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FO4 / xEdit Invalid Entries?


requested

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Hi folks!

 

I hope you can help me with my problem, I looked over the forum threads, some google searches and the xEdit wiki, but I could not find anything that would help me with my specific predicament^^

 

TL;DR : How can I find out what entry in my .esp crashes FO4 at startup? Are there any nogos regarding mods?

 

So, right now I am merging some weapon mods by hand. After every added weapon I start my game and test the animations, workbench etc.

 

After adding the fifth weapon, the game refuses to go into the Main Menu. I see the black screen with enb info, and then back to desktop without error message.

 

1. Disabling my merge let's me start fine.

2. Reverting my merge to a former version let's me start fine.

 

For the life of me, I can't see the culprit. If I don't edit the .hkx files for the reload sound, the animation lacks sound but the game runs just fine. If I have a typo in a .nif or a material file, the weapon doesn't appear correct in game, but it doesn't crash the game. So what could possibly cause it?

Are there any edits that are known to cause this problem? Lacking a master file comes to mind, but my merge has only AWKCR as a master, and that is loaded of course and it was needed before adding the fifth weapon. Can't be the problem.

 

I don't merge quests, not even ll injects, so that shouldn't be the problem either. Could that even cause this problem? I assume not.

 

Edit:

The entries added are cobj, kssm, kywd, misc, mswp, omod, race, sndr and of course weap.

The files added are materials, meshes, textures and soundfiles.

 

It baffles me that any of this could cause a crash on startup. And they all seem to be set up just fine. Maybe the culprit lies in the race entry? That's a field I'm not very familiar with.

 

Edit2:

I copied over the original meshes and checked the corresponding entries in my esp, just in case. No change.

I disabled every other mod in my modlist and activated just my esp and its masters. No change.

 

The next step will be setting up another file with just the last weapon, maybe that will illuminate the problem^^

Edited by requested
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