DLC, the mod Zion Exit Cave provides an alternate entry & exit point to Zion. However, do know that leaving ANY DLC not using the proper route will remove the Mojave's radios, as they do this as a immersion since the signal can't reach you in those areas, but *intend* to return them to you on the trigger event that you leave through the preordained exit. Leaving through a new exit will result in these radios being lost until you go back through the proper exit or use a solution under "Cause-2" of Issue: Radio station music doesn't play.

Issue: (Honest Hearts) "Crush the While Legs" bug

Can't get past the final "Crush the White Legs" dialog with Joshua Graham.

  • Cause: Script glitches.
  • Solution-1b: Use the console command:
"setstage xx008a36 100"
(Replace "xx" with Honest Hearts's 'mod index', which is usually "02"). The quest should complete successfully, the "Crush the White Legs" challenge completed, all relevant xp awarded, Joshua Graham's final dialogue started, the ending slideshow played, and the "Departing Paradise" quest started.
Just save and quit after entering the command. You won't lose any progress and by exiting the game you will be able to resume pursuing achievments that was disabled by using the console.
OR
you can use the mod Using the console doesn't disable achievements
Alternatively installing the JIP LN NVSE Plugin also has the same feature to avoid disabling achivements.
  • Solution-1c: Sometimes, after the rock detonation and Joshua leaves you to move on ahead, he leaves you his entire inventory, including his Companion Ammo, Magical. When this happens, at the end of the trail, there will be a scene where Joshua will kill some White-Legs and confront Salt-Upon-Wounds, but he won't actually do anything because he has no ammo. In order to continue this scene, you need to use the console command after selecting him:
"additem 00176e54 1".

Issue: (Honest Hearts) Year bug on entry/exit of Zion

The year will advance +1 if you enter/exit Zion on February 28th; and the date will be reset to January 1st.

  • Cause: Game does not account for February 29th in a bissextile (leap) year.

Issue: (Lonesome Road, or other) DLC hangs after cutscene

As in blowing up the silo and running back to the elevator, get stuck unable to move after the cutscene is done playing. (Consider "Lonesome Road" as an example of similar problems with any DLC. The issues can appear both before and after a cutscene plays.)

  • Cause-1: Mod conflict. Nevada Skies has been identified as at least one culprit, because it likes to kick off a storm after a cutscene ends.
  • Solution-1a: Enter the console (toggle "<~>" key) command: "EnablePlayerControls". (Using the console prevents achievements in the current game session only. Save your game and exit to desktop, then continue playing and you will get achievements)
  • Solution-1b: Disable "Nevada Skies" (or other Weather Mods) before you enter the final part of Ulysses's temple. You can re-enable it once you are completely done with the DLC.
  • Cause-2: In "Hardcore Mode", if you are low on sleep or other "needs", cutscenes can cause problems.
  • Cause-3: It seems like the invisible trigger box that you get teleported into leaving "Lonesome Road" sometimes doesn't get enabled.
  • Solution-3: Once you get stuck, use these console commands:

Issue: Adjust or eliminate limb dismemberment and body explosions chance

Is it possible to reduce or eliminate the "gore" factor?

  • Cause: The basic formulae is:
  • Large edged weapons dismember.
  • Powerful laser weapons dismember.
  • Blunt weapons explode.
  • High powered rifles and pistols explode.
  • Powerful plasma weapons explodes.
  • Explosives explode. (Strangely not allowed in vanilla)
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.
  • Solution-1: Changing the setting "bDisableAllGore=" to "1" in the three INI files reduces limb dismemberment, but not completely.
  • Solution-2: : While there are several mods on Nexus for tweaking Gore for various weapons, most seem unable to eliminate it completely.
  • 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."
  • 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.
  • 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.
  • There are two settings in the GECK for each weapon that control the Gore chance:
  • iCombatDismemberPartChance (default = 50%)
  • iCombatExplodePartChance (default = 75%)
You can try to edit these settings for each weapon more to your liking.

Issue: Background Noise bug?

Occasionally hearing a rapid "thumping" or "slow buzzing" sound, like something is vibrating or falling off shelves.

  • Cause-1: Companions are clipping into the ground or NPCs are clipping into the chair they are sitting in, or similar. This often happens when explosives were used in combat. NPCs/Companions stay in semi-ragdoll mode (even if they weren't knocked down) that freak out when you're not looking at them. If you have a "custom race" with a tail or some additional appendage, that might also be causing the sound. Sometimes "actors" like "creatures with wings" become trapped in the scenery and similarly clip.
  • Solution-1: A mod like Human Collision Sounds Removed might be the solution or at least confirm if this is the cause. There is a version for Robots as well.
  • Cause-2: If you are finding items that appear to have fallen from shelves, tables, or the walls, then you have a "havok (aka "ragdoll") physics" problem where objects placed on shelves or walls but not properly "grounded" with collision get triggered and fall when you enter into range.
  • Solution-2: This has to be corrected by editing the placement of the objects or adding collision, and should be reported to the mod author.
  • Cause-3: With "uncapped FPS", the higher your "frames per second" (FPS) gets the more likely the "havok physics" will go crazy and clip through the geometry of other artwork in the cell. This is not to say you can't play with higher FPS, just that the game engine was simply not designed for more than 60 FPS. If you have problems, try scaling the cap back.
  • Solution-3: Set the "FPS" setting to a maximum of "=60".
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".

Issue: Can Timescale adjustments break certain quests, etc.?

The default Timescale is a "30:1" = "Game Time":"Real time" ratio. "Units of measurement" are the same on both sides of the equation: "seconds:seconds", "minutes:minutes", etc., i.e. default is 30 game minutes = 1 real minute. So "Timescale: 6" equals "6:1" ("6 game minutes:1 real minute" or "60 game minutes for every 10 real minutes").

  • Cause: Setting too high or low a ratio can break AI packages; and anything other than the default "30:1" can cause crashes in some quests which jump the time forward or during the "sleep/wait" command. "Hardcore mode" can be especially problematic, and certain main quests in both TTW/FO3 and FNV can consistently break if any timescale other than "30:1" is used. This appears to be a vanilla bug. Results vary with some users reporting no issues over multiple replays with adjusted timescales in "normal mode" despite others able to reliably reproduce the issue on multiple play-thru and save-game reloads.
FYI: FNV Game start date = 19 Oct 2281.
  • "Hardcore needs" decrease their current state at a rate based upon "game time", while their recovery is based upon "real time". See Hardcore mode "Status Effects" on The Vault Fallout wiki.
Reported quest problems if timescale is other than "30:1".
In FNV:
  • Cutscenes.
  • "Dealing with Contreras" (stuck in "I'm not ready yet, come back tomorrow").
  • "Young Hearts" (Janet never makes it to Nellis Base).
(Personally had both of these quests succeed using a timescale of "6:1", but they did take some hours of gameplay to complete. Some "stuck" issues may simply be a lack of patience/forgotten need for the increased time required.)
In FO3/TTW:
  • "Finding the Garden of Eden".
  • "Take It Back".
  • "Death from Above".
  • "Head of State".
  • "Temple of the Union" (slaves never make it to The Mall).
See also the possible related consequence: Issue: Stuck effects or stats.
  • Adjustment mechanisms: (Not solutions; use with care.)
  • The "Bashed Patch" (BP) global "Timescale setting" gets baked into saves, but each BP rebuild gets reset.
  • "Project Nevada" has a global "Timescale" setting.
  • Timescale adjustment mods:
  • Imps TimeScale Adjuster by Imp of the Perverse. Basic adjustments by circumstance, to include reset to default for conversations to avoid quest crashes.
  • IMCNNV - Imps More Complex Needs by Imp of the Perverse. More complex "hardcore mode" settings than "Imps TimeScale Adjuster", including integration with the Ambient Temperature by Imp of the Perverse mod. Can be used in combination with "Project Nevada" timescale adjustment to modify the rate at which "needs" go up.

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".

  • Cause: Occasionally the game gets your character's size wrong, and that makes it think you are a "child".
  • 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: Console "player.additem" command fails

The proper console (default is < ~ > key) command syntax is: "player.additem [item code] [count] < Enter >" (without the quotation or [bracket] marks).

  • Cause: Either the command failed to include the "[count]" parameter (which is required), or the "[item code]" parameter is a "RefID" instead of a "BaseID". (Please see GECK Form-ID, Base-ID, Ref-ID, and Editor-ID for the distinction.) In the console, clicking on the target item displays it's "Reference ID" (RefID). "Usable items" that can be picked up must have the item in an Actor's (the PC {your character}, an NPC, or a container) inventory; or if "persistent" or "spawned, while lying on the ground.
  • Solution: With NVSE installed, after clicking on the target use the command "gbo" (GetBaseObject), which will return the "BaseID" of the target item.
See also Issue: Find the source mod-index of an object in-game.

Issue: Corpse in 'T' (crucifix) pose

The corpse unexpectedly remains upright until 'bumped' by the player. This '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 which points out that more than one mod affecting a cell may also cause this.
  • Solution-1: The YUP mod fixes this for some vanilla game actors.
  • Solution-2: The mod Ragdolls, which fixes havok collision for most skeletons, may help. It 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: Corpses disappear too quickly

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."
    • Corpses with a Quest marker never disappear (perma-corpses). Named NPCs (like "Joe Cobb") usually have this marker.
    • 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.
    • 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.)
    • 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: CTD after a fairly constant amount of time (e.g. 20 minutes)

  • Cause: Usually this is a symptom that you have an "overheating" hardware problem. While possible it is due to "memory exhaustion" from a "memory leak", such seldom are as consistent in their timing.
The "chassis cover" for a computer's case is an integral part of it's cooling system. Generally (there are variations) it is designed to cause air flow in a reverse "S" pattern through the case: cool air from the outside coming in through the front bottom, through the open internal spaces (over the memory and CPU), and out the top back of the case. There are usually fans in the lower front, and in the enclosed "power supply" at the top back. Often there are additional fans to assist. The removable "slot covers" in the back where additional "addon" component cards can be added to the motherboard need to be in place over unused slots to ensure this flow remains as designed. Some people think removing the cover will improve air flow, but they are mistaken. The cover is needed to cause the flow to be directed as intended. It's the difference between using a sprayer or stream of water to rinse a bowl, and simply pushing it down under the surface of the water. The former pushes residue out the other side, while the latter tends to trap it in the center because the water is pouring in from all sides.
Dust collects on electronics from the "static electricity" effect. This build up reduces the efficiency of the heat dissipation, causing the component to "run hotter". Normal circulating air flow will not help with this dust buildup as it will not be able to overcome the "static" effect. The use of compressed air on an unplugged system will be needed, but be sure to block the movement of any fans as that will generate unregulated currents in the system which can damage components.
Modern CPUs run at relatively hotter temperatures than the rest of the system, so they usually have either "heat dissipation fins" for passively drawing heat away and into the air flow or CPU "coolers" to actively do so. The more rapidly it heats up, the more active the necessary measures. But the monitoring threshold issue gets complicated when you have "multi-core" CPUs. There are recommended temperatures for individual cores and for the entire "CPU" package. Please see the Intel Temperature guide or it's equivalent for your brand of processor chip to determine what the suitable temperature ranges are for your device.
  • Solution-1: You need to ensure there is adequate air flow around your box (at least "one inch"/"2.5 cm" around the back and sides), and that all the fans in your case are actually running. This will be easier to determine when you temporarily have the case more accessible and visible. Still, you can't see the cooler on the CPU, so a temperature monitor set to alert you when you are nearing the CPU's thresholds is the most reliable way to detect overheating. One from your motherboard manufacturer is preferable, or you can try one of the Intel tools: Intel® Extreme Tuning Utility or Intel® Power Gadget or others Diagnostic and Performance Tools for Intel Desktop Boards. There are more generic "third party" tools like Speedfan (freeware) as well. Check when you first start playing the game and then again about 5 minutes before you anticipate a CTD.
  • Solution-2: A temporary solution is to run a fan directed to improve air flow around the computer box. If this prolongs the time before the crash, you have fairly conclusively proven an overheating problem.

Issue: CTD traveling from Cottonwood Cove to Fortification Hill (Render Unto Caesar quest)

The game attempts to autosave or "load screen" and crashes before arriving at Fort Hill.

  • Solution-1: Disable "auto-save" and use either of the CASM or 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.
  • Cause-2: You failed to trigger all prior stages of the quest.
  • 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: 'Difficulty' setting causes Player and NPC damage to be 'unbalanced'

Desiring a damage mechanism to work the same for both.

  • Cause: According to this Game Difficulty and Hardcore Mode 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.
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.

Issue: Disable the "death scene" splash of blood across the screen?

"When I die, I like to see what happens to my body. But this is usually hindered by all the [omitted] blood on the screen and I can barely see what's going on."

  • Cause: Default game setting.
  • Solution: Edit all three of your Fallout INI files by setting the following (at the bottom) from "=1" to "=0".
[ScreenSplatter]
bScreenSplatterEnabled=0

Issue: FACTION - Still attacks even after reputation is "Idolized"

This applies when any large number of NPCs (who are probably in the same Faction) are suddenly not acting as expected.
Example: Even with the "Mark of Caesar" and while wearing Legion faction armor, legionnaires attack.

  • Cause: Various faction members belong to their own faction groups (e.g. "CaesarsLegionNelsonFaction", "VCaesarsLegionCCoveExplorerFaction", "VCaesarsLegionCCoveFaction". etc). If you have been detected committing a crime against their faction, it may be tracked specific to that faction.
  • Solution: Identify the faction. (See the GECK Category:Factions under "Actor Data", or find the NPC and their "Factions" tab in the "NPC" category under the "Actors" tab; both in the "Object Window".) Then see the Category:Faction Functions page for other commands you can use in the console to determine your status with each. Use "player.addtofaction <FactionID> <rank>", where setting your rank to "0" which will clear your "crime" record, but leaves/makes you a member of that faction. Setting the "rank" to "-1" will remove the player from the faction.
Avoid changing the relationships of the various existing factions (even "PlayerFaction") to each other, as they can have wide ranging unintended effects on scripts and quests. Stick to changing the player's personal status within the faction in question. If you feel it essential to change faction interrelationships, create your own new faction, and set up the relationships desired with other factions and include "Player" as a member in that new faction, or make the "PlayerFaction" "friendly" or "allied".

Issue: FACTION - Strip Securitrons unexpectedly become hostile

Apparently people have had this issue intermittently over the years.

  • Cause: The following causes have been suggested but not all are confirmed.
  • Under "notes" on the wiki entry for Securitron is:
It appears that all the Securitrons in the Mojave belong to Mr House, except those in the Big MT. So likely that last bit about killing a Securitron applies to all of them outside of a vault. However, it was also suggested that this occurs if you go to new Vegas AFTER exploring "Vault 11", so that advice may apply to killing any Securitrons in the Mojave. (Faction interrelationships are "foggy" at best.)
  • Under "bugs" are a couple of similar instances:
  • Lucky38Faction
  • VVictorFaction.
Those outside the Lucky38 belong to:
  • VStreetSecuritronFaction
  • VNCRStreetFaction (which includes all the NPCs on The Strip).
  • There is a mod (Securitron attack fix by DonkeyMonkey) on Nexus that gets around the problem by adding the Securitrons to the PlayerFaction. However, this would be considered a "cheat" as they normally wouldn't be allied until after you had completed the "platinum chip" OS upgrade, and it's subsequent effect on other quests and scripts is unknown.

Issue: Flash Bang Bug (Combat skills reduced to zero)

Some effects such as "flash bangs" or electronic "zaps" may suddenly reduce all your "combat skills" to zero.

  • Cause-1: While these are supposed to be "temporary", they don't always reset to normal as intended.
  • Solution-1: "Temporary damage" effects should be restored to normal with the console command: