Fallout 4

Fallout 4

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John Marston Feb 26, 2022 @ 2:34pm
Game immediately crashes after installing new mods
I went back to F3+FNV (TTW) to complete my own lore-RPG for Fallout 4 and i've threw F4 back for 6 months while adding new mod releases all the time. 6 months later I came to check something and game wouldn't launch. I disabled all mods installed after my break and the problem resolved. Well or so I thought.
I started to enable new mods one by one to catch the faulty one and maybe after 20 mods enabled, immediate crash occured. The problem is, that happens with EVERY mod that im enabling right now. It kinda looks like that i've bypassed my mod limit, but thats simply not the case. I didn't reach ESP limit yet. Something just broke and I don't know what.
Any ideas? Maybe some mod on my list is breaking something?
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Showing 1-11 of 11 comments
Shadowrun Feb 26, 2022 @ 2:42pm 
um, yea there's probably one mod causing the problem :D
it could be that it just wants to be somewhere else in the load order.

i would install and run the buffout 4 mod. when your game crashes it produces a log file with the memory stack dumped into it. could provide clues as to which mod is the trouble maker.

Buffout 4 [REQ: xSE PluginPreloader, Address Library, TBB Redistributables & F4SE]
https://www.nexusmods.com/fallout4/mods/47359

prerequisites:

F4SE
https://f4se.silverlock.org/

xSE PluginPreloader F4 (Prerequisite)
https://www.nexusmods.com/fallout4/mods/33946

Address Library for F4SE Plugins (Prerequisite)
https://www.nexusmods.com/fallout4/mods/47327

TBB Redistributables (Prerequisite)
https://www.nexusmods.com/Core/Libs/Common/Widgets/ModRequirementsPopUp?id=215452&game_id=1151
John Marston Feb 26, 2022 @ 3:23pm 
Didnt help. Only thing that the Buffout did was this:
IMAD with ID: [0x000D3C85] from "NAC.esm" with subrecord "rIAD" has an invalid key size of zero. This will result in memory corruption. Please open the form in xEdit and correct it or remove the mod from your load order.
And NAC was working perfecly for me this entire time (plus, ive had it for a long time, its not a new mod).
John Marston Feb 27, 2022 @ 8:24am 
Bump. Any more ideas? If not, I'll just go for a reinstall (which i dont wanna do).
John Marston Mar 1, 2022 @ 12:28pm 
As i see it, i just can't go through 446 mod limit. I dont have esp limit etc, just the game crashes after that amount of mods.
Shadowrun Mar 1, 2022 @ 1:01pm 
are you running 446 mods? i know that you know about the limit but are you sure you don't have more than 255 enabled? it's not just ESP that count toward the limit i believe the ESM ones do too. so add them up. the valid range is 0-255 so you can have 256 mods and your game files and DLC count toward the limit.

here are the notes i have about exceeding the mod limit:

--------------------------------------------------------------------------------
MOD LIMIT:

you have to BASH your plugins. it basically merges multiple plugins into one file so they all count as 1 mod.
https://www.youtube.com/watch?v=285spy0lUQI

Converting .esp plugins to .esl is a way, as the latter don't count for the limit

Originally posted by Trehek:
The 255 mod limit only applies to mods which use esp or esm plugin files. Mods might only replace textures or meshes, or modify the game without actually placing new items or locations in the game and can be implemented as Script Extender mods, all of which don't count for the plugin limit.

Modders and mod authors have many options for going around the limit. As mentioned, plugins can use the new "light master file" extension .esl. All such mods are placed into a single dedicated plugin slot within the game. Plugins can also be merged, but this should be a last resort and it should only be done with mods which are relatively small, non-conflicting and purely additive.

Some people play the game with over 600 mods. The plugin limit is an actual issue for only a minority of high-end modders.

the difference between ESP, ESM and ESL files
https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/

so, fallout 4 has a limit of 255 mods / plug-ins. i forget what file types do and don't count but the point is, once you reach the limit you need to start merging mods together into 1 file. they call it BASHING.

check out this video i found on the subject or do some searching of your own

https://www.youtube.com/watch?v=285spy0lUQI

you need 2 programs, fallout 4 edit (f4edit) and wyre Bash

here's a guide that walks you through the process
https://steamcommunity.com/sharedfiles/filedetails/?id=947769634

personally i haven't had to do it yet. i'm only running about 118 mods right now, but i have looked in to bashing because i might hit that 255 limit some time soon.
tulle040657 Mar 1, 2022 @ 2:25pm 
Originally posted by WhiteFatalis:
Didnt help. Only thing that the Buffout did was this:
IMAD with ID: [0x000D3C85] from "NAC.esm" with subrecord "rIAD" has an invalid key size of zero. This will result in memory corruption. Please open the form in xEdit and correct it or remove the mod from your load order.
And NAC was working perfecly for me this entire time (plus, ive had it for a long time, its not a new mod).
It's nice it worked for you, but that doesn't mean it is not bugged. Have you even tried running without that mod?
John Marston Mar 1, 2022 @ 2:26pm 
Originally posted by Shadowrun:
are you running 446 mods? i know that you know about the limit but are you sure you don't have more than 255 enabled? it's not just ESP that count toward the limit i believe the ESM ones do too. so add them up. the valid range is 0-255 so you can have 256 mods and your game files and DLC count toward the limit.

here are the notes i have about exceeding the mod limit:

--------------------------------------------------------------------------------
MOD LIMIT:

you have to BASH your plugins. it basically merges multiple plugins into one file so they all count as 1 mod.
https://www.youtube.com/watch?v=285spy0lUQI

Converting .esp plugins to .esl is a way, as the latter don't count for the limit

Originally posted by Trehek:
The 255 mod limit only applies to mods which use esp or esm plugin files. Mods might only replace textures or meshes, or modify the game without actually placing new items or locations in the game and can be implemented as Script Extender mods, all of which don't count for the plugin limit.

Modders and mod authors have many options for going around the limit. As mentioned, plugins can use the new "light master file" extension .esl. All such mods are placed into a single dedicated plugin slot within the game. Plugins can also be merged, but this should be a last resort and it should only be done with mods which are relatively small, non-conflicting and purely additive.

Some people play the game with over 600 mods. The plugin limit is an actual issue for only a minority of high-end modders.

the difference between ESP, ESM and ESL files
https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/

so, fallout 4 has a limit of 255 mods / plug-ins. i forget what file types do and don't count but the point is, once you reach the limit you need to start merging mods together into 1 file. they call it BASHING.

check out this video i found on the subject or do some searching of your own

https://www.youtube.com/watch?v=285spy0lUQI

you need 2 programs, fallout 4 edit (f4edit) and wyre Bash

here's a guide that walks you through the process
https://steamcommunity.com/sharedfiles/filedetails/?id=947769634

personally i haven't had to do it yet. i'm only running about 118 mods right now, but i have looked in to bashing because i might hit that 255 limit some time soon.
Vortex informs me when I hit the limit, this is not the case this time. Something just broke and i dont know what.
It informs me of the esp and esm limits. ESL doesn't count towards the limit (you can have like 4k of them).
John Marston Mar 1, 2022 @ 2:39pm 
Kinda it looks that this is the problem - mod Limit, but i have no popups from Vortex. I'll double check myself tommorow.
John Marston Mar 1, 2022 @ 2:43pm 
Originally posted by tulle040657:
Originally posted by WhiteFatalis:
Didnt help. Only thing that the Buffout did was this:
IMAD with ID: [0x000D3C85] from "NAC.esm" with subrecord "rIAD" has an invalid key size of zero. This will result in memory corruption. Please open the form in xEdit and correct it or remove the mod from your load order.
And NAC was working perfecly for me this entire time (plus, ive had it for a long time, its not a new mod).
It's nice it worked for you, but that doesn't mean it is not bugged. Have you even tried running without that mod?
Yes, and it wasnt it.
Im 99% sure that this is not a faulty mod but something tied to mod Limit, despite I havent reached the 256 esp/esm limit.
John Marston Mar 2, 2022 @ 6:52am 
Originally posted by Shadowrun:
are you running 446 mods? i know that you know about the limit but are you sure you don't have more than 255 enabled? it's not just ESP that count toward the limit i believe the ESM ones do too. so add them up. the valid range is 0-255 so you can have 256 mods and your game files and DLC count toward the limit.

here are the notes i have about exceeding the mod limit:

--------------------------------------------------------------------------------
MOD LIMIT:

you have to BASH your plugins. it basically merges multiple plugins into one file so they all count as 1 mod.
https://www.youtube.com/watch?v=285spy0lUQI

Converting .esp plugins to .esl is a way, as the latter don't count for the limit

Originally posted by Trehek:
The 255 mod limit only applies to mods which use esp or esm plugin files. Mods might only replace textures or meshes, or modify the game without actually placing new items or locations in the game and can be implemented as Script Extender mods, all of which don't count for the plugin limit.

Modders and mod authors have many options for going around the limit. As mentioned, plugins can use the new "light master file" extension .esl. All such mods are placed into a single dedicated plugin slot within the game. Plugins can also be merged, but this should be a last resort and it should only be done with mods which are relatively small, non-conflicting and purely additive.

Some people play the game with over 600 mods. The plugin limit is an actual issue for only a minority of high-end modders.

the difference between ESP, ESM and ESL files
https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/

so, fallout 4 has a limit of 255 mods / plug-ins. i forget what file types do and don't count but the point is, once you reach the limit you need to start merging mods together into 1 file. they call it BASHING.

check out this video i found on the subject or do some searching of your own

https://www.youtube.com/watch?v=285spy0lUQI

you need 2 programs, fallout 4 edit (f4edit) and wyre Bash

here's a guide that walks you through the process
https://steamcommunity.com/sharedfiles/filedetails/?id=947769634

personally i haven't had to do it yet. i'm only running about 118 mods right now, but i have looked in to bashing because i might hit that 255 limit some time soon.
Downloaded the mods from the video and they did nothing. Im starting to get sick of it.
John Marston Mar 4, 2022 @ 5:41am 
Yes, thats confirmed, the game crashed when i hit 445-450 mods. No matter if they are esp, esl or esm.
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Date Posted: Feb 26, 2022 @ 2:34pm
Posts: 11