Fallout nv black screen on startup

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

 

I have actually attempted extracting all BSAs aside from FlashlightNVSE, ILO and Nevada Skies. I have likewise tried going via my plugins and disabling esps a handful at a time to narrow dvery own the issue, however also once I was down to just the default ESMs the issue persisted. Could there be any type of stupid little bit point I"m overlooking, such as a misconfigured ini somewhere with an NVSE plugin?



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

You watching: Fallout nv black screen on startup

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

 

Clear out any type of trash that might be left over from your ENB and gain Steam to verify your records and also then run the game from the launcher to collection the new default INIs and also job-related from tright here. All new propapers MO creates will be based upon these freshly generated INIs.

 

With this clean slate of a profile add in each section of the overview and also double examine the settings as you go. With the later versions of MO there isn"t as good a should extract the BSAs, though you have the right to if you wish. Actually on BSAs, examine in the "Archives" tab that each of them is actually checked and also that you have MO regulating them, and also Archive Invalidation is working properly. The AI BSA have to be listed first in the list.


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Audley 56


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Audley 56

KnightMod Author 56289 posts
Posted June 15, 2015

Are you making use of ENBoost or an ENB? If so, remove the d3d9.dll and also view if the worry persists. I do not think this has actually anypoint to execute with the BSAs. I would certainly additionally launch FNVEdit and also run it as soon as (making sure all of your .esp"s are ticked) and also let it go via your pack order. If it offers you an error then you have some kind of absent master; though I did not check out any type of in your pack order.


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VenomIreland 0



VenomIreland 0

WatcherCitizen 09 posts
Posted June 15, 2015

Are you utilizing ENBoost or an ENB? If so, remove the d3d9.dll and see if the issue persists. I do not think this has actually anything to perform with the BSAs. I would certainly also launch FNVEdit and run it once (making sure every one of your .esp"s are ticked) and let it go via your load order. If it gives you an error then you have some kind of lacking master; though I did not view any kind of in your fill order.


I was using ENBoost, unfortunately moving d3d9.dll out doesn"t seem to have assisted. FNVEdit also does not report any type of lacking masters. I have found though that as soon as I launch "Vanilla" New Vegas through Mod Organizer I obtain the crash, but not as soon as launching directly from FalloutLauncher.exe, fnv4gb.exe crashes either way, so I"m reasoning perhaps fallout.ini is messed up in some means.


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GrantSP 87



GrantSP 87

The antipodeanVIP-Supporter 874,284 posts
Posted June 16, 2015

It would certainly be nice to recognize which MO variation you are running likewise.

I would produce a brand also brand-new profile, not a copy of an existing one, and through no mods active try to begin FNV. Any concerns you face then will be down to a corrupt collection of INIs.


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VenomIreland 0



VenomIreland 0

WatcherCitizen 09 posts
Posted June 16, 2015

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

I would develop a brand also new profile, not a copy of an existing one, and through no mods energetic attempt to start FNV. Any concerns you challenge then will be down to a corrupt collection of INIs.


1.3.6

 

I simply produced a new profile (all the mods were still noted though inenergetic, is that correct?) and also the issue persists.


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VenomIreland also 0


VenomIreland 0

WatcherCitizen 09 posts
Posted June 16, 2015(edited)

Well if that is the case, the brand-new profile would have actually pulled the INIs from the games defaults in your "My Documents" folder and also provided those as a base.

See more: Fix: Forza Horizon 3 Crashing Pc ? Forza Horizon 3 Random Crashes On Th

If tbelow are no energetic mods in the profile and the difficulty still exists logically the fault is in those INIs.

 

Clear out any trash that may be left over from your ENB and also acquire Steam to verify your papers and also then run the game from the launcher to collection the new default INIs and also work from tright here. All brand-new profiles MO creates will be based on these newly generated INIs.

 

With this clean slate of a profile add in each section of the overview and also double examine the settings as you go. With the later on versions of MO there isn"t as good a should extract the BSAs, though you deserve to if you wish. Actually on BSAs, examine in the "Archives" tab that each of them is actually checked and also that you have MO managing them, and Archive Invalidation is working appropriately. The AI BSA should be listed initially in the list.


I think the confirmation with steam itself may have been enough as it currently launches appropriately, I"m going to give it a while prior to I note this as addressed though just in case.

Edited June 16, 2015 by VenomIreland
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LewsTherin 0


LewsTherin 0

NobleCitizen 034 posts
Posted June 16, 2015(edited)

I had the very same difficulty, and also it was only that I didn"t tick all the bsas in the appropriate pane under "archive" tab, through also the "have MO regulate BSAs" alternative ticked... Maybe it"s the same for you also...

 

 

edit: vanilla BSAs shouldn"t be extracted by the method...

Edited June 16, 2015 by LewsTherin
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krepperk 0


krepperk 0

WatcherCitizen 09 posts
Posted June 16, 2015

I was using ENB version 0.267 and I was likewise acquiring a babsence display at launch through only the ENB overlay. After a lot screaming and also hair pulling I established that at least that variation demands a folder called "shaders" in /Documents i.e "/Data/shaders" with some files in it. Not certain exactly which papers however as soon as using an ENB precollection based upon 0.267 through some records in the "shaders" folder it unexpectedly works. Even if you you have actually complied with the ENBoost overview.


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oqhansoloqo 80


oqhansoloqo 80

JarlCitizen 801,381 posts
Posted June 16, 2015

Did I review somewhere that you no longer have to problem about a BSA limit via FNV - it was probably an outcome of somepoint adjusted in one of the more recent versions of MO? I assumed I might have review that somewbelow. If that is in fact the case, then extracting and removing some of the BSAs is no longer crucial. If that is not the case, then make sure that whatever before BSAs you execute extract that afterwards you either hide, disable, or delete the BSAs (I would certainly say that deleting them is much less preferable to the various other two different options, simply in instance in the future you decide that you want the BSA create of the information aobtain you don"t need to reinstall the mod).


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GrantSP 87


GrantSP 87

The antipodeanVIP-Supporter 874,284 posts
Posted June 16, 2015

Did I review somewbelow that you no much longer need to worry around a BSA limit through FNV - it was possibly a result of somepoint readjusted in among the more recent versions of MO? I believed I may have actually check out that somewbelow. If that is in truth the instance, then extracting and also rerelocating some of the BSAs is no longer essential. If that is not the instance, then make sure that whatever before BSAs you perform extract that afterwards you either hide, disable, or delete the BSAs (I would certainly say that deleting them is much less preferable to the other two different choices, simply in instance in the future you decide that you want the BSA create of the data aget you do not need to reinstall the mod).


That"s ideal, no worries anyeven more with the 1.3.x series of MO.


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