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Help testing potential crash


drdanzel

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Since I added custom models, materials and textures to my mod Crafting Workbenches, I've had a small number of users reporting crashes when selecting the Crafting category in the settlement building interface. An error known to cause this is not having the right configurations in Fallout4Prefs.ini and Fallout4.ini, specifically bEnableFileSelection and sResourceDataDirsFinal. For most people, correcting this solves the issue, but there are still some who complain that my mod causes their game to crash when entering the crafting category.

 

I am almost certain this is not an issue caused by my mod, but rather the game failing to load/find the meshes, materials or textures used by the workbenches. It works flawlessly for me, and the only way to replicate it is to remove MESHES\, MATERIALS\ or TEXTURES\ from sResourceDataDirsFinal. The people I know personally who use the mod are not having any problems either, and it seems to work for almost all people using it.

 

Does anyone else know what other settings can cause crashes like this, or should I just assume that the users reporting the problem just don't have the right settings even though they say they do? I've had two users getting mad and accusing me of "ruining their games" already, yet I'm certain the problem lies on their side.

 

Also, if you've tried the mod yourself, have you experienced any crashes when selecting the crafting category? Am I completely wrong about this? I'm posting this in the Mod Authors forum because I assume that people here have modding experience and have configured their .ini files correctly.

Thanks in advance for any help! :)

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I'm about to test the most recent version of your mod. I'll let you know if I get any crashes.

 

Also, even if your mod is broken somehow, you're not "ruining" anyone's games. Some people have anger issues, so when something goes wrong they like to bellyache. Thought that was important.

 

Edit: No CTD for me.

Edited by Percephere
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I'd make sure they have an updated NMM. The older version had some issues with sorting when they would remove a mod, and re-add it back. They might have previously deactivated it, or downloaded a new version of your mod, and while still using the old NMM could have issues when it tries to reinstall the mod. :smile: This might be the issue. But... Even then. It's not your fault. Its the noobs. :P

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I've mentioned in my FO4 mods some common problems with NMM and a quick solution.

 

Basically, for whatever reason, NMM won't always install mods correctly. By that, I mean it might leave some things out. I believe this is caused by the read/write permissions NMM gets in the system. I first noticed this issue about a year ago while playing Skyrim.

 

This can be fixed pretty easily. Just give the NMM folder full read/write perms with the admin as the owner, and make sure you run NMM as an admin from now on. Simple. Although, if you want to be extra-sure, I'd put your NMM installation outside of Program Files, so NMM doesn't absolutely have to go "fi fy fo fum, you need the permission of the Administrator to continue..."

 

I also suggest you do the same for your games' directories, or more simply the whole "common" directory in your Steam installation. By "same," I mean just the perms thing. Don't move your games around - that isn't healthy.

 

I understand some users find this sort of things to be staggeringly annoying and might bellyache about it. They are not worthy; disregard them. When it comes to modding a game from Bethesda, especially one that just released, one must needs be prepared to get one's hands dirty.

Edited by Percephere
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