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The wheels are starting to come off my most advanced savegame. UPDATE: Fixed see last post


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12 hours ago, mkh97 said:

The flickering is probably because of incompatible mods or wrong load order. I also have the Deep Clean mod installed and always have it at the bottom of the load order. I don't remember having any issues with it. It's the only mod I have installed that edits settlements.

What about the plug ins? Do I need to lock all of them to the bottom of the load order?

Also am thinking perhaps by defend blockers need to go to the bottom too.

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@subaverage and mkh97:

just locked my "no settlement attacks" box to position 344 which is end of my load order.

 

generally I think I find once my mods list get up into the 350 ish range I start having problems.

I have another new playthrough mod list waiting to go thats culled down to the 295 most critical mods. My minimum list so to speak.

But I am not ready to start another playthrough just yet, and give up on all these accomplsihments in this universe thats living on my computer  in the playthrough here.

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If you didn't already do that: When you next time get a defense quest you could open the console, use the "sqt" command and let the game show current quests. In case you have to much to show on one page you can use page up/ down on your keyboard. The running defense quest should be displayed and give a hint to the quest giver if you are bit lucky. Did you build cages in your settlements? If so it might be that you see a dlc02 in front of the quest name and will know who's responsible.

Edited by subaverage
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1 hour ago, subaverage said:

If you didn't already do that: When you next time get a defense quest you could open the console, use the "sqt" command and let the game show current quests. In case you have to much to show on one page you can use page up/ down on your keyboard. The running defense quest should be displayed and give a hint to the quest giver if you are bit lucky. Did you build cages in your settlements? If so it might be that you see a dlc02 in front of the quest name and will know who's responsible.

Thanks for the trip. 🙂

No cages in my settlements.

I tried playing that save again some more; got 2 defense quests displayed as message at the exact same second.

Locked my stop attacks box to the end of my load order and started building them in settlments.

But I noticed textures flickering in a lot more places now. So I just gave up on it 😞

Started  a new playthrough, I will leave the "living series " up and teleport right out of the vault all around to see if I see flickering.

And then go back to a save just before teleporting so these locations go back to being unmapped.

 

For my new playthrough I ruthlessly culled the herd of mods down from 360 ish to 277.

No " A forest", no Deep clean and remodel except for the must have Oberland ( for the white tower assest for my settlement building), Echo Lake Lumber ( its too much of  a mess without) and National Park Center ( ditto) and those 3 are locked to the end as is, NoSettlement attack box and CMQRL (both of which have a toggle to block random attacks)

I might go back and disable the "living series" form zed 240 as well.

 

 

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PS: Just did  a brand new start.

teleported to Finch Farm and it STILL had that overpass pillar flickering in and out!!

EDIT:

I removed "living Finch farm"and it was stable.

So I went and cut out some of The Living" series by zed140.

but not all of them seem to have caused  a problem many do not.

Now my mods list is a lean and mean 270

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On 9/24/2024 at 10:00 AM, 363rdChemicalCompany said:

What about the plug ins? Do I need to lock all of them to the bottom of the load order?

Yes, the Deep Clean mods should be at the bottom. You could also try and load all your mods with FO4Edit and then check for conflicts.

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Well I pinned all suspicious files to the bottom of the load order.

Then I cloned this stable profile of only 270 mods and pasted my last savegame from my adavnced , less stable, profile with 350+ mods in.

I did not expect it to work since a savegame file that missing 80+(!) mods would quite possibly be corrupted or in some other way unplayable.

 

But it just works. 🙂

All the flickering disappeared and now I am playing to see if the "Defend" quest issue will come up again.

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Well the "Defend random attack" quests are back.

Despite my CMRQL mod (should be) Blocking all quests with the word Defend in them from firing and I also placed a "no settlement attacks" blocking box in that settlement.

And I am in the middle of a New Lands mod with a significant travel chain back to the Commonwealth., sigh.

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Scripted mods tend to bake things into your save game file.    (this isn't always a bad thing).

Once they are there - it's permanent - removing the mod from your mod manager doesn't change the save game file contents.

----

Some mods have a removal process that will remove those elements from your save file when you remove that mod.   (Variables and such)

They are rare, and they usually document the removal steps on the mod web page.

Edited by fraquar
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13 hours ago, fraquar said:

Scripted mods tend to bake things into your save game file.    (this isn't always a bad thing).

Once they are there - it's permanent - removing the mod from your mod manager doesn't change the save game file contents.

----

Some mods have a removal process that will remove those elements from your save file when you remove that mod.   (Variables and such)

They are rare, and they usually document the removal steps on the mod web page.

I cant think of any scripted mod affecting the games random attack mechanism though. 

This attack problem set happend weeks ago suddenly so it was likely connected to a change to my mod list.

Maybe I have to go and start a new game, but i am givng up hundreds of hours of makign the CW (and the various new lands) a better place.

I do still have all the TFBs for sttlements though so at least that wont be an issue.

I dont if any  of these mods could play a role. None look especially suspicious:

https://www.nexusmods.com/fallout4/mods/64302

https://www.nexusmods.com/fallout4/mods/14581

https://www.nexusmods.com/fallout4/mods/70031

This is a high suspect file since its the only workshop file I cna think of but still, its disabled now :

https://www.nexusmods.com/fallout4/mods/35004

https://www.nexusmods.com/fallout4/mods/32717

This one is still enabled:

https://www.nexusmods.com/fallout4/mods/27086

this was enabled on that svaegame for a while:

https://www.nexusmods.com/fallout4/mods/86755

These were tied to a TFB I donwloaded and since disabled ( TFB still stahnds at Sanct)

https://www.nexusmods.com/fallout4/mods/10075

and

https://www.nexusmods.com/fallout4/mods/11189

and a couple of other settlement objects since disabled

Ran this for a while at about same time since disabled

https://www.nexusmods.com/fallout4/mods/84692

This mod is buggy but powerful and I use it at all my settlemements now.

https://www.nexusmods.com/fallout4/mods/68030

This MCM setting manager also came about same time and its still in use:

https://www.nexusmods.com/fallout4/mods/56195

And this one I also still use at all settlements:

https://www.nexusmods.com/fallout4/mods/57139

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