Otherwise no matter how much they fix the mod, the engine will always have it's memory limitations, the engine will always backpeddle on itself and crash even if the mod is perfect and the framework is finished.Īs i've said, no matter how much they patch NVMP the engine limitations will cause NVMP to crash. Red, NVMP could possibly be causing new vegas to hit it's memory limitations, most of the crashes aren't related to NVMP at all so it's not a fault on Jak and the teams behalf, the framework and everything that processes NVMP will cause these crashes as the exe wasn't made LAA aware limiting the game's memory caps No matter how many times they make fixes they can't change the engine limitations unless they make this patch a requirement and make NVMP load from the 4gb patched exe in this patch The only way they will have a more stable NVMP is through this. Otherwise no matter how much they fix the mod, the engine will always have it's memory limitations, the engine will always backpeddle on itself and crash even if the mod is perfect and the framework is finished.Įven the vanilla game struggles with it's own memory limitation cap, the 4gb patch is considered necessity it's useful in a way that it loads NVSE in for you, to save loading in the NVSEloader.exe also and it create's a backup of the original falloutnv.exe.
Click to expand.Red, NVMP could possibly be causing new vegas to hit it's memory limitations, most of the crashes aren't related to NVMP at all so it's not a fault on Jak and the teams behalf, the framework and everything that processes NVMP will cause these crashes as the exe wasn't made LAA aware limiting the game's memory caps No matter how many times they make fixes they can't change the engine limitations unless they make this patch a requirement and make NVMP load from the 4gb patched exe in this patch The only way they will have a more stable NVMP is through this. This is not a visual mod The bugs will only be completely gone if the game/engine is stable itself and all the scriptwork for NVMP behind the scenes isn't causing the game to hit it's short memory cap on the go. The NV-MP Team can keep making fixes and they work, the framework gets perfected more and more, they are trying to solve crashing issues, but what if it's not their framework itself, what if it's not their fault?, but the entire framework causing the game to hit it's 2GB memory cap? WITH THIS PATCH, When you load falloutnv.exe, it will load in NVSE meaning you do not need to load the game with nvseloader.exe Perhaps If this was ever made a requirement, NVMP would load from this exe and NVMP would be more stable for everyone since everyone's game would have an expanded memory cap. This could also help with de-syncing issues as it's possible the game itself is hitting it's 2gb memory cap due to all the multiplayer scripts, and non-client crashes could be solved with this patch Like NVMP, This patch also requires a legitimate copy of new vegas meaning pirated games will not work.
I haven't crashed since! This is not a visual mod, it's an engine stability mod like NVSE, and one of the must have patch mods since 2016! However currently because it uses a modified exe, NVMP won't detect it as a true exe and perhaps functionability could be extended to allow the use of the 4gb exe from this patcher, it would make NV-MP a more stable experience, the engine currently has a 2gb limit as obsidian forgot to make the exe for new vegas LAA aware, meaning the game does not use up the full memory access it could, this patch solves that and as said above, allows the game to expand it's memory capacity thus making your new vegas experience more stable.
I have come across an updated version of the 4gb exe for new vegas, it patches your new vegas exe to be 4GB aware meaning the game can utelize more memory and reduce game/engine crashes massively.