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There are some plugins (like .NET Framework SKSE plugin for Skyrim) that will detect it.
also in C:\Users\<YOU>\Documents\My Games\Fallout4\F4SE is a good place to check
Do you use unofficial patch???
of course.. the UF4P is pretty much a pre-requisite to begin modding... many heavy duty mods have it as a dependency and wont run without it
Also, you should be able to get away with
this:
https://www.nexusmods.com/fallout4/mods/25714?tab=description
and this:
https://www.nexusmods.com/fallout4/mods/15466?tab=description
im only running Vivid Landscapes, but I may switch to the AIO.. never had problems with it exclusively.. most of my crashes are from other stuff that are coliding with this:
https://www.nexusmods.com/fallout4/mods/1769
I noticed it wasnt the vivid textures but unofficial patch that was crashing my game when teleporting to red rocket. It was the first mod that was installed and I uninstalled it due to the crashing issue and it solved the problem. I think unofficial patch only fixes some quest bugs and hovering meshes... It isn't really needed to begin modding to be honest.
Well, is it Necessary no.... is it recommended yes
Sounds to me as if you uninstalled a mod mid-game.
There's no way to 'uninstall' a mod midgame, esp. no heavyweights like uop. You can 'uninstall' texture replacers, basically everything without an .esp. Everything else: the mod data is baked into your save file, only without the actual mod defining it, and this has a very high chance to crash your game (if you're lucky) sooner or later. If you're unlucky, it causes wierd side effects at random points
Besides, I really doubt uop is the culprit, the team behind it are no amateurs. Might be the famous 'triangle of death' issue. And while you dont need uop for modding, you dont need a condome for sex with ♥♥♥♥♥♥ either, so to say :)
yea I was gonna say... could be the triangle bug that has plagued fallout 4 for a while..
I would recommend installing Another Life, making a new save, and selecting random start.. odds are it will not put you anywhere near sanctuary..
I saw someone else recommend waiting atleast 3 in game days before visiting Sanctuary to allow allow all mods to finally finish compiling
Nope... i unticked mod one by one and backed up saves for that specific mod so whenever an issue happens i can revert to a save and uninstall that mod. I just nuked fallout 4 and restarted again and see if unofficial path is still the issue on a new save as the first mod installed. Triangle of death? What the ♥♥♥♥ is that??? Sounds like some crazy ritual ♥♥♥♥.
Interesting... have you cleaned it with FO4Edit?
https://www.nexusmods.com/fallout4/mods/2737
https://www.youtube.com/watch?v=YpRinGULJGw
Same principal just using FO4EditQuickClean
Im nearly 100% certain you have to clean UF4P before actually using it..
And the triangle of death is effectively Sactuary / Red Rocket / Abernathy Farm
Link: https://simsettlements.com/site/index.php?threads/understanding-ctds-in-the-triangle-of-death-sanctuary-abernathy-farm-and-red-rocket.6964/
TLDR:
Introducing The Triangle of Death
One of the more common areas of the game to encounter CTDs (crashes to desktop) and other gameplay issues when using Sim Settlements is the area of Sanctuary, Abernathy Farm, and Red Rocket, commonly referred to around here as The Triangle of Death. In order to understand why these crashes are occurring, we need to look at some of the core mechanisms Fallout 4’s engine uses to create the world around your character, how these core mechanisms are commonly circumvented when we mod our games, and what effects this can have on game stability.
From what i got told by a professional modder i got told not to use FO4Edit and leave the dirty ini files be. But yeah... I will give it a go since i am a newbie.
https://forums.nexusmods.com/index.php?/topic/6811162-how-dangerousharming-is-dirty-plugins/
TLDR:
And im not sure where your buddy is getting their information, but from a professional coder... if i have a function that effects another function, i want the primary function that effects the other function to take priority, otherwise, this would result in an error at run time.
https://www.youtube.com/watch?v=ib3vkzmYlWQ
Why worry about cleaning:
ITM Records are not a concern, but having duplicate records (dirty and master) serve no purpose
if the master is missing then this causes problem.
Also, "Cleaning" plugins doesnt purge the original record.. it disables the original (bethesda) so the mod can overrite and use the new (modded) one
here is a simple coding explanation
# Not real code, just pseudo-code, for reference sake. dont @ me
function (add_numbers) {
n = 2;
m = 3;
x = (n + m);
return x;
}
well if i have a seperate function that calls add_numbers, and say i give the value of n = 3... if the function overwriting passes 3, but the original value (2) stays, the output would be 5, instead of the expected 6...
think of it the same way with dirty plugins.. if a mod is looking for values it is replacing, which may or may not be different than vanilla, then if it returns the vanilla, the mod breaks. it only works when it gets the expected result, as changed by the mod.
So, I fire up MO2. I have a new profile that is based on my current (fairly stable) game (lvl 61 9days in). I have stripped down the current mods to those that I cannot imagine playing without thus (plus load order):- Also still running F4SE as running 'Achievements v1', 'Mod Config Menu' & 'Rename Anything'.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
WorkshopFramework.esm
ArmorKeywords.esm
XDI.esm
Homemaker.esm
Snap'n Build.esm
Homemaker - Bunker Disabler.esp
Armorsmith Extended.esp
WorkshopRearranged.esp
Stackable Brick Wall Foundations.esp
SnappableGuardPosts.esp
Workshop_Planters.esp
This is MY Bed (Extended).esp
SkjAlert_All_DLC.esp
Locksmith.esp
Marmo1233 - Immersive Settlers.esp
BetterSettlers.esp
BetterSettlersCleanFacePack.esp
BetterSettlersLightArmorOnly.esp
BetterSettlersNoLollygagging.esp
dcc-dialog-helm.esp
CraftableAmmo.esp
CraftableAmmo_plus.esp
I have started a new game and finished the first Concord quest and returned to Red Rocket/ Sanctuary (no probs at all). I have a save game taken at that point and also various saves after.
So the problem occurs when I try to load some of the save files after restarting :-
i.e. Exit game,
close MO2,
restart MO2,
Run F4SE,
'Load' from Menu,
Select the saved game to load
and the game shows the 'loading' screen of a random in game object (rotating) for several seconds before it CTD's back to MO2.
The really wierd thing is that I have 4 saves taken one after the other (@52m, 1h, 1h4m & 1h5m). The 1h and the 1h5m will fail to load while the other two will work perfectly!
Even wierder if I load say the 52m game and then without exiting F4 load the 1h5m game it will work also!!
I get this problem now fairly infrequently in my current 'main' game (as I say lvl 61, 9days in). And I seem to be able to work around it by using the Load a savegame that works, load in the dodgy save trick.
What I can't understand is why??? Is it a mod problem (it doesn't seem to matter what I take out it still won't load). Is it A MO2 problem or even windows 10 or Steam?
"Fallrim tools" shows the offending save file(s) as squeaky clean with NO errors.
I have an Intel i7 with 16GB Ram,and an Nvidia RTX2070. I limit the framerate to 55 via the Nvidia settings and have most of the video settings set to Ultra.
Any suggestions taken at this stage as it seems to defy logic and also defy being fixed. I have been round in circles for days now and started a 'new' game about 4 times trying just to get a stable game that doesn't crash. Try plain vanilla you might say - Well actually I don't want to play vanilla! The whole point of running with the mods above (and that is about half of what I would LIKE to run with) is that I don't want to play the base game without them. I am a builder by nature and enjoy creating settlements that are stable and fun. I would love to try Sim Settlements which is what really prompted this current round of trying to get a stable game with a stable set of mods but it only seems to make the situation MUCH worse and I have failed miserably to get SS anywhere near working.
UPDATE (10/7/20):
I am now 99% certain that my problems are being caused by the 'Better Settlers (v2.0)' mod! Have reported on Nexus and await outcome. But without BS - no crashes!
Im nearly 100% certain you dont have to clean UF4P :)
Generally you should clean the Beth dlc's, otherwise only if loot tells you to do so