Fallout 4

Fallout 4

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Fallout 4 Mod Hunt
ok so I've never had any issue with Creation Club content before but I added 1 new one to my list at 9:35am Nov, 5th the Ambush Kit (It played well with my Junker modded play through) but now on nov, 8th as of 3:30pm my Achievement Hunting save now crashes to desk top when ever I'm in Sanctuary (Where I built just the firing range, & Watch Towers) for any where from 30sec onward Quick saving does help but to do so multiple times a minuet is ridiculous.

I've a few more CC's in the save all added mid save just like ambush kit, NONE of these CC's are causing it, Just the ambush kit.

Now I've already tried to fix the issue:

verified the game files - Verification successful - Problem persists

Uninstalled/reinstalled Game + Re-downloaded all CC's 1 by 1 - All other CCs work without issue, Ambush Kit still crashes

Tried to make a new Achievement hunter save placed firing rang in sanctuary - Game crashed to desktop 30sec later.

basically I've done everything to fix this on my end now its Bethesda's time to hot patch this stuff. cause as is Fallout 4 is now unplayable with this issue.

EDIT: SO Crashes fix now I'm changing this to a mod hunt forum for all the Bethesda .net mods I'm going to be swapping over from but some are Bethesda .net exclusives so I need to get new mods so when I find an exclusive I'll post the mods function as well as what I'm looking for. Mainly I use Q.O.L. type mods with as simple an interface as possible so anything that used custom hotkey's is out due to my proffered FPS control type.

Example Manufacturing enhanced Extended, Better Manufacturing, & Conveyor splitters.
Dernière modification de Torkkar; 11 nov. 2021 à 17h16
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Torkkar a écrit :
yep that's why I'm looking out over a month or so before I start playing that one again. Really my SSE rarely crashes so I'm looking for an achievement enabler and maybe a working player shop stall mod(HATE fast travelling selling crap for an hour after 10mins in a dungeon)
Actually, the Unofficial Patch Mod for Skyrim includes an achievement enabler.
sweet. and now back to fallout 4 mod hunting... So the mod I used on XBOX ONE for multiple followers was More Companion Slots: Human + Automatron + Dogmeat

it worked great before I migrated everything to my PC back in 2018 (XBOX Controller power supply fried witch also damaged the Xbox through the charge&play cord Wireless SUCKS) and just last week I started to mod the game because of bugs & CTD issues as mentioned.

ANYWAY M.C.S. has just hit a problem it works for dogmeat + ALL Vanilla "Humans" even works with Nora mod BUT I can't recruit any Automatrons Ada nope, my Custom built Eye bot nope, not even remaking a servomech scrapbot no robots are recruitable apart from Codsworth.

So I googled for an hour for "Fallout 4 more followers mods" & found U.C.F. Unlimited companions Framework A.F.T. Amazing Follower Tweaks, & M.F.O.T.P. Multiple Follower's Overhaul Tee Party.

However reading the bug reports & forum posts on these 3 mods was lets just say convincing... the reports are filled with errors like CTD to the mods just not working to followers not leaving when dismissed, & everything in between. in Addition these mods have just too much extra or allow for too many followers.

So if anyone knows of a nice SIMPLE mod that lets you have 1 Affinity follower 1 Automatron & Dogmeat let me know or if you can fix M.C.S. let me know that too cause M.C.S. is perfect for what I want but its currently broken for Automatrons, so any helps appreciated.
this is also why I'm migrating as many mods as I can to Nexus shame cause I love the Auto-Axe but the B .net goes down I'll probably lose it too & I love that mod
Torkkar a écrit :
So I googled for an hour for "Fallout 4 more followers mods" & found U.C.F. Unlimited companions Framework A.F.T. Amazing Follower Tweaks, & M.F.O.T.P. Multiple Follower's Overhaul Tee Party.

Well when I search for mods on Nexus I put in a simple keyword to get a wider result. Then I sort them by endorsements. Then I evaluate the last update, especially important for complex mods. Then I quickly skim the forums and bugs (ignoring the self inflicted issues) and then decide whether to toss it in a new game and play and see how it goes.

I would recommend Amazing Follower Tweaks. I used that in Skyrim and Sim Settlements Conqueror had incorporated it into their mod.
so after installing Buffout 4 & getting it to work (the whole tbbmalloc.dll thing) I got my first crash. I was in sanctuary using the Ambushkit's Wild Life lure to farm up some meats & animal fat(Better Manufacturing) & all was going good I was loading the Auto Butcher, as fast as the turrets, Settlers, Ada, & the Outcast Sentinel AI P.A. could kill'em when of wave 2-5 Crash to desktop when I was loading a mirelurk into the Auto Butcher. SO heres my log what went wrong?

Removed STACK: & MODUELS: because steam hate's over 18000 characters
Dernière modification de Torkkar; 13 nov. 2021 à 16h16
Fallout 4 v1.10.163
Buffout 4 v1.24.5
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7BEAE4B70 Fallout4.exe+1794B70
SETTINGS:
[Compatibility]
F4EE: false
[Fixes]
ActorIsHostileToActor: true
CellInit: true
EncounterZoneReset: true
GreyMovies: true
MagicEffectApplyEvent: true
MovementPlanner: true
PackageAllocateLocation: true
SafeExit: true
UnalignedLoad: true
UtilityShader: true
[Patches]
Achievements: true
BSMTAManager: true
BSPreCulledObjects: true
BSTextureStreamerLocalHeap: true
HavokMemorySystem: true
INISettingCollection: true
InputSwitch: false
MaxStdIO: -1
MemoryManager: true
MemoryManagerDebug: false
ScaleformAllocator: true
SmallBlockAllocator: true
WorkshopMenu: true
[Warnings]
CreateTexture2D: true
ImageSpaceAdapter: true
SYSTEM SPECS:
OS: Microsoft Windows 10 Home v10.0.19041
CPU: AuthenticAMD AMD FX(tm)-6300 Six-Core Processor
GPU #1: Nvidia GP107 [GeForce GTX 1050 Ti]
GPU #2: Microsoft Basic Render Driver
PHYSICAL MEMORY: 9.90 GB/16.00 GB
PROBABLE CALL STACK:
[ 0] 0x7FF7BEAE4B70 Fallout4.exe+1794B70 -> 1314305+0x1E0
[ 1] 0x7FF7BEAE1085 Fallout4.exe+1791085 -> 540837+0x1E5
[ 2] 0x7FF7BEAEAD92 Fallout4.exe+179AD92 -> 1447731+0x312
[ 3] 0x7FF7BEADE5FE Fallout4.exe+178E5FE -> 12610+0x27E
[ 4] 0x7FF7BEC6B60B Fallout4.exe+191B60B -> 1265651+0xCB
[ 5] 0x7FF7BF0CBEE4 Fallout4.exe+1D7BEE4 -> 232790+0xC4
[ 6] 0x7FF7BEEA0F26 Fallout4.exe+1B50F26 -> 329005+0xC6
[ 7] 0x7FF7BEEA1432 Fallout4.exe+1B51432 -> 194800+0x202
[ 8] 0x7FF7BEEA3F67 Fallout4.exe+1B53F67 -> 1492866+0x67
[ 9] 0x7FF7BEE6CFED Fallout4.exe+1B1CFED -> 1079791+0x3D
[10] 0x7FFE00947034 KERNEL32.DLL+0017034
[11] 0x7FFE00F62651 ntdll.dll+0052651
REGISTERS:
RAX 0x0 (size_t)
RCX 0x202121B100A (size_t)
RDX 0xFFFF (size_t)
RBX 0x0 (size_t)
RSP 0x84F1D1DEB0 (void*)
RBP 0x7EB692B4 (size_t)
RSI 0x0 (size_t)
RDI 0x0 (size_t)
R8 0xFFFF (size_t)
R9 0xFFFF (size_t)
R10 0x0 (size_t)
R11 0x201FD843B40 (void*)
R12 0x1 (size_t)
R13 0x1 (size_t)
R14 0x20265FD1AC0 (void*)
R15 0x0 (size_t)

F4SE PLUGINS:
Buffout4.dll v1.24.5

PLUGINS:
[00] Fallout4.esm
[01] DLCRobot.esm
[02] DLCworkshop01.esm
[03] DLCCoast.esm
[04] DLCworkshop02.esm
[05] DLCworkshop03.esm
[06] DLCNukaWorld.esm
[07] unofficial fallout 4 patch.esp
[08] Running with Corpses.esp
[09] Better Manufacturing.esp
[0A] DLC items to manufacturing.esp
[0B] ManufacturingExtended.esp
[0C] Better Manufacturing - Manufacturing Extended Expanded Patch WO.esp
[0D] MsAutomatronPartsCollection.esp
[0E] roboticsplus.esp
[0F] conveyorbarriers.esp
[10] essentialautomatrons.esp
[11] conveyorsplitter.esp
[12] contraption - composter.esp
[13] fogcondenserrespawnfix_poh.esp
[14] doubleperkbonusbasic.esp
[15] no fusion core drain.esp
[16] visiblecompanionaffinity.esp
[17] autoaxe.esp
[18] db_nopowerarmorstrengthcap+10.esp
[19] dracos detachable legendary's dlc version.esp
[1A] th1nkeyebot.esp
[1B] companion infinite ammo.esp
[FE:000] ccbgsfo4019-chinesestealtharmor.esl
[FE:001] ccbgsfo4044-hellfirepowerarmor.esl
[FE:002] ccfsvfo4001-modularmilitarybackpack.esl
[FE:003] ccrzrfo4003-pipover.esl
[FE:004] ccfrsfo4002-antimaterielrifle.esl
[FE:005] ccbgsfo4075-pipshroud.esl
[FE:006] cckgjfo4001-bastion.esl
[FE:007] ccqdrfo4001_powerarmorai.esl
[FE:008] ccbgsfo4115-x02.esl
[FE:009] ccbgsfo4116-heavyflamer.esl
[FE:00A] ccbgsfo4110-ws_enclave.esl
[FE:00B] ccbgsfo4096-as_enclave.esl
[FE:00C] institute-blue lasers.esl
These are the two important lines like I was saying.
Torkkar a écrit :
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7BEAE4B70 Fallout4.exe+1794B70
The underlined portion is the mod slot, which shows 17 for a mod slot.

Torkkar a écrit :
PLUGINS:
[17] autoaxe.esp
Which shows that is the mod that caused the crash. From what you said that is an optional file for Better Manufacturing?

See how quick and easy that pointed the finger? Although this one as kinda easy because you kinda knew what you did caused the crash, but if it was something not a direct result of your actions it saves a LOT of hunting and testing.

I did a quick skim in the Better Manufacturing Forums and Bugs on Nexus and not sure if this can be resolved. You can try asking there and hope someone answers because looks like the Creator aint been around for months.
ok so Auto Axe was the issue... damn cause I really liked that weapon mod though it is the B.net version so I can disable & drop it but I do wonder if its the same version of Auto Axe thats on Nexus? if so that mods going to cause hell... though its sucks I'll have to kill my fav. Fo3 melee weapon revival for now.

Just crashed again mod slot 17 THIS time blaming robotics+ a mod with no possibility to conflict with my 2 other Power Armor mods so I've sent off my crash log to Buffout 4's dev/team hopefully they can help me out with this & its a simple fix.
Dernière modification de Torkkar; 14 nov. 2021 à 7h27
ok so got another crash after disabling auto axe & if I read it right its mod slot 17 again this time its no power armor strength cap so I've 2 things I'm suspecting now EITHER I can't Mix & match my mod from B.net & Nexus (not likely but not impossible) OR its conflicting with No power Armor Fusion Core Drain &OR its in conflict with my CC item Outcast sentinel AI Power Armor.

witch is the likely culprit I wonder? cause if I toss this mod & another B.net mod fails then Migrating the mods might be a lost cause cause their nexus counter parts could cause the same bugs & Crashes or they could be like Manufacturing expanded & Better Manufacturing & play together with nexus versions but they're also both currently B.net mods that up until now actually played together my PA's have unlimited fusion cores & my Strength in my T60 with military paint is 22.

now i'm lost again
You can always alter the load order of those mods.

Go to the Plug In tab.
Go to the dependency column.
Drag the two mods together then it will allow you to create a rule for one to load before the other.

Vortex can also install mods from a file as well.
Click the Mod Tab
Install from file and select the file and it will install that way.

You could also poke around Nexus for similar mods and replace the ones from Bethesda.net.
that is the current plan but also I spent some time with a guy in a stream chat going over load order groups in vortex.

But I've no idea what load order groups are or even if sorting them all will do anything I need help lol
The one thing that concerns me is how removing the mod blamed did not end the issue and it pointed to the next mod in the slot.

I seen that once before with the stupid .dll error which basically meant the fault was in the .dll not the mods. Which in your case is the game exe itself.

There is one thing you could try, but I really do not recommend it. Assign each of your mods their own load order slot making sure slot 17 stays unused to see if it is some sort of memory allocation slot error type thingy. However the problem with this is by having fixed loading slots it is going to be a pain adding any new mods and possibly having to shuffle all the assigned slot number to put a newer mod in place. Well unless you purposely leaves gaps to do this later, maybe.

The other thing you could do is paste the crash log contents on the Buffout 4 forums on the Nexus page. Make sure to follow their posting instruction or it could get ignored. They know how to read the entire log rather than the basics and might be able to help further.
ok solid advice I've also edited my LOD set up mods to load by groups rather than all default found an issue where a patch was loaded above one of its 2 masters fixed it & shuffled all my mods that affect mechanics like PA strength cap now loads after no more FC drain (just to see if that fixes the slot 17 error) and Robotics+ witch allows turret hacking to load as low priority while all my Manufacturing extended/Better Manufacturing their addons & Composter all load after ME just in case they messup something loading before ME.

here goes nothing lol

well that was a bust posted an explanation of the events when the game crashed & the crash log at 2:10pm today went to check back MY bug report was not there no explanation as to where it went nothing. so now what?
Dernière modification de Torkkar; 14 nov. 2021 à 18h17
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Posté le 8 nov. 2021 à 11h43
Messages : 44