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Tishers

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Everything posted by Tishers

  1. I am not a programmer but I did capture four event logs from Fallout 4 where the game terminates unexpectedly. They all have the same last dozen lines or so in the event log. Can someone guide me in to what mod might be causing this problem? This problem came about when I reinstalled Fallout 4 and the mods on a new computer. I did use LOOT to optimize load order. The problem happens randomly during gameplay. Not in any particular place; sometimes at the end of a battle (scavenging items from dead gunners) and once while I was on the roof of the airport, just looking up at the city scenery across the river. Here are the last lines; [02/19/2017 - 08:05:08PM] error: Cannot call IsBleedingOut() on a None object, aborting function callstack:[alias Opponent on quest GenericBrawl (000AC018)].genericbrawlopponentaliasscript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\GenericBrawlOpponentAliasScript.psc" Line 30[02/19/2017 - 08:05:08PM] warning: Assigning None to a non-object variable named "::temp10"stack:[alias Opponent on quest GenericBrawl (000AC018)].genericbrawlopponentaliasscript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\GenericBrawlOpponentAliasScript.psc" Line 30[02/19/2017 - 08:05:08PM] error: Object reference has no 3Dstack:[ (060340BD)].Sound.play() - "<native>" Line ?[ (FF08F875)].DLC04:DLC04AudioActorPlaySound.OnTimer() - "g:\_F4\DLC04\Art\Raw\Scripts\DLC04\DLC04AudioActorPlaySound.psc" Line 71 Since I run about 100 mods it would be a major pain in the behind to selectively disable/reenable them one at a time. Expecially since this problem may not happen for an hour or so of playing. I am about ready to end my gaming session (43 days of gameplay in to it, I have won just about everything you can and completed even side quests that follow the destruction of the institute, the BOS and even the vengance assassinations for the railroad. I would like to start a new game all over with 4K packs and all of the additional settlement mods in place. I do not want to go in to a new game while I have random crashes happening. The attachment is the mods list and load order as listed in LOOT. I have also attached one of the Papyrus logs thanks so much for any guidance you can offer, Tisha
  2. This is a real neat idea; Thank you for taking on the challenge.
  3. I would suggest the area that the Hubologists come from. There is a diner, a few abandoned farms, a large size pond and a few buildings. It is in a pretty desolate place near the Grandchester Mystery Mansion. Another place would be the Nuka World marketplace. You would need some way to putting in water and food (I used a planter mod to put down dirt in square boxes and you can put a water pump on top of that).
  4. I have the same problem with Nuka World, in the circular area where the shopkeepers work. I had not started using mods at that time but when I killed off the three factions, went through the marketplace and one of the NPC's said that they were going to take off their slave collars I left Nuka World and went back to the Commonwealth for a few game-weeks. When I returned I see that they took the idea of "freedom" a bit further than expected, no more shock collars but also no clothing on any of the shopkeepers. I guess it helps to bring in the customers <lol>. Maybe with naked Diamond City guards they can better enforce the "no concealed weapons". I just wonder where they are stashing their baseball bats when they do not have belts. Well, some do walk kinda funny. Now, about 1100 hours in to this one game play the shopkeepers at Nuka World still do not have clothing. I have taken it about as far as I can go with every FO4 DLC enabled (far harbor, the mechanist, machines, nuka world) and I am ready to swing over to a new computer. When I do I will be starting all over with the mods that actually bring some challenge to the play (more settlements).
  5. Grid square H15 has something that is fun. Use the terminal next to the truck.
  6. The Far Harbor DLC is an interesting place, many unique people, animals and plants. The first time I fought a fog crawler I was like "what the he11!" There are a few things that might be great mod topics for those who have the Far Harbor DLC and some of those may back-enhance the main game as well; ------ number 1------- There are already a few mods that allow you to farm and harvest consumable plants in Fallout 4, if this could be extended from the Far Harbor DLC (if you purchased the add-in pack, and who hasn't who is serious about the game). Can we add? aster black bloodleaf cave fungus lure weed Maybe make it more challenging; that you must harvest and have at least 5 of each item on hand before you can farm them. Ten of them if you want to harvest them in the main game back in the Commonwealth (they have to be transplanted a greater distance, maybe make a failure rate of 1/3 out of each plant transplanted to the main game. that's how it works in the real world, transplants do not always take because the environment is different and the stress of doing transplanting). -------- number 2------- Fix the fog condensers so you can get condensed fog more times than only once. Maybe a timer that says that 5 game-days have to pass before you can get a condenser to give up more liquid. This would allow you to do a little more with the sludge recipes. Make it so you can build more fog condensers. Require that they have at least 5 power and only cover a 10 meter radius around each one. This will require that you build up a substantial power system to put in your own. Remember that the escaped synths at Acadia (Faraday and DiMA) who created and maintain the fog generators and the wind power system to run them. Maybe you can add a speech check with DiMA and Faraday to unlock this capability to build new generators. (now what would really be cool is if you could make the deal have something to do with the railroad (as a promise to not brain-wipe anymore escaped synths) and/or Valentine (to visit Far Harbor and visit with his brother DiMA). Fog condenser construction could even be brought back to the commonwealth, but it is only entrusted to one person (Sturges (and we know why, even if he does not, he's a brain-wiped synth and the construction details can be uploaded in to him. Then you need to escort Sturges around the commonwealth to build fog generator systems (1 game-day per generator) at settlements. There are a few settlements (to the southwest by the glowing sea) that really could use generators to dial back the radiation). ---------------------------- I love the work that you modders do, I can create scenarios like this (and even define some of the logical relationships) but I just do not have the time to build mods (work commitments, I have already spent more than 1000 hours playing Fallout 4 in 2016). thanks so much
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