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If a LL mod is making a call to AAF to perform an "action", it will stop you saving the game...
you COULD have a hung call function thus preventing your game from saving.
To see if this is the issue, you will have to manually close down the LL mods that call to AAF from inside the game - DO NOT DISABLE in vortex!!!
If you just disable in Vortex you will have broken script calls baked into your save game, and the host of issues that causes.
i have try that as well but get the same outcome but hk for the suggest .
So you are essentially suggesting that the lovers lab/AAF level list injected content could be causing the issue and to test that to disable the relevant plugins using the in-game manager not vortex is essentially what you're saying.
Correct.
Thanks to the papyrus engine (the engine that handles all the scripts in the game -and AAF call functions) getting overloaded with commands you could have a AAF call function waiting to be processed, this waiting for the action will cause you to not be able to save the game as you can't save when an animation has been called.
Now, I don't know what LL mods you have but there are several that allows NPCs to approach the player to trigger an AAF call.... Its possible one of these has fired off, and the NPC is stuck, you travelled away from them, they died, Etc... and the game is waiting for that interaction to resolve itself.....
Ok so I've tried what you said and it says me doing something what I mean is that when I try and load into the game itself it's straight crashing it didn't do that before.
And so I think it might be prudent then that even yourself or someone out actually have a look at it directly as if this sort of stuff I am very inexperienced. Plus the whole black game itself is let's just say it's being held together with bubblegum and duct tape.
(This is why I said to NOT muck around disabling things in Vortex!)
If its failing to load a save file (meaning, you can load into the game, but when try to load a save file it crashes)
This means you have a corrupted save, or have disabled a mod in Vortex that had injected scripts running.... (Another reason why you don't muck around in Vortex with a current save)
IF all you did was disable the mods in the MCM and then the save won't load, then you have a corrupted save. The only thing you can do is load a previous save game from before the issue occurred...
And with AAF mods that could be a long while back.
You can try posting your load order and modlist, we may be able to spot an issue: But you may have to face the possibility that this save game has reached the end of its life....
And prepare your system for the NEXT game....
this is a link to the game files and i an a ware the may be at the end
Run it through CLAS https://www.nexusmods.com/fallout4/mods/56255
Second....
you have so many mod, your 16 gigs of ram is mostly used to load the game and your mods....
Amazed its running at all....
ArmourKeywords: Known corruptor of save files.
RSE 2: KNOWN to corrupt save games. (not a question of IF... a queston of WHEN).
Multiple Flashy/JoeR mods.... Not good.
Flashy/JoeR are known for their VERY heavy scripted mods... that usually end up breaking things horribly best to just avoid.
SS2 -a known script heavy mod- through in with over a dozen other script heavy mods... asking for trouble.
Scrap everything -multiples- and Raze my settlement: They do the same thing... asking for problems with internal conflicts and overrides.
Save game files:
Unreadable to anyone BUT the system that makes them: No help.
the size of the files however... 30 meg save files is a sign something is going wrong, or you have massively overbuilt settlements.... Game no like files this size.
All in all.... I think you have a mountain of work a head of you.... and I don't think your game will be recoverable.
You can TRY Fallrim tools mod on Nexus (fallout 4...despite the name) The ReSaver program in it attempts to clean save game files of broken or loose scripts but its success rate is under 50% on a modded game.
So what would you suggest and be honest
Like for example what mods should be removed of course ideally I would like to keep the level of interactability and etc etc though if it's going to cause problems then obviously I want to minimise that as much as possible so what it would be your suggestion seeing that clearly you know more than I do
i'd start with removing AWKCR and any associated mods.
ECO https://www.nexusmods.com/fallout4/mods/67679 does pretty much the same thing and is more stable.
Second...
I would remove RSE 2, and other Flashy/JoeR mods (gun for hire, etc) as the author has shown a history for breaking things in the past, making their mods suspect for the same reasons (script heavy, breaking saves, corruptions)
Third:
Decision time... Sim Settlements 2 is a very script heavy mod, but it also adds a lot of functionality. If you are keeping it, then you have to be aware of that, and limit the settlement options you install because of conflicts.... Be careful and aware that SS2 touches all settlements and as such, doesn't play nice with other mods that modify settlements.
Fourth:
Mods that add to the world are great and all, but when you install multiple suck mods, you are increasing not only your script load, but increasing the opportunity for world conflicts, and other issues... If you have played through a few of those quest mods you've got, then pare them out...
From there... simple mod clean up and discipline....
You don't want 2 mods that do functionally the same thing like Scrap everything and Raze my Settlement: As this can cause scripting issues because both mods are attempting to do the same thing =just differently- and this can cause a conflict, or corruption in the game files...
So for example, if you are going to run Sim Settlements 2, then it's a good idea to forgo anything that changes or alters the settlements or settlement system as that is being done by Sim Settlements 2... and you have no way of knowing if an other mod is going to introduce an error, flaw, bug, or corruption when combined with SS2. (The game may load correctly, it may run fine.. but in the background, those errors are stacking up.... until they can't be compensated for anymore... and crash!)
Given the plugin list that I showed assume that you can see it what mods do you suggest I remove and what should be my maximum number of mods in total so has everything I might be a bit overly biased when it comes to making those types of calls.
this is a must-have mod. especially if you run a ton of mods.
one note according to the total plugin amount:
In the past i had a mod heavy setup like you. i wasnt able to complete a full playthrough because of issues all sorts of.
Nowaday i run approx 100 esp/esl/esm in total and almost every aspect of FO4 is modded including LL stuff.
In short: Less mods less problems!
(and im able to finish a playthrough too)
The number of mods matter less than the TYPE of mod..
For example, I am a gun ♥♥♥♥♥. As such I have about 100 mods that just add guns.
Now, they are not an issue for my game or game stability because these are just models and textures for the most part and NOT level list injected weapons.
But, when you start adding large, script heavy mods to the game, then issues can start to crop up. Things like Sim settlements 2, Depravity, crime and punishment, and all the others add large amounts of scripts to the game, scripts that are added to the already running scripts needed for the game... And this in turn can affect the game itself and introduce errors.
Its very much about the TYPE of mod... and not the NUMBER of mods. And for THAT, it will just come down to play style and personal interest.
For example I don't run any alternate quest mods at all... just because I find them to be mostly poorly written Fan Fiction and often conflict with the actual world Lore, if not the spirit of the world Lore... BUT that's me, and I wouldn't begrudge anyone who wants to try them out... just maybe not all in the same play through??
As to LL mods... its mostly reading.... and reading... and reading some more to know what mods to use and what ones to avoid.... Hence why I know about RSE 2... (and the fact I have been there since it came out, and even helped try to fix it.,... to no success)
Mods on LL are a mixed bag, but one thing to look for is engagement... if the author is still around an active then its a good chance that their mods work and are being improved....
but when you see a mod author listed as "guest"... yea... avoid it.
Depending on what you "used" RSE 2 and other associated mods for, there are a number of alternatives on LL that work, and don't have the requirements (or instability) of RSE 2.
All good advice, although while I like gun mods I restrict myself to a gun pack and a couple of guns then leave it at that, cos one can runaway with it and cause himself issues there too.
Me personally, I used to use a ton of script heavy mods, but over the years learned the hard way to really cut down and be VERY selective. I have about 80 actual Mods and have simply edited the Ini where a Mod isn't needed which really helps. For instance I used to use a Mod to remove the Loadscreen imagery, then I found all I needed to do was change an ini file parameter, much less invasive and easier and I know EXACTLY what's happened rather than downloading yet a nother mod that may or may not be doing only what it says.
The thing about modding I've learned is it's a skill of how much can I RESIST taking for a good game that isn't gonna break on me down the line at level 50.