Fallout 4

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Park street station/Vault 114 keeps crashing
So in the middle of my playthrough, I was saving Nick from Vault 114, was able to do the whole thing fine until It got to the part were we had to confront Skinny Malone. After Nick would unlock the door and go through, I would follow him into the new cell. But everytime I try to load into it, it keeps crashing!

I couldn't figure out what was causing it so I used some console commands to move onto the quest and start the next one. I warped myself and Nick to Diamond City, did his interview, Broke into Kellog's house and after he offers to join me as a companion, I accepted but then he starts running away back to Park Street Station into the Vault 114 cell. I try to follow him inside but it keeps crashing when I try to enter.

Is there anyway I can stop the crashing or make Nick stop trying to return there? I've tried ResetAI, RecycleActor, Disabling and Enabling him.



I don't know what to do.

My mods.

# Automatically generated by Vortex
ArmorKeywords.esm
AWKCR - Mod Power Armor Engine Glitch Fix.esp
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Some Assembly Required.esp
Unofficial Fallout 4 Patch.esp
WorkshopFramework.esm
HUDFramework.esm
XDI.esm
UniqueArmor.esm
Legendary, rearmed.esl
Dank_ArmorPaintExtended.esl
AAF.esm
AAFThemes.esl
SimSettlements.esm
Centaur.esl
EFM_MetalArmor_Mk1.esl
Knockout Framework.esm
Topless Raider Armor.esl
MJC_Jail_Cells.esl
TortureDevices.esm
Devious Devices.esm
Robot Home Defence.esm
TrueStormsFO4.esm
SettlementKeywords.esm
EthreonMasterPlan.esm
EFM_RaiderArmor.esl
Homemaker.esm
DependencyQuestFix.esp
VisibleCompanionAffinity.esp
clothingoverhaul.esp
Dank_ArmorOverrides.esp
More Armor Slots - All Dlc.esp
UniqueArmorPlugin.esp
UniquePlayerPlugin.esp
UniquePlayer.esp
FastTravelFromVault81.esp
Vault Alt Suit.esp
TinaDeLucaSettlerBrave.esp
AAF UPF Patch.esp
Realistic Death Physics - ALL DLC.esp
ImmersiveAnimationFramework.esp
IAF - Far Harbor & Nuka World.esp
Classic Fallout Music.esp
Classic Fallout Music Far Harbor.esp
Classic Fallout Music NukaWorld.esp
Reverb and Ambiance Overhaul.esp
TrueStormsFO4-FarHarbor.esp
DarkerNights.esp
KSHairdos.esp
Glowing Animals Emit Light.esp
CompanionsGoHome_A.esp
TurretStands.esp
PhotoMode.esp
dD-Realistic Ragdoll Force.esp
Companion Infinite Ammo.esp
EveryonesBestFriend.esp
CleanMySettlement.esp
Nuka-World Fizztop Grille Workshop.esp
Fizztop_Grille.esp
BetterOpenSeason.esp
CBBE.esp
Reimagin Vault Suit .esp
Dank_ArmorOverrides_DLCCoast.esp
Dank_ArmorOverrides_DLCNukaWorld.esp
Dank_ArmorOverrides_DLCRobot.esp
g2m_Workshop_Nexus.esp
HotlineMalden.esp
ExpandedBallisticWeave.esp
W.A.T.Minutemen.esp
Keep Radiants In Commonwealth.esp
Buffed Minutemen.esp
Dank_ECO.esp
PAMAP.esp
Dank_ECO-INNR.esp
Dank_ECO_DLCCoast.esp
Dank_ECO_DLCNukaWorld.esp
Dank_ECO_DLCRobot.esp
TacticalMods.esp
TacticalModsDLC.esp
EasyHacking.esp
AAF_UniquePlayer_Patch.esp
SavageCabbage_Animations.esp
Pos_GuardPositions.esp
Pos_ShopPositons.esp
Ambient Wasteland.esp
Atomic Lust.esp
BalconySupports.esp
RobotFactionPaint.esp
OCT_FizztopCleanUp.esp
Crimsomrider's Convenient Resources.esp
Hidden Armor - Invisible Paint.esp
Thematic and Practical.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
EndorsCustomCombatArmor.esp
Topless Raider Armor.esp
HotlineMaldenArmorsmithPatch.esp
More Scavenging Stations.esp
workingsettlers.esp
BuildableTentPieces.esp
RCSO_RoboChefSettlementObjects.esp
ScavversSettlementKit.esp
rbi_pack.esp
ClothingShelves.esp
Synth Overhaul.esp
Minuteman_CB.esp
Move Store and Assign Power Armor.esp
VisibleWeapons.esp
dinomore.esp
Invisible_Guard_Marker.esp
Friffy_Holstered Weapons.esp
Canopies.esp
EvilViking13_WastelandWalls.esp
EvilViking13_MinutemenMorale.esp
OCDecorator.esp
OCDecoratorDLC.esp
OCDispenser.esp
Minutemen Paint Job.esp
lnl_settlements_clutter.esp
DD_Khassar_De_Templari_Increased_build.esp
g2m_FishFarmBridges.esp
MMWorkShopPatch.esp
GrafsSecurityFences.esp
AkaInvisibleFurniture.esp
LOCPoweredDoors.esp
YouAndWhatArmy.esp
BrighterSettlementLights_ExtraBrightv1.1.esp
XnjguyFilledMods_AIO.esp
SSEX.esp
BetterCompanions.esp
Nude Them.esp
TransferSettlements.esp
LooksMenu.esp
LooksMenu Customization Compendium.esp
LooksMirror.esp
SimSettlementsAddOnPack - RaiderRefugees.esp
NukaVimRack.esp
ExpandedSettlementBuildings.esp
Eli_Crafting Shiz 9000.esp
TTOutfit.esp
SettlementMenuManager.esp
WWP - PC.esp
WDP-PC.esp
woodysWastelandStuff.esp
SettleObjExpandPack.esp
PlantMe.esp
DX_Atom_Girl_Outfit.esp
EssentialVaultRep.esp
Northland Diggers New.esp
JustDebris.esp
Housekeeping.esp
Homemaker - Streetlights Use Passive Power.esp
Homemaker - Unlocked Institute Objects.esp
LMBTOverlays.esp
SKKFastStartNewGame.esp
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Showing 1-11 of 11 comments
Zekiran Jun 23, 2024 @ 2:09pm 
You are going to need to revert to a manual save from before you broke the quest by teleporting around the map.

He's running back to the vault because his script is entirely broken. This does sometimes happen if you noclip to places you shouldn't yet be, such as ArcJet if you clear it before getting that mission (every single one of my companions would run full speed to the place I had moved into, before having the quest... had to scrap the entire game).

I really hate to say this but if you've already tried resetting his AI, it's broken. If you have a save from BEFORE you started crashing at that cut scene/ exit, you might need to go to it.

Redo the entire vault, and cross your fingers.

If your game is Next Gen updated, VERIFY THE GAME FILES, but I don't think that will matter, it never fixed it when this was happening to me.
NickolaConagher Jun 23, 2024 @ 3:04pm 
Originally posted by Zekiran:
You are going to need to revert to a manual save from before you broke the quest by teleporting around the map.

He's running back to the vault because his script is entirely broken. This does sometimes happen if you noclip to places you shouldn't yet be, such as ArcJet if you clear it before getting that mission (every single one of my companions would run full speed to the place I had moved into, before having the quest... had to scrap the entire game).

I really hate to say this but if you've already tried resetting his AI, it's broken. If you have a save from BEFORE you started crashing at that cut scene/ exit, you might need to go to it.

Redo the entire vault, and cross your fingers.

If your game is Next Gen updated, VERIFY THE GAME FILES, but I don't think that will matter, it never fixed it when this was happening to me.
Okay so it was lucky that I had a save from right before I started the quest.

I did the whole vault again and this time it didn't crash.

No idea what I could have done differently this time.
Liquid Inc Jun 23, 2024 @ 3:16pm 
it's possible it wasn't you or your actions, but a bad spawn or other script issue somewhere that wasn't your doing.
It's also possible it's just another issue with AWKCR, as that mod is often a problem; Just take a look at the Bugs tab on Nexus... (Unless they updated it recently, last time i looked it had over 100 bug reports open and hadn't been updated for years)
Last edited by Liquid Inc; Jun 23, 2024 @ 3:17pm
Zekiran Jun 23, 2024 @ 3:24pm 
yeah I use it but only because layering items is essential to me, but so far it's been pretty good for me. Workshop Framework on the other hand.
NickolaConagher Jun 23, 2024 @ 3:36pm 
Originally posted by Liquid Inc:
it's possible it wasn't you or your actions, but a bad spawn or other script issue somewhere that wasn't your doing.
It's also possible it's just another issue with AWKCR, as that mod is often a problem; Just take a look at the Bugs tab on Nexus... (Unless they updated it recently, last time i looked it had over 100 bug reports open and hadn't been updated for years)
What are alts to AWKCR? I use some mods that need it.
NickolaConagher Jun 23, 2024 @ 3:36pm 
Originally posted by Zekiran:
yeah I use it but only because layering items is essential to me, but so far it's been pretty good for me. Workshop Framework on the other hand.
What about it?
Zekiran Jun 23, 2024 @ 3:53pm 
It's become, like AWKCR, extremely bloated with stuff in it that no one asked for and few people wanted. Unfortunately it's required for sim settlements, and many other things.

When I tried using it, so I could control individual settlement sizes and populations and whatever else it claims to do for you, it completely broke my existing power wiring mods, and every settlement that had been altered with the WF at the workbench had to be re-wired every time I visited. Considering I use longer lines (zorkaz's ziplines mod) and other such features, as well as large area settlements like Concord and stuff, this was a serious enough problem that I removed it and thankfully it didn't break my game when I removed and went to a save before that.

Why I always recommend reading the unreplied or outstanding bug reports, or if there's a page that has them all closed with no comment from the author, those are red flags to not use a mod even if it might be of use otherwise. Sometimes it's worth the bother and bloat, but sometimes it really is not.
NickolaConagher Jul 3, 2024 @ 4:16pm 
Originally posted by Zekiran:
It's become, like AWKCR, extremely bloated with stuff in it that no one asked for and few people wanted. Unfortunately it's required for sim settlements, and many other things.

When I tried using it, so I could control individual settlement sizes and populations and whatever else it claims to do for you, it completely broke my existing power wiring mods, and every settlement that had been altered with the WF at the workbench had to be re-wired every time I visited. Considering I use longer lines (zorkaz's ziplines mod) and other such features, as well as large area settlements like Concord and stuff, this was a serious enough problem that I removed it and thankfully it didn't break my game when I removed and went to a save before that.

Why I always recommend reading the unreplied or outstanding bug reports, or if there's a page that has them all closed with no comment from the author, those are red flags to not use a mod even if it might be of use otherwise. Sometimes it's worth the bother and bloat, but sometimes it really is not.
What are some alts for it then?

Some mods I use rely on it.
Zekiran Jul 3, 2024 @ 6:26pm 
As long as the base itself is working, I don't recommend touching it or trying to replace it. If your mods require it - CHECK those mods, read comments and check the nexus (I'm assuming nexus) REQUIREMENTS tab - that's where any other mods that patch or work with your chosen items may be found.

Some mod makers have made new versions of things that don't require this-or-that large bloat mod as a base, but some still do require. It's really hard to say whether any of YOUR mods might work with a different one, needing a patch, or just have been re-released without the requirements. One would hope they do, if they are broken in your game.
Bored Peon Jul 3, 2024 @ 7:09pm 
Originally posted by NickolaConagher:
What are some alts for it then?
There is no alternate for AWKCR. It is just a keyword database really.
Modders learned how to do their own keywords.

The mod only existed form the early days where modders just didnt know how to do their own keywords to objects (pre-Creation Kit.) So it became a crutch for modding, then the creator used the crutch to start implementing changes into the game that were nothing to do with keywords.
Zekiran Jul 3, 2024 @ 7:33pm 
So yeah depending on the age of the mods reliant on it, ...might be outta luck.
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Date Posted: Jun 23, 2024 @ 2:00pm
Posts: 11