Why Fallout New Vegas Crashes Pt. 2

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  • เผยแพร่เมื่อ 30 ก.ย. 2024
  • You guys took what I found in part one and created a much, much bigger picture of what's actually going on behind the scenes!
    If you're going to put the effort in, I should too, so enjoy part 2!
    The guys at VNV asked me to ask you to NOT mess with your cell buffer settings in your .ini. Seems like sound advice.
    Part 1: • Why Fallout New Vegas ...

ความคิดเห็น • 416

  • @nutsachey
    @nutsachey 10 หลายเดือนก่อน +422

    extremely loved how you used the glass pitchers to explain memory leaks

    • @oddshorts-is5df
      @oddshorts-is5df 10 หลายเดือนก่อน +15

      I didn't even notice that until I read your comments

    • @nutsachey
      @nutsachey 10 หลายเดือนก่อน +12

      @@oddshorts-is5df good thing you saw the comment to appreciate explanation of memory leaks

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +44

      In retrospect, I should have done a cut to a pile of 400 glass pitchers.

    • @gnarlyandy1
      @gnarlyandy1 8 หลายเดือนก่อน

      @@speedingoffence You can make more I subscribed :D

    • @ThunderTheBlackShadowKitty
      @ThunderTheBlackShadowKitty 3 หลายเดือนก่อน

      Can confirm. The visual aid helps a lot.

  • @CelestialDraconis
    @CelestialDraconis 10 หลายเดือนก่อน +219

    I just followed the Viva New Vegas guide and probably only crashed maybe twice in my entire 90h playthrough. More specifically, it was probably the FNV 4GB Patcher that solved most of the crashing issues, though I still recommend any new players to follow the guide.

    • @alexharvey7660
      @alexharvey7660 10 หลายเดือนก่อน +14

      Seconding this guide being very stable and good

    • @courier-ec6zj
      @courier-ec6zj 10 หลายเดือนก่อน +14

      It's without a doubt the best modding guide out there for new Vegas.

    • @acuteaura
      @acuteaura 10 หลายเดือนก่อน +12

      Viva New Vegas is a great base, and not overbearing if you skip the extended section, great start to your own modlist.

    • @totesfleisch258
      @totesfleisch258 10 หลายเดือนก่อน +2

      Yeah, i mentioned it under the first video aswell.

    • @ryno4ever433
      @ryno4ever433 10 หลายเดือนก่อน +2

      I agree, viva new vegas is very stable. I played a full hundred hour playthrough with one or two crashes.

  • @thatredkite8310
    @thatredkite8310 10 หลายเดือนก่อน +571

    There is also the "4 GB Patch" which modifies the game's exe file in a way that sets the "LARGEADDRESSAWARE" Flag which allows 32 bit Applications to use more than 2 gigabytes of RAM.
    Another "Mod" that i use is "DXVK" which basically replaces DirectX with the "Vulkan" GPU Interface. It increases the game's performance dramatically for me. The biggest drawback is that it doesn't work with older GPUs.

    • @FollyOx
      @FollyOx 10 หลายเดือนก่อน +34

      Would love to see the trilogy be complete and a third video with this applied and tested

    • @anono5
      @anono5 10 หลายเดือนก่อน

      I would recommend checking that claim using something like VMMap to see overall memory usage. What you're seeing in task manager isn't the entire memory, and doesn't show everything contributing to the 4gb LAA limit.
      While DXVK can reduce *stutter*, a lot of d3d9 games from the same period texture/model info is stored both in RAM and VRAM (default vs managed dx pool, and other causes), and this behavior translates over regardless of dxvk. I would also suggest trying out dxwrapper, which has an option to enable its own exception handling, as well as support for D3D9On12. I'm not sure if this is the case in new vegas, but I would be interested to know if it wasn't.

    • @kenansabic2901
      @kenansabic2901 10 หลายเดือนก่อน +20

      I didn't know DXVK existed. Gonna try it out.

    • @AlphaAurora
      @AlphaAurora 10 หลายเดือนก่อน +32

      Yes. 4GB patch is a must once you start layering mods

    • @darkbeetlebot
      @darkbeetlebot 10 หลายเดือนก่อน +14

      I can't help but imagine Dr. Evil saying every single word in quotes with his air quotes voice.

  • @nickjohnson410
    @nickjohnson410 10 หลายเดือนก่อน +536

    It doesn't crash... It fails successfully... because it just works.

    • @elecman748
      @elecman748 10 หลายเดือนก่อน +16

      Just as Bethesda intended

    • @Copperyfoxx
      @Copperyfoxx 10 หลายเดือนก่อน +14

      It’s a feature

    • @mrbosky710
      @mrbosky710 10 หลายเดือนก่อน +20

      it's just a built in feature to make sure every once in a while you take a break and go outside lol

    • @deepism
      @deepism 10 หลายเดือนก่อน +9

      Well I'll be damned, Todd. It really does just work.

    • @kritizismmusics9737
      @kritizismmusics9737 10 หลายเดือนก่อน +1

      I wish some of my bad memory leaked outa my hed

  • @Framehacker
    @Framehacker 10 หลายเดือนก่อน +125

    The thing what makes the gate to camp mccarran different is, that this is a Worldspace transition and not a transition to an interior cell. The same effect should happen if you move from the main NV world to a DLC World.
    For a solution you may have more luck if you look into the ini and not the geck. And for a mod, maybe you can call that pcb with a Srcipt extender command.

    • @BARMN89
      @BARMN89 10 หลายเดือนก่อน +7

      Mccaran is a worldspace?? With how memory hungry it is, and how close it gets to the limit, it makes me wonder if it wasn't originally, but was later found to be more stable as its own worldspace for that memory clearing benefit

    • @Framehacker
      @Framehacker 10 หลายเดือนก่อน +21

      @@BARMN89 Yes it is. If i remember correctly Interior cells cant have a skybox so every Outdoor area that are separated by a loading screen is its own worldspace. Also worldspace doesnt use less memory then a interior cell (more likely the opposite), it just purge the buffer if you transition between 2 Worldspaces.

    • @ScottyBrockway
      @ScottyBrockway 10 หลายเดือนก่อน

      Autopurge is a garbage mod, just turn the cell purging on in the ini, since that is safe and forced purges aren't. I don't get why people still parrot this misinformation after it's been debunked like 8 years ago now.

    • @EddieSpaghetti69
      @EddieSpaghetti69 10 หลายเดือนก่อน +7

      Another good place that is different from the NV worldspace is Caesars Camp; it's contained in its own separate worldspace where its own magic happens.
      You could remake the *whole game* in divided worldspaces if you really wanted to take complete advantage of the systems in place, but this comes with the drawback of having to reload everything between them. It's why when you go from one worldspace to another (There are a handful.) there is always a large load as the game kicks everything out of RAM; reloads the next area, builds it from the map, and then renders it for us.

    • @fearedjames
      @fearedjames 10 หลายเดือนก่อน

      @@EddieSpaghetti69 I will mention, 'kicks everything out of ram' is slightly wrong. It just clears the references to each bit of data. It doesn't actually touch the data, but unless you try reading outside of allocated memory spaces, none of that data matters anyway since if the space its using is reallocated it'll overwrite the allocated data to the new thing.
      This is why unloading stuff is basically instant no matter how much it is. Most things take more time to load than it takes to deload the entire address list several times over.

  • @maria_remedios
    @maria_remedios 10 หลายเดือนก่อน +16

    "Why did the game come out like this?" 18 months to develop a 100 hour RPG and its DLCs for a SKU of 3 different platforms (2 of which are underpowered gaming consoles) will do that to ya!

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +3

      Absolutely. I didn't want to get into that quagmire in the video, tho. It seems that is was actually really, really close, too- perhaps 2 months close.

  • @DraedonDev
    @DraedonDev 10 หลายเดือนก่อน +126

    There is a mod called Zan Autopurge that executes the PCB command for you. However, it’s obsolete nowadays because it’s a leftover command from development, and it can lead to unforeseen consequences over time. The INI tweaks in the Viva New Vegas modding guide perform the same function without any risk.

    • @CommunistHydra
      @CommunistHydra 10 หลายเดือนก่อน +8

      Yea dont use that mod

    • @gratefulguy4130
      @gratefulguy4130 10 หลายเดือนก่อน +3

      ​@@CommunistHydraIt's not a mod it's a guide. It's outdated, but there are .ini tweaks which are still used (Gamer Poets has them in some descriptions).
      For me it's not seeming like they've been working recently.

    • @AVeryUncreativeUsername
      @AVeryUncreativeUsername 10 หลายเดือนก่อน +6

      ​@gratefulguy4130 viva new vegas is outdated? No it's not. It gets updated literally all the time.

    • @DraedonDev
      @DraedonDev 10 หลายเดือนก่อน +4

      @@gratefulguy4130 Viva New Vegas is not outdated.

    • @duncanhoward6648
      @duncanhoward6648 10 หลายเดือนก่อน

      @@gratefulguy4130 Gamer Poets is known for spreading disinformation and hiding deleting critical comments

  • @YellowLimeLol
    @YellowLimeLol 10 หลายเดือนก่อน +96

    Lets hope this video does well, it was very informative like the last

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +10

      Thanks again! It's been a ride.

    • @YellowLimeLol
      @YellowLimeLol 10 หลายเดือนก่อน +3

      @@speedingoffence I can only imagine

  • @cacaculo-fp2ko
    @cacaculo-fp2ko 10 หลายเดือนก่อน +33

    I guess it depends of the definition of "mod" you have but you could certainly rewrite the executable to be 64-bit. It's a monumental task for sure. An alternative would be to port the game to another engine, OpenMW shows promise in that regard. Originally intended to be a reimplementation of The Elder Scrolls Morrowind in a newer engine, it also shows promise regarding FO3, New Vegas, Oblivion and even Skyrim.

    • @StarkeRealm
      @StarkeRealm 10 หลายเดือนก่อน +6

      There is a minor problem with creating a 64-bit version of New Vegas in that it's probably illegal. OpenMW is built off of a game that did exist with a non-DRM version of the code, but New Vegas, on PC, always ran through Steam's native DRM. It's pretty trivial to bypass, but the bypass itself is illegal, and releasing an x64 New Vegas executable would probably run afoul of the DMCA's anti-circumvention provisions.

    • @HumanityAsCode
      @HumanityAsCode 10 หลายเดือนก่อน +24

      It would be illegal to give people a full copy of New Vegas even with a new executable. However, to the best of my knowledge it would not be illegal to give people an executable that would use the existing assets from someone's legal install of New Vegas. OpenMW and many other engine rewrites of games work this way. Nobody can stop you from reverse engineering a program if you follow the rules (which are too extensive to go into here).

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน +4

      It's "possible" in the sense that if we really wanted to, we could destroy the moon with extensive mining and explosives. It would take an utterly herculean amount of effort, and according to people who have actually poked around in the engine's code, it wouldn't even give much benefit. The 4GB Patcher already exists, DXVK exists, numerous other engine bug fixes and performance mods exist. Simply rewriting the executable in 64-bit wouldn't do that much. Now rewriting the rendering pipeline to use DirectX12 instead of DirectX9--this is more possible, and would provide a much more significant benefit; This is also something that an insane Polish engine modder--Wall_SoGB--is currently in the very early stages of working on (last I heard.)

    • @EddieSpaghetti69
      @EddieSpaghetti69 10 หลายเดือนก่อน +1

      Oddly enough, the grounds here are actually in a funky grey area. While FO3, NV, Oblivion, Skyrim, FO4, and even *Starfield* all use *modular packages* which will get you in a ton of legal trouble if you distribute their data packages. *However,* the actual GECK and building kit for the aforementioned games is all available for free (Sans Starfield but that might change.) which isn't really covered via distribution but from *reverse engineering it.*
      If you break down their engine they'll be mad like Ferrari gets. If you can make your own engine from their design; a "knockoff Ferrari" it likely will pass in a US Patent office as its own product. It'd probably make Todd upset but eh, I guess "It just works" can be applied there too.

    • @StarkeRealm
      @StarkeRealm 10 หลายเดือนก่อน +2

      @@HumanityAsCode, technically, the DRM-free version of the executable, and its development, would run afoul of Section 1201. Like, it's dumb, but it is something you're not allowed to do.
      For conventional copyright infringement claims, you're 100% correct. Or, at least mostly correct. A lawyer could credibly argue that the .exe constitutes the, "heart of the work," and that could create a mess of your fair use defense, but, this is all really hypothetical.
      It's actually a known issue that Section 1201 causes problems that have nothing to do with copyright infringement, but nobody's been particularly interested in fixing those issues, so far.

  • @acuteaura
    @acuteaura 10 หลายเดือนก่อน +26

    The reason it's 2GB is not actually because 4GB would crash the system, it's reserved for shared kernel memory. That remains true when the 32-bit binary runs on 64-bit (WoW64). These are things that may be used across processes and thus memory needs to be reserved in *every* process for it. These can be things like file handles, network handles, deliberately shared memory for IPC and basically every "handle" or kernel-managed object the OS hands out. That would probably include some DX9 handles like the interface as well.
    The other thing is that Bethesbryo games allocate a fixed chunk of memory (it's 256MB in Skyrim, 512 in Skyrim SE, no idea about fallout) as heap space to then manage itself. It that memory runs out the engine isn't smart enough to allocate more, because that'd be impossible on a console where you just have that memory and definitely no more (talk about shitty ports and console-centrism). Though script extenders can and usually do resize it, and various mods for Skyrim actually replace the internal allocator from the pre-allocated chunk with a system one (because that also has some other benefits)

    • @jacquelinea8719
      @jacquelinea8719 10 หลายเดือนก่อน

      hi >/////

    • @billy65bob
      @billy65bob 10 หลายเดือนก่อน +1

      It actually is smart enough to allocate more.
      The problem rather, is that the allocator is buggy, so every time it has to expand that working area, there's a 99% chance of it crashing.
      The main workarounds (the memory patch in SKSE itself, and the standalone SMME predecessor) was to make the initial allocation bigger so it wouldn't have to grow later on, sidestepping the issue.

    • @acuteaura
      @acuteaura 10 หลายเดือนก่อน +1

      @@billy65bob Hm, I think you're right, the fixed allocated block might've been a change introduced with Papyrus.

  • @ashinine
    @ashinine 10 หลายเดือนก่อน +12

    return of the king

  • @haydes1285
    @haydes1285 10 หลายเดือนก่อน +3

    Let me preface this with the fact that I know next to nothing about modding.
    Couldn’t a mod be made that would automatically run pcb wherever a scene changes? Or at least on problematic ones like the Gomorrah?

  • @LoFiAxolotl
    @LoFiAxolotl 10 หลายเดือนก่อน +1

    The 2GB RAM limit is NOT shared with GPU VRAM btw.... the GPU Firmware completely independently through the driver decides what gets how much VRAM and can use "theoretically" unlimited amounts of VRAM in a 32bit system.... and even in case the RAM should get filled up.... Windows would just write whatever is too much or rather what it thinks will not immediately be needed into the Pagefile
    Most likely problems that causes crashes in Fallout NV are references to dead addresses.... it's written in C.... the garbage collection is handled by the programmer not the language in C.... which is great.... in theory.... the problem is... if not done correctly it can lead to problems.... games have many millions of lines of code... and Bethesda/Obsidian used/are using inhouse Engines for FO & Elder Scrolls... the great thing about Unity and Unreal is that you have thousands and thousands of people testing in real time and reporting bugs.... so you can fix them easily.... inhouse Engines have only the people programming inhouse to test the Engine... which is best case scenario like 30 people.... and like 3 interns trying to actually fix the bugs...
    Add to that that FNV is basically just a Mod for FO3 and plenty of artifacts are left over.... it's pretty inevitable that this was going to be a problem

  • @rcteg
    @rcteg 10 หลายเดือนก่อน +13

    I use CASM a lot so that in case of crashes, I don't have to worry. Yukichagaa unofficial patch is also great for stability, as well as the FNV 4GB exe.
    All that being said, avoid new Vegas anti crash. I believe it's obsolete now and the last time I tried running it, it only broke things further. I almost never experience crashes anymore with my setup, and when I do CASM almost always saves my ass.

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +5

      I've been hearing that we should be using Tick Fix instead of Anti-Crash.
      Is CASM just an expanded autosave? Nothing wrong with that, just want to understand what they're all doing.
      Thanks for the take!

    • @audixas1
      @audixas1 10 หลายเดือนก่อน +18

      Speaking of obsolete, CASM. Use Stewie Tweaks and his Save Manager option there, it's infinitely better and more stable than CASM.

    • @Meme_Meister
      @Meme_Meister 10 หลายเดือนก่อน +4

      @@speedingoffence Tick fix and anti-crash do different things. Stutter remover is the obsolete mod that tick fix replaces. The thing with anti-crash is that it simply stops the game from crashing, even if something goes horribly wrong which then can lead to save file corruption.

    • @kouriier6112
      @kouriier6112 10 หลายเดือนก่อน

      i tried uninstalling nvac and my game crashed on startup so im kinda stuck with it lol

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน

      @@kouriier6112 Okay, so NVAC is a don't-remove-mid-game mod.

  • @DanielClear2
    @DanielClear2 10 หลายเดือนก่อน +4

    *Mods to install for stability (and nothing more):*
    - FNV 4 GB Patch _(patches game to use 4 GB of total memory and auto launches next mod)_
    - New Vegas Script Extender / xNVSE _(most mods need this)_
    -- JIP LN NVSE Plugin _[required by Unofficial Patch]_
    -- JohnnyGuitar NVSE _[required by Unofficial Patch]_
    - New Vegas Anti Crash _(handles exceptions gracefully where the game would fail and crash)_
    - FNV Mod Limit Fix _(increases some engine limits, useful even without many mods)_
    - IStewieAI's Tweaks and Engine Fixes _(fixes engine bugs)_
    - IStewieAI's Engine Optimizations _(optimizes engine functions)_
    - New Vegas Tick Fix _(fixes time related stutters, decouples physics from framerate)_
    - Yukichigai Unofficial Patch
    - Unofficial Patch NVSE Plus
    - Combat Lag Fix
    - OneTweak _[optional] (to run game in borderless window to avoid alt-tab crashes)_
    - ActorCause Save Bloat Fix _(fixes save bloat to avoid save corruption)_
    ♦This is still not the optimal way to run this game on modern hardware! This modlist is only for running the game properly.
    ♦It is highly recommended to use DXVK to have massive improvements on performance and fix alt-tab crashes properly, but it needs a lot of tweaks for input latency and mod compatibility, so I did not include this.
    ♦FNV 4 GB Patch is still required on GOG versions! The patch does more than memory patches.
    ♣ Do not try to install this manually. Use Mod Organizer 2. Do not use Fallout Mod Manager, Nexus Mod Manager or Vortex.
    ♣ The list is in order, meaning you should install these in the same order (or reorder them after install). Mod Organizer 2 does not sync mod load order with plugin load order automatically! Use "Sync Plugins with Mod Order" plugin to automatically do this.
    ♣ Mod Organizer 2 loads the topmost items first. The lower mod in conflict, takes precedence.
    ♥ Visit the Viva New Vegas website to learn about the ins and outs of New Vegas modding and what to install. It's a lovely guide, but I do things a tad bit differently than his guide, so either use mine or fully use his (because that guide is more than pure fixes). I highly recommend modding the game for more than stability, as the game is really janky, and I am so not playing without sprinting.

    • @RedSntDK
      @RedSntDK 10 หลายเดือนก่อน

      Just a note regarding OneTweak and DXVK: I was running the 'old' version of OneTweak and recently began using DXVK and noticed the return of the double cursor bug which OneTweak is supposed to fix.
      "OneTweak but Really Updated" by WallSoGB fixed that for me, seems better for DXVK usage (only in windowed borderless mode obviously).

  • @SebastianWeinberg
    @SebastianWeinberg 10 หลายเดือนก่อน +11

    I believe that the cell buffer purge upon entering Camp McCarran happens automatically, due to switching from one exterior "WorldSpace" to another. Unlike interiors, these world spaces are divided into a grid of "cells" that are loaded automatically in the background, as the player moves about. There are also some _fake_ exteriors that are really interiors without a cell grid, but with a skybox overhead, e.g. to make an enclosed courtyard inside a building.
    Purging the buffer on _every_ transition would not be a good idea anyway; it can lead to errors in the gameplay, when cells are purged while a running script still expects them to be buffered. That's kinda bad coding, either on the part of the script writer or the developers of the internal script engine - one should never just _assume_ that a cell one wants to access is still buffered - but there's (almost) nothing to be done about it, so emptying the buffer constantly is not a good solution.

  • @tuesday0846
    @tuesday0846 10 หลายเดือนก่อน +16

    NVSE is pretty important for a lot of scripting mods. Including stability ones.
    4GB patch doubles the usable ram, that's good!
    Ultimate Edition ESM Fixes - Cleans up the game files to increase stability
    Heap Replacer - This really improves stuttering for me
    NVTF - helps stuttering but also allows higher FPS

  • @amar2382
    @amar2382 10 หลายเดือนก่อน +6

    Being basically a game that was to be frank a mod to F3, many issues were going to carry from the previous game. It's clear in the time span they had to develop, they had little QA testing as everything would have been done within the studio. In addition to few QA testers, would be even less developers working to iron out the bugs. A closed-source engine like gamebryo would only lead to more issues. Actor save bloat, really crappy purging techniques and RAM optimization made this game into why it crashes today!

    • @Robert_D_Mercer
      @Robert_D_Mercer 10 หลายเดือนก่อน +2

      the majoras mask of the fallout series. it's loved by all. (shame fo3 story was bland)

  • @dedstring
    @dedstring 10 หลายเดือนก่อน +2

    Mods required for a smooth and crash free Fallout experience:
    Xnvse
    4gb patch
    Heap replacer
    Jip nvse
    Johnny Guitar nvse
    Lstewiesaitweaks
    Mod Limit Fix
    New Vegas Tick fix (Nvtf)
    Unofficial patch nvse plus
    YUP patch
    Combat Lag Fix
    This one is a maybe but
    - New vegas anti crash (Some say its no longer necessary)
    All of these are publicly available on Nexus mods and will drastically improve stability and performance for folks wanting to play New Vegas again.

    • @benito1620
      @benito1620 10 หลายเดือนก่อน +1

      A good thing to note about Mod Limit fix is that while it is designed to increase FNVs 130 mod limit to 254 it also improves stability and performance even if you are nowhere near the new limit.

    • @dedstring
      @dedstring 10 หลายเดือนก่อน

      @@benito1620 Didnt even know that myself, great to know, adding combat lag fix as well hopefully this gets pinned or hearted

  • @technologic21
    @technologic21 10 หลายเดือนก่อน +20

    A proper remaster, with all the unofficial mods incorporated and patched all-in-one into the game, is what's needed. It's been noted in a few forums that some performance improvement mods won't work with the current .exe version of FO3 1.7 - it has to be rolled back to work. I doubt Bethesda will do it for either games, and that's a damn shame. They'd make a fortune remastering them.

    • @VollkinSea
      @VollkinSea 10 หลายเดือนก่อน +6

      There have been leaks of Bethesda's game scheduling showing that they DO have some sort of remaster planned in the coming years.... for Oblivion and Fallout 3

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน +5

      "all the unofficial mods" ? what do you mean. All the mods the community has ever made? lol

    • @tammurney3053
      @tammurney3053 10 หลายเดือนก่อน

      @@aravenofmanyhats9867 I think the OP means the unofficial patch mods such as YUP etc.

    • @gordonf5553
      @gordonf5553 4 หลายเดือนก่อน

      Dont give them ideas

    • @totallynuts7595
      @totallynuts7595 4 หลายเดือนก่อน +1

      Honestly, keep Bethesda's fingers as far away from NV as possible. Dunno about you guys, but I don't like FO3, 4, 76, or the tv show... so basically everything Bethesda made for Fallout.

  • @grimtermite191
    @grimtermite191 10 หลายเดือนก่อน +1

    Played the whole game, using nothing but dxvk (I’m on Linux) and only had the game crash twice

  • @dima32228
    @dima32228 10 หลายเดือนก่อน +1

    just recently finished playthrough will all the dlcs and my game didnt crashed a single time
    all i used is 4gb patcher and NVAC
    maybe someone will find this helpful

  • @EnclaveApex
    @EnclaveApex 10 หลายเดือนก่อน +12

    Dragon Age: Origins for the PC is a game that is notorious for having a memory leak issue, its code does not let go of any memory allocated necessitating the use of bandage solutions that do not fix the actual problem, FNV therefore can count its lucky 38's.

  • @ejonesss
    @ejonesss 10 หลายเดือนก่อน +1

    why not write a batch file that reads the memory usage of a program and when it gets to a certain point using a simple if/then process do the purge?

  • @hoagie911
    @hoagie911 10 หลายเดือนก่อน +4

    I tried vanilla FNV last year, crashed horribly. Then I tried one of the most popular "fixes" on Nexus, can't remember the name, but was terrible. Then I tried the Viva New Vegas guide, and it solved all my problems. Until I installed too many other mods, then I started getting more crashes.

  • @trubnikov
    @trubnikov 10 หลายเดือนก่อน +1

    hey man, you should definitely do tech tutorial videos instead of your usual gaming stuff.

  • @RiftDragon1
    @RiftDragon1 10 หลายเดือนก่อน +2

    If the devs had longer then 18months to make this i genuinely think this game wouldnt have any issues alot of the "feautures" would have been ironed out still one of my favourite games by far

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +4

      Word is (as in, unconfirmed) that Microsoft had a team work with them for 3 months before it hit XBox. From the comments, it sounds like it worked. Matter of fact, it seems like the whole game really just need another couple months.

    • @RiftDragon1
      @RiftDragon1 10 หลายเดือนก่อน

      @@speedingoffence is what I was thinking if they had more time I don't think there would be any issues but that's how it goes in the business they were under a time crunch and I don't think they could get an extension

    • @TeCHnORiOT
      @TeCHnORiOT 10 หลายเดือนก่อน

      @@speedingoffence The game certainly needed more dev time, it would be nice if we got a remastered version without all the current issues and with the full realization of its original vision, but that's wishful thinking.

  • @TeCHnORiOT
    @TeCHnORiOT 10 หลายเดือนก่อน +2

    It would be nice if Obsidian or Bethesda updated New Vegas to 64 bit, but that sadly isn't going to happen any time soon.

  • @Hawk199031
    @Hawk199031 10 หลายเดือนก่อน +2

    The reason for the games lack of polish is simple, Bethesda refused to give Obsidian any slack when it came to development. The game was made in about 18 months and Bethesda had a deal with Obsidian that if NV did well enough they had the potential to make more Fallout games in the future. Fallout NV how ever fell a tad short on the contracted agreement so that deal was dissolved.
    Many people believe that Bethesda's meddling in Obsidian's development of the game was intentional in the hopes that it would cause the game to not do as well for the initial sales, because they didn't want to share such a profitable IP.

    • @hermannikorianteri
      @hermannikorianteri 10 หลายเดือนก่อน +3

      This is actually not true, some developers and designers that have since left Obsidian have talked about how Bethesda was never the problem, but the Obisidian itself. There were some way too creedy higher-ups that wanted the extra money promised by Bethesda if they can release it by certain date. Oh and the money? It originally was never requested by Obisidian - it was something Bethesda just wanted to add in as bonus if they do good job.
      Chris Avellone has talked ALOT about Obisidian and how the higher-ups there are a bunch of fuck-ups. You should check it out!

  • @SPASKEDODASKEXYZ
    @SPASKEDODASKEXYZ 10 หลายเดือนก่อน +4

    Viva New Vegas is an amazing bugfix/stability modlist that people should use it's very stable and if has great documentation for installation

  • @25_Cats_in_a_Trenchcoat
    @25_Cats_in_a_Trenchcoat 10 หลายเดือนก่อน +1

    Nsve script extender is god send for stability for me idk but that with 4gb patch generally makes it hassle free

  • @trog69
    @trog69 10 หลายเดือนก่อน +5

    My own fix for when the game starts showing it's about to crash, like with the terrain becoming very low-res, is to save and quit to the main menu, then manually loading the first hard save. (vs Quick save)

  • @aravenofmanyhats9867
    @aravenofmanyhats9867 10 หลายเดือนก่อน +2

    There is almost *nothing* and I REALLY mean *almost nothing* that improves performance in New Vegas that is not covered in the Viva New Vegas modding guide. Its curators are people who have decoded the engine, created numerous mods, and been in the scene for a long time. They know what they are doing and they have benchmarked proof of their many findings. EVERYTHING you want is in there. You don't want to use the PCB command, it is an unstable debugging command that is not safe for longterm use. You don't want to use any old mod that claims to use PCB. Every single thing you need is in that guide. I cannot recommend enough that you ignore literally everything else you ever hear about New Vegas modding and only follow what the curators of that guide say. They are professionals.

    • @cartoonvideos5
      @cartoonvideos5 10 หลายเดือนก่อน

      Yea I used Viva New Vegas and it runs really well with very very few crashes. Highly recommend even if it takes a while to set up.

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน

      I heard that those PCB mods don't play nice with other mods, ya.

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน

      @@speedingoffence It's not about how it plays with other mods, it's how it plays with the the game itself. It doesn't play nice with the game. Yes, you get a quick short term staving-off of an imminent crash by purging the immediate ram usage, but longterm save stability is hurt. Also, not sure if it's the case in NV, but in Oblivion, PCB can have adverse affects on the LOD (distant terrain/objects) in some worldspaces. The 4GB Patch will do way more than PCB for stability, without any issues.

  • @RenanMsV_YT
    @RenanMsV_YT 9 หลายเดือนก่อน +8

    GTA San Andreas modders managed to convert the 32 bit executable to 64 bit.

  • @JustJanitor
    @JustJanitor 10 หลายเดือนก่อน +7

    Cool to see someone getting to the bottom of this and sharing it.

  • @MultiYoshiman
    @MultiYoshiman 10 หลายเดือนก่อน +1

    i love how you're messing with the thumbnail after being noticed by josh sawyer

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน

      Took some doing. I had to flip a flag in Fallout Edit to get that hair onto him.

  • @EpicPrawn
    @EpicPrawn 10 หลายเดือนก่อน +1

    4:55
    You could have padded out the video with fluff content but you didn't. That's commendable, bravo. I hope this comment boost you in the algo just a bit to make up for it.

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน

      I cut a lot to get here. Some good stuff, too.
      The first one was 35 minutes before I broke out the axe.
      Glad to see people feel the same way.

  • @MVKHXV
    @MVKHXV 10 หลายเดือนก่อน

    it is definitely possible to make a mod that runs PCB every 5 mins or something

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน +1

      It's been done, and you should never use them. PCB is a command explicitly for use in game debugging--like all console commands--and its use will have adverse effects on the longterm stability of a playthrough. Don't use PCB. Follow the Viva New Vegas modding guide instead.

  • @AmazinglyMuggy
    @AmazinglyMuggy 10 หลายเดือนก่อน +2

    The stability mods that I run on my Tales of Two Wastelands profile in Vortex:
    -New Vegas Script Extender
    -JIP LN NVSE Plugin
    -JohnnyGuitarNVSE
    -ShowOff NVSE
    -ROOGNVSE
    -kNVSE
    -4GB Patch
    -New Vegas Tick Fix
    -New Vegas Anti-Crash
    -YUP (TTW Version)
    -lStewieAl's Tweaks and Engine Fixes
    -ActorCause Save Bloat Fix
    -ActorCause Save Debloater
    -lStewieAl's Engine Optimizations
    -New Vegs Heap Fix
    -FNV Mod Limit Fix
    With these stability & engine-related mods, I've been able to have a much better experience with New Vegas modding. Even just having these bare essentials (and on a non-TTW game), New Vegas hardly crashes since it has more memory to run on thanks to the 4GB Patch. Stacking additional mods on top of this is just asking for trouble but that's modding in a nutshell. It's not gonna stop me and since New Vegas is still a 32-bit program, it will *still* crash no matter what. I believe that the only way to fix New Vegas' memory leaks is to make a sourceport for it (think of Quake's many sourceports: Darkplaces, QuaKEX, Quakespasm, Ironwail, etc).
    Maybe if we had better access to New Vegas' inner code, things would be different. Time will tell, though.

    • @mhm5020
      @mhm5020 10 หลายเดือนก่อน

      I did a 50 hour playthrough using pretty much all of these with no crashes so hopefully that's a +1 to anecdotes.

    • @noatiendoboludos
      @noatiendoboludos 4 หลายเดือนก่อน

      Needing SIXTEEN fucking mods to make this game run properly has always been hilarious to me

  • @Dirtyblue929
    @Dirtyblue929 10 หลายเดือนก่อน +4

    excellent content of this video and the previous one aside, good on you for taking the thumbnail critique like a champ lmao

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +2

      Glad someone got it. I think it might have mostly fallen flat.

  • @alanunruh7310
    @alanunruh7310 9 วันที่ผ่านมา

    Id like to know what us xbox 360s guys can do to purge it.....

  • @totesfleisch258
    @totesfleisch258 10 หลายเดือนก่อน +2

    I have watched many playtroughs of FNV over the years and somehow youre the first person i see that just goes left next to the Rocks where the boomers are. A trick my friend showed me after school a couple days after the game released and i've been using ever since, and i never got hit by the Arty once. Must be unlucky that you still got hit somehow anyway. (I assume its because you didnt stick 100% to the rocks before)

    • @JohnCastleSmokeless
      @JohnCastleSmokeless 10 หลายเดือนก่อน

      I just sprint directly to the gate. They can't hit me while I'm sprinting, and by the time I stop sprinting, I'm too close for them to dare firing at me.

    • @benito1620
      @benito1620 10 หลายเดือนก่อน +1

      @@JohnCastleSmokeless you can't sprint in vanilla FNV

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +1

      Ya, it usually works just fine. They fire salvos of 12. Count from the start, hide in the rocks, go on 12.

  • @QuantaStarfire
    @QuantaStarfire 10 หลายเดือนก่อน +1

    Just follow the Viva New Vegas guide for a good baseline to work off of, it'll include all of the necessary stability and performance tweaks that you need

  • @FrankWestOffTheRecord
    @FrankWestOffTheRecord 10 หลายเดือนก่อน

    Which version are you playing? Steam, GOG, Epic etc?

  • @AxolotlBaiken
    @AxolotlBaiken 10 หลายเดือนก่อน +1

    Stewies Tweaks, New Vegas Tick Fix, New Vegas Anti Crash, FNV Mod Limit Fix, DXVK, and 4GB patch. I don't crash anymore with a heavy modlist. Alot of mods just to fix New Vegas but it's worth it to grab all of these.

  • @DarkBowser64
    @DarkBowser64 10 หลายเดือนก่อน

    I was using the same fixes as was shown in a reddit thread on getting New Vegas with stability mods running on Steam Deck; I use these both on my PC and Steam Deck, though there's probably a better solution for both by now:
    NVSE (New Vegas Script Extender)
    FNV 4GB Patcher
    New Vegas Tick Fix
    NVAC (New Vegas Anti-Crash)
    Unrelated, I also added the Yukichigai Unofficial Patch (YUP) afterward to fix minor bugs in progression in quests, small functionality fixes here and there, etc.
    I haven't tried the Viva New Vegas guide yet since I haven't been in the mood to play the game for some time now but seeing as the Steam version has cloud saves anyways, I might very well look into that sometime in the future and see if I can just copy that over to the Deck for parity.

  • @burstingolem8023
    @burstingolem8023 10 หลายเดือนก่อน +2

    😂 I love how the first no in 3:13 probably is for the tangent OP wanted to go on

    • @speedingoffence
      @speedingoffence  10 หลายเดือนก่อน +1

      Good catch! I cut the tangent.

    • @burstingolem8023
      @burstingolem8023 10 หลายเดือนก่อน

      @@speedingoffence I think that old saying goes "it takes one to know one"

  • @pk3rl0rd
    @pk3rl0rd 10 หลายเดือนก่อน +2

    You're a hero for making these videos. I knew for a fact that the game itself is simply not very stable, but I can never just prove it.
    I'm also well aware that mod conflicts can obviously cause crashes, but again, I absolutely knew the game engine is just not very stable because of how it handles many various things. Thank you very, very much for making these videos to tackle perhaps one of the most important overarching topics regarding Fallout New Vegas.

  • @mhm5020
    @mhm5020 10 หลายเดือนก่อน +1

    I played Fallout New Vegas for the first time ever back in June and played around 50 hours with no crashes.
    I achieved this by searching up a stability guide where I found Viva New Vegas and installed most of the mods there relating to stability such as the 4gb Patcher and IStewieAI's Tweaks, JohnnysGuitar, Yukichigal Unoffical Patch and many others.
    You might be wondering why I did this instead of just playing purely vanilla and the answer would be, because I've had experience with other Bethesda (and Obsidian) titles so I know what to expect. Not to mention seeing a bunch of gameplay of F:NV over the years makes you aware of these things and how to solve them. No point making my life harder or annoying just to experience a pure vanilla playthrough. (Though I only added these stability mods for a first playthrough, no new or extra content mods that change or add a bunch of things)
    I also just opened up my mod manager and noticed I have both NVAC - New Vegas Anti Crash and NVTF - New Vegas Tick Fix installed and I've had no problems in my 50 hour playthrough with both installed while some people in this comment section have reported it breaking saves and doing more harm than good.
    Though the last time I played was back in June so things could change if I were to boot up the game now.

  • @Blaze416X
    @Blaze416X 10 หลายเดือนก่อน +8

    There is a mod to purge memory though, it's called Zan Autopurge, it's configurable even. Make sure to run it with the 4GB patcher.

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน +1

      Do not use that. It's old and never actually contributed to stability in the first place. PCB is a debugging command that will cause longterm issues in your save game. Don't use that. Follow the Viva New Vegas modding guide instead.

  • @etherraichu
    @etherraichu 10 หลายเดือนก่อน +9

    Honestly, the best thing I've found to keep you from crashing is disabling auto-save. its done more for stability than any program Ive ever tried. it doesn't do much for the mystery "Why did that specific action crash my game?" crashes, but my biggest problems were in the loading screens and its been great since I disabled it.

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน +8

      This is due to a bug with the autosave happening before the loading is complete. Stewie's Tweaks--which no one should ever be playing New Vegas without (follow the Viva New Vegas guide) has an engine-level patch that solves this bug by delaying the autosave by, like, 60 milliseconds.

    • @constipatedparker5879
      @constipatedparker5879 10 หลายเดือนก่อน

      I think my game crashed mostly from loading screens as well. Disabling autosaves work like a charm, but also remind you to quicksave every now and then.

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน

      @@constipatedparker5879 n-no, don't disable autosaves. Just use Stewie's Tweaks. And his save manager, while you're at it.

    • @Robert_D_Mercer
      @Robert_D_Mercer 10 หลายเดือนก่อน

      @@aravenofmanyhats9867 thats f'ing wild lmao, something so simple as not having it go off at the same frame as a load can fix an issue like that :P

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน

      @@Robert_D_Mercer yeah engine quirks are fun like that

  • @siberx4
    @siberx4 10 หลายเดือนก่อน +1

    I'd be curious to know what the "Commit charge" or "Commit size" is for the process at the time it crashes; this is a normally-hidden column in task manager's detailed processes list, but can be toggled on to show what should be the total of all outstanding (not returned) virtual memory allocation requests the process in question has made to the operating system, whether it has used/filled them or not yet. There's a chance this doesn't include any video memory allocations, but I expect you'll find that the number is much closer to the 2GB limit than the normal memory amount shown by task manager.

  • @SeanTheOriginal
    @SeanTheOriginal 3 หลายเดือนก่อน

    I highly recommend the Viva New Vegas mod guide. Was able to play 9 hours consecutively of Old World Blues without it crashing once. Don't believe I actually had ANY crashes with it, but 9 hours was the longest I played in one sitting.

  • @Satori-Automotive
    @Satori-Automotive 10 หลายเดือนก่อน +1

    it can be fixed easily. there are tons of mods who fix this game. Like johny guitar, nvse, fose, beth.ini, buffout, stutter fix etc.
    im not sure if all those are for New Vegas, its a long while since i modded this game but there are tons of guides on how to install them.
    Fallout 3, NV and Fallout 4 run up to 400 mods on my PC and never crash since i applied all fixes.

  • @chaoskong2987
    @chaoskong2987 2 หลายเดือนก่อน

    Regarding the PCB thing. I think a way to accomplish it could be to use Win32 api in order to check if the process goes over 1000 mb and run PCB if it does. It’s not an elegant solution but it is one

  • @petzouqi76
    @petzouqi76 10 หลายเดือนก่อน +2

    New Vegas Heap Replacer has a slightly more complex installation process for it to work, but once you get it going, it works flawlessly, boosting performance on low-end systems significantly. I haven't tried my mid-range desktop just yet

  • @DaveAfterDark
    @DaveAfterDark 10 หลายเดือนก่อน +2

    nice

  • @R3TR0J4N
    @R3TR0J4N 10 หลายเดือนก่อน

    as of now playing BG3, with the amounts of bugs reminds me of FONV, with the amount of things happening underneath the game

  • @jonasbrm
    @jonasbrm 4 หลายเดือนก่อน

    but if we are already talking mods, why not just use the 4GB patcher for NV, that fixes this exact thing and allows the program to access the full 4GB, no need to PCB or make an overly complicated purge every door mod? this has been known and fixed for years

  • @glitchtabby
    @glitchtabby 10 หลายเดือนก่อน

    when I play it doesn't crash rather it freezes entirely
    might because on PC I play modded

  • @lasarousi
    @lasarousi 4 หลายเดือนก่อน

    I have around 200 mods installed and with dxvk, the tick fixer and Stewie's engine tweaks it almost never crashes due to memory, it does crash but only for bad references within mods.
    TTWYUP fixes so much too.

  • @alex_ho
    @alex_ho 3 หลายเดือนก่อน

    I've been using the mods recommended by Viva New Vegas for fixing the game
    And so far it worked wonders
    Until I got to Gomorrah, crashed once getting back to the Main Level from the Lower Brimstone, I suspect now that it's probably a case of too many loaded cells then since I didn't had this issue afterwards
    The second time, and more major, was when I tried to start Honest Hearts and go into Zion, not sure what it is about Zion but crashes were frequent there at first, it's stable now but jarring to experience after so long not experiencing crashes

  • @ScottyBrockway
    @ScottyBrockway 10 หลายเดือนก่อน

    Just change the ini setting ffs, this is covered in the Viva New Vegas guide. The ENGINE ALREADY HAS THE ABILITY.

  • @Romanian901
    @Romanian901 10 หลายเดือนก่อน

    SSDs are commonplace now, why not just disable the cell buffer entirely

  • @logandaly2568
    @logandaly2568 10 หลายเดือนก่อน

    I use xNVSE with basically all of its major plugins (JIPLN, ROOG, IStewieAI, JohnnyGuitar, etc) some of which do provide performance and stability. The 4gb LAA executable extender, DXVK Vulkan replacer, NVAC, NVTF, and an updated OneTweak for borderless windowed. I've been looking at a replacement ini on Nexus thats supposed to help with multi-threading, but I'm not sure if I had put it in for my TTW install or if its even compatible with the Vulkan replacement.

  • @AlexanderAshcroft
    @AlexanderAshcroft 10 หลายเดือนก่อน

    Why this happens? That's actually an Easier Answer then you think. Its because Todd Howard is a Used Car Salesmen Masquerading as a Video Game Programmer.

  • @nonci6
    @nonci6 10 หลายเดือนก่อน

    I tried playing Fallout 3 and NV on Windows and holy hell both crashed on Windows but didn't on Linux.
    The simplest solution is using Linux unironically.

  • @stefansuch1588
    @stefansuch1588 10 หลายเดือนก่อน

    Personally, the mod I always run is New Vegas Tick Fix (NVTF) to be able to use high framerates.
    I own FNV on GOG, which if I recall correctly has been patched to run with 4gb of ram out-of-the-box. I haven't tested that, however.

  • @davipab
    @davipab 10 หลายเดือนก่อน

    Just a quick correction on the 2 GB situation: Windows will normally limit 32-bit programs to 2 GB of memory not to protect the operating system, but to protect older programs from themselves.
    Computer hardware doesn't have a way of handling negative numbers natively, so software will usually just divide a number space in two and call one half "negative". For example, if you could only represent numbers from 0 to 200 but wanted negatives, you could say that 0-100 is positive while 101-200 is negative. So if you encounter 101, that's actually -1. A lot of older code tended to treat memory addresses this way, so they would behave unexpectedly if they encountered a value above the halfway point (2 GB), since they would see it as a negative number. The "4 GB patch" you see a lot just sets the "Large Address Aware" flag on the executable, which basically tells Windows "I can handle addresses bigger than 2 GB properly, please disable that protection".
    You can actually have multiple programs using 4 GB of RAM on a 32-bit Windows installation without any issues, due to paging. Basically, Windows is the only one that has direct access to your RAM, every other program has to ask Windows when they want to read or write somewhere. This allows Windows to keep part of a program's memory in a file on the hard disk, without the program even knowing about it. This was used a lot back in the days to basically "download more ram" (increase the size of the page file).
    Also, it's actually possible for a 32-bit program to allocate more than 4 GB RAM: the 32-bit limit applies to the *address space*, that is, the amount of memory that a program can access at any given moment. A program can actually request memory from Windows then unmap it from their address space, basically saying "I don't need to access this right now", then map some other piece of memory on the same address and use it. Think of it like scrolling through a long ebook: the whole content of book is always available, you just need to scroll to the paragraph you want to read at that moment. However, Fallout New Vegas doesn't do this as far as I'm aware (although some clever modder could probably add it in).

  • @Diabhork
    @Diabhork 10 หลายเดือนก่อน

    while I don't know about FNV, in Tmodloader, a (I believe, don't quote me) script extender for Terraria, someone made a mod that made it 64bit, allowing more RAM to be used

  • @jamsh372
    @jamsh372 10 หลายเดือนก่อน

    On 360 I don't have that problem. But I'll be getting a PC at some point. I would like to find a solution for all games. Maybe you can find that, you will be doing the PC Community a favor.

  • @UncleAlex1990
    @UncleAlex1990 10 หลายเดือนก่อน

    Despite the fact that your mic sucks (c'mon man), your content is fukkn amazing. Keep doin' bruh, switch to other games/mechanics/features/technical stuff, it's always amusing

  • @Monsters_Dollhouse43
    @Monsters_Dollhouse43 10 หลายเดือนก่อน

    My game kept crashing after trying to leave the music stage in the Tops.. I forget the name of the bar. Yes I know. How dare I. But it’s where you get “talent pool” quest.. it soft locked me. Even after saving & quitting.. crashed every single time. After 50 reloads.. I realized it was a goner. I was soft locked..

  • @TurdFurgeson275
    @TurdFurgeson275 10 หลายเดือนก่อน

    Such an easy subscription. New Vegas niche found.

  • @leonardodavinci3589
    @leonardodavinci3589 10 หลายเดือนก่อน

    I'm a big fan of the new vegas heap replacer, and of course NVSE and the 4 gb patch. YUP completely killed my game and seems to be incompatible with the frontier and/or dust. My modlist has every issue under the sun though, I confess

  • @skeleton_craftGaming
    @skeleton_craftGaming 10 หลายเดือนก่อน

    could you not write a mod that runs that CVAR every time you load an area? i've never used GECK before but I know Source allows for stuff like that...

  • @darkbreed
    @darkbreed 10 หลายเดือนก่อน

    again it is caused by a conflict of windows memory mangement and the games processing. the game never reach the allocated memory 2 GB border, the 4GB patch cause that windows start to swap RAM with virtual memory above the 1.26GB mark (mostly at 2.4GB usage) this is why the 4GB patch helps.

  • @pvtdraco
    @pvtdraco 4 หลายเดือนก่อน

    Finally got mine modded after 4days of hell and crashing lol idk if I should mod fo3 next living hell of crashes n freezes

  • @Fyrehart97
    @Fyrehart97 10 หลายเดือนก่อน

    SpeedingOffence: You guys were great and knew everything I asked in the comments!
    *I, who knows nothing about computers and is a certified young dinosaur but commented on the last video*
    Me: *Me? Bryan Cranston gif*

  • @JamieBainbridge
    @JamieBainbridge 10 หลายเดือนก่อน

    I did a playthrough last year with only NVAC, nothing else. In the entire game it only crashed 2 or 3 times. Definitely a different experience from FO3 back when it was new lol

  • @QayLikeKay
    @QayLikeKay 10 หลายเดือนก่อน

    VRAM shouldn't count towards the 2 GB available for the program. VRAM is separate hardware with it's own address space, if they shared an address space a 32bit system with 4GB of RAM and a GPU with any amount of VRAM could simply not create an address to the VRAM (without some OS hackery but that's not the point). Another way of looking at it is the OS handles system memory (RAM) and the graphics drivers on the GPU handle VRAM. There is one caveat that if you have an integrated graphics chip then it might be using RAM if it has no or little VRAM on the chip, but that's an issue specific to shared memory setups and not common on PCs meant for any reasonable amount of gaming. All of that said, this game was also made for console and I'm not familiar with how they setup the memory in the consoles of that day, perhaps it was shared memory all the way down.

  • @MrRADicalOfficial
    @MrRADicalOfficial 10 หลายเดือนก่อน

    Like ~2 years ago I downloaded some mods and tried to do a playthrough. It was my first New Vegas modded playthrough. I stepped out of Doc Mitchell's house and within 3min crashed. Tried again crashed within 5min. Changed settings, reload, and again crash. Tried again, crash. I ended up giving up and I haven't tried to play again since. I used to play on Xbox back in the day and it was great, so I was really looking forward to finally being able to play modded. It's nice to know now why it was killing itself lol I see others in the comments talking about mods to improve it. I used to play modded Skyrim so I don't know why I didn't think of downloading mods to help it run better.. either way, good video and I'll probably try again sometime soon because New Vegas is just too good of a game to never play again. Also yes, it is the GECK for Fallout 4 and Skyrim as well. I actually mod for Fallout 4, it's fun.

  • @littlesisterlover9105
    @littlesisterlover9105 10 หลายเดือนก่อน +1

    While I do imagine there are some memory leaks in New Vegas (they're often hard to avoid even for experienced developers), most of the memory issues do indeed come from how memory is managed.
    There are two elements to this: "Why do they keep things in memory?" and "Why don't they free memory more often?"
    For the first question, well, to reduce load times. Go inside a small house? No reason to unload the exterior you'll have to return to. Walking between NPCs for a quest? You'll have to keep doing it, no reason to unload that area. It all has to do with just how many load screens there are in the game, and trying to reduce those associated load times for players. They could absolutely have every load free memory, but if a player is traveling back and forth between cells for whatever reason, this is going to increase load times dramatically.
    The latter question is more complicated. Firstly, those doors are chosen to free memory solely because the developers knew it was neceessary or they'd hit the memory cap instantly for those areas. It's a stop-gap measure to avoid crashes. With fast traveling, the developers make the assumption that players won't be returning to a nearby area any time soon if they fast travel away from it, so it's safe to free that memory.
    Now, the reason for managing memory like this is largely just because it's "easy". Ideally, memory would be freed based on its distance from the player, but this was likely not implemented for a few reasons. The foremost is that it's far more difficult and would require more development time, which they're not going to invest when they have a "functional" solution. The second is likely engine limitations - you can't measure distance between an exterior player and an object in an interior cell, so it's hard to fit into the game's cell system. The third is keeping in mind the technology at the time, increasing the uptime of memory management could lead to stutters on slower hardware.
    This memory issue is also the reason Skyrim Special Edition is so much more "stable" - it's 64 bit. Most of the original game's crashes were for the exact same reason as New Vegas'.
    tl;dr I believe the memory-related crashing is due to engine constraints and those in charge effectively saying "good enough".

  • @TheGibber
    @TheGibber 10 หลายเดือนก่อน

    My game used to crash, but not as much as other people's. I tried using NVAC and through the next two playthroughs, my game only crashed once. My theory would be: 1. There's other stuff than the memory issue that causes new Vegas to crash. 2. There's something about my playstyle that eliminates/minimizes the memory leak/bad memory management issues and/or 3. I was just unlucky in my first playthrough

  • @ulysses9584
    @ulysses9584 10 หลายเดือนก่อน

    Viva New Vegas base is pretty much the standard for stabilizing FNV in 2023, they also have a guide for installing TTW and making it stable called The Best of Times which I prefer over playing Fallout 3.

  • @nunyabeeznutz5286
    @nunyabeeznutz5286 10 หลายเดือนก่อน +2

    Ran Viva New Vegas recently and I thinks it's a great starting off point. The only thing it's missing is DSOAL the 3d audio mod.

    • @aravenofmanyhats9867
      @aravenofmanyhats9867 10 หลายเดือนก่อน

      DSOAL is not exactly an essential mod lol

  • @kenterbee3191
    @kenterbee3191 8 หลายเดือนก่อน

    You can’t mod an esp or esm to purge cells or make the game 64 bit aware. It’s all hard-coded in the exe file and cannot be edited without a hex-editor or an external program that exits the hex for you. PC Gaming Wiki has a ton of tools and DLL files to load for new Vegas to improve its terrain loading and general code issues. DXVK has resolved a lot of crashes for me on AMD hardware as well, so hardware compatibility seems very important for engine stability.

  • @Shadohz75
    @Shadohz75 10 หลายเดือนก่อน

    Man you guys aren't old school enough. They used to have Memory Managers back in the day for games and apps like this. They'd purge RAM when things got hot. It ran like shxt because the MM in many cases cause a hard "pause" on slower systems. On more modern systems I doubt you'd even notice when playing older games. I might have to test out this theory after I scavenge my old HDD for my archived techie toolbelt. I'm surprised noone created an AutoIt tool to run PCB in the game once it hit the crash limit (rather before). It isn't elegant but rather simple solution. BTW I think the reason you can't find what is purging RAM at that door is because the function occurs during the changing of zones (between worldspaces). I supposed if someone was gungho enough they could add a "PCB script" to every exterior door in the game. You'd be pissing off alot of other modders though I bet.

  • @keetongu9511
    @keetongu9511 10 หลายเดือนก่อน

    I played the game on XB360 and it never crashed. Maybe it's better to play the console version on an emulator?

  • @TheDIRTBIKER10
    @TheDIRTBIKER10 10 หลายเดือนก่อน

    Anyone know some mods that could help?
    I have 4 GB patch and still have problems crashing or heavy stuttering when loading new cells, especially outside in the southern parts of the map, between Mojave Outpost and Nipton. Stutters on most new cells anywhere and heavy stutter and crashes in the south.

  • @jeremyallen5974
    @jeremyallen5974 4 หลายเดือนก่อน

    Because it's running on a game engine that was designed for Swords-and-Sorcery shenanigans

  • @curby4823
    @curby4823 10 หลายเดือนก่อน

    did you guys know that Cod MW3 took 16 months to make and the game is shit.But FNV took 18 months and the Game is a masterpiece, to bad the engine is shit,But I love how mods can fix this game and bring it up to modern standards

  • @sergioantonio9206
    @sergioantonio9206 10 หลายเดือนก่อน

    I played 60 hours of New Vegas on Linux using Proton, never had a crash or anything similar like this. I wonder if proton has something to prevent this thing to happen.

  • @davidburke4101
    @davidburke4101 10 หลายเดือนก่อน

    Even though you couldn't make a mod that runs PCB with doors because you can't find the flags, could you make a mod that runs when the game autosaves/would autosave? Since the game autosaves on level transition, it should be possible to run PCB along with the autosave achieving a bootleg version of it.

  • @robertcioveie8113
    @robertcioveie8113 10 หลายเดือนก่อน

    If you can just type a commamd to purge thr buffers wouldn't it be possible to have a script doing this every about 40 minutes? Or better, have the script detect when the game's memory heao is getting near 1gb and have it purge only then.

  • @TheUmbralWolf
    @TheUmbralWolf 10 หลายเดือนก่อน

    Wait, this got me thinking. Does skyrim have the same or similar issue? Because i had a playthrough where i tried using survival mode but an ui mod i was using broke it and i didn't wanna find a different one so i disabled survival mode meaning i could fast travel. I crashed only 3 times within that 200+ hour plus playthrough. I recently made a new character using a different ui mod that supported survival mode so i was able to enable it thus leaving unable to fast travel. My character just hit around 250+ hours and the sheer amount of crashing I've experienced during all that time made me wanna delete skyrim multiple times.
    Now to clarify both runs were heavily modded, both around 120 mods
    The first i had no mod experience so i installed alot script heavy mods and never organized my load order. Only issues i encountered beside the one mentioned above was colorful argonian faces and my 3rd person cam would break off on occasion when sheathing my weapon.
    The second one i did research to avoid things like the facial glitches and cam break off. I organized my load order, kept script reliant mods to a minimum and made sure there were no mod incompatibilities. Only issues ive encountered now are the occasional T pose mid attack and the absurd amount of crashing. Oh and Riften be having my fps drop to like 10. I did alleviate some of the crashing by avoiding horses like the plague but its still pretty constant.

  • @pyroicarus1203
    @pyroicarus1203 10 หลายเดือนก่อน

    When I Launch Fallout: New Vegas it's still using the same amount of RAM from when it crashed, even if I delete all saves and start a new game! WTH is going on here?

  • @TehGordonFreeman
    @TehGordonFreeman 10 หลายเดือนก่อน

    Hey, loved the video, but you got the explanation of memory leaks a little off. Not completely wrong, but not quite accurate, either.
    To put it simply: What happens with a memory leak is that some function in a program requests memory from the operating system. The operating system finds a free area in memory (RAM), allocates it for the program, then gives an address to that location back to the program. The program uses that address to be able to access and write to that allocated chunk of memory. When the program is finished with that particular chunk of memory, it is supposed to give that address back to the operating system in a special request which tells the operating system to "free" that chunk of RAM. What happens in the background of that "free" call, (simply put), is that the operating system de-allocates that chunk of memory, so that it is no longer "reserved" for the original program, and is instead available for other programs (or the operating system itself) to use when they request memory.
    The key point of a memory leak is the address to the memory in question. Without passing the address of the memory back to the operating system when you tell it to "free" that chunk, how is the operating system going to know which chunk to de-allocate and "free"? Now consider what happens if the program no longer has a copy of the address to the memory it was allocated, say it was deleted or overwritten. It would never be able to ask the operating system to free that chunk of RAM. That means that chunk stays "locked", and unable to be used by any other program; but since the program in question no longer knows where that chunk of memory is, it also can't use that RAM. Hence, in a way, the memory is "lost", (or "leaked").
    The only way for the system to get that memory back is to wait until your program exits, then the operating system can free all the chunks of RAM which were being used by your program, "leaked" chunks included.
    A simple analogy could be put like this: Imagine houses are free, and you own 10 of them; each one you have a different family member living in. Now imagine a new family member moves to town. You ask the real estate agent for a new house, the real estate agent finds a free one, writes your name against it in their ledger, then gives you the address to that house. When your relatives move out of town again, you're supposed to give that address back to the real estate agent, and ask them to make the house free again, so it's available for other people to use.
    Now consider the situation where you forget the address to the house. You have no record of it anymore, and so you can't ask the real estate agent to free it. Of course, the real estate agent has a list of ALL the houses you own, but it does not know which ones you are still using, and which ones are safe to free. That house that you forgot the address to will never be able to be used by anyone else, because it still has your name on it; and it'll never be able to be used by you again, because you don't know where it is.
    It's not until you tell the real estate agent that yourself and ALL of your relatives are moving out of town immediately and permanently. The real estate agent can then go through their list of houses and "free" all of the ones which are allocated to you, whether you know about them or not.

  • @poxy1000
    @poxy1000 10 หลายเดือนก่อน

    couldn't you then just write a script to autopaste PCB in the command line every half hour or so while your playing? or after a save?

  • @alexalbuquerquerodriguesal108
    @alexalbuquerquerodriguesal108 10 หลายเดือนก่อน +1

    All of the recommended/required mods for TTW and NVAC, the game runs smooth as butter with these on even though I'm using a pretty old i3 laptop with an HD 5500 (although my SSD REALLY helps the system, especially loading saves, not so much on a lot of gameplay that saves on the RAM).
    Edit: to be more specific, NVSE, 4GB patcher, New Vegas Heap Replacer, and I think that's about It that makes the game more stable, however, on The Best of Times Guide (really good when installing TTW, I always go back to him), there's a small section of configuration on script using MO2 and seems pretty important as well, but that's too much of programming mumbo jumbo for my brain so I've got no idea what It does.