Fallout 4

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Enemies missing textures
I play a heavily modded game and have been trying to fix this issue on my own now with no luck. Many creatures have missing textures in my game; ghouls have invisible torsos, certain mirelurks have almost entirely invisible bodies, and i have yt to encounter a deathclaw that wasnt completely invisible. I used to also have the issue with headless unnamed synths randomly spawning, but i have since discovered thats what happens when multiple mods call the same spawn point and cant agree what to do (Specifically this was being caused by the Defective Synths mod for me, or possibly Palehead. I removed both, issues gone)

These are the mods i have that may be causing the problem:

Quantum Creatures
Plutonium Creatures
SKK Random Encounter Manager
SKK Combat Stalkers
Ms Abominations
Unique Abominations
Zetans Alien Invasion (+SKK REM and CS plugin)
Kobolds of the Commonwealth (+Very Zen skin and SKK REM and CS plugin)
Kudemborots of the Commonwealth (+Very Zen skin and SKK REM and CS plugin)
Mutant Menagerie (+Very Zen skin and SKK REM and CS plugin support)
Plutonium and Quantum Spell Patch ESL
PLOP Plutonium/Quantum UNPC
Nightstrikers (+Very Zen skin and Tweak plugin)
Mojave Cazadores
Mojave Geckos
Mojave Mantises
Mojave Bighorners
Make Creatures Provisioners
Lamprey Floaters Standalone
Glowing Creatures Emit Light
Brahmin Can Fight
Capital Wasteland Centaurs
Capital Wasteland Behemoths
Unique NPCS FOMOD
UNPC Creatures and Monsters: Chickens (AWKCR Free)
UNPC Creatures and Monsters: Sawclaws (AWKCR Free)
UNPC Creatures and Monsters: Standalone (AWKCR Free)
True Storms
Tales of the Commonwealth
Sim Settlers 2 (Chapter 1)
Settlers of the Commonwealth
Raider Overhaul (+fix patch)
NPCs Travel
Commonwealth Encounter Pack
Randomozed Bots (+Ms parts, eyebots, nuka world patch, wheel legs, misc armor, combatron patch, aews patch)
Automatron Better Randomized Bots Unleveled
Assaultron Junk Parts
Automatron Tank
AI Edit and CS



I have no idea what mods could be causing the issue, though i suspect Quantum Creatures since its one of the few mods i have with no compatibility patches with other large mods i use. Id like to figure out how to fix this, ideally with removing as few mods as possible. On the same subject, iv had issues getting Super Mutant Redux and Defective Synths to work with my mod setup, and was wondering if someone knew how to help there too
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Showing 1-12 of 12 comments
Double check load order, and remove one at a time would be my advice.

I was recently getting CTD whenever I fast traveled, walked to or loaded a really old save in sanctuary. I reinstalled and then tried an old save I moved to the desktop to try later, and it loaded fine and I was able to again go to sanctuary. Good Luck
Saobie Feb 28 @ 10:58am 
Originally posted by Stew_Padaso:
Double check load order, and remove one at a time would be my advice.

I was recently getting CTD whenever I fast traveled, walked to or loaded a really old save in sanctuary. I reinstalled and then tried an old save I moved to the desktop to try later, and it loaded fine and I was able to again go to sanctuary. Good Luck

Man i hate how load order can be an issue like this, even with loot autosorting stuff for us. I already have to shuffle things around every time i change my mods so my chestplate isnt invisible. This is going to take forever lol
Zekiran Feb 28 @ 2:46pm 
This is why selecting as few as possible items that overlap in their functionality, and reading SPECIFICALLY whether there is a load order requirement, are important things to do whenever modding.

Sometimes while LOOT will do a great job overall, there are at least 2 things I have to manually move whenever I run a new mod through it. When the mod maker tells you 'it needs to be here' it MUST go where they say.
Saobie Feb 28 @ 2:57pm 
Originally posted by Zekiran:
This is why selecting as few as possible items that overlap in their functionality, and reading SPECIFICALLY whether there is a load order requirement, are important things to do whenever modding.

Sometimes while LOOT will do a great job overall, there are at least 2 things I have to manually move whenever I run a new mod through it. When the mod maker tells you 'it needs to be here' it MUST go where they say.

See, i dont pay attention to that so thats probably part of why i have this issue

I have disabled several mods that overlap with creature spawn points, especially when considering ghouls. And for some reason i am now encountering enemies i never have before, such as Raider Vehicles (sentry style junk automatrons), which im guessing are from Raider Overhaul. Seems i have more issues than i thought, if some content in some mods isnt even there
Originally posted by Saobie:
Originally posted by Zekiran:
This is why selecting as few as possible items that overlap in their functionality, and reading SPECIFICALLY whether there is a load order requirement, are important things to do whenever modding.

Sometimes while LOOT will do a great job overall, there are at least 2 things I have to manually move whenever I run a new mod through it. When the mod maker tells you 'it needs to be here' it MUST go where they say.

See, i dont pay attention to that so thats probably part of why i have this issue

I have disabled several mods that overlap with creature spawn points, especially when considering ghouls. And for some reason i am now encountering enemies i never have before, such as Raider Vehicles (sentry style junk automatrons), which im guessing are from Raider Overhaul. Seems i have more issues than i thought, if some content in some mods isnt even there

Going to guess you have more issues then you realise by looking at that list.

Every single one of those is a papyrus script mod..... meaning you are causing the papyrus engine to lag out all the time. And if your frame rate is higher then 60, then you're stressing it even more.

Going to guess you are seeing less then a 1/3 of the content you should be seeing due to overwrites, script lag time outs, and conflicts.

You experiencing micro stutters when approaching a known enemy location or random spawn point? What about just general movement? Lockpicking issues. hacking issues? Dialogue tearing? missed entry commands? (have to press "e" more then once to talk to people, or to craft for example), NPC reactions slow?

These and others are signs of the Papyrus engine overload.
Last edited by Nitemares; Feb 28 @ 3:50pm
Saobie Feb 28 @ 4:22pm 
I do sometimes get that lag skip when approaching random spawn points, its especially bad in the city

How do i solve this? Is there a way, or is my only option to settle for less?
Zekiran Feb 28 @ 5:04pm 
Read more, install less, install correctly, and use load order information correctly.

Putting "MORE MORE MORE" will invariably have all of these effects, so yeah this is entirely on you to fix.

Choose only the bare minimum of things that may affect the SAME item such as NPC spawns, interactions, animals, etc, or locations - PARTICULARLY locations. If you have a mod, say, that adds animals like mm, but also a mod that changes locations a bit such as greenery or removing/changing landscapes, mm will *still spawn the creatures* but they will spawn in mid-air if they were like, a gulper in a tree that is no longer there, and the like.

You have to be very very aware of the interactions as well as what each mod DOES. Otherwise you're going to have to start by nuking it from orbit and trying again...
Saobie Feb 28 @ 5:32pm 
Originally posted by Zekiran:
Read more, install less, install correctly, and use load order information correctly.

Putting "MORE MORE MORE" will invariably have all of these effects, so yeah this is entirely on you to fix.

Choose only the bare minimum of things that may affect the SAME item such as NPC spawns, interactions, animals, etc, or locations - PARTICULARLY locations. If you have a mod, say, that adds animals like mm, but also a mod that changes locations a bit such as greenery or removing/changing landscapes, mm will *still spawn the creatures* but they will spawn in mid-air if they were like, a gulper in a tree that is no longer there, and the like.

You have to be very very aware of the interactions as well as what each mod DOES. Otherwise you're going to have to start by nuking it from orbit and trying again...

Yea, i have already noticed some of these things while using greenery packs :/ Certain mm bestiaries are not where i remember them being (specifically the bestiary for Radroach which i believe was in one of the buildings outside vault 111, and the other entry on the box before the bridge to sanctuary).

I did take out about a dozen mods, many were small standalones but a few big ones had overlapping effects. I havnt noticed any real loss of content ingame so far, but i have noticed an increase, since i am seeing the mod content i do still have more frequently. Never once ran into massive swarms of quantum/plutonium bugs before. And im seeing random Behemoths now too, which is terrifying and great. The hostility of the commonwealth is still how i want it despite taking a lot of things out, so im going to see what else can be removed and also look into possible compatibility patches i may hve missed, though i was pretty thurough with that
Originally posted by Saobie:
I do sometimes get that lag skip when approaching random spawn points, its especially bad in the city

How do i solve this? Is there a way, or is my only option to settle for less?

Sadly with papyrus overload, the only thing you can do, is reduce the load :(
Which means less scripted mods.

I suspect that when you trim out a few more, you'll start to see improved performance and even more of the mods you do keep....

and while there is a huge collection of mods out there that can really liven up your game, there is also a limit on just that you can actually get "out" of a game made for the Xbox... So you really do have to pick and choose what you want...


On the plus side, nothing stops you from making a list of mod "goodies" to swap out to on the next play through, and the next, and the one after that! May even help keep the "new car" smell to a 10 year old game :D
Saobie Feb 28 @ 7:52pm 
Originally posted by Nitemares:
Originally posted by Saobie:
I do sometimes get that lag skip when approaching random spawn points, its especially bad in the city

How do i solve this? Is there a way, or is my only option to settle for less?

Sadly with papyrus overload, the only thing you can do, is reduce the load :(
Which means less scripted mods.

I suspect that when you trim out a few more, you'll start to see improved performance and even more of the mods you do keep....

and while there is a huge collection of mods out there that can really liven up your game, there is also a limit on just that you can actually get "out" of a game made for the Xbox... So you really do have to pick and choose what you want...


On the plus side, nothing stops you from making a list of mod "goodies" to swap out to on the next play through, and the next, and the one after that! May even help keep the "new car" smell to a 10 year old game :D

Just out of curiosity, how do i tell which mods are papyrus/scripted?
Originally posted by Saobie:
Originally posted by Nitemares:

Sadly with papyrus overload, the only thing you can do, is reduce the load :(
Which means less scripted mods.

I suspect that when you trim out a few more, you'll start to see improved performance and even more of the mods you do keep....

and while there is a huge collection of mods out there that can really liven up your game, there is also a limit on just that you can actually get "out" of a game made for the Xbox... So you really do have to pick and choose what you want...


On the plus side, nothing stops you from making a list of mod "goodies" to swap out to on the next play through, and the next, and the one after that! May even help keep the "new car" smell to a 10 year old game :D

Just out of curiosity, how do i tell which mods are papyrus/scripted?

good question :D

Anything that involves dialogue, or interaction is a scripted mod.

Anything that spawns anything into the world space is a scripted mod.

Anything that changes the world space is a scripted mod (albeit, a one time fired mod that runs when the cell loads, and not continuously like an injection or interaction mod.)

Anything that adds a timer of any type is a scripted mod.

So, as you can see, there are lots of scripted mods out there. And to make matters worse, there are even clothing and weapon items that are scripted mods! Although for them to have serious effect, they have to be added the enemy equipment lists.... and then it also matters on HOW the modder did this... as there are several.

So, mods that spawn additional enemies (more enemies mod for example) is a scripted mod. SKK's more random encounters is a scripted mod... Mods that add new enemies are a scripted mod that has to be run every time a new enemy is pulled up to spawn in...(of which you have several!)

trying to think off the top of my head.. and the only mods I can think of that are not scripted mods...... And I honestly can't think of a single category that doesn't have to potential for be a script load...

NON INJECT CLOTHING/WEAPONS!!! There! thought of a category that isn't a script load :D
<Which is of absolutely NO help to you....>
Saobie Feb 28 @ 8:29pm 
Lol well, i get the jist of it, seems like pretty much everything is a scripted mod and what i should pay attention to most are new creatures, or mods that add things to the enemy level list. I do have several of both. I have a LOT of weapon mods, many of which inject into the level list. I have since disabled quite a few since i dont really use them anyways, and some i have never seen ingame so i doubt ill miss it

So far i have shortened the mod list even more, and now iv started seeing not invisible deathclaws, that dont just spawn in high level areas, but virtually everywhere like i intended. And oh man and i enjoying the large increase to strong enemy spawns like Behemoths and Lurk Queens. Im not sure what was causing problems, but it seems one or some of the mods i removed were reducing the spawns for NPCs travel, which im guessing is the mod i have thats putting random Behemoths and such everywhere. Seriously, i KNOW Lexington doesnt have 3 of them lol, that was fun and also very terrifying

Anyways i think iv got the idea of where my problem is now. Once i manage to make it highly stable i think ill put all my mods in a pack so i can just quickly access a collection of mods i know work
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Date Posted: Feb 28 @ 10:42am
Posts: 12