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kelmen

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Posts posted by kelmen

  1. i don't think it caused by mod

    don't think is caused by Deacon too

     

    i'm now actively avoid entering BH, unless needed to.

    if i really need to enter, i will do whatever needed inside faster. most time i can avoid the ctd. im guessing it's something about a npc animation.

     

    there is a time BH under attack, when i rush to defend it, the CTD not happening. but after cleared the raiders, spending more time in it still get the CTD.

     

    now for any new settlements, i will avoid removing any containers that can spawn items.

  2. having frequent CTD at/near Bunker Hill.

    enabled log:

     

    11/06/2017 - 09:40:12PM] error: Cannot unequip a None item
    stack:
    [ (00050976)].teleportactorscript.UnequipItem() - "<native>" Line ?
    [COMDeacon (000BBD9B)].COMDeaconScript.::remote_Actor_OnLocationChange() - "g:\_F4\Art\Raw\Scripts\COMDeaconScript.psc" Line 109
    [11/06/2017 - 09:40:12PM] error: Cannot unequip a None item
    stack:
    [ (00050976)].teleportactorscript.UnequipItem() - "<native>" Line ?
    [COMDeacon (000BBD9B)].COMDeaconScript.::remote_Actor_OnLocationChange() - "g:\_F4\Art\Raw\Scripts\COMDeaconScript.psc" Line 110
    [11/06/2017 - 09:40:12PM] error: Cannot unequip a None item
    stack:
    [ (00050976)].teleportactorscript.UnequipItem() - "<native>" Line ?
    [COMDeacon (000BBD9B)].COMDeaconScript.::remote_Actor_OnLocationChange() - "g:\_F4\Art\Raw\Scripts\COMDeaconScript.psc" Line 111
    [11/06/2017 - 09:40:12PM] error: Cannot equip a None item
    stack:
    [ (00050976)].teleportactorscript.EquipItem() - "<native>" Line ?
    [COMDeacon (000BBD9B)].COMDeaconScript.::remote_Actor_OnLocationChange() - "g:\_F4\Art\Raw\Scripts\COMDeaconScript.psc" Line 113
    [11/06/2017 - 09:40:12PM] error: Cannot equip a None item
    stack:
    [ (00050976)].teleportactorscript.EquipItem() - "<native>" Line ?
    [COMDeacon (000BBD9B)].COMDeaconScript.::remote_Actor_OnLocationChange() - "g:\_F4\Art\Raw\Scripts\COMDeaconScript.psc" Line 114
    [11/06/2017 - 09:40:12PM] error: Cannot equip a None item
    stack:
    [ (00050976)].teleportactorscript.EquipItem() - "<native>" Line ?
    [COMDeacon (000BBD9B)].COMDeaconScript.::remote_Actor_OnLocationChange() - "g:\_F4\Art\Raw\Scripts\COMDeaconScript.psc" Line 115
    [11/06/2017 - 09:40:13PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
    stack:
    [CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 20
    [11/06/2017 - 09:40:13PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
    stack:
    [CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 21
    [11/06/2017 - 09:40:13PM] error: Cannot call MoveTo() on a None object, aborting function call
    stack:
    [CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 28
    [11/06/2017 - 09:40:13PM] error: Cannot call MoveTo() on a None object, aborting function call
    stack:
    [CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 29
    anyone know what these hinting? or maybe these are not the cause?
    I have modified Bunker Hill quite significantly, primary using Place Everywhere, Homemaker - Expanded Settlements, and Sim Settlement
  3. i did this

    but nmm seems doesnt work proper anymore

    my last 2 new mods required manual installation

    while other mods are working fine

     

    just do the move through steam feature, its likely all your setting will be reset. mods shouldn't be affect

    u may want to figure out how to back those settings

    i just redo them

     

    next, when open nmm, u gonna get an error, from googled result, put the main game esm in the old location, just let nmm startup, then change the main game folder setting in the nmm

    theoritically it should work

  4. ver 0.63.14

     

    i moved the main game folder as to manage my limited ssd space

     

    intially having problem with nmm, as it looking for the main esp in old folder, i put that folder in the old place, let nmm start, then change the main game folder to new location, then removed the old folder

     

    my last 2 new mods installation were not working ingame

    - sim settlement, used to worked. nmm seems to enabled it, but doesnt work ingame.

    after the folder moved, i have to do manual installation to get it work

    - place everywhere, enabled through nmm, everytime i started the game, its not working in-game.

    chk nmm, it disabled

    enabled it, start game, same result

     

    does nmm keeping main game location info somewhere else?

     

    i already reinstall the nmm

    and i used to play f04 through steam, but now i start from f4se

  5. add a filter about a mod activation

     

    say, i have 20 mods installed, only 10 activated

    with this new filter, i only want to manage activated mods, clicking chk latest will only get latest info about this 10 mods

     

     

    as at current version, whenever i chk latest, the inactivated mods also get bother,

    i have to verify those outdated mods are not currently activated

    why do i still keep inactivated mods? because i may activate them, after there is a fix/update that i'm waiting.

    if i removed it, i will have to search for it in future.

  6. I'm having this issue, for the mod armorkeywords.esm, i already deleted it through the nmm, it's esm file still shown in plugins tab.

     

    everytime i enabled all plugins, i have to manually disable this one

     

    i dunno where and how to locate this file to remove it manually

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