darthpheonix Posted July 21, 2021 Share Posted July 21, 2021 (edited) Recently on my current playthrough any time I try to enter Vault 114, specifically where Valentine resides, it CTD. I had to restart my playthrough recently after it kept CTD on one of my saves and I couldn't figure out what caused that either. I posted my load order below as well. Is it possible Truly Unique Nick is the cause? I really hope not as I like the way I currently have him texture wise. # Automatically generated by VortexFallout4.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmccgcafo4003-factionws03bos.eslccgcafo4009-factionws09mm.eslccgcafo4013-factionas02bos.eslccgcafo4018-factionas07mm.eslccbgsfo4062-pippat.eslccbgsfo4063-papat.eslUnofficial Fallout 4 Patch.espAllSetsExtended.eslAWHD4KFull.eslArmorKeywords.esmXDI.esmBakaFramework.esmCROSS_Wasteland_Ronin.eslNatural Bundle Cave Set.eslCROSS_CoA.eslCROSS_VertibirdFlightsuit.eslCWRaiders.eslHUDFramework.esmWorkshopFramework.esmSS2.esmCWWorkshopMaster.esmCWWorkshopPackPart2.eslLoads.esmNewCalibers.espEG7.eslCWDogmeat.eslNatural Bundle Masonry Set.eslLMBTOverlays.eslPetal_Gasmask.eslGeckos.eslMantis.eslRedderRocket.eslNatural Bundle Submarine Set.eslServitron.esmAntiqueSynthUniform.eslSS2WorkshopHUDOverride.eslWhatsYourName.eslCommonwealth Clean up Project Combined.espFar Harbor DLC Clean up Combined.espReGrowth Overhaul 10.espASEFarHarbor.espM8r_Item_Tags_Vanilla_EN.espPiperCaitCurieDialogueOverhaul.espautoweapons.espclothingoverhaul.espArmorClothingOverhaul.espM8r_Item_Tags_UFO4P_AWKCR_Weightless_EN.espWeightlessMods.espBetter Armor.espPhase4DLC.espImproved Boston Airport.espBostonFPSFixAIO.espWelcometoGoodneighbor.espBTInteriors_Project.espRailroadRedone.espclean and simple - 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Creatures and Monsters_SMR_AE.espIWSturges.espUnique_NPCs_SuperMutantRedux.espConceptCentaur.espSuperMutantRedux_ArmorSmithExtended.espPip-Boy Flashlight.espX-02 PipboyLight Patch.espMechanist Lair Overhaul.espStm_DiamondCityExpansion.espDCE_female_body_replacer_EasyGirl.espSpringCleaningCompatibilityPatch.espTruly Unique Nick.esp Edit: I tried disabling Truly Unique Nick and still CTD. Any help would be appreciated. I don't have any mods that edit the vault so I'm very confused. Edited July 21, 2021 by darthpheonix Link to comment Share on other sites More sharing options...
jinsitsu Posted July 21, 2021 Share Posted July 21, 2021 Try disabling your mods one by one. Link to comment Share on other sites More sharing options...
aurreth Posted July 21, 2021 Share Posted July 21, 2021 It's AWKCR (I blame that for everything, it's such a bloated mess that people weren't smart enough to stop using when it became more than a keyword/armor slot resource.) Anyway, need more info. Does it crash when you enter Parkway Station, or when you zone from Parkway to Vault 114, or when you enter the 114 atrium (the big room right before the room Nick is in; Nick is in the Overseer's Office, which is on the second floor of the atrium), or when you enter Nick's room? If it happens entering Parkway... I'd have to dig into the CK, cause I haven't gotten to 114 yet in my vault modding.If it's when you enter 114 it's likely one of your vault mods (Vault4?). Do you crash in 75 or 95?If it happens when you get within visual/audio range of Nick it's a Nick problem. Video range is basically when you enter the atrium, that's roughly where the game starts rendering him. Link to comment Share on other sites More sharing options...
darthpheonix Posted July 21, 2021 Author Share Posted July 21, 2021 I installed Buffout4 and this is the log I got when trying to enter the part of the vault I'm struggling with. I also attempted to load up a save from the playthrough that caused me to restart and it looks to be the same error pop up from Buffout4, but if the logs are different in some way, maybe someone who can read it can point me in the right direction??? E:\Repos\f4se\Buffout4\src\main.cpp(69): [info] Buffout4 v1.23.1E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 0B / 256B (00.00%)E:\Repos\f4se\Buffout4\src\Crash\CrashHandler.cpp(637): [info] installed crash handlersE:\Repos\f4se\Buffout4\src\Fixes/ActorIsHostileToActorFix.h(30): [info] installed ActorIsHostileToActor fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 15B / 256B (05.86%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 29B / 256B (11.33%)E:\Repos\f4se\Buffout4\src\Fixes\CellInitFix.cpp(75): [info] installed CellInit fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 37B / 256B (14.45%)E:\Repos\f4se\Buffout4\src\Fixes/GreyMoviesFix.h(23): [info] installed GreyMovies fixE:\Repos\f4se\Buffout4\src\Fixes/MagicEffectApplyEventFix.h(27): [info] installed SafeExit fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 51B / 256B (19.92%)E:\Repos\f4se\Buffout4\src\Fixes/MovementPlannerFix.h(22): [info] installed MovementPlanner fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 65B / 256B (25.39%)E:\Repos\f4se\Buffout4\src\Fixes/PackageAllocateLocationFix.h(22): [info] installed PackageAllocateLocation fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 79B / 256B (30.86%)E:\Repos\f4se\Buffout4\src\Fixes/SafeExitFix.h(18): [info] installed SafeExit fixE:\Repos\f4se\Buffout4\src\Fixes/UnalignedLoadFix.h(33): [info] installed UnalignedLoad fixE:\Repos\f4se\Buffout4\src\Patches\AchievementsPatch.cpp(76): [info] installed Achievements patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 93B / 256B (36.33%)E:\Repos\f4se\Buffout4\src\Patches/BSMTAManagerPatch.h(140): [info] installed BSMTAManager patchE:\Repos\f4se\Buffout4\src\Patches/BSPreCulledObjectsPatch.h(437): [info] installed BSPreCulledObjects patchE:\Repos\f4se\Buffout4\src\Patches/BSTextureStreamerLocalHeapPatch.h(65): [info] installed BSTextureStreamerLocalHeap patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 107B / 256B (41.80%)E:\Repos\f4se\Buffout4\src\Patches/HavokMemorySystemPatch.h(168): [info] installed HavokMemorySystem patchE:\Repos\f4se\Buffout4\src\Patches/INISettingCollectionPatch.h(25): [info] installed INISettingCollection patchE:\Repos\f4se\Buffout4\src\Patches/MemoryManagerPatch.h(255): [info] installed MemoryManager patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 121B / 256B (47.27%)E:\Repos\f4se\Buffout4\src\Patches/ScaleformAllocatorPatch.h(67): [info] installed ScaleformAllocator patchE:\Repos\f4se\Buffout4\src\Patches/SmallBlockAllocatorPatch.h(35): [info] installed SmallBlockAllocator patchE:\Repos\f4se\Buffout4\src\Patches/WorkshopMenuPatch.h(617): [info] installed WorkshopMenu patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 137B / 256B (53.52%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 145B / 256B (56.64%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 162B / 256B (63.28%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 170B / 256B (66.41%)E:\Repos\f4se\Buffout4\src\Warnings\CreateTexture2DWarning.cpp(118): [info] installed CreateTexture2D WarningE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 187B / 256B (73.05%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 201B / 256B (78.52%)E:\Repos\f4se\Buffout4\src\Warnings\ImageSpaceAdapterWarning.cpp(101): [info] installed ImageSpaceAdapter WarningE:\Repos\f4se\Buffout4\src\Fixes/EncounterZoneResetFix.h(52): [info] installed EncounterZoneReset fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 212B / 256B (82.81%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 220B / 256B (85.94%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 231B / 256B (90.23%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 239B / 256B (93.36%)E:\Repos\f4se\Buffout4\src\Fixes/UtilityShaderFix.h(23): [info] installed UtilityShader fixE:\Repos\f4se\Buffout4\src\Warnings\CreateTexture2DWarning.cpp(60): [critical] A call to ID3D11Device::CreateTexture2D failed with error code 0x80070057. This will crash the game. E:\Repos\f4se\Buffout4\src\main.cpp(69): [info] Buffout4 v1.23.1E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 0B / 256B (00.00%)E:\Repos\f4se\Buffout4\src\Crash\CrashHandler.cpp(637): [info] installed crash handlersE:\Repos\f4se\Buffout4\src\Fixes/ActorIsHostileToActorFix.h(30): [info] installed ActorIsHostileToActor fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 15B / 256B (05.86%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 29B / 256B (11.33%)E:\Repos\f4se\Buffout4\src\Fixes\CellInitFix.cpp(75): [info] installed CellInit fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 37B / 256B (14.45%)E:\Repos\f4se\Buffout4\src\Fixes/GreyMoviesFix.h(23): [info] installed GreyMovies fixE:\Repos\f4se\Buffout4\src\Fixes/MagicEffectApplyEventFix.h(27): [info] installed SafeExit fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 51B / 256B (19.92%)E:\Repos\f4se\Buffout4\src\Fixes/MovementPlannerFix.h(22): [info] installed MovementPlanner fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 65B / 256B (25.39%)E:\Repos\f4se\Buffout4\src\Fixes/PackageAllocateLocationFix.h(22): [info] installed PackageAllocateLocation fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 79B / 256B (30.86%)E:\Repos\f4se\Buffout4\src\Fixes/SafeExitFix.h(18): [info] installed SafeExit fixE:\Repos\f4se\Buffout4\src\Fixes/UnalignedLoadFix.h(33): [info] installed UnalignedLoad fixE:\Repos\f4se\Buffout4\src\Patches\AchievementsPatch.cpp(76): [info] installed Achievements patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 93B / 256B (36.33%)E:\Repos\f4se\Buffout4\src\Patches/BSMTAManagerPatch.h(140): [info] installed BSMTAManager patchE:\Repos\f4se\Buffout4\src\Patches/BSPreCulledObjectsPatch.h(437): [info] installed BSPreCulledObjects patchE:\Repos\f4se\Buffout4\src\Patches/BSTextureStreamerLocalHeapPatch.h(65): [info] installed BSTextureStreamerLocalHeap patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 107B / 256B (41.80%)E:\Repos\f4se\Buffout4\src\Patches/HavokMemorySystemPatch.h(168): [info] installed HavokMemorySystem patchE:\Repos\f4se\Buffout4\src\Patches/INISettingCollectionPatch.h(25): [info] installed INISettingCollection patchE:\Repos\f4se\Buffout4\src\Patches/MemoryManagerPatch.h(255): [info] installed MemoryManager patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 121B / 256B (47.27%)E:\Repos\f4se\Buffout4\src\Patches/ScaleformAllocatorPatch.h(67): [info] installed ScaleformAllocator patchE:\Repos\f4se\Buffout4\src\Patches/SmallBlockAllocatorPatch.h(35): [info] installed SmallBlockAllocator patchE:\Repos\f4se\Buffout4\src\Patches/WorkshopMenuPatch.h(617): [info] installed WorkshopMenu patchE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 137B / 256B (53.52%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 145B / 256B (56.64%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 162B / 256B (63.28%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 170B / 256B (66.41%)E:\Repos\f4se\Buffout4\src\Warnings\CreateTexture2DWarning.cpp(118): [info] installed CreateTexture2D WarningE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 187B / 256B (73.05%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 201B / 256B (78.52%)E:\Repos\f4se\Buffout4\src\Warnings\ImageSpaceAdapterWarning.cpp(101): [info] installed ImageSpaceAdapter WarningE:\Repos\f4se\Buffout4\src\Fixes/EncounterZoneResetFix.h(52): [info] installed EncounterZoneReset fixE:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 212B / 256B (82.81%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 220B / 256B (85.94%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 231B / 256B (90.23%)E:\Repos\f4se\Buffout4\extern\CommonLibF4\CommonLibF4\include\F4SE\Trampoline.cpp(114): [info] Default Trampoline => 239B / 256B (93.36%)E:\Repos\f4se\Buffout4\src\Fixes/UtilityShaderFix.h(23): [info] installed UtilityShader fixE:\Repos\f4se\Buffout4\src\Warnings\CreateTexture2DWarning.cpp(60): [critical] A call to ID3D11Device::CreateTexture2D failed with error code 0x80070057. This will crash the game. Link to comment Share on other sites More sharing options...
darthpheonix Posted July 21, 2021 Author Share Posted July 21, 2021 (edited) It's AWKCR (I blame that for everything, it's such a bloated mess that people weren't smart enough to stop using when it became more than a keyword/armor slot resource.) Anyway, need more info. Does it crash when you enter Parkway Station, or when you zone from Parkway to Vault 114, or when you enter the 114 atrium (the big room right before the room Nick is in; Nick is in the Overseer's Office, which is on the second floor of the atrium), or when you enter Nick's room? If it happens entering Parkway... I'd have to dig into the CK, cause I haven't gotten to 114 yet in my vault modding.If it's when you enter 114 it's likely one of your vault mods (Vault4?). Do you crash in 75 or 95?If it happens when you get within visual/audio range of Nick it's a Nick problem. Video range is basically when you enter the atrium, that's roughly where the game starts rendering him. It happens when I enter the atrium for Vault 114, but I do have a different save from my previous playthrough that started having issues, and I posted the logs from Buffout4 for both of those saves. I'm really hoping it isn't a Nick problem. I just got his face and eyes to look the way I want them to haha. I just don't understand what happened if it is because I went to Far Harbor to start all that stuff and met with DiMA with Nick in the party and there were no issues, but being that I can't load that old save anymore and started over and got to the atrium in Vault 114 I can't help but think it is a Nick thing. I tried disabling the Truly Unique Nick and that didn't help, so I tried disabling Augmentations, which for some reason puts Nick in DiMA clothes when you first meet him in Vault 114 and that wasn't it either, may a combination of both?? I just need a push in the right direction, haha. Edit: If it is AWKCR, I have a bunch of mods installed that require it as a master, are there any options or FO4edit things I can do to mitigate the problem? Edited July 21, 2021 by darthpheonix Link to comment Share on other sites More sharing options...
Preemhelio Posted July 21, 2021 Share Posted July 21, 2021 Well if you installed something new on a mid-game save/playthrough. Things might get chaotic as the game loads the mods after leaving vault 111. Link to comment Share on other sites More sharing options...
aurreth Posted July 21, 2021 Share Posted July 21, 2021 Well if you installed something new on a mid-game save/playthrough. Things might get chaotic as the game loads the mods after leaving vault 111. Most of mine load during character creation. I stand around and wait for the loading messages to stop before I ever enter 111. It all depends on the mod. And I install, and uninstall, mods mid game all the time without issue. It all depends on what kind of mod it is. The "never install or uninstall mid-game" is a persistent myth, but it's not true. It happens when I enter the atrium for Vault 114.... K, what is happening is something is loading when you enter the atrium that the game doesn't like. So yes, it is most likely Nick. You say you disabled the Nick mods (you should disable all of them), but did you clean your save after disabling them? As in save, exit, disable, clean save, try again. If you don't clean the save you could end up with the game still thinking Nick needs assets that are no longer present and it crashes. Edit: If it is AWKCR, I have a bunch of mods installed that require it as a master, are there any options or FO4edit things I can do to mitigate the problem? That was a joke. I hate AWKCR with a passion. It is a horrible, bloated mess that would be fine if it was actually 4 or 5 separate mods:The decal system is stupid. No one knows how to use it, people only use it for power armor and there are better systems for that. And why are raiders running around with decals but not a can of spray paint to apply them? Nothing about this system makes sense. It's added complexity for the sake of added complexity.It adds a dozen new work benches (two or three just for the stupid decal system). While this is not a bad idea why is it part of a keyword resource and not it's own mod? And it adds multiple variations of these workstations and piles ALL of them into the vanilla Crafting menu, making non-AWKCR workstations harder to find.It adds variations on the power armor workstation. While I like the options, why do I need the decal system just to get a variation on a vanilla crafting station?And oh so much more.It started out great, a unified set of keywords and armor slot definitions to make it easier for mods to be compatible. Anything other than that should be a separate mod, so I don't have to load bloat I'll never use to clog up my build menu. Unfortunately people started using it when it wasn't bloated and now we are stuck in this abusive cycle where a ton of mods just use it out of reflex and not because it adds any real functionality. Link to comment Share on other sites More sharing options...
darthpheonix Posted July 21, 2021 Author Share Posted July 21, 2021 Well if you installed something new on a mid-game save/playthrough. Things might get chaotic as the game loads the mods after leaving vault 111. Most of mine load during character creation. I stand around and wait for the loading messages to stop before I ever enter 111. It all depends on the mod. And I install, and uninstall, mods mid game all the time without issue. It all depends on what kind of mod it is. The "never install or uninstall mid-game" is a persistent myth, but it's not true. I too have not had any issues installing/uninstalling mods mid-game, there have been the occasional issue here or there, but nothing that didn't fix itself after a few reloads. K, what is happening is something is loading when you enter the atrium that the game doesn't like. So yes, it is most likely Nick. You say you disabled the Nick mods (you should disable all of them), but did you clean your save after disabling them? As in save, exit, disable, clean save, try again. If you don't clean the save you could end up with the game still thinking Nick needs assets that are no longer present and it crashes.I have not tried the clean save yet, I'm just confused on why it would be Nick, but I will have to try when I am home after work tonight. That was a joke. I hate AWKCR with a passion. It is a horrible, bloated mess that would be fine if it was actually 4 or 5 separate mods:The decal system is stupid. No one knows how to use it, people only use it for power armor and there are better systems for that. And why are raiders running around with decals but not a can of spray paint to apply them? Nothing about this system makes sense. It's added complexity for the sake of added complexity.It adds a dozen new work benches (two or three just for the stupid decal system). While this is not a bad idea why is it part of a keyword resource and not it's own mod? And it adds multiple variations of these workstations and piles ALL of them into the vanilla Crafting menu, making non-AWKCR workstations harder to find.It adds variations on the power armor workstation. While I like the options, why do I need the decal system just to get a variation on a vanilla crafting station?And oh so much more.It started out great, a unified set of keywords and armor slot definitions to make it easier for mods to be compatible. Anything other than that should be a separate mod, so I don't have to load bloat I'll never use to clog up my build menu. Unfortunately people started using it when it wasn't bloated and now we are stuck in this abusive cycle where a ton of mods just use it out of reflex and not because it adds any real functionality.You know that does sound silly, I too don't really use the decal system, I do end up picking up the decals I do find throughout my playthrough but never end up using them. I just mostly end up using the universal workbench, I don't remember what mod adds that, but it gives me options for all the different workbenches when going to use it. I also totally understand the workshop menu for the workbenches being a cluttered mess, makes me not really wanting to use it myself, like why not just add it's own menu saying like AWKCR workbenches or what have you? Most people don't even really use the different variations of them anyway, they pick the one they like the most and stick with that so why not just make it a part of the FOMOD process of installation and ask if we want them all in there or if we want certain ones??? Link to comment Share on other sites More sharing options...
aurreth Posted July 21, 2021 Share Posted July 21, 2021 I have not tried the clean save yet, I'm just confused on why it would be Nick, but I will have to try when I am home after work tonight. Because the game is trying to do something very specific with Nick and something you are using conflicts with that. It might be a voice mod that ends up unintentionally screwing with his lines, or one of your customization mods that alters a physical feature necessary for that scene. It could be any vault mod: if you aren't careful a mod for, say, 88 can screw up all the other vaults by changing a key asset (I've broken a LOT of vaults, including 114 lol.) It's why you are supposed to duplicate assets instead of modifying the ones in the game. Try the clean save. Disable all the Nick mods and then clean. You can end up having something floating around in your save file from an uninstalled mod that continues to mess things up. Link to comment Share on other sites More sharing options...
darthpheonix Posted July 22, 2021 Author Share Posted July 22, 2021 (edited) Try the clean save. Disable all the Nick mods and then clean. You can end up having something floating around in your save file from an uninstalled mod that continues to mess things up. So I disabled Truly Unique Nick and Augmentation and was finally able to make it work. I also have Valentine Reborn installed and I'm not sure if that was what was causing things to muck up. Unfortunately I really enjoy using the Augmentation mod and am kind of disappointed that I won't be able to use them for going forward for now until I can figure out what the real problem is. I posted the log from Buffout 4 in the Buffout 4 comment section on the mod page, so hopefully someone will come along and help point me in the right direction for that. But thank you aurreth for your assistance! Edited July 22, 2021 by darthpheonix Link to comment Share on other sites More sharing options...
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