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CTD When Entering Concord


VictorLuvsAlice

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So, I'm relatively new to the Fallout 4 modding scene, and I've come across a weird issue in my new save file. I have gone through the opening sequence, escaped Vault 111, met up with Codsworth at Sanctuary, spent a little time there finding goodies and scrapping stuff, moved onto the Red Rocket, met Dogmeat and killed the mole rats, cleared out the cave beneath the station, then moved onto actually entering Concord. After I get the "discovered Concord" XP and the little musical sting plays, whenever I try to actually go further than a few steps down the road into town, the game just quits straight to desktop. I can try to approach it from different angles, and maybe get a little further (like down to the little sitting area behind the houses along the main road), but it will eventually crash.

 

Now, here's the thing. I've done some testing, reverting to some of my earliest saves (right when I activated my mods) to try and see if there's some sort of mod conflict or bad mod or whatnot. (First one was just after escaping the cryopod; after a couple of tests that resulted in more CTDs, I added a save right before the elevator so I wouldn't have to keep running through the Vault and getting chomped by radroaches.) Unfortunately, all I seemed to learn is that if I did a "speedrun" of the opening sequence with all my mods active, going straight from Vault 111 to Concord (avoiding Codsworth and Dogmeat, and the Red Rocket altogether), the crash didn't happen -- I was able to get to the fight in front of the Museum of Freedom without issue. I just -- I WANT to do things in the "right" order, so this annoys me, and I'm not sure what the heck is going on. I'm just looking for any advice someone might be able to give me.

 

Load order under spoiler tag. I am using Vortex for my mod manager; I also have F4SE installed (and use its launcher), along with Mod Configuration Manager, Achievements Mod Enabler, Crafting Highlight Fix, Elevator Buttons Fix (Contraptions), and CryoFreez Fix.

 

 

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
CWSS Redux.esp
SunshineNoGhouls.esl
CroupManorWaterExtended.esl
FalloutInstrumentPack.esl
TrueStormsFO4.esm
emp_and_cryo_grenadefix.esp
BetterWSG5.esp
Vault-Tec Workshop Overhaul Redux.esp
AA Better Companions - No Conflicts - Accuracy Beta.esp
Brahmin Watertrough.esp
Interview.esp
BrahminFeederFull.esp
level4merchantsimproved.esp
Molerat_Disease_Immunity_PA_Hazmat.esp
NewRecipesFH.esp
MoreGrindFreeGameSettings.esp
No Aggro Impact Landing.esp
GKX Fine Dining.esp
Strong Back - Improved - Far Harbor.esp
3DNPC_FO4.esp
Atelier.esp
Campsite.esp
3DNPC_FO4 FaceGens.esp
TheMobileMechanic.esp
Rusty Face Fix.esp
3DNPC_FO4-Patch.esp
3DNPC_FO4_DLC.esp
DiamondCityPlus.esp
PiperCaitCurieDialogueOverhaul.esp
Squirrels_of_the_Commonwealth.esp
Realistic_conversations.esp
Commonwealth Overhaul.esp
W.A.T.Minutemen.esp
DumpsterDiving.esp
GKX Apple Tree.esp
Nuka World Bottle Fix.esp
NukaWorldOpenSeasonExtend.esp
3DNPC_FO4Settler.esp
Culinary Masterpieces - Useful Food.esp
AdvancedNeeds2.esp
AdvancedNeeds2_Patch_Campsite.esp
AdvancedNeeds2_Patch_DLC.esp
AtomicRadio.esp
GKX Worthwhile Caps Stashes.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
TrueStormsFO4-EarlierSunsetsFH.esp

 

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Aww look at your little babby load order XD

 

Anyhoo, i'm a bit confused as to what you've done. You're saying you made a clean save just before exiting the vault?

And then you installed all your mods, and loaded up that clean save?

I can't be certain, but it looks like all your mods are safe to install mid-playthrough. Some mods require you to have them installed when starting a new game, they usually specify that on the Mod page's description.

I suggest you try moving the AA Better Companions mod down lower in the load order, though. It seems the most suspicious for causing this problem, as Preston is a companion. But that's not definite.

 

I also suggest you try having all your mods installed when you create the game, rather than loading them all up at once after the game has already started. (did I understand you correctly? Is that what you did?)

In order to speed up the creation of a new game, I suggest installing SKK Fast Start, it'll instantly take you from Character Creation mirror to leaving the vault in like 10 seconds. It loots everything out of Vault 111 (except cryolator) and gives you the appropriate XP for killing the radroaches inside as well, so you're missing nothing.

Here's the link - https://www.nexusmods.com/fallout4/mods/29227

It's always a good idea to have mods installed and in-place before creating a new game. It IS safe to install mods mid-playthrough. But you typically do that 1 at a time, not dozens all at once.

 

Oh wait, if I understood you correctly, are you saying that you installed the UFO4Patch after the game was started?

That's the only mod on your list that I recognize as being unsafe to install mid-playthrough. It must be installed when creating the new game, or it will mess you up. It's also unsafe to uninstall the UFO4Patch mid-playthrough.

On a side-note though, I suggest you try playing without the UFO4Patch entirely. In my personal experience, it only adds needless complication and conflicts.

I can suggest an array of dedicated little fix mods instead. One of which you should install whether you choose to keep the UFO4Patch installed or not - as the Patch claims to fix the problem, yet it doesn't.

Here's the link - https://www.nexusmods.com/fallout4/mods/47634

The UFO4Patch implements a "fix" for the Emogene Takes a Lover quest, but the fix just plain isn't effective. You'll need that mod to actually fix the quest, and that mod must be installed when starting a new game as well.

There's a handful of other cases identical to this. But that one is the most noticeable, problematic glitch.

Edited by LucidLady
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Ugh. That brings back painful memories. I've also had to deal with crashing right as I entered Concord at the same spot.

 

What I've found is that, for me at least, it has something to do with the minutemen. Specifically; Preston and the dead minuteman in front of the museum.

 

My usual approach: Disable any mods editing the minutemen and go in a really wide circle around Concord. So... Red Rocket > Abernathy Farm > Gorski Cabin > Drumlin Diner. Then approach the museum from the back.

 

After rescuing Preston et all and them having moved to Sanctuary I can enter Concord just fine from any direction.

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Aww look at your little babby load order XD

 

Anyhoo, i'm a bit confused as to what you've done. You're saying you made a clean save just before exiting the vault?

And then you installed all your mods, and loaded up that clean save?

I can't be certain, but it looks like all your mods are safe to install mid-playthrough. Some mods require you to have them installed when starting a new game, they usually specify that on the Mod page's description.

I suggest you try moving the AA Better Companions mod down lower in the load order, though. It seems the most suspicious for causing this problem, as Preston is a companion. But that's not definite.

 

I also suggest you try having all your mods installed when you create the game, rather than loading them all up at once after the game has already started. (did I understand you correctly? Is that what you did?)

In order to speed up the creation of a new game, I suggest installing SKK Fast Start, it'll instantly take you from Character Creation mirror to leaving the vault in like 10 seconds. It loots everything out of Vault 111 (except cryolator) and gives you the appropriate XP for killing the radroaches inside as well, so you're missing nothing.

Here's the link - https://www.nexusmods.com/fallout4/mods/29227

It's always a good idea to have mods installed and in-place before creating a new game. It IS safe to install mods mid-playthrough. But you typically do that 1 at a time, not dozens all at once.

 

Oh wait, if I understood you correctly, are you saying that you installed the UFO4Patch after the game was started?

That's the only mod on your list that I recognize as being unsafe to install mid-playthrough. It must be installed when creating the new game, or it will mess you up. It's also unsafe to uninstall the UFO4Patch mid-playthrough.

On a side-note though, I suggest you try playing without the UFO4Patch entirely. In my personal experience, it only adds needless complication and conflicts.

I can suggest an array of dedicated little fix mods instead. One of which you should install whether you choose to keep the UFO4Patch installed or not - as the Patch claims to fix the problem, yet it doesn't.

Here's the link - https://www.nexusmods.com/fallout4/mods/47634

The UFO4Patch implements a "fix" for the Emogene Takes a Lover quest, but the fix just plain isn't effective. You'll need that mod to actually fix the quest, and that mod must be installed when starting a new game as well.

There's a handful of other cases identical to this. But that one is the most noticeable, problematic glitch.

Hi, sorry, let me try to clarify --

 

This particular save is a clean start after two previous saves, both started on my old computer (I got a massive upgrade to a modern Alienware rig from my six-year-old laptop over the holidays). I'd done some modding before then, and was using those old saves to test things and whatnot (since I'd already planned to restart, I didn't worry too much if the older saves were borked). I installed fresh from Steam on this computer, and when I started, the only mod in my load order that was enabled WAS UFO4Patch, since I'd recently updated it and I knew that one did have to run at the beginning of the game to properly fix some stuff. I went through the Pre-War section with only that -- I then made a hard save right after exiting the cryopod, and then everything else was reenabled. (With the exception of Advanced Needs 2 -- that's a new addition to the load order, but the problem happened before that.) I was using that "cryopod" save to see if anything needed to be disabled when trying to figure out the problem since -- well, I keep hearing that you can't uninstall mods mid-save, and that would be the save where everything was first enabled. . .

 

So yeah, I've had UFO4Patch in the game (along with anything that didn't actually have a load order slot) since the beginning, and all the rest since properly starting gameplay in the Vault. I'll see about moving AA Better Companions down in the load order, see if that helps -- thanks.

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Ugh. That brings back painful memories. I've also had to deal with crashing right as I entered Concord at the same spot.

 

What I've found is that, for me at least, it has something to do with the minutemen. Specifically; Preston and the dead minuteman in front of the museum.

 

My usual approach: Disable any mods editing the minutemen and go in a really wide circle around Concord. So... Red Rocket > Abernathy Farm > Gorski Cabin > Drumlin Diner. Then approach the museum from the back.

 

After rescuing Preston et all and them having moved to Sanctuary I can enter Concord just fine from any direction.

I was wondering if something was going wrong in trying to load Preston and whatnot. . .I'm just confused as to why the "speedrun" seemed to work while taking my time didn't. I'll definitely try going around like that and seeing if approaching from the rear helps! Thanks!

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Now i'm wondering how old that cryo save is. Is it from an outdated version of fallout4? Fallout's last update was like a year ago, so that seems unlikely. But if the save really is that old, just do a new save.

That SKK fast start is a rock solid mod, makes starting new games super easy. Give it a shot if circling all the way around doesn't work, as the save itself might just be borked. It happens.

And it really is safer to have mods installed when you create a game, rather than installing a bunch in bulk after the game has already started.

 

I see that you've got "We Are The Minutemen" installed.

The problem with the first save, where you took your time, might just have been that the outfit or facegen generated for the dead minuteman at the Museum by that mod was somehow corrupted.

When you went back for the Speedrun version, a whole different outfit would have been generated for that Minuteman. So, that would explain why there wasn't a CTD that time.

That's how the game works. Assuming I understand you correctly - you would have started the Speedrun from the Cryo pod, right? That means the cell containing the Museum (and dead minuteman) would load completely differently than the first time where you took your time.

But if a bad outfit or facegen is the cause, it only means you'll probably experience more CTDs for the same reason in the future. If you do find yourself CTDing and happen to notice that it's because Minutemen are nearby each time, just be sure to make the connection.

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Now i'm wondering how old that cryo save is. Is it from an outdated version of fallout4? Fallout's last update was like a year ago, so that seems unlikely. But if the save really is that old, just do a new save.

That SKK fast start is a rock solid mod, makes starting new games super easy. Give it a shot if circling all the way around doesn't work, as the save itself might just be borked. It happens.

And it really is safer to have mods installed when you create a game, rather than installing a bunch in bulk after the game has already started.

 

I see that you've got "We Are The Minutemen" installed.

The problem with the first save, where you took your time, might just have been that the outfit or facegen generated for the dead minuteman at the Museum by that mod was somehow corrupted.

When you went back for the Speedrun version, a whole different outfit would have been generated for that Minuteman. So, that would explain why there wasn't a CTD that time.

That's how the game works. Assuming I understand you correctly - you would have started the Speedrun from the Cryo pod, right? That means the cell containing the Museum (and dead minuteman) would load completely differently than the first time where you took your time.

But if a bad outfit or facegen is the cause, it only means you'll probably experience more CTDs for the same reason in the future. If you do find yourself CTDing and happen to notice that it's because Minutemen are nearby each time, just be sure to make the connection.

The save is from December 27th, 2020. I can assure you I've never had anything BUT the latest version of Fallout 4.

 

Taken in conjunction with what BlackRampage said, the thing about a bad facegen or outfit for the dead Minuteman might be the culprit, yeah. I will definitely have to watch out for that.

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