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Another Crash, thanks bethezzle.


dkcydr

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Hey all. I recently returned to FO4, and started updating my mods to the newest version. I'd managed to avoid most of the news about how the latest update broke things, so my bad.
I re-installed FO4 and did the downgrade with the depots, and as long as I ran FOSE on its own, the game runs stably, with no mods running.
Going back to MO2 I tried running FOSE there with the mods loading, and I get to the main menu, and within a few seconds the game crashes.
So on the assumption its one of my mods, I disabled AAF and all the fun animation and associated mods, leaving a bunch of weapons, armour, NPC overhauls and gameplay tweaks.
I've optimised the load order, made sure patches are loaded after the appropriate mods, but still no success.
I've attached screencaps of the plugins still loaded, and I have Buffout 4 running too. Are any of these mods known to cause this kind of crash these days?

Any assistance is welcome, the only mod not on the screencaps is a vats freeze fix

LO5.png.92cafc258d88da5e82149950161c0ea3.pngLO4.png.a87c21d81d5a18685c61aa33f20d3271.pngLO3.png.85d5f80e2be67285dd991f43155e852e.pngLO2.png.2b6734b84361c4a563d57792d14a3333.png
LO1.png.1209af9bb53923397d213ab1677a51b7.png

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43 minutes ago, vortexposer said:

The missing master on those 3 plugins (marked with caution), would be likely source.

OK so the missing masters on the unofficial patch were creation club content, I had the newest version of the patch. rolled that back to the older version available, alert goes away.
Removed the beast master patch, didnt have some of the pre-requisites anyway, and Weaponsmith is expecting base 3Dscopes.esp, I have the replacer instead.
after tinkering, I ran the game, got to the menu, and still crashed.
it was a good bet, but not the culprit

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@vortexposer I kept tinkering with that missing master idea, turns out I was missing a massive chunk of weaponsmith, even though previously it had worked no problems.
added that back, tweaked 3Dscopes to the base ESP that WSE expected, and boom.
Runs like a charm.
Thanks man, I won't lie, I barely paid any attention to those warnings before as everything "just worked". guess the new update tripped things over a bit more to where the errors actually caused problems.

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On 10/10/2024 at 4:35 PM, fraquar said:

At the end of the day - the USER is responsible for their own modded game - even if Bethesda throws us curverballs - and we only hit fastballs.

 

Except that there are NOW mods that Bethesda FORCED on us ... and we have NO SAY! 

We can *NOT* turn them *OFF* as the game will not load.

Sadly, also the Mod Creator can be of no help, because Bethesda HARDSET the mods and they can *NOT* be updated, fixed or anything.

I can tell you that all the CC mods HARDSET in the game, are buggy as hell. Quests won't finish - weapons / armor don't work or show up - NPC lag and or freeze to more than TOO MANY CTD's.

So *IF* one only wants to play CC - Hardset  mods and nothing else, even that has no promise that the game will be stable.

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  • 2 weeks later...

I've found several old mods I loved using, randomly crashed the game. Had to find replacements for them or stop using them.   Be aware some old mods could crash the game (usually discussed in the post tab of the mod). My game stopped crashing (using nexgen). Weaponsmith extended is old....there is a newer program that does a better job.

Gunsmith Overhaul

https://www.nexusmods.com/fallout4/mods/41677

And it's not bethesda's fault your modded game crashes.  And the new bethesda mods can be disabled with a mod from nexus.

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