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CTD when approaching Virgil


audiodef

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I have not found any search results for this issue.

 

When I enter Virgil's cave, there are no issues. As soon as I start walking past the turrets and into the main cave area and begin to approach Virgil, the game CTDs. This happens without fail. I've never encountered this before. My first thought is a mod issue, but I'm trying to remember if I've done this quest with most or all of the mods I'm currently using - I think I have.

 

EDIT 2:

 

Solved. The latest version of Super Mutant Redux messes this scene up. No idea if it's because of this mod alone or because it conflicts with another mod. I've taken it out of my LO and all is well.

 

EDIT:

 

Workaround: Open console. Type "help Virgil 4" then "player.placeatme (id)" where (id) is the first NPC entry for Virgil. He'll appear right behind you and begin his expected conversation with you. To reply, point your character at the location of the original Virgil further in the cave without moving, and the dialog options will appear. Conversation can be completed and quest can be continued. Simply leave the cave and go.

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Edited by audiodef
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Unless the mod author has specifically stated that this file

 

NoVanillaRadiantDLCLocations.esp=1

 

should be below the bashed patch, then that could be causing the problem

 

Also I see you are using a merged patch, you should NEVER use a merged patch unless you used it to merge 2 mods together, like 2 armor mods OR 2 weapon mods, see my guide below why you should not be using a merged patch for ALL your mods

 

https://forums.nexusmods.com/index.php?/topic/3886575-fallout-4-beginners-guide/

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I've never had issues with the way I use merged patches. I delete the leveled lists from it and let the bashed patch take care of that. But if you have more insight as to why this is a bad idea, I would very much appreciate it if you could share it so I can update my own knowledge and my guide. :-)

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should not use merge patches because of form ids, and load order issues (which goes hand in hand). merging 2 different mods or more together will mess up the load order, as said mods should be in different locations, thus overriding other mods, and potentially breaking other mods, but as gromulos said, merging 2 of the same mods is perfectly fine, as they would be placed in the same location in the load order, however with that said, the merge patch should be placed where the merged items would be placed in the load order, for example if you was to merge say textures, you would place the merge patch much higher in the load order, where the other textures should be (as all a merge does is combine mods, so they should be placed where other mods are of a similiar nature in the load order).

 

also where you have placed the merge patch grants it Maximum priority which allows it to override any other mod that would edit the same thing, and also denying other mods higher priority, such as start me up, which requires maximum priority, as it is active immediately.

 

the only merge patch you should be using is Bash Patch for leveled lists. not too mention that .ESL files makes F04Edit merged patches redundant anyway. as the only reason to use merged patches is to override the 255 ESP/ESM limit. the .ESL file format does that and in a non intrusive way (with regards to load order, as they are classed as master files, thus granting maximum compatibility with other mods).

 

you are nowhere near the 255 limit, no idea why you are opting for xEdit merged patches.

Edited by Guest
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Thank you for explaining this. I read early on when I was learning about a difference between merged mods and a merged patch. Aren't these two different things used for different reasons? It seems the merged patch (not merged mods) lets mods that would normally fight for priority actually work together. For example, one mod changes a weapon's weight while another changes its rate of fire. My understanding is the merged patch allows both to happen, since these mods are not changing the exact same characteristic. It's also my understanding that the bashed patch handles leveled lists better, which is why I remove that entry from the merged patch.

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ah right yea, my reply completely refers to merged mods, my bad. i figured they would be the same thing, in that case you can safely ignore my reply :smile:

 

thinking about it, you are correct, although typically merge patches would be used for massive overhaul mods, such as horizon. i had assumed that the merge patch you have was for merged mods (simply because people usually named the merge mods, test - merged patch for example, as per recommendation from using F04Edit to create xEdit patches, which are basically merged mods) and since i did not see any mod that would require a merged patch, i assumed that patch was actually for merged mods.

 

also referring to bash patch for merged levelved lists, that is indeed correct, Tes5Edit did not do leveled lists well, as such this would most likely be the same for F04Edit. not only that but since Wrye Bash is also a mod manager, it would make much more sense for it to be the go to for leveled lists merges, and not only that but wrye bash has always been the go to for leveled lists merges, ever since the Oldrim days, possibly even longer than that.

Edited by Guest
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if you read my guide i linked you can see where 2 of the main contributors to Wrye explain why you should NOT use a merged patch for your entire load order

 

more importantly they explain the reason behind it

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