r00sty Posted August 13, 2023 Share Posted August 13, 2023 I am having just the oddest issue. Some combination of mods that I have seems to be causing Classical Radio to act strangely. It will play for a few seconds, then go silent. Both in radios in the world and in the pipboy radio. If I toggle the radios to try and force it to pay, they will either:--play shrill robotic noises (LOL BC Institute amirite?)--or begin to play again normally and then the game CTDs.NOW. If I use the console to stop the radio quest and start it again, then it's happy. So that has me scratching my head on what exactly could be interfering with the script. Is there a way to check for mods that affect the Institute radio quest or should I look at the script specifically? Looking for guidance on next steps. Link to comment Share on other sites More sharing options...
r00sty Posted August 14, 2023 Author Share Posted August 14, 2023 Okay, I have a new development. I thought that this might be unrelated, but it may actually be related. When I stop the Institute Radio quest with Old World Radio installed, the static that is normally heard from the Classical Radio station moving forward is replaced by and Old World Radio station. In addition, I have Leveled Item Fixes installed, and in the first moments of a new game, the entire Classical Radio Station is replaced with another, seemingly random (it changes playthrough to playthrough) station from Old World Radio until the LIF injection takes place, in which case it will work for a little while properly before breaking again. I think this is getting me closer to the cause of the issue, just need to do some testing now to see which mod I need to remove to fix the issue. Then I can identify what about the mod is causing the problem. Link to comment Share on other sites More sharing options...
LarannKiar Posted August 19, 2023 Share Posted August 19, 2023 (edited) Errors related to Radio Receivers and Transmitters can cause CTDs. Two radio stations shouldn't use the same frequency. The vanilla frequency of the Classical Radio is 91.0 (see the Activator "RadioInstituteReceiver") and its handler Quest is "RadioInstituteQuest" (with the script RadioInstituteQuestScript). If the issue is not caused by a record conflict that you could see in FO4Edit, you would need to make a small mod that scans the area for transmitters. Game script and ObjectReference script have some native functions and events for this. Edited August 19, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
Recommended Posts