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RoyBatty
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NVSE Error log - Bug Hunting

Often times your game will crash, and you have no idea WHY it crashed. NVAC can be helpful in preventing crashes, but the log doesn't contain useful information for the average to intermediate modder.

If you enabled the error log in NVSE, it can be of GREAT help in finding out what caused your game to crash. It can also help authors and users alike debug the mods they make and use. Bear in mind that not EVERYTHING in the log is an error, it could be just a warning, or giving some information on things that may be potentially buggy. Learning to read and understand the information present is on YOU to figure out, it's not hard generally as it's pretty verbose.

To enable the error log, go to your Data\NVSE folder. Open the nvse_config.ini , if it does not exist, create it. It is a standard text file. Make sure you have "hide known filetypes" disabled in your folder view options or you'll have a file with the wrong extension.

Add the following section and line with notepad or whatever you like.

[Logging]
EnableGameErrorLog=1

Save and exit. Next time your game crashes you can open this log and scroll through it and be amazed at all the stuff that is broken in your mods, and maybe find out what crashed your game. :)

The log will be named falloutnv_error.log in the Fallout NV root folder.

TTW Version Compatibility: 

v2.9

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Edited by: RoyBatty on 09/11/2016 - 06:29
paragonskeep
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Thank you Roy!!

Thank you Roy!!

If life is but a test, where's the damn answer key?!?!?

undead4life
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I've been looking for an

I've been looking for an output log for years, many thanks Roy.

zilav
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Opened my config to check,

Opened my config to check, and also found this option though I don't remember what does it mean and where I got it

[RELEASE]
LogLevel=2
 

RoyBatty
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[Release]

[Release]

LogLevel=5

Is what's in mine, got it from hlp, and I think it's for the debug version of NVSE but I'd have to ask him to be sure.

anstand
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Where exactly can I find the

I am getting a lot of these errors

Invalid LOD tree type 0 found. TreeTypes file may be out of date or corrupt.
Invalid LOD tree type 6 found. TreeTypes file may be out of date or corrupt.

Invalid LOD tree type 1 found. TreeTypes file may be out of date or corrupt.
Invalid LOD tree type 2 found. TreeTypes file may be out of date or corrupt.

Invalid LOD tree type 4 found. TreeTypes file may be out of date or corrupt.
Invalid LOD tree type 3 found. TreeTypes file may be out of date or corrupt.

Has that something to do with the duplicate tree bug?

undead4life
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I'm just going to take a stab

I'm just going to take a stab in the dark and say that LogLevel may correspond to verbosity since it's taking an integer input value and not a boolean switch.

 

I want to stress that this is pure and wild speculation and that I'll need to test it later today to have a better idea.

RoyBatty
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Anstand: no, if you have used

Anstand: no, if you have used LODGen you'll get that in your log, ignore it.

zilav
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If you have an empty *.LST

If you have an empty *.LST file that defines Tree Types in LOD for a worldsapce to disable Tree LOD, then *.DTL files that reference Tree Types from LST file will cause such errors.

FO3LODGen and FNVLODGen use that trick to disable original Tree LOD and replace it with better Objects LOD. Ideally you need to remove *.DTL files too to avoid such internal errors, but they are benign and you can safely ignore them as Roy said.

anstand
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Any idea what might cause

Any idea what might cause this (not sure what this even is)?

FalloutAudioMedia Synch: 588 = abs(-/+ 112562 +/- 113150)
FalloutAudioMedia Synch: 599 = abs(-/+ 112562 +/- 113161)
FalloutAudioMedia Synch: 599 = abs(-/+ 112562 +/- 113161)
FalloutAudioMedia Synch: 601 = abs(-/+ 112562 +/- 113163)
FalloutAudioMedia Synch: 601 = abs(-/+ 112562 +/- 113163)
FalloutAudioMedia Synch: 501 = abs(-/+ 112562 +/- 113063)
FalloutAudioMedia Synch: 501 = abs(-/+ 112562 +/- 113063)
FalloutAudioMedia Synch: 502 = abs(-/+ 112562 +/- 113064)
FalloutAudioMedia Synch: 502 = abs(-/+ 112562 +/- 113064)
FalloutAudioMedia Synch: 503 = abs(-/+ 112562 +/- 113065)
FalloutAudioMedia Synch: 503 = abs(-/+ 112562 +/- 113065)
FalloutAudioMedia Synch: 504 = abs(-/+ 112562 +/- 113066)
FalloutAudioMedia Synch: 504 = abs(-/+ 112562 +/- 113066)
FalloutAudioMedia Synch: 505 = abs(-/+ 112562 +/- 113067)
FalloutAudioMedia Synch: 505 = abs(-/+ 112562 +/- 113067)
FalloutAudioMedia Synch: 506 = abs(-/+ 112562 +/- 113068)
FalloutAudioMedia Synch: 506 = abs(-/+ 112562 +/- 113068)
FalloutAudioMedia Synch: 507 = abs(-/+ 112562 +/- 113069)
FalloutAudioMedia Synch: 507 = abs(-/+ 112562 +/- 113069)
FalloutAudioMedia Synch: 508 = abs(-/+ 112562 +/- 113070)
FalloutAudioMedia Synch: 598 = abs(-/+ 112562 +/- 113160)
FalloutAudioMedia Synch: 599 = abs(-/+ 112562 +/- 113161)
FalloutAudioMedia Synch: 600 = abs(-/+ 112562 +/- 113162)
FalloutAudioMedia Synch: 501 = abs(-/+ 112562 +/- 113063)
FalloutAudioMedia Synch: 601 = abs(-/+ 112562 +/- 113163)
FalloutAudioMedia Synch: 501 = abs(-/+ 112562 +/- 113063)
FalloutAudioMedia Synch: 501 = abs(-/+ 112562 +/- 113063)
FalloutAudioMedia Synch: 502 = abs(-/+ 112562 +/- 113064)
FalloutAudioMedia Synch: 502 = abs(-/+ 112562 +/- 113064)
FalloutAudioMedia Synch: 503 = abs(-/+ 112562 +/- 113065)
FalloutAudioMedia Synch: 503 = abs(-/+ 112562 +/- 113065)
FalloutAudioMedia Synch: 504 = abs(-/+ 112562 +/- 113066)
FalloutAudioMedia Synch: 504 = abs(-/+ 112562 +/- 113066)
FalloutAudioMedia Synch: 505 = abs(-/+ 112562 +/- 113067)
FalloutAudioMedia Synch: 505 = abs(-/+ 112562 +/- 113067)
FalloutAudioMedia Synch: 506 = abs(-/+ 112562 +/- 113068)
FalloutAudioMedia Synch: 506 = abs(-/+ 112562 +/- 113068)
FalloutAudioMedia Synch: 507 = abs(-/+ 112562 +/- 113069)
FalloutAudioMedia Synch: 507 = abs(-/+ 112562 +/- 113069)
FalloutAudioMedia Synch: 508 = abs(-/+ 112562 +/- 113070)
FalloutAudioMedia Synch: 508 = abs(-/+ 112562 +/- 113070)
FalloutAudioMedia Synch: 599 = abs(-/+ 112562 +/- 113161)
FalloutAudioMedia Synch: 599 = abs(-/+ 112562 +/- 113161)
FalloutAudioMedia Synch: 601 = abs(-/+ 112562 +/- 113163)
FalloutAudioMedia Synch: 601 = abs(-/+ 112562 +/- 113163)
FalloutAudioMedia Synch: 501 = abs(-/+ 112562 +/- 113063)
FalloutAudioMedia Synch: 501 = abs(-/+ 112562 +/- 113063)
FalloutAudioMedia Synch: 502 = abs(-/+ 112562 +/- 113064)
FalloutAudioMedia Synch: 502 = abs(-/+ 112562 +/- 113064)
FalloutAudioMedia Synch: 503 = abs(-/+ 112562 +/- 113065)
FalloutAudioMedia Synch: 503 = abs(-/+ 112562 +/- 113065)
FalloutAudioMedia Synch: 504 = abs(-/+ 112562 +/- 113066)
FalloutAudioMedia Synch: 504 = abs(-/+ 112562 +/- 113066)
FalloutAudioMedia Synch: 505 = abs(-/+ 112562 +/- 113067)
FalloutAudioMedia Synch: 505 = abs(-/+ 112562 +/- 113067)
FalloutAudioMedia Synch: 506 = abs(-/+ 112562 +/- 113068)
FalloutAudioMedia Synch: 506 = abs(-/+ 112562 +/- 113068)

RoyBatty
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USB headsets

USB headsets/broken sound engine

anstand
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So, ignore it?

So, ignore it?

RoyBatty
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Yep, that's an engine message

Yep, that's an engine message.

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I have a problem with these

I have a problem with these logs not showing up neither in the FNV root folder or in MyGames/Fallout NV. I swear it used to work before on an older computer. I really need to take a look at these logs to see what makes my game crash so often, even with no mods installed.

Anyone has any idea as to why EnableGameErrorLog=1 wouldn't work for me anymore?

RoyBatty
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If on windows 10, write

If on windows 10, write access is probably denied. Run as admin.

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I have both FalloutNV.exe and

I have both FalloutNV.exe and nvse_loader.exe set to run as admin, but that was not the issue. By the way, should I run New Vegas using FalloutNV.exe or nvse_loader.exe? Which option do you think is more stable?

Anyway, the cause of the problem was that the nvse config file was named as nvse.config.ini instead of nvse_config.ini. I think it stayed like that for at least a year or two, which means I never had nvse's heap thingy enabled, damn...

Even with the new nvse settings the game crashes every 10-15 minutes. Doesn't make any difference whether it is modded or not. However, with NVSR completely uninstalled it extends the game session by an hour at most, which is much better but now it is stuttery, obviously. I always had problems with NVSR causing CTDs no matter what settings I had on it since moving to W10 about two years ago.

Speaking of the logs, they are not helpful at all, it's just the same generic engine messages that I had on W7 when the game was rarely CTD-ing.

I also wanna add that I rarely had crashes on W7 and almost no crashes on XP SP3. In fact, on XP SP3 I didn't even need to install NVAC and NVSR it just worked perfectly, even with unstable mods such as IWS and on a shitty PC by today's stardards. In the end, I reckon that the best option would be to just set up a VM which runs Windows XP SP3 and run the Gamebryo Fallouts there.

RoyBatty
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Other people are able to get

Other people are able to get the game to work fine and stable including myself, so it's probably something else you're doing like adding broken ini tweaks or something.

The error log is only useful for tracking down specific issues with scripts and bad meshes sometimes.

If you use my patcher, then running FalloutNV.exe is what to run since it loads nvse automatically.

Mystical Panda
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Just curious, what type of

Just curious, what type of NVAC 'hits' are you showing in the nvac.log when the game crashes? I've noticed some interesting 'stack' issues in the past 3-4 months pop up- though one was a stack overflow due to a 'recursion' (a mod conflict I had in the load order I was testing, removing the offending mod fixed that part).

Here's one possibility to try- go back to just the vanilla game and see if your having problems; no mods, nvac, nvse nothing and see if your having problems with the most 'base' of games. If so, it might help to at least locate and resolve that issue first. Then just add NVAC back in (and NVSE only- setting NVSE to generate logs like you did previously) and do another lengthy test run. See what's shows up, if anything in the log.

An inherent problem is 'code change' over time in the lowest level tools used when modding a game; the changes in the OS should also be considered. Let's say there's 10k mods out there that used the current version of NVSE and all it's plugins (any combination, not just how I'd do something for example) at a given moment in time. The mod author through potentially any means would get their mod working even if it required quirking a given plugin's function a certain way to get an acceptable or usable result. Now years later the plugins are combined, added to, improved and just different... but all the previous mods simply were'nt retested again or scripts recompiled by their respective authors; what worked then, simply might not work now, or at all.

This is also something one has to consider when modding their game, and it adds slightly to it's complexity. It's really hard to mod a game and not play it just for the fun, but, if you can resist that and work on just 'building' into a modded experience those things your looking for, then test it out like crazy, it's possible to get modded games fairly solid.