Fallout 4

Fallout 4

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SilkySmooth Jun 12, 2021 @ 1:17am
Where can I find the crash report?
My game crashed as soon as I triggered a mine. I made no changes to my mods or my load order and I dont know how this could happen. This is so annoying to figure out because both Vortex and LOOT dont detect any conflicts with mods that do similar things.

Edit: I now recall having installed Minuteman Watchtowers yesterday. That may have conflicted with another environment mod that made some areas of the world greener.

Edit 2: Crashed after killing a super mutant.

Edit 3: Game crashed after I accessed one of my weapons through the weapon workshop. Anyone know what caused this?

Edit 4: Yeah I really dont know whats going on at this point. Now the Edit 3 crash didn't happen, Extended Dialogue Interface seems to have bugged because it reverted back to the original dialogue choices, I'm just now very confused.

Edit 5: Great. Now my game crashed when I tried to reload my weapons! Are my mods just a lost cause at this point and I should restart my download? Yeah, now i'm crashing because of the weapons.
Last edited by SilkySmooth; Jun 12, 2021 @ 2:17am
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Showing 1-15 of 16 comments
SuperSledgeNY Jun 12, 2021 @ 6:19am 
Fallout 4 doesn't generate a crash log. In order to do that, you need to install Buffout 4 and all its requirements properly. Its on Nexus.
SilkySmooth Jun 12, 2021 @ 11:31am 
Originally posted by SuperSledgeNY:
Fallout 4 doesn't generate a crash log. In order to do that, you need to install Buffout 4 and all its requirements properly. Its on Nexus.
oh okay then. Well I got it resolved in the end. Something to do with Tactical Reload Framework. Just had to disable/uninstall and im good.
VindictiveQuaker Jun 12, 2021 @ 11:33am 
Originally posted by SuperSledgeNY:
Fallout 4 doesn't generate a crash log. In order to do that, you need to install Buffout 4 and all its requirements properly. Its on Nexus.
This X1000. The mod install is different so read the instructions, it has a bunch of fixes and whatnot built in (like re-enabling achievements in a modded game), but is absolutely worth it for the crash logs alone. Without more info I couldn't even hazard a guess what your issue is. https://www.nexusmods.com/fallout4/mods/47359
SilkySmooth Jun 13, 2021 @ 10:54am 
Originally posted by VindictiveQuaker:
Originally posted by SuperSledgeNY:
Fallout 4 doesn't generate a crash log. In order to do that, you need to install Buffout 4 and all its requirements properly. Its on Nexus.
This X1000. The mod install is different so read the instructions, it has a bunch of fixes and whatnot built in (like re-enabling achievements in a modded game), but is absolutely worth it for the crash logs alone. Without more info I couldn't even hazard a guess what your issue is. https://www.nexusmods.com/fallout4/mods/47359
https://www.nexusmods.com/fallout4/mods/12465
So it basically has this mod as one of its functionalities? also how can I tell if I have the Microsoft Visual C++ Redistributable?


Edit: what is this "TBB Redistributables" that I found in the main section?
Last edited by SilkySmooth; Jun 13, 2021 @ 11:00am
SilkySmooth Jun 14, 2021 @ 3:43am 
Originally posted by VindictiveQuaker:
Originally posted by SuperSledgeNY:
Fallout 4 doesn't generate a crash log. In order to do that, you need to install Buffout 4 and all its requirements properly. Its on Nexus.
This X1000. The mod install is different so read the instructions, it has a bunch of fixes and whatnot built in (like re-enabling achievements in a modded game), but is absolutely worth it for the crash logs alone. Without more info I couldn't even hazard a guess what your issue is. https://www.nexusmods.com/fallout4/mods/47359
what is the instructions? I couldn't find them but it seems like its a simple vortex download
Last edited by SilkySmooth; Jun 14, 2021 @ 3:43am
SuperSledgeNY Jun 14, 2021 @ 5:48am 
Buffout 4 itself can be installed with a mod manager BUT the OTHER requirements must be installed manually. You have to go to the mod page for EACH of the requirements and READ, it's as simple as that.

The POSTS tab on the Buffout 4 mod page contains a wealth of information covering subjects ranging from installation to how to interpret the crash log.
SilkySmooth Jun 14, 2021 @ 10:18am 
Originally posted by SuperSledgeNY:
Buffout 4 itself can be installed with a mod manager BUT the OTHER requirements must be installed manually. You have to go to the mod page for EACH of the requirements and READ, it's as simple as that.

The POSTS tab on the Buffout 4 mod page contains a wealth of information covering subjects ranging from installation to how to interpret the crash log.
it didnt say on any of them that it required a manual installation but thanks still!
SuperSledgeNY Jun 14, 2021 @ 11:16am 
The reason I said manual install was mainly because Vortex, and possible MO2, will dump the xSE PluginPreloader F4 files into the DATA folder, and this is incorrect. I figured you'd might as well do everything manually since this will ensure that the files go into the right locations. Up to you.
SilkySmooth Jun 14, 2021 @ 12:18pm 
Originally posted by SuperSledgeNY:
The reason I said manual install was mainly because Vortex, and possible MO2, will dump the xSE PluginPreloader F4 files into the DATA folder, and this is incorrect. I figured you'd might as well do everything manually since this will ensure that the files go into the right locations. Up to you.
Gave it a shot via vortex and yeah you were right. ANyway after installing it manually I thought to try and boot up my main save but it came up with the achievements warning. I thought buffout was supposed to bypass that.
Naruto 607 Jun 14, 2021 @ 1:29pm 
Originally posted by chadek:
Originally posted by SuperSledgeNY:
The reason I said manual install was mainly because Vortex, and possible MO2, will dump the xSE PluginPreloader F4 files into the DATA folder, and this is incorrect. I figured you'd might as well do everything manually since this will ensure that the files go into the right locations. Up to you.
Gave it a shot via vortex and yeah you were right. ANyway after installing it manually I thought to try and boot up my main save but it came up with the achievements warning. I thought buffout was supposed to bypass that.
Try checking the Buffout4 INI and see if the "achievement" section is set to True. And ensure that you're running from F4SE, assuming if you do have one (and it's a hard requirement for BO4 to function).
SuperSledgeNY Jun 14, 2021 @ 1:48pm 
Originally posted by chadek:
Originally posted by SuperSledgeNY:
The reason I said manual install was mainly because Vortex, and possible MO2, will dump the xSE PluginPreloader F4 files into the DATA folder, and this is incorrect. I figured you'd might as well do everything manually since this will ensure that the files go into the right locations. Up to you.
Gave it a shot via vortex and yeah you were right. ANyway after installing it manually I thought to try and boot up my main save but it came up with the achievements warning. I thought buffout was supposed to bypass that.

If you got the warning, then Buffout 4 is NOT running. Like the previous poster said, you need to launch your game with the F4SE launcher BUT if you're already doing that, check your buffout4.log file for ANY error messages. That file is located at:

Documents/my games/fallout4/F4SE/

These errors, if any, must be resolved in order for Buffout 4 to run. Once you get these resolved, a game crash should generate a log that looks like this:

crash-2020-12-08-03-35-00.log

That log will ALSO be located at the location I listed above.

There is ALSO another log that you should check for errors, xSE PluginPreloader.log, and that log is located in you Fallout 4 GAME folder. This log has mostly to do with the load method you're using for the xSE PluginPreloader F4 requirement. The mod page explains what edits you MAY have to make to the xSE PluginPreloader.xml file.

In MOST cases, once you choose the proper load method, Buffout 4 will run properly.
Last edited by SuperSledgeNY; Jun 14, 2021 @ 1:50pm
SilkySmooth Jun 15, 2021 @ 11:29am 
Originally posted by SuperSledgeNY:
Originally posted by chadek:
Gave it a shot via vortex and yeah you were right. ANyway after installing it manually I thought to try and boot up my main save but it came up with the achievements warning. I thought buffout was supposed to bypass that.

If you got the warning, then Buffout 4 is NOT running. Like the previous poster said, you need to launch your game with the F4SE launcher BUT if you're already doing that, check your buffout4.log file for ANY error messages. That file is located at:

Documents/my games/fallout4/F4SE/

These errors, if any, must be resolved in order for Buffout 4 to run. Once you get these resolved, a game crash should generate a log that looks like this:

crash-2020-12-08-03-35-00.log

That log will ALSO be located at the location I listed above.

There is ALSO another log that you should check for errors, xSE PluginPreloader.log, and that log is located in you Fallout 4 GAME folder. This log has mostly to do with the load method you're using for the xSE PluginPreloader F4 requirement. The mod page explains what edits you MAY have to make to the xSE PluginPreloader.xml file.

In MOST cases, once you choose the proper load method, Buffout 4 will run properly.
already manuallyinstalled the two things and same thing
SuperSledgeNY Jun 15, 2021 @ 11:45am 
Buffout 4 has FOUR requirements:

Address Library for F4SE Plugins
Fallout 4 Script Extender (F4SE)
xSE PluginPreloader F4
Microsoft Visual C++ Redistributable for Visual Studio 2019

These are all listed and LINKED on the Buffout 4 mod page. You need to make sure you have all these requirements in order for it to work. You ALSO might have to edit the
xSE PluginPreloader.xml file as describled on the xSE PluginPreloader F4 mod page.

If this is all too confusing or too complicated, perhaps you might want to either start from the beginning OR not install Buffout 4 at all.
SilkySmooth Jun 15, 2021 @ 12:53pm 
Originally posted by SuperSledgeNY:
Buffout 4 has FOUR requirements:

Address Library for F4SE Plugins
Fallout 4 Script Extender (F4SE)
xSE PluginPreloader F4
Microsoft Visual C++ Redistributable for Visual Studio 2019

These are all listed and LINKED on the Buffout 4 mod page. You need to make sure you have all these requirements in order for it to work. You ALSO might have to edit the
xSE PluginPreloader.xml file as describled on the xSE PluginPreloader F4 mod page.

If this is all too confusing or too complicated, perhaps you might want to either start from the beginning OR not install Buffout 4 at all.
Ill give it a shot. I have everything installed properly and it still didnt work so I'll try that eidt file thing tomorrow.
SilkySmooth Jun 15, 2021 @ 1:02pm 
Originally posted by SuperSledgeNY:
Buffout 4 has FOUR requirements:

Address Library for F4SE Plugins
Fallout 4 Script Extender (F4SE)
xSE PluginPreloader F4
Microsoft Visual C++ Redistributable for Visual Studio 2019

These are all listed and LINKED on the Buffout 4 mod page. You need to make sure you have all these requirements in order for it to work. You ALSO might have to edit the
xSE PluginPreloader.xml file as describled on the xSE PluginPreloader F4 mod page.

If this is all too confusing or too complicated, perhaps you might want to either start from the beginning OR not install Buffout 4 at all.
Yeah tried editing it and it didn't work.

<LoadMethod Name="ImportAddressHook">

Description:
Loads plugins inside 'DLLMain' of the preloader DLL when it receives 'DLL_PROCESS_ATTACH' notification.
In other words, right after the host process starts. Executing certain kinds of code inside 'DLLMain' is
risky (see: https://docs.microsoft.com/ru-ru/windows/win32/dlls/dynamic-link-library-best-practices#general-best-practices)
so this method may fail in some cases.

Remarks:
The preloader calls 'DisableThreadLibraryCalls' when it's done interfacing with 'DLLMain' thread notifications.

Parameters:
<None>
-->
<OnProcessAttach/>

<!--
Description:
Same as 'OnProcessAttach' above, but loads plugins after certain number of threads have been created
by the host process (inside 'DLL_THREAD_ATTACH' notification). This methods has all the disadvantages
of the previous one and it can be triggered too late.

Remarks:
The method mainly designed for Mod Organizer 2 (MO2) to give some time to its virtual file system to
initialize itself, otherwise there will be no plugins to preload id they're installed as MO2 virtual
mods.

Parameters:
- ThreadNumber: Specifies a thread number which will trigger the loading. That is, when the value is '2',
the second attached thread will trigger the loading process. Negative numbers are not allowed.
-->
<OnThreadAttach>
<ThreadNumber>2</ThreadNumber>
</OnThreadAttach>

<!--
Description:
Sets an import table hook for the specified function inside DLL loaded by the host process.
When the hook is called, it'll load plugins and then it'll get back to its usual operations.

Uses Detours library by Nukem: https://github.com/Nukem9/detours

Parameters:
- LibraryName: The name of a DLL that contains the function to hook.

- FunctionName: Name of the function to hook. Must be exported from the DLL pointed by 'LibraryName'.
Function *must* have a signature compatible with 'void(__cdecl*)(void*, void*)'.
-->
<ImportAddressHook>
<LibraryName>MSVCR110.dll</LibraryName>
<FunctionName>_initterm_e</FunctionName>
</ImportAddressHook>
</LoadMethod>


This is what I did. I change the topmost line. did I miss something else? I'm certain I have Redist 2019.

I think I'm gonna try and uninstall this completely if this doesnt work out.
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Date Posted: Jun 12, 2021 @ 1:17am
Posts: 16