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OblivionsLegend

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    Fallout 3, New Vegas, CK2, EU4, Vampire The Masquerade: Bloodlines

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  1. Well when I install mods the first thing I do is install patches for other mods it is known to conflict with. I usually do this by looking at the requirements section and optional files section of the mod page, and if I see a patch for a mod I have while running the installer for another mod I check the box and install that as well. I know that can cause incompatibilities if the patch is outdated or makes changes to the same things as another patch but I usually try to resolve record issues with a merged and/or bashed patch. In other news, I have played the save for several hours now. I have visited many locations (in the base game, and the DLCs such as Nuka World), and I have not experienced a single crash. I am now adding other scripting mods such a Sim Settlements and Ellen in order to see if they cause any issues.
  2. I am going to take some time to do some more testing with save you gave me. Some of the mods may only cause issue when used with other mods I have installed, so I need to see which combinations work as I introduce more mods back into the game. I'm also going to play it for a few hours to see if there are any crashes or errors in the papyrus log. I turned off the Ellen companion mod and Better Locational Damage because they were producing errors in the log. Now that I have isolated the crashes to the Baka Framework, I will try to turn them back on and see how stable the game is. I will inform you of my results.
  3. Do you know of any way to "unsubscribe" from the CC content altogether, so that it does not get downloaded with the game when I reinstall it or verify the game files through Steam? The fact that it's eating up some of scripting engines time at all is concerning to me. As of now I just have it all in a custom mod folder in MO2. NOTE: I have Your saved game file, My dev environment is not generating these logs. No, you can't unsubscribe from cc content. Either you delete the content all together or do as we have done. So I'll send you an Invite to the latest version of MO 2 from the server to use, you make a new installation's and a portable type. then install say xedit so you generate that md folder. open windows up to the two mo 2 installations and drag the old mods into the newer version and launch it this will change Profiles completely, there won't be anything to generate these things. If it does, you need to find out where and why. The only Other thing left for me to do for you is to offer your saved game file back completely purged of all those mods right where you left off. Id do not know if or how much you may loose in the transaction but It sure as hell will not load Content from the creations club if your system is setup clean. https://mega.nz/file/JCI3QIDJ#KcL4sVbNxND34SiL4-cNp85aJWbAq_I5BneZKqNtcLQ I followed your instructions and installed the Mod Organizer version you provided. Then I transferred all of my mods into its mod folder. After I did that I ordered them the way they were previously and turned them on in groups of five. I then started the game and attempted to load the cleaned save you gave me (thank you very much for that BTW). By doing this I managed to isolate the mod that was making the save fail to load. This mod is the Baka Framework. Once I turned that mod on the game could not load the save, but after turning it off I had no issues loading it. Here is the link to the mod in question. https://www.nexusmods.com/fallout4/mods/43627?tab=description I was also able to remove some of the script errors from the log by disabling a few more mods (Ultra Exterior Lighting, Better Locational Damage, Ellen Companion). I have not tested enough yet to see if the save is entirely safe from errors, but it loading is a remarkable improvement over where we were a few hours ago.
  4. Do you know of any way to "unsubscribe" from the CC content altogether, so that it does not get downloaded with the game when I reinstall it or verify the game files through Steam? The fact that it's eating up some of scripting engines time at all is concerning to me. As of now I just have it all in a custom mod folder in MO2.
  5. All of the logs I've sent are the most current ones. I guess that since I created a save with the CC content present the game will continue to look for it while loading, even though it is not being used. What exactly do you mean by disabling it? I ran the game once with the plugin disabled, and once with the entire mod disabled in the left panel of MO2. Both of these options created a papyrus log that was full of missing object reference errors. I will attach two files to this post. The first, "modDisabled" is the log produced when the entire mod is disabled. The second, "pluginDisabled", is the log from when only the plugin is disabled. I checked and I am running a portable instance of MO2. The only files in the local and roaming folders was the file that tells MO2 to handle Nexus links and some folder full of cache files. I deleted these files, and when I started MO2 again it asked to regenerate them in the portable installation folder where everything else is.
  6. Below is a picture of my data folder and the papyrus log file. I accessed Bethesda mods through the game's main menu in order to see what mods I actually own through that service, and according to that I only own 3 mods: A pipboy camo skin, a chrome power armor skin, and a onyx power armor skin. The presence of the other CC content in my data folder and the references to them in the script log is concerning. As for the line you mentioned in the log, the StartMeUp mod automatically places itself at the bottom of the load order if sorted with LOOT, I think the mod author did that intentionally to prevent conflicts with other mods from breaking the game. From the looks of it that line refers to a terminal in Vault 111 that sits next to the cryopods. The players uses it to set up some character information and open a door. That script should really only run when you start a new game, since you have no reason to use that terminal again after setting up your character.
  7. I disabled all of the SavrenX retextures, including the interiors one, but the game still crashed. Thank you for the suggestion though, something strange and not obvious is bound to be the culprit.
  8. I created a mod folder for the CC content and moved all of it there. Then I disabled the folder in MO2 and launched the game. Below is the papyrus log generated by my game. Interestingly enough the game still reports errors for the CC content, even though it has been disabled, and as far as I know it isn't even applied to the game as I have never seen any of it during my playthroughs.
  9. I did as you said and sorted the files on the left to match the order of the plugins on the right. Some of the mods contains plugins (esp. files) that act as patches for other mods so they had to be slightly out of order. After doing this the game seemed to take longer to crash, but it still did before it could finish loading the save. Below is the script log of the crash. If you need anymore specific information I will gladly provide it to you.
  10. You can view the plugins I have active and the mods I have installed by downloading and viewing the plugins and modlist text files I attached to the original post. I have nearly around 90 plugins, but you can see far more details by viewing the files. I ran Driver Booster 7 and all of my drivers are up to date. Below is a link to an archive containing the save you requested. It was too big to attach to this post so I used Google Drive. Please let me know if you have any trouble downloading it. https://drive.google.com/file/d/1sTWeaeR3oOvUtB6Kcx4KRAdrX8OokBJw/view?usp=sharing
  11. drive location of the game, re-validate file integrity in steam for the game files reboot defrag the hard drive reboot and attempt to try again The game is installed at "D:\Steam Library\steamapps\common\Fallout 4", which is an SSD. I verified the filed integrity through steam as you asked and then restarted. Then I trimmed and de-fragmented all of my drives and rebooted again. Unfortunately the problem persists exactly as I described it in the original post.
  12. As the title suggest, my issue is that for some unknown reason I cannot load any recent saves in a given playthrough. I can select them and tell the game to load them, but after after about 10 seconds or so the game hard crashes back to the desktop. I have tried using Fallrim's tools on the saves in question but it cannot find any obvious problems with them. Up until this point I have had no problems with crashing or freezing. I should also mention that I can start a new game and play that for a few hours before it too becomes unloadable, forcing me to start a new character. I'm inclined to believe that this is some kind of scripting issue that is crashing the game, as I do see errors in the Papyrus log from when I was trying to load the save and FO4Edit gives no errors. I will provide my load order, mod list, and the latest papyrus log, as well as any other information that may be needed. I am using Mod Organizer 2 to manage these mods. I have already abandoned a playthrough once before because of this issue, so it is imperative that I find it or it will inevitably damage future playthroughs as well. Thank you in advance for any help the community can offer me.
  13. I've encountered a very nasty bug with Dogmeat: http://grab.by/MYg2 Some re-texture mods get rid of it but I'd rather not have to completely change the look of Dogmeat. It appears that he is missing a texture somewhere and I don't know why, or how I can fix it. Maybe verifying the game would help but I don't know what that will do to my mods and inis. Any feedback is appreciated :smile:
  14. Li'l Devil's texture is very broken for some reason. I use a lot of retexture mods and I have tried reinstalling some of the them but the problem persists. Is there some way that I can see specifically which mod is changing that texture? Here's a picture of what it looks like: http://grab.by/Jm7K Any help is appreciated.
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