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#1
FloatingPork

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So Ive been having random CTDs (crash to desktop) recently.

I play on Survival difficulty and a lot of the mods I have been running for ages without problems.

I tried everything i found online or could think of:
removed some mods,
reinstalled everything
and even changed to MO2 from NMM.

I even found some bugs in the mods and got them fixed if they were local or reported them if they werent.

Alltogether, I gained some stability, but still, my game keeps crashing randomly.

Its not the savefile, I started a new game and got random CTDs there, too.
Its not specific places either, I might CTD everywhere, as long as its outside.
(Maybe its happening inside now, too, as you can probably imagine its hard getting anywhere)

Id appreciate any help I can get, and thank you in advance for your work.

Heres my LOOT-sorted load order:

Spoiler



Heres the latest Papyrus-crashfiles in text:

Spoiler



#2
Fonger

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on trivial inspection

 

some of your esp's conflict

 

 

17 11 Tiered Generators - Explosive type 1.esp
18 12 Tiered Generators - Explosive type 2.esp
19 13 Tiered Generators - Non-Explosive.esp

for example



#3
FloatingPork

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on trivial inspection

 

some of your esp's conflict

 

 

17 11 Tiered Generators - Explosive type 1.esp
18 12 Tiered Generators - Explosive type 2.esp
19 13 Tiered Generators - Non-Explosive.esp

for example

How do you see they are conflicting?

If its the name, this mod installs 3 different versions of its content:
some are cheaper, but unstable etc.

If it isnt I dont know how to differ the working ones from the problematic.



#4
damanding

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From what I read on the description for that mod I think you're only supposed to pick one of the tiered generators.  Also, I see "49 31 SnB_Structures_Fix.esp" is that an old Snap N Build file? If so I think it needs to be removed, it should only have the main esm file according to the main files description on their page.  Finally, quite a few people complain of frequent CTDs while using True Storms.  It tends to be a vram heavy mod.



#5
FloatingPork

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Also, I see "49 31 SnB_Structures_Fix.esp" is that an old Snap N Build file?

Its a "sub-mod", another mod by the same author for fixing a quite usual bug that might happen when installing SnB, making your "structures" category disapear.
Ive kept it on because ive gotten said bug multiple times.

True storms doesnt seem to be the issue, i often tried running without it, still getting crashes;
Ill probably try that again if the other stuff doesnt fix it for me.

Thanks for the help, though.
 



#6
RevanFanMan

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I had serious freezing issues with survival mode as well. Numbing down the difficulty to very hard difficulty seemed to fix the problem mostly as now very rarely do I have freezing. Still have to deal with 5 minute loading screens though.



#7
jdkzombie

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So you are running True Storms, NAC, Radiant Clouds and Fog, and FogOut?

 

I would imagine that these mods have some sort of conflict of interest with weather, as NAC is Natural Atmospheric Commonwealth if memory serves, and is supposed to do the same thing that True Storm accomplishes, so you may be encountering fatal errors when the game attempts to cull one effect, and its directed to something else because the path way is riddled with hiccups.

 

 

General rule of thumb I have found after tuning a 250 plugin limit Fallout game and the only issue I have is the random VATS survival freeze, and very rarely a CTD, is that if you have two mods that do the same thing, they will conflict unless they specifically state they are compatible as long as their load order slot is correct.

 

This is specifically from True Storms mod page;

 

Other mods that only have patches for True Storms v1.3.1 will not be fully compatible with v1.4!  Please be patient! For now True Storms v1.4 must be run on its own unless the mod has a patch for v1.4, or you risk unintended behavior and potential issues. There are always these kinds of bumps when doing a major update.

Not compatible with other weather mods (i.e. Vivid Weathers) unless a patch is made, which I am hoping to work on.

 

[02/01/2017 - 07:56:31PM] Cannot open store for class "TrueStorms:TrueStorms_SpawnCleanup", missing file?

 

This may tie in with True Storms being a pita for you.  Perhaps a complete uninstall and redownload and reinstall may help for that.  And remove NAC, and any other weather mods you have as they are incompatible with True Storms.

 

 

[02/01/2017 - 07:58:19PM] warning: Property Modname on script FunctionalDisplaysMenuInstallerScript attached to 99_MenuCategoriesInstaller (0E0008CB) cannot be initialized because the script no longer contains that property

 

This seems like your Functional displays mod is having a pathway error and is trying to reference an object that no longer exists, or hasn't been loaded properly.

 

02/01/2017 - 07:58:19PM] warning: Property DN049_GenAtomicsGiantHandyLiftHelper on script DN049_PlayerAtDirectorTriggerScript attached to (000FA720) cannot be initialized because the script no longer contains that property

 

This also alludes to the item being referenced 000FA720 is broken, or has been removed by a mod somewhere.

 

 

[02/01/2017 - 07:56:37PM] error: Cannot call MakeRadioReceiver() on a None object, aborting function call
stack:
[ (48004CB1)].OWR_8BH_radio_scene.OnInit() - "f:\Dropbox\FO4 modding\_apps\Caprica\OWR_8BH_radio_scene.psc" Line 25
[02/01/2017 - 07:56:37PM] error: Cannot call MakeRadioReceiver() on a None object, aborting function call
stack:
[ (48004CAE)].OWR_8BH_radio_scene.OnInit() - "f:\Dropbox\FO4 modding\_apps\Caprica\OWR_8BH_radio_scene.psc" Line 25
[02/01/2017 - 07:56:37PM] error: Cannot call MakeRadioReceiver() on a None object, aborting function call
stack:
[ (48004CAF)].OWR_8BH_radio_scene.OnInit() - "f:\Dropbox\FO4 modding\_apps\Caprica\OWR_8BH_radio_scene.psc" Line 25
[02/01/2017 - 07:56:37PM] error: Cannot call MakeRadioReceiver() on a None object, aborting function call
stack:
[ (48004CB0)].OWR_8BH_radio_scene.OnInit() - "f:\Dropbox\FO4 modding\_apps\Caprica\OWR_8BH_radio_scene.psc" Line 25
[02/01/2017 - 07:56:37PM] error: Cannot call MakeRadioReceiver() on a None object, aborting function call
stack:
[ (480048DF)].OWR_8BH_radio_scene.OnInit() - "f:\Dropbox\FO4 modding\_apps\Caprica\OWR_8BH_radio_scene.psc" Line 25
[02/01/2017 - 07:56:37PM] error: Cannot call HasKeyword() on a None object, aborting function call
stack:

 

This would seem that your mod Old World Radio is not functioning properly.  It's attempting to call on a keyword that isn't in the game.  Or whatever it is trying to call hasn't been properly referenced, as shown by the papyrus stating its trying to call on your dropbox folder where you apparently have the data files at for this mod, and since it's not referenced, or not installed right it results in a None error and crashes the call.  Have you installed these manually?  Or used NMM?  if you look in your Data folder in your steam games directory for Fallout 4 (C:/yourPC/programfiles/Steam/Steamapps/common/Fallout4 ) and do you see a entry in the Data folder for OWR?  And if so are all the files in there? If they aren't, then it's no wonder it is unable to call any objects.

 

This is just my take on looking over your files.

 

Edit: 

 

This is on the OWR page under posts from the author.

 

FOR ANYONE HAVING ISSUES...

1. Deactivate OWR.esp in your load order. Do not uninstall the entire mod!
2. Load game, create a new save.
3. Exit game, reactivate mod.
4. Open game, load your save created before, turn on radio and enjoy!


Edited by jdkzombie, 02 February 2017 - 03:35 am.


#8
jdkzombie

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Heya OP, me again.

 

Was doing some more digging through your Load order and I decided to look up NAC.  

 

Here is the incompatibility list, which I confirmed by adding both of these to my own game and having several crashes.

 

• INCOMPATIBILITY

*Here is a non-exhaustive list of some mods that are redundant and/or not compatible while using NAC:
*(However, you can always mix NAC with some of this mods when they are in italic depending of the load order you chose. Ex: You like the ghoul swarm from TrueStorm but want to keep everything else from NAC, then just load TS before NAC. You prefer Interior Enhanced then load it after NAC so it can override my interior cells settings etc...etc...)


  ♦ True Storms:  NAC already offers new and original Radstorms, new Thunder sounds and thunders lightning, sounds tweaks, different rain textures and   more. (Load TS before NAC if you like to use the ghoul swarm, after NAC if you want to completely override NAC's climate&weathers&storms)
Thanks to Payl0ad, you can now use 
a compatibility patch for NAC and TrueStorm to ensure everything work fine.


   Vivid Weathers:  NAC adds more new and uniques weathers included in a fully redone climate system. (Load VW after NAC if you still want to use it, this will override NAC's climate&weathers&storms)

   Moribund World:  NAC and its Nuclear season patch offers the same kind of experience and more. (Load MW after NAC if you still want to use it, this will override NAC's climate&weathers&storms)

   Fr4nsson's light tweaks:  NAC uses new image spaces for all time of day of all weathers and also changed all the interiors lighting and image spaces. (Load FLT after NAC after NAC if you still want to use it, this will override NAC's interior changes, but it won't work for exteriors locations)

   Interior enhanced:  NAC changes all interiors lightning templates and cells. (Load IR after NAC if you still want to use it)

  ♦ Darker nights:  NAC offers a wide variety of different night times depending of the moon occlusion, the humidity level and the cloud density. A.I detection has been tweaked according to the changes and more.

  ♦ True nights: same thing. Not mentioning NAC also adds different time of day into night times.


  ♦ Remove interior fog:  NAC uses fog for interior lighting in its own way. (Load RIF after NAC if you still want to use it.)

   Fog out:  NAC changes the fog distance and density depending of each weather. Nac also change the detection on each weather depending of the fog density. Not mentioning Fogout only work for vanilla weathers.

   Fallout 4 enhanced color correction, Neutral luts (and every other game luts mods):  NAC disables LUTs and work only with raw color and light. Not mentioning that all the image space are new.

   Heavy rain:  NAC tweaks the rain and its sounds and adds different textures depending of each rain weather.

  ♦ Climate tweaks:  NAC entirely changes the climate system and the Time of Day values.

  ♦ LFX:  NAC changes the light sources to get the right temperature and intensity. (Load LFX after NAC if you still want to use it)

  ♦ Nuclear weather:  NAC adds its own radstorms. (Load NW after NAC if you still want to use it, this will override NAC's climate&weathers&storms)
 
  ♦ Any other weather mods:  for obvious reasons. (Load them after NAC if you still want to use them, this will override NAC's climate&weathers&storms)


  ♦ Radiant Clouds and Fog:  NAC uses its own fog system for no fps loss and its own clouds textures (you can try to use RCF textures tho).

  ♦ Console enabler mods for survival:  Console is enabled by default for all difficulties with NAC.

  ♦ Terminal speed mods:  NAC multiplies the speed of terminals by default for ease of use of NACFX

  ♦ Timescale mods:  NAC has various timescale options from the ANAC holotape.

 

As you can see, NAC and True Storms, Radiant Clouds and Fog, and Fogout all conflict with each other.  There are some compatibility patches on the NAC page that you may be able to use to help assuage the issues.

 

Hope this helps!


Edited by jdkzombie, 02 February 2017 - 03:23 pm.


#9
FloatingPork

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Thanks for the help so far.

Im running on Mod Organizer 2.

Ive unchecked the incompatible mods- in fact; i I unchecked all environmental mods for testing.
(I did have the NAC+TrueStorms-Patch enabled and installed)
(The OWR issue didnt bother me before, since the mod appeared fully functional.)

But i still get CTD'ed after a max of 3 min.

The Papyrus again isnt of much help to me, there appears to be the same warnings as before and only few new data.

As usual, Functional Displays cant load the mods on a weapon (ive fully disabled the mod and ran the game, it just produced an unreadable crashlog), but thats not a big issue.

Heres the unreadable crashlog:

Spoiler



The new crashlogs seem to have an issue with
the usual weird (protectron-related) warnings,
the usual survival mode errors,
an
"object 0x000001E4002510E0 - a UU_QuestScript" (i cant find any information on this one)
and
"Loaded timer offset for [Default2StateActivator < (00022117)>] is too negative for the current time - forcing to 1 second. (Offset: -2, Current: 0)"

Heres the new Papyrus crashlog, they all look like this or similar.
Spoiler


Another note: For testing reasons, i even started a new profile and kept all environment and/or texture mods disabled.

Maybe this info will help:
I had similar problems before switching to MO2, on NMM.
I did a complete reinstall etc, but ultimately, having a profile without any graphical mods (and some others) made the game more stable.
Then I found a thread talking about renaming the .ini files of the settings (literally adding ".ini" to the name) and the game ran.
I have no idea how this did help, but it did, or at least made it seem that way.
Still, i couldnt install any more mods and i didnt want to keep it that way -
compared to the modded version i ran fluently for quite some time, it looked terrible, so i switched to MO2.

 



#10
jdkzombie

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You renamed the Fallout4.ini to Fallout4.ini?

 

Do the mods you use require you to tweak your ini settings at all?

 

I've used NMM for a very long time, across many different games and never had an issue, personally.

 

Hmm.  Give me some time to try and go through the two papyrus posts you attached.  I'll see if I can track down some of these errors.







Also tagged with one or more of these keywords: crash, ctd, random ctd, outside, mod, mods, modded game, random, modded

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