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Everything posted by whodat1
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As a quick test, under the data directory change the name of your Textures folder to something else (all modded textures will be replaced in purple/magenta) and see if you still CTD in these locations. If not, then you have a corrupted texture(s) from a mod. The game is quite unplayable when you change the folder name, but this is just a quick way to see if it is a texture causing a problem. It's probably easier if you make a save just a few steps away from where you CTD then rename the the folder and test.
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The way I do it is see if I crash in the exact same space every time. If I do, then I make a save right before the crash point (to make it easier to test). Next I rename my Data\Textures directory to another name so that no custom textures will be applied and restart the game from my save point. If I crash then I know it's not a texture and rename my directory back. If I don't crash, then I create an empty Textures directory and start moving folders over one (or more) at a time and retesting until I CTD, at which point I've narrowed it down to which folder the bad texture is in. Then I do it again but instead of folder, I start moving individual texture files until I find the one that crashes. I delete that one and go back to playing the game. Yes, it's a PITA and boring as hell. If anyone knows a better way I'll be happy to hear it. Since I've had to do this three times since the game came out I've gotten it down to about an hour to find the bad file. Instead of one folder at a time I do half of them which narrows the field so that within 3 tries I've eliminated 3/4 of the textures.
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If you can go back to the exact same spot and it crashes again and is repeatable then it's probably a corrupt texture (I had this happen at a spot near the Combat Zone, it was a mod added building texture). If it is not repeatable than it's probably like FGmodule mentioned, as I have also noticed random CTD after about two hours of play since one of the 1.5 patches.
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I usually change companions as I go through the game. The one companion I haven't seen anyone mention yet is the one I'm currently travelling with...Longfellow. I think that I'm just enjoying new comments that I haven't heard yet (Pipers repetition of comments annoys the crap out of me). I installed a mod yesterday for working showers at Sanctuary and once I built one, Longfellow mumbled something about not being able to remember if he had taken this weeks bath or not. I really hope there is another new companion with the Nuka-Cola park DLC.
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Found something Interesting Related to Mods and Bethesda
whodat1 replied to rukenninjai's topic in Fallout 4's Discussion
This part of your problem is probably due to having deleted something in Sanctuary that was not meant to be deleted (by Beth) and therefore wasn't rendered with it not being there. To test this simply open your console and type TPC (toggle preculling) and see if the symptom goes away. If it does then it was what I had mentioned. If it doesn't then the problem lies elsewhere. In either case, type TPC again before leaving town as this can really degrade performance in other parts of the map. -
I don't know if there is a code for FH settlers but as far as them all looking the same; I use two mods that eliminate that. The first is Better Settlers (which gives you a large assortment of different settlers) and the other is called 'Don't Call Me Settler' (which allows you to set the male/female ratio and add a random height variable). Between the two mods I don't get two settlers that look alike. And the second mod gives each one a unique name too.
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Is this actually stated in the game or is this a theory? I only ask because the one time that I made it to the Institute things went really badly for my character (hacking Dr. Li's console is apparently a no-no) and I never did have but one conversation with 'Father'.
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I guess I could understand sending the child Synth out into the Commonwealth for field testing. I just don't see Kellogg as the ideal person for that sort of job. Kellogg is their troubleshooter, their go to guy in the Commonwealth for dealing with problems. If they want data on how the child interacted with the non-Institute world why send him out with a known killer? That seems a bit far fetched to me. I would think that sending out a human scientist or researcher with the child would produce valid data on it's reactions with the world. Sending it out with a psychotic killer, eh, not so much. But on the other hand, the Institute doesn't have a track record of making the best decisions.
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Why would Kellogg be babysitting a Synth?
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Listen to what is playing on the radio as you go through Kellogg's memories. On the last memory the radio DJ is Travis talking about Piper and this is with 10 year old Shaun present. The old guy can't be your son.
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I noticed this on a previous play through but I thought I'd wait and check it again. After I kill Kellogg and take part of his brain to the memory den, I start the journey through his memories. The first memory has little Connie Kellogg sitting in a room with his mom and the radio is on. I went up close to the radio to see what it was playing, Was it part of the memory or background from Dr. Armani's place? It was part of the memory as the dj talked about Shady Sands and doings in the Hub. The next memories had no radio background at all, proving that the radio was part of the memory. That brings us to the final memory, Kellogg and Shaun and the Couser which did have a radio playing in the room, The radio dj was Travis and he was talking about Piper upsetting the Mayor again. Which means that 10 year old Shaun did not go to the Institute 60 years ago!!! He went there relatively recently. Not to mention that Kellogg's terminal's log mentioned that he handed Shaun off and was getting ready to go after Virgil now. So what did he do? Sit on his hands for 60 years. No I don't think so. What this means is the the whole main quest is either a) A Lie, b) Bugged or c) Another Bethesda cock-up.
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I was experiencing something similar and then I got lucky. I had noticed that the CTD were specific location related which made me suspect a texture was corrupt. At one point in the game I made a save, took two steps and CTD. I reloaded that save and the CTD was repeatable. It took about 45 minutes (and dozens of CTD's) to track it down to one corrupt texture file.
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I don't know and I'm not going to find out. I can't see any reason at this point to use it so why bother?
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Differences Between Inventory Sorting Mods?
whodat1 replied to tm2dragon's topic in Fallout 4's Discussion
Valdacils + Def_inv/def_ui = +1 -
I'm also running around 190, but I think it depends on your computer system. I do have a somewhat high end system (i7 6700K, 16 gb DDR4 ram, GTX 980 Ti, SSD drives, etc) so 190 doesn't strain it. Once I got up around 220 and started getting random CTD, but I think it was due to conflicts more than system limitations.
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I just wanted to thank Wax2k, Ethreon & Gambit for this thread. Many of the rules on page 1 I had figured out myself the hard way since FO4 has come out. But I noticed that when I finished reading the entire thread that I had an entire page of notes of things I did not know. So I'm just posting a thank you for the time and effort that you people have put into making this game function better for all of us.
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Getting On The Institutes Bad Side. [SPOILER]
whodat1 replied to MadTod's topic in Fallout 4's Discussion
On your first trip to the Institute, hack Dr. Li's computer. I did this on my first play through just out of curiosity (to see if she had anything on it about DC and the capital wasteland) and it pissed off everyone in the Institute. Oh yes, you will have to fight your way out at that point, but I guarantee that they will be pissed at you! -
Fallout 4 crash to desktop when changing .ini file to enable mods
whodat1 replied to Bleazo's topic in Fallout 4's Discussion
I had a similar problem (different location in map). I made a save close (but not in ) to the crash point. I then renamed my data\textures directory to something else and tried the game (with about 60 modes still installed). The game did not crash. So I created an empty 'textures' directory and started copying the texture sub directories over from the renamed one to the new one, one at a time (testing the games after each copy) until the CTD came back. Then started copying individual textures in that sub directory out until I found the culprit. In my case, it was a single texture causing the problem. A number of people have been getting what seems to be a random texture file corruption. I think the corrupted texture in my case was used in the area where the CTD was happening. -
You could try an alternate loader like F4SE. I've been hearing some people complaining about the standard loader causing a CTD. I'm using the F4SE loader with no problems. It would only take a few minutes to try it.
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Nick/Nora death doesn't make sense...
whodat1 replied to oolongdao's topic in Fallout 4's Discussion
All the ballistic and armor data aside. I think the spouse would have bled out at a minimum and certainly would not be alive 60 years later! The pod did not re-close so there is no frozen until later. The spouse would have exceeded his/her 'sell by' date. -
Known Textures Causing CTD's with the Beta Patch
whodat1 replied to direwolf34's topic in Fallout 4's Discussion
This is unusual. I tried removing the textures in this thread (many of which I had) without any success. I put them back in and started tracing down the one giving me problems. It turned out to be \Data\textures\Vehicles\Motorcycle\Motorcycle_Dirty_d.dds. It seems as if different people are getting affected by different textures depending on....what??? There seems to be no rhyme or reason to the texture CTD. I read about 2 dozen threads on this problem and a lot of people are having problems with completely different textures. I wonder if it has something to do with the order you loaded the mods in? More like where the texture ended up than what it actually is. -
4 things that could make settlements better
whodat1 replied to dennisj's topic in Fallout 4's Discussion
Th is is what I thought an Emporium would be. Not just a lemonade stand with shelves! -
Since this engine is essentially the same as Skyrim, I've been using the same commands. With one exception, when using HELP to pick up an ID I have to add a 0 at the end. For example, in Skyrim i'd type 'help stimpak' and in FO4 i type 'help stimpak 0'.
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I'm surprised that no one has mentioned it yet, but the first mod I load for almost any Beth game is an Autosave Manager. CASM or an equivalent.