Read this thread to solve the infinite loading screen/loading screen freeze bug!
Hey there! Uncle Dude here! Say, is your game experiencing random crashes, low framerates or other general computer doo-hickery? Well you can now rest easy, as some fine folks on the great and vast internets have supplied us with the answers!
Listed below are the best and most used fixes for loads of issues, including:
Fallout New Vegas Nvse Crash Video
- Infinite Loading Screens of the abyss
- Spontaneous saving combustion crashes
- Forgetful out of memory crashes
- General random crash-itis
And many more!
So, without further adieu, I present the ultimate list to give those pesky crashes what-for!
New Vegas Script Extender is needed for the below fixes to work. It is also needed for most other mods, and is generally awesome. You will need 7-Zip in order to extract NVSE.
New Vegas Anti Crash is the real important one for having a crash-free life. Fixes a bunch of things and is the best thing ever since bacon was first tasted by the food gods. If you are experiencing crashes, this is the first thing everybody should try. If you have the infinite loading screen bug, this combined with the Script Extender fixes it.
New Vegas Stutter Remover is a handy-dandy little thing that removes stutter, not that it’s name would imply that. Check it’s readme for further tweaks, as it default to 30 FPS for some strange reason and also provides a few extra easy fixes to make the game smoother than the old spice guy is with the ladies.
Fallout 4GB Executable **Updated Version** New Vegas can only use 2GB of RAM by default, which is sad news for all you people with a bazillion-bytes of RAM out there. Fortunately someone sort-of heard your calls and provided this to double the amount of RAM to 4gb! It also loads NVSE automatically. Those who want to dabble with HD texture packs will want this, unless you get kicks out of crashes and bugs out the wazoo.
CASM (Save file organizer) is a mod that disable the auto-saves, which will eventually pull a Brutus and betray you, refusing to load your games and corrupt them to the dark-side of broken saves. This will prevent exactly that happening and replace auto-saves and quick saves with more stable auto-manualbutnotreally-saves. Sounds kinda confusing? Get it anyway, it’s neat.
Yukichigai Unofficial Patch, or YUP, is, amazingly enough, a patch for the game not produced by the team at Obsidian. It fixes a crazy amount of bugs that were surprisingly missed by the dev team. Tired of broken quests, NPC’s having heads spinning like they need an exorcism and other things that seem like but aren’t part of the Wild Wasteland trait? Download now!
Read the readme/mod page/comments of each page before downloading! They will tell you how to install as well as known bugs and incompatibilities. Always try sifting through their comments sections first before asking for help!
Read all of their descriptions and install instructions to ensure you get them to work correctly. I use all of these bar CASM and YUP and am happy to announce I am out of rehab and have been crash free for over 120 hours.
Original Link – Continuation of discussion
Posted by8 months ago
Archived
Title. I have a clean install of FNV, i follow the install instruction in the NVSE folder, and when i start up nvse_loader.exe the game starts, gets to the first splash screen and crashes (Farthest it's gotten is to the second splash screen). I have no mods installed and i don't know what i could have possibly done wrong. I am using the stable version 5.1b4, taken from their website. I have tried starting it in administrator mode. Also, when i launch new vegas from steam it takes me to the launcher instead of launching like NVSE.
The only things i have modified is changing the fonts to Darnified UI in the .ini files and disabling mouse acceleration.
EDIT: It just started working out of nowhere. I didn't do anything. Why was it crashing in the first place???
EDIT: Apparently you HAVE to add the darnified mod and enable it or else the game crashes on start up. I am leaving this here as a sign of my idiocy.
1 comment
Fallout: New Vegas is a great game; arguably the best of the franchise. The issue is the game is unfinished in both a literal and figurative sense. It was a rush job that Obsidian did their best with but wasn't given enough time to realize their vision fully. Unlike a lot of Bethesda games, mods feel less like an extra and more like a necessity to keep the game fresh after a single run through, since everything in New Vegas is nearly inextricably hooked into the main quest. Almost every quest that first appears to be optional is still related to the main conflict in some way, with few exceptions. Some are even mandatory; you can just choose to do them out of order.
However, from that flawed yet amazing shell, a lot of modders have created mods that push the game closer to its more definitive version. Many fix bugs and common crashes or add extra content or even things that were intended to be added but were never finished. In any case, from the simple quality of life improvements to necessary bug fixes, and fun gameplay tweaks, here are the top New Vegas mods.
Fallout New Vegas Script Extender
If you want more, bigger, and more complex mods, you need the New Vegas Script Extender (NVSE). It's only technically a mod, since it's more like an extra bit of software modders use for most complex New Vegas mods, but deserves a spot for how ubiquitous it is and how much it improves the modding scene.
FNV 4 GB Patcher
Sadly, a necessary mod rather than a fun one. New Vegas is an excellent game, but clearly rushed and unstable. The 4 GB Patcher allows it to use more memory, increasing stability and reducing script lag and crashes from memory overload, a problem New Vegas shares with Skyrim where save bloat increases over time (exponentially so with mods) until eventually a given save file is too large for the game to process.
New Vegas Anti Crash (NVAC)
Another necessary one, this mod (NVAC) does what it says on the tin. The game will crash less. Mind, it only reduces a specific kind of crash (though it is a common one), but combined with the 4 GB Patcher and NVSE you're in pretty good shape.
NMC's Texture Pack
Now that the game is more stable, why not upgrade its looks? Let's be honest, New Vegas is an old game and wasn't particularly a looker at the time of its release anyway. Given the limited time Obsidian had to work with, it's understandable they focused more on gameplay than visuals, but modders have no such time constraints. While I never dive deep into heavily modded visuals for Bethesda games (I don't even use ENBs), I do appreciate a little upgrade after all these years, and NMC's Texture Pack hits the perfect middle ground between being easy to install and having wide-reaching changes to the game's visuals. Taking the game to vanilla Skyrim levels is quite the achievement, and looks plenty good enough for me. Plus if you want more, it plays well with most other graphic overhaul mods, as long as they don't replace the same textures of course.
Fallout Character Overhaul (FCO)
What NMC's Texture Pack does to most textures, FCO does to the people of the Mojave. Given you spend a good 40% of this game zoomed in on these people's faces, it's a pretty good idea to make sure you like what you're looking at. Similar to NMCTP, this boosts New Vegas to roughly vanilla Skyrim levels in terms of what each NPC (and your own character) looks like, which is perfectly tolerable for me.
EVE-Essential Visual Enhancements
One last boost to the visuals and we're good to go. This one (EVE) is primarily about weapon effects. Not weapon textures themselves, but bullet impacts, explosion textures, lasers, ash and goo piles on kill, and even character reactions to being shot. Given the lion's share of the other 60% of this game besides talking to people is shooting them, this will be sure to make your experience more enjoyable if you like seeing people get killed in flashy ways, like seeing brief skeletal outlines of people that get ashed by your laser criticals!
Project Nevada
All right, we're into the fun stuff now. Project Nevada is the overhaul for New Vegas. It expands on existing mechanics (the cybernetic implants available from the Clinic, for example), adds a boatload of new ones (like using explosives to unlock doors and chests), and also functions as a rebalance to the game, making combat more challenging and inventory space more precious.
The best part about it? It's fully customizable. Every feature can be changed, activated, or deactivated at will from its mod page. Fallout 4 voiced companion mods. I don't like the reduced carrying capacity, so I crank it up, so I never have to worry about it again. You can make your movement speed faster, change how much health you get from Endurance and leveling, and everything else the mod touches.
It's the one mod I recommend everyone install because there's something there for every kind of player. For a while, it was the only New Vegas mod I ever installed since it did so much of what I look for in other modded Bethesda games already.
The Someguy Series
This is a master mod for all of the quests and companion mods made by someguy2000. Which mods you install after are up to you, but all are great. His quests and companions are fully voice acted and are quite interesting plot-wise after the first (New Vegas Bounties I is pretty bare bones) and just keep getting better both in voice acting quality, complexity, and plot as time goes on. It's very fun to play from the start and see how the mods evolve as he gets better at creating the quests.
New Vegas Uncut
Like the Someguy series, New Vegas Uncut is not one mod, but a collection. The entire purpose of this mod series is to complete and add content that was meant to be added to New Vegas, but was never released, usually due to lack of time on Obsidian's part. From weapons to entire quests, this nine mod series adds a lot to the game that's all lore friendly and could even be considered canon content. The only one I don't recommend is Freeside Open. While a very cool mod that interconnects all of Freeside's parts so there aren't so many loading screens to go through (similar to the Open Cities mods for the Elder Scrolls games) it is notoriously incompatible with a lot of other mods. Basically any mod that adds new quests, areas, some items, or NPCs to Freeside (which is a lot) breaks with Freeside Open in the mix. This includes one quest deep into New Vegas Bounties I (mentioned above) and makes the quest impossible to complete without going into the mod's files, sifting through the quest stages, and using the console to move the quest ahead.
Other than that, though, they're all worth a look.
I lost my manual for C&C The First Decade, and I want to instal it on my new computer. Any help with a code would be awesome.
Beyond Boulder Dome
Fallout New Vegas Nvse Crash Update
Wait wait wait, before you let the silly name throw you off, hear me out. Beyond Boulder Dome is an excellent, DLC sized (about the size and quest length of the official Honest Hearts DLC) quest and locations mod based on the Boulder Dome location from Fallout: Van Buren (a sadly never realized third Fallout game from Black Isles Studios before they went under, that has extensive notes on what a lot of Fallout's world looks like and was the partial basis for New Vegas itself) that has an interesting and disturbing atmosphere. Definitely worth at least one playthrough.
Weapon Mods Expanded (WMX)
This WMX mod adds more weapon customizations for existing weapons, and even adds a few new ones. This is another mod I consider almost official content. The mod author (Antistar) is actually the reason why weapon mods are in New Vegas at all! He made a mod adding weapon mod kits to Fallout 3, and Obsidian liked the idea so much they implemented them as a base part of New Vegas. That makes this sort of a third generation mod; a modification of a core system based on an original mod. Which is pretty cool to me.
Moreover, it greatly expands the limited weapon mods of New Vegas (there were only three per weapon before if that since some weapons were left out entirely) and adds a lot of new variety and options to weaponry. Only three mods can be added to any one weapon still, so rather than adding the only three mods to a weapon and calling it fully kitted and never touching it again, there are actual trade-offs to modifying a weapon, since adding one mod means precluding another. It's not a deep change, but it adds enough, and in such a way that I sometimes forget it's not part of the base game, in much the same way I feel about Project Nevada.
Yukichigai Unofficial Patch
New Vegas is a buggy game. No fan will deny that. But thankfully, there are patches. A lot of them, in fact, making New Vegas pretty unique among Bethesda's games with active modding scenes. Oblivion and Skyrim, for example, have one big Unofficial Patch team that made it their mission to patch as many bugs as possible. New Vegas, perhaps fittingly, was more like the wild west, a bunch of dedicated individuals stomping out problems as they came across them.
YUP is but one of many extensive New Vegas patches, but it is my preferred for one big reason: it's easily compatible with the last mod on this list. If you don't use the below, then any of the other patches will do you pretty much just as well.
A Tale Of Two Wastelands
Recreating a previous game in the series in the newest game's engine iteration is kind of the holy grail of Bethesda game modding. The Elder Scrolls series has had many failed, abandoned, or stalled projects from Morrowblivion to Skyblivion and Skywind, and several others that have produced little results over the years. Even the New Vegas recreation in Fallout 4's engine has borne little fruit since it was initially revealed.
A Tale of Two Wastelands is the exception. To be fair, they had it a little easier: Fallout 3 and New Vegas use almost identical engines and assets, and they got permission early from Bethesda to work on the project. That isn't to undersell their accomplishment though; successfully linking two games (Fallout 3 and New Vegas in this case) into one enormous, seamless game is no small task.
Still updated, this is the way to play the previous generation Fallout games in my opinion. Starting in Vault 101 and making your way to the Mojave is quite satisfying, especially with its compatibility with certain other mods (Project Nevada being the big standout). You can always go in reverse as well, though that gets a bit weird, narratively speaking.
It is an excellent, ambitious mod and improves on both games by applying New Vegas' new mechanics and more interesting perks to Fallout 3's gameplay, and let you enjoy an improved version of 3 while carrying over many of the fun weapons and other items from 3 to its sequel.
And that's the list! Happy modding!
While adding the new font engine we also fixed a bunch of underlying issues. However, to enable it, you need to install a theme with a Japanese capable font. The meta.xml system should now be quite a bit more tolerant and stable. Check out the page to get it. Hbc 1.0 8 download.
For the terraforming device created by Future-Tec, see Garden of Eden Creation Kit. |
The official editor for Fallout 3 and Fallout: New Vegas, called G.E.C.K. (Garden of Eden Creation Kit, named after the terraforming device of the same name from the series), that can be downloaded for free, allows PC users to create and add their own content to the game. The editor requires a pre-existing installation of the associated game to function, as it requires usage of several resources within the game.
The G.E.C.K. provides the community with tools that allow players to expand the game. Users can create and edit any data for use with Fallout 3 or Fallout: New Vegas, from building landscapes, towns and locations to writing dialogue, creating characters, weapons, creatures and complex scripting.
The G.E.C.K. has an interface similar to that of The Elder Scrolls Construction Set, which is useful to those who are familiar with it; however, the functionality of the G.E.C.K. is far expanded over that of the Construction Set, much like the functionality of the game engine. Scripting options for the G.E.C.K. can be expanded using the Fallout 3 Script Extender or New Vegas Script Extender (or FOSE and NVSE, respectively) much like OBSE for TES IV: Oblivion and SKSE for TES V: Skyrim; however, these script extenders are not compatible with versions purchased via Direct2Drive, and having Games For Windows Live active will cause the game to crash as soon as you try to access Games For Windows Live.
VersionsEdit
Fallout 3Edit
The first version 1.1 was made available on December 11, 2008.
On May 26, 2009 an update to version 1.5 was released. It requires version 1.1 to be installed.
With the launch of the new official website for games from the Fallout series, these versions now are only available from the Garden of Eden Creation Kit wiki, hosted on a Zenimax server.
Fallout: New VegasEdit
The first version for Fallout: New Vegas was made available on October 19, 2010, concurrent with the game's U.S. release.
It was later updated to the working version 1.4, which also is available on the Garden of Eden Creation Kit wiki, hosted on a Zenimax server.
The G.E.C.K. is now available for download via Steam as of May 20th, 2013.
Fallout 4Edit
Todd Howard previously announced that there would be a creation kit released for Fallout 4 some time in April 2016[1]. However, the Fallout 4 version builds on the kit released for The Elder Scrolls V: Skyrim and drops the G.E.C.K. title in favor of Skyrim's designation as simply the Creation Kit. The Fallout 4 Open Beta of the Creation Kit was released on April 26th, 2016 at Bethesda.net. The kit became supported for Xbox One in May 2016. However, even though Playstation 4 was supposed to receive the modding tool in June 2016, it was postponed. According to Bethesda, Skyrim Special Edition will receive mods first, followed by PS4 support at an unknown date.
Fallout New Vegas Nvse Nexus
External linksEdit
ReferencesEdit
- ↑Todd Howard interview on gameinformer
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Mods requiring this file
Mod name | Notes |
---|---|
Blue Hotel | |
FNV Large Texture Support | |
Immersive Power Armor | |
My Little Anthro Pony - Type 3 | |
Rage of Hell | It stops the Crash at the sink, maby will try to fix without so console users can have a go. will keep old up for them. |
The Far Oasis | |
The Strikers (Restoration Movement) |
Credits and distribution permission
- Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou are not allowed to use assets from this file under any circumstances
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Version 7.5.1.0
- Fixed compatibility for automated install alongside TTW when using Mod Organizer. Thank you DarianStephens.
- No change to nvac.dll (compared to 7.5.0.0).
Version 7.5.0.0
- Win10AU fix.
- Added support for installation via mod manager for Fallout 3, Oblivion and Skyrim.
- Added Windows version to log output.
- Added support for address 00B57AA9.
Version 7.4.0.0
- Internal code cleanup and minor refactoring.
- Added naive thread safety for log output to avoid rare mangled log output.
- Added heuristic detection support for TEST instructions.
- Added heuristic detection support for more x87 FPU instructions.
- Added heuristic detection support for MOVSW & LODSW instructions.
- Added support for a Havok physics crash related to address 00C670CE.
- Added support for an NVSR variant of InterlockedCompareExchange.
- Improved logging in case of a specific exception in ntdll.dll.
- In-game console command to toggle log output to console (type 'nvac' in the console).
- Memory purge via PCB added to exception recovery attempt for address 00AA55A6.
- Added exception handling during plugin load.
- Changed some '!' log entries into '_' to reflect their informative as opposed to exclamatory nature.
- Inlined more helper functions.
- Refined more helper functions.
- Added capability to force loading of a specific shader package; if DataShadersshaderpackage%03i.sdp exists, it will override others.
- Added CrashSave generation; under certain conditions, a save will occur when NVAC can't prevent a crash.
- CrashSaves have a 'CRASH' label in the Load game menu (without NVAC they will have a 'SYS' label).
- CrashSaves should only be used as a last resort (in some circumstances they can contain bad data, like invalid player FaceGen data) but are available as an option (like if you hadn't saved in 4 hours and want to try to continue regardless).
Version 7.2.1.0
- Fixed a logic flaw in bad pointer call recovery.
- More changes to game error message logging; these will likely change further.
Version 7.2.0.0
- Added heuristic detection support for one more instruction.
- Improved bad pointer call recovery and related log entries.
- Improved stack overflow recovery (slightly).
- Added out of memory test for exceptions related to address 00AA9A41.
- Added logging output for SEH hook failures.
- Refined one helper function.
- Inlined three more helper functions.
Version 7.1.0.0
- Added heuristic detection support for MOVSS.
- Added support for hang related to address 005E572B.
- Added support for hang related to address 005E58BD.
- Changed out of memory test sensitivity from 8 MB to 16 MB.
- More changes to game error message logging; these will likely change further.
- Minor code optimizations.
Version 7.0.0.0
- Massive amount of code cleanup and reorganization within NVAC.
- Added heuristic detection support for 10 more instructions.
- Made targeted code change SEH ('e' entries) more robust.
- Improved efficiency of sanity checks ('s' entries).
- Improved logging for New Vegas self-termination ('q' entry).
- Added logging output to identify where main code called external library code ('^' entries).
- Changed the fast exit for a specific ntdll.dll exception.
- Removed targeted support for 16 addresses; they're now handled automatically:
- 0043C47A, 0045840A, 004A408A, 004A995D, 004FD3CA, 0057E141, 0061387D, 006BF460
- 008A5328, 0094E607, 00A02F52, 00A09FCA, 00A2FC8D, 00A5E378, 00AA6F14, 00D0D7D8
Version 6.9.0.0
- Added heuristic detection support for MOVAPS / MOVUPS / MOVDQA / MOVDQU XMM?, OWORD PTR [?].
- Improved recovery from null pointer call, null instruction and middle of nowhere exceptions.
- Improved log output on null pointer call recovery failure.
- Removed support for address 00401992; it was slow and is now handled automatically.
- Narrowed circumstances to output message for Missing Master (0046158A) error.
- Improved recovery and added log output for a Disabled object w/ LOD (006FCF03) error.
- Added an out of memory check to exceptions related to address 00D1F29C.
- More changes to game error message logging; these will likely change further.
Version 6.8.0.0
- Memory check added to exceptions related to address 00AAA60A.
- Made log truncation threshold smaller (from 16 KB to 8 KB).
- More changes to game error message logging; these will likely change further.
- Minor code optimizations.
- Moved inliner address list to read-only data section.
Version 6.7.0.0
- Added divide by zero exception support.
- Added preliminary stack overflow exception support; this will be improved.
- Increased game INI setting length limit (intended for sArchiveList, from 255 to 8191).
- Altered specific game error message logging; these will likely change further.
- Minor code optimizations.
Version 6.6.0.0
- Added heuristic detection support for x87 instructions that begin with DD.
- Added guard page exception support (including guard page restoration).
- Fixed log output on null pointer call recovery failure.
- Made two hang detections more conservative.
- Resolved conflict with NVSE's EnableGameErrorLog setting.
- Implemented specific game error message logging; these will likely change.
Version 6.5.1.0
- Fixed a bug in NVAC's script extender plugin Query and Load functions.
Version 6.5.0.0
- Improved grass render range by 1 cell distance; affected by fGrassStartFadeDistance.
- Removed Sleep from last chance DirectX reset recovery; it wasn't helping.
- Removed support for address 008256D9; it was slow and is now handled automatically.
- Fixed a purely theoretical bug in IAT patching code.
- Added support for hang related to address 00C3E159.
- Added log output for a hang related to address 00A5BA62.
- Added log output for program self-termination.
- Added support for EXCEPTION_ILLEGAL_INSTRUCTION and EXCEPTION_PRIV_INSTRUCTION.
- Added heuristic detection support for 49 more instructions.
- Inlined six more helper functions.
- Refined (optimized) three helper functions.
- Refined a specific floating point zero test (39 locations).
Version 6.4.0.0
- Added an out of memory check to exceptions related to address 00ED2C9E.
- Added a minimum Sleep to last chance DirectX reset recovery.
- Improved recovery from null pointer call, null instruction and middle of nowhere exceptions.
- Fixed heuristic detection support for x87 instructions that begin with D8.
- Inlined one more helper function.
Version 6.3.0.0
- Added log output for OutputDebugString calls made by third party libraries.
- Added log output for noncontinuable exceptions.
- Improved detection of aligned instruction misalignment versus access violation exceptions.
- Added heuristic detection support for x87 instructions that begin with D8.
- Added heuristic detection support for 2 other reported crashes.
- Added proper log output functions for '!' entries.
- Initial groundwork for DirectShow Filter filtering.
Version 6.2.5.0
- Made changes to various hang fixes.
- Added heuristic detection support for MOVQ / MOVDQA / MOVDQU.
- Added log output for a leveled list error.
Version 6.2.0.0
- Preliminary support for address 00B63EFF.
- Improved support for address 00E8C00B.
- Added heuristic detection support for 920 more instructions.
- Removed support for an asset loading hang added in version 5.8.0.0.
- Added log output for two potential hangs.
- Inlined two more helper functions.
Version 6.1.0.0
- Added heuristic detection support for hundreds more instructions.
- Improved handling of MOVAPS.
- Made changes to various hang fixes.
- Added an out of memory check to exceptions related to address 00AA55A6.
- Removed targeted support for NVSE 3b2 (there's a newer version now).
- Inlined 20 more helper functions.
Version 6.0.0.0
- Added heuristic detection support for hundreds more instructions. Thank you beta testers.
- Preliminary support for another asset loading hang.
- Overhauled the instruction parser in the 'global' exception handler.
- Improved identification of the host process (usually FalloutNV.exe).
- Logs will no longer get crazy huge in the case of an infinite loop.
Version 5.9.0.0
- Added experimental heuristic detection support for ten more instructions.
- Inlined two more helper functions.
Version 5.8.0.0
- Preliminary support for an asset loading hang.
- Inlined two more helper functions.
- Minor code optimizations.
Version 5.7.0.0
- Preliminary support for address 005E0F16.
- Preliminary support for address 006BF48E.
- Preliminary support for address 00E8C00D.
- Added heuristic detection support for ten more instructions.
- Inlined two more helper functions.
Version 5.6.0.0
- Added heuristic detection support for eight more instructions.
- Added recovery attempt for null instruction exceptions.
- Preliminary support for a hang related to semaphore use.
- Minor efficiency improvements in various internal NVAC functions.
- Added logging output for a specific oleaut32.dll exception.
- Improved logging output.
Version 5.5.0.0
- Preliminary support for address 004B068D.
- Added backup SEH hooking mechanism.
- Added ordinal export to allow the benchmark utility to directly time NVAC's exception handler.
- Inlined five more helper functions.
- Minor code optimizations.
Version 5.4.1.0
- Minor update related to the NVAC benchmark utility.
Version 5.4.0.0
- Added a utility to the Optional Files area to benchmark the speed of NVAC's exception handler.
- Narrowed support for a specific New Vegas hang.
- Added heuristic detection support for 18 more instructions.
- Moved inliner address list to end of code section.
- Improved logging output.
Version 5.3.0.0
- Preliminary support for address 005A8EE0.
- Broadened support for a specific New Vegas hang.
- Added heuristic detection support for 23 more instructions.
- Converted some heuristic detection comparisons into a jump table.
- Inlined one more helper function.
- Removed import jump table.
Version 5.2.0.0
- Added support for GECK address 00936733.
- Fixed a specific New Vegas hang; the ntdll.dll one. Thank you commoner31.
- Added heuristic detection support for three more instructions.
- Inlined four more helper functions.
- Improved logging output.
Version 5.1.0.0
- Preliminary support for address 00804432.
- Preliminary status removed for address 00A61693.
- Added heuristic detection support for two more instructions.
- Added support for GECK version 1.4.0.518 and fixed a Head Preview crash.
Version 5.0.0.0
- Preliminary support for address 006F47FC.
- Logging now records an averted hang / freeze with an 'f' entry.
- Changed the fast exit for a specific ntdll.dll exception.
- Improved logging output for a specific ntdll.dll exception.
- Added heuristic detection support for three more instructions.
- Inlined four more helper functions.
- Improved speed of code patching.
Version 4.9.0.0
- Changed exception recovery for address 0051E2EA.
- Preliminary support for address 0064DAD6.
- Fixed a specific New Vegas hang (hopefully); not the ntdll.dll one.
- Made the fast exit more aggressive for a specific ntdll.dll exception.
- Improved logging output for a specific ntdll.dll exception.
- Some minor efficiency improvements and code reorganization.
Version 4.8.0.0
- Preliminary support for address 00A61693.
- Changed a hang into a fast exit for a specific ntdll.dll exception.
- Logging now includes an entry for NVSR's fast exit.
- Fixed erroneous logging output related to address 00401992.
- Improved logging output related to address 00AA55A6.
Version 4.7.0.0
- Preliminary support for address 006B43FC.
- Preliminary support for address 006B96CC.
- Logging now includes an entry for a Missing Master (0046158A) crash.
Version 4.6.0.0
- Preliminary support for address 005595B1.
- Preliminary support for address 00AAA60A.
- Added heuristic detection support for five more instructions.
- Inlined three more helper functions.
Version 4.5.1.0
- Fixed a mistake in 4.5.0.0 that prevented New Vegas from starting.
Version 4.5.0.0
- Preliminary support for address 00EC61FD.
- Preliminary support for address 00EC6225.
- Added heuristic detection support for six more instructions.
- Logging now includes an entry for a successful exit (but not for NVSR's fast exit).
- Inlined two more helper functions.
Version 4.4.0.0
- Changed exception recovery for address 00AA55A6, again.
- Changed exception recovery for a specific ntdll.dll exception.
- Improved logging output.
Version 4.3.0.0
- Changed the main SEH hook slightly.
- Added heuristic detection support for four more instructions.
- Added support for exceptions within NVAC's exception handler.
- Added recovery attempt for 'middle of nowhere' exceptions.
Version 4.2.0.0
- Preliminary support for address 006BF460.
- Added heuristic detection support for ten more instructions.
- Inlined three more helper functions.
- Moved inliner address list to code section.
Version 4.1.0.0
- Added heuristic detection support for ten more instructions.
Version 4.0.0.0
- Implemented additional SEH hooks; this should catch more errant unhandled exceptions.
- Added heuristic detection support for one more instruction.
- Minor efficiency improvements in various internal NVAC functions.
- Logging now lists the location of the original crash address prevented in 'n' entries.
- Inlined two more helper functions.
Version 3.9.0.0
- Changed exception recovery for address 00440DAA.
- Added heuristic detection support for three more instructions.
- Added recovery attempt for calls to address 00000000.
- Inlined ten more helper functions.
Version 3.8.0.0
- Changed exception recovery for address 00AA55A6, again.
- Changed exception recovery for address 006BF1DA.
- Changed exception recovery for address 00EC621F.
Version 3.7.0.0
- Changed exception recovery for address 00AA55A6, again.
- Preliminary support for address 004A995D.
- Preliminary support for address 006A870C.
Version 3.6.0.0
- Changed exception recovery for address 00AA55A6, again.
- Added support for address 0045840A.
- Preliminary support for address 0094E607.
- Preliminary support for address 00A2FC8D.
- Preliminary support for address 00A5E378.
- Preliminary support for address 00D1F29C.
- Inlined two more helper functions.
Version 3.5.0.0
- Changed exception recovery for address 00AA55A6, again.
- Restored support for address 0043C47A.
- Preliminary support for address 00AAA62E.
- Inlined three more helper functions.
Version 3.4.0.0
- Restored preliminary support for address 006ADB69.
- Restored preliminary support for address 006FCF03.
- Preliminary support for address 00440DAA.
- Preliminary support for address 004A408A.
- Preliminary support for address 00559506.
- Preliminary support for address 0057E141.
- Preliminary support for address 008256DC.
- Preliminary support for address 008A5328.
- Preliminary support for address 00AA6F14.
- Preliminary status removed for NVSE offset 000443B8.
- Inlined two more helper functions.
- Fixed compatibility with SEHOP.
Version 3.3.0.0
- Finished integrating function inlining with the global exception handler.
- Added support for address 004FD3CA.
- Preliminary support for address 00401992.
- Preliminary support for address 00D0D7D8.
- Inlined two more helper functions.
Version 3.2.0.0
- Temporarily removed support for address 006ADB69.
- Temporarily removed support for address 006FCF03.
- Preliminary status removed for address 0051E2EA.
Version 3.1.0.0
- Fixed support for address 0061387D.
- Initial implementation of helper function inlining.
Version 3.0.0.0
- Implemented more efficient method of handling simple exceptions.
- Added support for address 0065893A.
- Preliminary support for address 0054546F.
- Preliminary support for address 0061387D.
- Preliminary support for address 006ADB69.
- Preliminary support for address 006FCF03.
- Preliminary support for address 00C9E64E.
Version 2.9.0.0
- Changed exception recovery for address 00AA55A6.
- Preliminary support for address 0057C876.
- Preliminary support for address 006A7F22.
- Preliminary support for address 006BF1DA.
- Preliminary support for NVSE offset 000443B8.
Version 2.8.0.0
- Added support for address 009611EA.
- Preliminary support for address 00405440.
- Preliminary support for address 006B9102.
- Preliminary support for address 00A02F52.
- Preliminary support for address 00A09FCA.
- Preliminary support for address 00EC621F.
- Preliminary status removed for NVSE offset 00020A07.
- Improved mod manager support. Thank you freddy_farnsworth.
Version 2.7.0.0
- Added support for address 0043C47A.
- Preliminary support for address 0051E2EA.
- Preliminary support for NVSE offset 00020A07.
- Preliminary status removed for address 00A61A74.
- Added NVSE info to log output.
Version 2.6.0.0
- Added support for address 0072607A.
- Preliminary support for address 006B3542.
- Preliminary support for address 006F3F52.
- Preliminary status removed for address 0045CD6A.
- Preliminary status removed for address 0084E3AA.
Version 2.5.0.0
- Preliminary support for address 0045CD6A.
- Preliminary support for address 00AA55A6.
- Added minimalist readme to zip file.
Version 2.4.0.0
- Preliminary support for address 0084E3AA.
- Added support for installation via mod manager (hopefully).
- Logging now lists the location of the original crash address prevented in 'e' and 's' entries.
- Logging now lists the module filename for the address of the exception.
Version 2.3.0.0
- Preliminary support for address 00A61A74.
- Improved logging output (was writing some NULLs where I meant to put spaces).
Version 2.2.0.0
- Logging now has a meaningful timestamp (ddhhmmss, day:hour:minute:second).
- Unhandled exceptions are now logged. Submit them in the comments.
Version 2.1.0.0
- Added logging (to nvac.log in your New Vegas folder).
- Improved compatibility test before applying changes.
- Slight reduction to stutter on exception recovery.
Version 2.0.0.0