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G4M3W1NN3R

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Everything posted by G4M3W1NN3R

  1. @ Op a few things to also consider: if you are using an ENB or Reshade or Both, temporary move: d3d11.dll, d3dcompiler_46e.dll and dxgi.dll out of the same folder the CK is in ( which should be installted to ideally the fallout 4 root folder) Reshade also affects the CK Render screen (and potentionally the enb might affect the render screen as well although i am not sure on that, but i do know for a fact Reshade does apply to the Render Screen), which means you could very well be using more resources just because of that. moving them out of the same location as the CK means they cannot affect it in the many years (7 to be exact) i have been using the CK i have never noticed/Experienced any hardware based problems because of it (we are talking absolutely loads of 12 hours sessions in the ck) not too mention that when i create big mods, i tend to also have a load of opera tabs open, and music playing, so i am using a lot of resources on top of the CK, and have never expereinced any issue hardware based, such as freezing slow downs or overheating with regards to the CK., so the issue you are experiencing is definitely not normal. however the Creation kit does have a render window, which would use system resources, so that is the only thing that could cause temperture spikes, but that render window is not the same as running the game. so the resource usage should not be that much more or even close to actually running the game. Edit: so i just checked to see how much resources the CK uses, and it seems to peak out at 30% Cpu usage (Average only 12%), so yea their is definitely something wrong on your end, as the processor should not be overheating at only 30% usage, which means something else is maxing it out, or you have other tasks running simultanously with the CK. Creation kit, Peak Resource Usage = CPU 30%, 1GB of System Memory, and i did not check GPU as i am pretty sure it will not be using too much of GPU. i tested this on loading a mod that requires all DLC as well as AWKCR and AE, so it was loading 6 mods. for the most part it was only using 12% of the CPU, it hit 30% CPU usage on 90% load of all mods, then dropped to 0% Cpu usage once all mods are loaded. so the creation kit does not use the CPU until user interaction. which means the Render windows does also not use the CPU until user interaction. loading mods is 1 of the most demanding tasks the ck does. which is why i used that to measure usage. What is your system specs ? is your hardware overclocked ? and what is you resource usage before loading the CK @StormWolf01 "my RAM usage Shoots Through the ROOF" That sounds like a memory leak, which could be caused by the CK, windows or any other program. i know for a fact windows xp had memory leaks so if you happend to of been using the ck back in them days then its likely windows xp was the issue. but since you did not state when you have used the ck, its hard to know what caused it, but i do know for a fact i have never expereienced hardware based issues with the ck, so i am pretty sure it does not have Memory leaks, atleast not now, it might of in the past, but as said, i have spent many sessions creating mods for 12 hours a day, back in Skyrim LE days when i created my guardians mod, which took over 2k hours to create, and these were split into many 12 hour sessions and sometimes even 24 hours, because i get very dedicated when i am creating a huge mod, i tend to spend a ridiculous amount of hours in the ck.
  2. @OP install your mods based on this below: this is my own load order installation steps, which i have never had issues with. Load Order installation
  3. Note: Same as before my replies to each specific statement are in Bold. Note: just for reference, i have been creating mods, problem solving mods and learning how mods work, as well as all factors of modding for 7+ years, i have actually been modding much longer then that, as i used to mod Fallout New Vegas back in its day (so we are actually talking 9+ years of modding beth games, learning the Creation Engine and Geck), before that, i was programming for several years, creating programs that interacted with the Hexadecimal system to modify Roms (which is still modding) so all in all i have actually be modding and creating mods for about 15+ years. whilst simultaneously learning advanced problem solving via Assembly. my 7+ years of mod creation taught me a lot about the engine, and its limitations, as well as how mods work. so writing that above, to show you i know exactly what i am talking about when it comes to modding, so my advice will help you fully. i have always been a modder and a creator. :tongue: Here is My Load Order Guide: Note: Click on Show to view the Guide
  4. Note: My Replies are in Bold to add on to that, have you Removed any mods in your active playthrough ? best advice is to start again from scracth with considerably less mods. preferably below 254 active mods, until you understand modding completely. many of us that do run heavily modded games, have been modding bethesda games for many years, which includes mod creation, problem solving, and knowledge and expereince, and thus have a very good understanding on everything related to modding. people new to modding should not run an extreme amount of mods without knowing modding completely, that is load order, problem solving, how mods work and interact with each other, researching everything about every single mod you download. etc etc. and basic modding knowledge, Never Add or Remove mods in an Active Playthrough, ever, Never merge Mods, (the only exception to this is Bash Patch, which should in fact always be created) the thing is, you will eventually resolve the pipboy issue, but then you will need to solve the ctd in menus, which you will eventually resolve, but later on you will run into even more issues, it will be a never ending cycle until you hit a limit that cannot be resolved, and this especially applies as that saved game increases in size (basically meaning, making progress). start again with much less mods, and then when you fully understand what is required to mod, and the limitations that modding has, then you can increase the amount of mods you use. the truth is, as you make progress in the game, it becomes increasingly unstable, that is just how it is, modding it increases that fate much quicker, extremely modding it, even quicker. you could indeed get 1000+ of hours of a heavily modded single playhtrough, but your modding setup absolutely must be flawless, because it really does become increasingly unstable the longer you have invested into the game. its the whole Rabbit vs hair situation, slow and steady wins the race. this applies to modding as well. start of with a few mods nice and slow, then you will start to learn what modding is really all about, then you can keep increasing your mod count, and then you win the race with a nice stable game with many mods. the game has limitations, that once reached will ruin your day, using an extreme amount of mods, will reach that limitation very quickly (and you will run into many issues a long the way), and eventually you will hit a dead end, and as such you will then be forced to start again, the thing is, you are going to be much more upset when your game fails after several hundred hours being put into it, then you are to start from scratch right now with a reasonable amount of mods to start with, i would say start with 50. Modding takes a very long time to fully comprehend, it has a lot of factors to learn, it is great gift that requires a great price, that price is knowledge and experience. Note: i mean all of my post, in the nicest way possible. Modding is a game that you constantly learn, regardless of how many years you have put into it. it is a game you never master. you just become increasingly better at it.
  5. just to be clear, does the perk menu crash when just clicking on the perks tab, without pressing keys ? i ask this because i suspect you are triggering AAF when you are pressing keys, which is probably why you are crashing, due to the severe amount of stress on the game, and you are potentionally triggering multiple actions when your pressing keys, which is overloading due to the stress that is being put on it, and thus the game will CTD. i also notice you have an awful lot of script heavy mods. which in itself is going to cause a lot of issues. and you also have 379 active ESP, ESL and ESM files, which means you are putting a lot of stress on a very fragile game engine. so i have to ask have you done your research on every single mod you downloaded, that includes but not limited to reading each and every mod main description page, post section and bug reports section and your load order is definitely incorrect. so their is definitely potential for a lot of mod conflicts open every single mod into F04Edit and check each and every mod for Red Background/Red Text. then post every mod that has these mod conflicts, including what records have Red Background/ Red Text into a reply. Red Background/Red Text = Mod Conflict, these will cause CTDs, and other issues. the more mods you have the more complex problem solving becomes and the more effort you will need to put into problem solving. the guides let you down, because they did not teach you how to create a proper load order, the single most important part of modding, or using Fo4Edit (also incredibly important to creating a correct Load order, and problem solving the mods), they also did not teach you the many limitations this game has, and they did not teach you that having an excessive amount of heavily scripted mods is going to cause issues on its own, due to the very likely potential of overloading the papyrus system, which then heavily effects saved games, which then creates much more serious issues, as the saved games are equally as important as the load order if not more so. and lastly they did not teach you to create a Bash Patch. looking at your load order, it looks like it has not been sorted at all, which in itself has a very high chance of being the cause for CTDs. so either you are triggering AAF when loading the perks menu thus CTD or its because of the incorrect load order. all of what i have wrote will help determine if these are indeed the causes.
  6. disable every single mod (so only Fallout 4.ESM is Active), and launch the game Via Fallout 4.exe, not F4SE (so you do not load any F4SE plugin) and see if the issues persists, so we will know if this is indeed a mod related issue. if the issue no longer happens after disabling all mods, then we will know for sure this is a mod related issue. so if the issue is fixed after disabling all mods then proceed below: if it is indeed a mod issue, then enable 5 mods at a time until the issue re-appears. then open all of the current active mods into Fo4Edit, and check for Red Background/ Red Text, so we can see if the issue is caused by a mod conflict, or mods themselves. then report back here with a list of all the mods that have Red background/ Red Text Note: Do Not make a Save after Disabling all Mods. After Disabling all mods and going back into the game to see if it fixed the issue, Force Close the Game Via Task Manager. otherwise closing it normally will create an autosave, which will cause issues to the current and all future saved games, especially if the mods you disabled include scripts. Note: if disabling all mods and launching the game via fallout 4.exe did not solve the issue, then their is a good chance that your Fallout 4 Master Files and or Ba2 Archives are defective. if that is the case: Open Steam - Librabary - Right Click on fallout 4 - Properties - Local Files Tab - Verify Integrity of Game Cache then see if the issue persists.
  7. your game sounds really screwed, meaning it is likely that your actual Fallout 4 Master Files are tampered with, or its Ba2 Archives. 1st, open steam, right click on Fallout 4 - Properties - Verify Integrity of Game Cache. see if that resolves atleast some of the issues you are having. if it dont then list your entire load order, including all F4SE Plugins a lot of these issues i have never heard of, which is why i can only assume that your Fallout 4 Master files or Ba2 Archives are Tampered with and or Corrupted, which could be because you are cleaning them with F04edit incorrectly. doing the above will fix the issue if that is the case. doing the steam method will Re-Download the Fallout 4 Master Files, thus effectively restoring all dirty edits. Also Ensure that you have a Fallout4Custom.ini file in this location: Documents/My Games/Fallout4 and inside Fallout4Custom.ini this should exist: [Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= exactly as is. also what is this Nordic Patches, the only thing i recongize being called Nordic is skyrim mods.
  8. Concealed Armor Made Redundant by Armorkeywords.esm = (AWKCR already includes this feature) as such Concealed Armors = Mod Conflict - recommend deleting this mod. or you will very likely run into issues when you use the armor workbench sooner or later. MonnoBikini - Modular.esp (Rename to MonnoBikini.esp) and delete the Other Monnobikini.esp Note: this bit above is only applicable if that is indeed the modular mod i made a while back under the name Twistedfatal, or xXxPYR0ST0RMxXx, my mod esp file is the only 1 you need, the original mod is only needed for the textures and material files, not the esp file. my esp is all you need (Monno Bikini - Modular). by having the original mod esp file would cause duplicates. so as such delete the original esp first, and simply rename my ESP file to the original mod as mentioned above. i am the first person to make said mod, modular and used such a specific name, that i am pretty sure that is indeed my old mod. that i removed due to account change, but never Re-uploaded since someone else made a similar mod, in my downtime. WorkshopCategoriesFixer.esp=1 <-- try disabling to see if the problem persists WorkshopPlus.esp <-- try disabling to see if the problem persists WorkshopFramework.esm <-- try disabling to see if the problem persists possible mod conflicts, between the 3. all 3 workshop mods possibly edit the workshop itself, which would be the cause of the instant close when loaded, so disabling each 1 at a time, will confirm if it is indeed a conflict. Lastly you have an invalid load order, but we will get into this if the above does not resolve the issue.
  9. try iTexMipMapSkip=2 and VideoMemorySizeMb=4096 exactly as is.
  10. click on the plugins tab - click on the 5 button down, export Plugins as list - locate said list and post it here.
  11. looks like you have the LOD Bug Go to Documents/My Games/Fallout 4 Open Fallout4Prefs.ini under [Display] Add this line at the bottom: iTexMipMapSkip=-1 Should that not solve the issue: Download ENB Series: http://enbdev.com/download_mod_fallout4.htm Copy: d3d11.dll + d3dcompiler_46e.dll + enblocal.ini to your fallout 4 Root Folder (where Fallout 4 Launcher is) Open Enblocal.ini [MEMORY]ForceVideoMemorySize=false <-- Change to TrueVideoMemorySizeMb=4096
  12. which would assume that a mod is in fact changing the interface, as removing said line disables modding. DEF_UI is the only mod i know of that changes the UI Try Steam - Fallout 4 - Properties - Local files Tab - Verify Integrity of Game Cache also if you have Nvidia - Right Click on Desktop - Nvidia Control Panel - Change resolution - and Select 1080p 1920x1080 (Native Resolution) (although you probably already have that set, assuming this issue is only in game and not desktop) should the above not work, what is that russian mod you have ? as that is the only mod i dont recognize.
  13. before i check that mod list. have you removed any mods in your active playthrough ? i ask this because the issue sounds like Save Bloat and signs of Save Game Corruption Infinite Load Screen = Save Bloat
  14. how many record entries does all 310 of them esl files contain between them ? open every single 1 of them in Fo4Edit, and then click on File header for each 1, and report back here with the total amount of Record entries they all have (the file header will have an entry that says how many record entries the current ESL file contains). your issue is very likely connected to the fact that you have an excessive amount of mods, which means you will no doubt have a lot of mod conflicts, as well as an invalid load order. ESL files have a total Limit of 4096 Record Entries Split between them, which means you have no doubt exceeded the Record Entry Limit of All ESL files. which is why them 65 ESL files are not working. Open Every Single mod in Fo4Edit, and check for Mod Conflicts, that means you will need to manually check all 600 mods for Red Background/Red text. Note: if you require a tutorial in how to use xEdit let me know and i will happily write you 1 after checking all 600, report back here with any and all mods that Have Red Background/Red Text, i will then explain how to resolve these issues and likewise know what mod(s) is causing the issue at hand. Also i Strongly Suggest Against Merging mods. that will cause issues on its own period. only those that completely understand modding, and have a lot of experience modding bethesda games may even attempt this and even then they will run to issues, because you are bypassing a hard limit, which means you are stepping into a mine field of issues, especially with any amount of mods beyond 255. the game engine does not support extreme amount of mods, this engine is the same engine that is used for all of Bethesda Games, and is only slightly upgraded for each newer game, as such this engine is really old and fragile and has very clear limitations. to use an excessive amount of mods, or to merge mods, you must fully understand modding, and must fully understand how mods interact with each other, the load order, the save games, the game engine itself, the papyrus scripting system, and most important of all you must completely understand the Limitations this game has and understand basic modding rules such as never removing or adding mods in an active playthrough. (saying this part as general advice, not entirely aimed at you, but it is very relevant here, when i see 600 mods with talks of merging, to increase the mod count even higher, this shows lack of experience and knowledge on this very paragraph). ESL Files are completely made to allow mod users to use Creation Club Content on a maxed out Game, that is their sole purpose. the Creation Club will never have the shear amount of content that already exists in ESP and ESM form, so these files were never intended to be used in excessive, they were meant to be only a few additional mods on top of maxed out game (254 ESP or ESM Files) Hence the Very Limited 4096 Record Entries. Note: while you may just be testing, all of my post is still relevant, its not ideal to test in extreme situations because you will not get the result you are hoping for, and i do not know if you are actually intending on using so many mods, as such all of my post is completely relevant.
  15. what mod manager are you are you using, as that will determine where the load order will be, the load order is required in order for us to determine if its a mod based issue.
  16. Delete Keynuker.esp because it is already included in DEF_UI also when you say DEF_UI does not work, are we talking it does not Work at all, or it simply does not fix the issue ? Also Ensure that both of these are in the Fallout4Custom.ini: [Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= should look exactly as above. by removing them lines, you are disabling modding
  17. i am going to assume the Npc's does not use a unique body. which explains why their textures work fine from reading posts in the past, Unique Player does not play well with CBBE, and all mods designed for CBBE such as the Skin Texture and tattoo mods you have. the reason i believe is because Unique Player installs the Femalebody.nif in a different location, to where the Femalebody.nif should be by default, Female NPCs will use the Femalebody.nif in the Default Location, so all of your CBBE mods will work perfectly on them. Bodyslide and Outfit Studio, also Affects the Femalebody.nif in the Default Location. and that is the issue between Unique Player and CBBE (because Bodyslide will be modifeng the Femalebody.nif in the default location rather then the Unique Player Location). the only way to get it to work properly, is to Point Bodyslide to the Location of the Unique Player mod, however you will then have to change it again back to the orginal location, so the CBBE correctly works on all Female NPCs. its partly why i dont use Unique Player based mods, because its a lot of hassle for minimal reward, plus seeing all female npcs have the same body proportions as my character does not bother me at all. especially as its only Cait that will have same body proportions as my Character, as all other companions i use are custom, and i also use Unique NPCs which changes all other Female NpcS so they dont have the same proportions as my toon. Default Location for Femalebody.nif = \Fallout 4\Data\meshes\actors\character\characterassets CBBE + Bodyslide + Female NPCs use that location by default. Looking at your other mods, none of them seem to Affect the Female Meshes. Unique Player is the Issue here. You will need to Copy both the Femalebody.nif and Femalehands.nif files into Unique Player Location, and you will need to Copy Femalebody.nif every time you use Bodyslide unless you set it up for the Unique Player Location.
  18. list your mods. it looks like you have something else that is replacing the CBBE Hand Mesh/Texture other then the mods listed what order did you install the mods in, and did you allow SSS to overwrite CBBE Body and Hand textures when the Overwrite Prompt Popped Up. as it looks like either you have another mod that is replacing the femaleHands Mesh or Texture. or you only clicked on yes to overwrite the femalebody, but not the hands. just to be sure, if using NMM double click on SSS to deactivate it, then double click on it, to re-active it, this will give you the dialouge prompt to overwrite CBBe click on *Yes to All* then check again to see if the problem persists.
  19. DLCUltraHighResolution.esm your machine can not run 4k Textures. you Gpu only has 2GB Vram. the official High Resolution DLC is for GTX 1080 and better, which is vastly superior to your GPU, these cards have 8GB of Vram. and are much more powerful. even the most powerful of computers will have problems running said DLC. so first uninstall said DLC. on a weaker machine maybe it is possible for GPU drivers to Crash due to Insufficiant Resoursces, it also looks like you are on a laptop, so yea in this situation it is very possible the DLC is causing the the Drivers To Crash as you GPU will run out of Vram very quickly with regards to 4K and 8k Textures and very likely your System Ram as well. DLCUltraHighResolution.esm = Ultra High Resolution Textures, Uncompressed 4K and 8K Textures, these would require at the very Least 8GB of Vram. and a very powerful machine. your machine is way off. to put it into perspective: my game being fully in 2k and 4k compressed textures uses at very minimum 4GB of Vram, and that is any a very light area, this greatly increases when i enter downtown boston, it goes up to 8GB of Vram and will even use 12GB of System Ram. if your machine does not meet this standard (which it defintely does not), it will crash so fully uncompressed 4k and 8k textures which i believe the Ultra HD DLC includes, would use the entirty of the availble memory very quickly (8GB Vram: 16GB System Ram), much quicker then compressed textures. even the vanilla textures are poorly optimized, their is no way to think that the Ultra HD Textures would be optimized, especailly when all of their DLC are very dirty. i believe removing that DLC will fix your issue completely. if however it does not, then i will look further into it.
  20. n.dds = Normal map - the detail of the texture s.dds = Specular map - the shinyness and colour reproduction of the texture i am no expert on texturing however, but i do know a little bit. are you creating the texture from scratch, or is it ported from another game/ free resource/ etc etc if its the former i wont be able to help with that, as that requires Blender or other 3d Modeling Tools, however if its the latter, as in you already have them and wish to apply them to the texture, then i may be able to help. if it is indeed ported or part of a free resource they should of been included with the texture, then you would need to use Material Editor, to apply the maps to the Texture: Material Editor: https://www.nexusmods.com/fallout4/mods/3635
  21. 1. Selecting 1920x1080 in Fallout 4 Launcher Settings should of fixed issue on its own, unless the Fallout4.ini and Fallout4Prefs.ini (found in Documents\My Games\Fallout4) file is set to Read-Only, to ensure this is not the case, go to where they are located, right click on them, click on properties, and see if the Read-Only Box is checked, if it is - Un-check it, then go back to Fallout 4 Launcher and choose the Screen Resolution. Alternatively, if it is Un-checked (as in the Read Only Box is blank), you can manually enter the Correct Screen resolution: Open Fallout4Prefs.ini Under [Display] set these 2 options below to exactly what i have written. iSize H=1080iSize W=1920 that should fix the issue. Also: 2. try Def_UI: https://www.nexusmods.com/fallout4/mods/10654 and select the settings appropriate to the resolution you are using. after installing Def_UI: that should also solve the interface issue (but only in game). Note: Screen Resolution Should fix the Issue in Primary Image, Def_UI Should Fix the Issue in the Secondary Image. if they do not, then the mod you removed is not properly removed.
  22. long saving times means their is an active or several active scripts running at the same time you are attempting to save the game. their is 2 mods that do the same thing, 1 uses a bat file, and the other includes a script, so judging by the information you have presented, i am going to assume you have the scripted version mod, and it seems the script is not shutting itself down or you have a lot of scripted mods/many scrips are firing in fallout. since you have a lot of mods and have not provided a load order, i am going to assume you are running a heavily scripted mod setup or you have deleted other scripted mods, or your active playhtrough is pretty big already and already has a lot of scripts baked into the saved game, and all it took was the Scripted version of the skip dima memory mod, to overload the Papyrus System causing the save games to take ages to save (due to part of the engine being overloaded/ Very Active). now because we are checking in the heavy areas such as far harbour world space, and downtown boston, meaning their is potentional many scripts running in these areas. this is why the saved games take so long to save. now if you did indeed download the scripted version of the skip memory puzzle. you cant simply remove it in an active Playthrough, because Scripts bake into the saved games, which means eventually, you are going to run into severe issues. because you have now orphaned that script. and the game will still try to load it, this will in turn increase the Saved Games sizes rapidly (due to many scripts baking into the saved games, and on top of that a constantly firing orphaned script), and you will inevitably run into Saved Game Corruption. however before Saved Game Corruption, the game will become very unstable, which results in a lot of issues in it self, Long Loading times and Long Saving Times, is a sign, the length of time it takes for these tasks can increase based on how big the saved games are, and likewise how damaged they are, to the point of failure. the game becomes increasingly unstable, the longer you play it. this is a fact, because the game itself is heavily scripted to begin with, as you make progress, more and more data is being stored into the saved games, which in turn means the saved games become very big, orphaned scripts can not be shutdown properly because the mod that created them or edited them is missing (as it is also possible that the mod modified the original game Script, which it might be the case here, and the scripts do not automatically revert back to the original script, unlike removing a non scripted mod would revert to the original game values, that does not work with scripts), as such they can continuesly fire, which will result in rapidly increases saved games, which results in increased game instability, many issues will arise from this, such as even longer loading times, even longer saved game times which now have a chance to fail, poor performance, and many other possible issues, the end result/ Fate = Saved Game Corruption, which means gameover, you will need to start again. the Hard Mod Limit is 255 Active ESP and Or ESM files, Wrye Bash will not disable mods, unless they Exceed 255 Active ESP or ESM files, or you have mods with Missing Requirements. so no idea what is going on their. ESL files also have a limit, and that is strictly based on Record Entries, so if you also have many ESL files, Wrye Bash might class them as Total Mod Limit as well. which would explain why it disabling mods. Check the Active mods in Wrye Bash in the far right side of the Program down the bottom, you should see X/X (Active mods/Total Mods - X as in total number of mods) if you use NMM you can export the Load Order by clicking on the plugins tab, and the 5th icon down will export the Load Order in a text document, also Mod Organizer has a Plugins.txt file which includes all the mods you have installed. Every Mod Manager includes relavant information that you can copy which is Your Load Order. i would never expect someone to manually type 255+ Mods they are using, as all mod managers include a very quick and easy method of exporting that information for you. I only Use NMM however so i only know how to export with that Mod Manager. Saved Games are the Absolute most important part of any Bethesda Game when in comes to Stability, these based issues are Damage over time, and as such are not immediately apparent any other mod that causes issues that are not script based, are situational based issues (they can either be immediatly apperent or will always trigger when specific conditions are met, such as deleted navmeshes the game will always crash in a specific location), and much easier to solve because of that (becuase the issue will always be found much quicker and always in the same situation), however saved game based issues are not immediate apparent and can take a very long time before they become apparent. but their are sings to saved game based issues, the most apperent is long loading times, and saved game times. many issues can and will arise from saved game based issues, because they are real instability isssues. Scripted mods that are poorly made or have been deleted in an active playthrough are the only mods that can completely destroy the Active Playthrough. when dealing with scripted mods, the mod user Must Do alot of research if they intend on having an everlasting playthrough, Because the Fact is the Game becomes more unstable the longer the playthrough is. the engine is not a powerful engine it is in fact quite fragile, and the game itself includes an aweful lot of Scripts and other content, that in itself makes the game even more fragile. Edit: i just checked the mod, since it i missed that post, anywho it does indeed include scripts, so all relevant information based on my assumption of the scripted mod you are using out of the 2 is relevant.
  23. the game will CTD before any issue to hardware/software ever happens. the Video Driver Crashing means their is Something Wrong with GPU itself, or the Graphics card driver is Corrupted. Mods cannot Crash the Hardware/Software, the Game it Self will Crash before that ever happens. As for the Crash itself, it sounds like you have a Workshop Item that has a Corrupted Mesh File. this will cause an instant CTD upon Viewing Said Workshop Item, Reinstalling the Mod will usally fix this, as it can be caused by the mod not being installed Correctly. 1st: Download a program called DDU (Display Driver Uninstaller) to completely Uninstall and remove all traces of Graphics Card Drivers. DDU should be run every single time you update your GPU Drivers. as the GPU Drivers will not completely uninstall the previous GPU Drivers. 2nd: Download and Install the Latest Version of Graphics Card Drivers for your GPU. DDU: https://www.guru3d.com/files-details/display-driver-uninstaller-download.html What is your System Specs ? is your Hardware Overclocked ? and What is Your GPU Usage and Tempertures Whilst in Game ? Is your GPU Correctly Seated ? check and make sure it is. Note: Overclocked Hardware, and the GPU not being Correctly Seated can cause the Video Driver to Crash, and if the Video Card Drivers is Corrupted. also post your Load Order.
  24. Long Loading times and Saving games, is usually script related. how big is the saved games, and is this issue only applicable to Far Harbour Worldspace. as a test teleport to commonwealth (preferably downtown boston, so we can get a demanding area being ideal as test) and do a save, to see if their is a difference, just to be sure that this is definitely exclusive to far harbour. also check the size of the freshly made saved games in both downtown boston, and far harbour worldspace and let us know if their is any difference in saved game size for both locations also list your mods. so i can get an idea on the demand you are putting on the game, since you have an excessive amount of mods, post your load order in a spoiler [*spoiler]Load Order Goes Here[*/Spoiler] Remove Asteriks * to Create Spoilers
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