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Kiksadi98

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Hello, I've recently started a modded survival mode playthrough. Things have been going smoothly thus far, save for a random CTD here and there. It'd be an easy fix if it was an obvious conflict or something but I don't see anything of the sort in MO2. The crashes themselves have been inconsistent and happen randomly rather than easily reproduced, i.e., sometimes they happen in the character creator, sometimes in combat, and most recently during a radstorm. I'd assume it'd be my load order having some issues I can't see since I'm rather new to modding and LOOT can only do so much/can also cause problems too. Here's my load order: https://pastebin.com/AEgkHkhQ

Thanks for any help given.

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Yeah, you've got too many mods to use LOOT for organization. It's still useful for finding dirty mods that need cleaning, though.

And your load order looks a bit of a mess. I see you have actually worked on it, it's not completely random.

If you are going to reorganize, don't do it mid-playthrough. Unless you're comfortable accepting that it can cause further game instability.

 

You're also juuuuust barely under the 255 plugin limit. I hope you've flagged alot of those ESPs with the ESL-flag. Regardless, you are under the limit so that's not the problem here. Just... sayin'.

If you want a quick guide on how to give light mods the ESL-flag, and why, just let me know.

 

In the meantime, install Buffout 4. It's a mod that gives you a crash log when you have a CTD. It also comes with code in place to prevent alot of the common CTDs, so there's no reason to not have it installed really.

Post the crash log that it generates for you in the comment sections of the Buffout 4 Page, or here in your thread and i'll take a look at it. Post it in both locations, honestly.

Here's the link - https://www.nexusmods.com/fallout4/mods/47359

 

I'll take a moment to post how I personally organize my load order, if you're looking for a simple guideline.

I'll also post my current load order, so you can see it in action.

First - the mods that snap to the top of your load order no matter what, can't really organize those.
Second - Settlement mods
- - - - - Mods that add new settlements
- - - - - Followed by mods that alter settlement functionality [more build limit, unlocked dlc buildable objects, etc]
- - - - - Followed by mods that add buildable items to the build-mode menu
- - - - - Followed by Patches for build mode mods
Third - Mods that tweak and alter the game in broad little ways
- - - - - Changes to sneak mechanics, Cell respawn timers, Combat damage variables, Faction tweaks, Quicktrade, Player comments, things like that.
- - - - - Auto-Looting mods, Mods that make Radstags friendly, Mods like Chill Pill, No Death Weapon Drop, Level Cap, Edits to how Melee combat works
- - - - -
Fourth - Mods that add NPCs to locations
- - - - - Goodneighbor Neighborhood Watch, NPCs Travel, Dr Goodneighbor, Better Goodneighbor and Better Third Rail, etc.
Fifth - Quest Mods.
- - - - - Start with the bigger quest mods and place smaller quest mods beneath them.
- - - - - Combat Zone Restored goes here, too.
- - - - - If you have any patches between quest mods, place them where appropriate in this section.
Sixth - Settlement Overhaul mods -> Mods that alter the Settlement Framework in any way
- - - - - This might seem like an odd location for these types of mods, but go with it.
- - - - - Anything that cleans up a settlement, or makes it look entirely different.
- - - - - Also if you have any mods which add special, unique NPCs to a base-game, or new settlement goes here.
- - - - - Mods that remove invisible markers from settlements
- - - - - Mods that add new settlers
- - - - - Mods like Conquest or Portable Workshop
- - - - - Transfer Settlements goes here
- - - - - Mods that make Home Plate (and similar settlements) into Full settlements
- - - - - No Random Mercer Safehouse mod
Seventh - Companion related mods, and any mods that alter or replace NPCs.
- - - - - Start with NPC replacers
- - - - - Followed by invisible companion tweaks -> Visible Companion Affinity, Dialogue tweaks, Additional Followers
- - - - - Followed by mods that alter NPC looks -> New Robot parts, Companion makeovers
- - - - - Followed by mods that alter NPCs on a large scale -> Named Settlers, Settler Makeovers
Eighth - Animations and sounds
- - - - - Start with mods that add vehicles which you can ride
- - - - - Animated drinking or smoking
- - - - - Animated sex mods
- - - - - Mods that change how weapons sound
- - - - - Mods that alter player's voice or other NPC voices
- - - - - Mods that add new animations to walking or all rifles or all pistols or all 1hand melee weapons
- - - - - 3rd person movement altering mods
Ninth - Weather and lighting
- - - - - Anything that effects timescale in the game counts
- - - - - CLO Custom Lighting Overhaul or other ENBs go here
- - - - - Mods that remove shadows for performance
- - - - - Nightvision altering mods
- - - - - Godray removers or enhancers
- - - - - More Grass mods
- - - - - Mods that change textures in game, to increase performance or make bricks look better or something.
Tenth - Style mods
- - - - - Start with anything affecting NPC heights
- - - - - Hair and makeup -> New eyes
- - - - - CBBE comes next -> Followed by Skin replacers
- - - - - Looksmenu comes next -> Followed by Overlays and Customization Compendium
- - - - - Pip-pad or other Pipboy altering mods comes next
Eleventh - Weapons
- - - - - Straightforward. If it adds a new weapon to the game, put it here.
- - - - - If the weapon adds new animations, put it at the bottom of this section
Twelfth - Armor and Clothing
- - - - - If it is equip-able to your character from the Armor section, it goes here.
- - - - - This doesn't include mods which work like a toggle (like CLO Remote) from the equip section.
- - - - - If the armor or clothing has additional, special script effects, put it at the bottom of this section.
- - - - - If it's a clothing patch, it goes here. Like something that alters how NPCs dress on a wide scale. [Like Hookers of the Commonwealth patch to make them stop wearing EasyGirl outfits]
Thirteenth - Armor and Weapon Framework altering mods
- - - - - UCO, Armorsmith Extended, Wacky Weapons Workshop, New Legendary Effects,
Fourteenth - Finally, any mods that are finicky. Mods that have trouble working if not placed beneath everything else. Or mods that you want to make SURE work. Mods with heavy, frequently-used scripts.
- - - - - Outfit Switcher, FO4Hotkeys, Cheat Terminal, Custom Camera, Console mods, Item Sorting mods, ESP Explorer, Mods that alter how you eat/drink
- - - - - Finally, any mods which specifically state to place them beneath everything. Race Customizer is the most popular example.


 

GameMode=Fallout4

Fallout4.esm=1
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VMod-Master.esp=0
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The Metro.esp=1
AR_DLC01.esp=1
BoSStory.esp=1
cat_wildlands.esp=1
ProjectValkyrie.esp=1
TeleportThuggyverseCompanions.esp=1
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Flashy_CrimeAndPunishment_OAR_Depravity_Patch.esp=0
V81_GOATSequencePatch.esp=1
Covscript.esp=1
PH_BrightBluff.esp=1
AbernathyFarmOverhaul v1.0.esp=1
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SettlementHawthorneEstate.esp=1
MarlboroughMansionPlayerHome.esp=1
Murkwater.esp=1
coastal-cottage-clean-01.esp=1
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Brawl Bug Fix.esp=1
Tom Sprint.esp=1
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RBMonogamy.esp=1
RBCaitTalk.esp=1
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MsAutomatronPartsCollection.esp=1
GhoulPiper.esp=1
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Driveable Motorcycle Mod.esp=1
ThrowableContainer_v3.esp=1
PortableContainer.esp=1
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RidingGiddyupButtercup.esp=1
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AnimChemRedux.esp=1
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LightsDontCastShadows.esp=1
FyTy - No Godrays.esp=1
Vault-Tec Workshop Overhaul.esp=1
Insignificant Object Remover.esp=1
GoodneighborExpanded.esp=1
Rsiyo'sLocationPack.esp=1
highwaysfix.esp=1
CliffsEdgeHotelWindowFix.esp=1
BetterDrumlinDiner.esp=1
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ShutUpAndHealMeDoc.esp=1
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RADS.esp=1
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GS Vorpal Blade Returns.esp=1
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YogMadCan.esp=1
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Chainsaw.esp=1
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Tone Restraint.esp=1
TheKite_Railroad_Handmaiden.esp=1
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RadRing.esp=1
Piezonucleic_Fix.esp=1
Mutations.esp=1
The Smooth Criminal.esp=1
SleepWaitConsumable.esp=1
HardcoreMoleratDisease.esp=1
SP4 MOVE SPEED IN WATER REDUCED.esp=1
ASA.esp=1
Vault Alt Suit.esp=1
TWB Outfits.esp=1
TTOutfit.esp=1
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TERASuccubusMashup.esp=1
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Pastel Wigs.esp=1
LucidLadyClothes1.esp=1
Skimpy Attire For Male.esp=1
Armorsmith Extended.esp=1
RaijuAWKCR.esp=1
clothingoverhaul.esp=1
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Toxic Raider Armour.esp=1
Crimsomrider's Accessories.esp=1
Crimsomrider's Catwoman.esp=1
wackyweaponsworkshopsp.esp=1
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JTC.esp=1
Stashable Caps.esp=1
CapsWidget.esp=1
OutfitSwitcher.esp=1
CheatTerminal.esp=1
CustomizableNeeds.esp=1
Hunter of the Commonwealth.esp=1
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Jack's Disable Quick Loot.esp=1
MedKit.esp=1
Kor_SitDisabler.esp=1
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CustomCamera.esp=1
WmkActiveEffects.esp=1
FO4Hotkeys.esp=1
Buy Building Materials Anywhere.esp=1
PlayerVoiceFrequencySlider.esp=1
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LucidBuildingEdits o1.esp=1
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ESPExplorerFO4.esp=1
HighlightConsoleReference.esp=1
SkeletonStyleFramework.esp=1

 

 

My game currently has an even 4oo active mods, and runs about... 90% perfectly.

In the past I only ever had CTDs from one single cause - and that was when I was trying to do a Save. I'd say during that time, my game was at 95% perfection.

Now I seem to have solved that. I haven't had a single CTD while saving for months. But now i'm experiencing a few really strange problems I never had to deal with before.

Random little things that i'm not sure how to deal with. Things that most folks would say are just normal problems for a bethesda game. But I went years without having any of those problems, so I don't rightly know what to do about them now.

My game went from having only 1 problem, to having 4 tiny unconnected problems.

Anyway - i'm only telling you this as some sort of evidence that my organization method probably won't hurt you. I don't think my problems are because of my organization method. I think it's probably because of a combination of many individual mods conflicting in some way that I can't see when looking in FO4Edit. Considering how many mods I have, it doesn't seem unreasonable.

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