VIitS Posted March 25, 2016 Share Posted March 25, 2016 Alright, I'm seriously confused. I know in most/all previous Bethesda games, removing a mod without removing assets created by the mod (through crafting or the like) would cause a CTD. Going by a decent number of comments I've seen (including from experienced modders), that continues to be the case. But I have not experienced that once. I routinely load up saves that have 100+ mods unchecked at once when testing various things, including mods like Homemaker that let me add a lot of stuff into the game. Even when I am in the same cell, standing in a house I made almost entirely with mod-added content, all that happens is I appear at the level I was before and fall down because the floor is no longer there. Yet I routinely see people saying that disabling a mod (including mods I had in those 100+) causes there game to crash when they load a save game where they used that mod. Does anyone know why some people are having issues like that, when others aren't? I'm honestly curious. Link to comment Share on other sites More sharing options...
Ethreon Posted March 25, 2016 Share Posted March 25, 2016 Haven't noticed this yet, and been modding for lots of years. I'd expect this to happen with scripted mods, but simple added items, why? Link to comment Share on other sites More sharing options...
VIitS Posted March 25, 2016 Author Share Posted March 25, 2016 No idea. I just know I have seen a fair number of people posting on settlement-building mods (with no scripting whatsoever) saying that disabling the mod causes the game to crash when loading a save. Of course, they are usually disabling them because they are CTDing when accessing a certain menu or something of the sort, so they might have something else going on there. Usually those crashes are caused by bad NMM installs (another thing I have yet to experience, despite installing around 250 mods though NMM and another 100 manually), but it is always possible that there could be another cause. And then there is the other possibility, they forgot to disable a patch for the mod and so it was a missing master CTD. If so, most of the ones I have seen either never figured it out or pretended it was something else because they didn't want to admit it. Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 25, 2016 Share Posted March 25, 2016 (edited) Then they are very obviously mistaken. All you'll see from doing that is gaps in your settlements where the modded objects used to be. I'd have to agree and say it's likely they've just peeled a layer away from finding the root cause of the CTD, because in some cases, having a certain mod loaded can delay the crashing, and then disabling it makes the crash come that much more quickly. (A great example of this is having something that activates the Special category, and then something in Structures actually causing a crash. Disable the mod which makes the Special category appear, and whoops, now it crashes immediately when opening the build menu). I suppose there could be some weird collision/navmesh interaction edge case with constructible objects, but I seriously doubt it. Being in much the same position as you with a gigantic load order that I can't leave well enough alone, that's definitely something I'd have noticed by now. (I've had to start merging mine because I was getting scarily close to the cap). Now it definitely could be that removing a mod frees up some keywords, which unlocks more things to cause crashes that couldn't be displayed in the menu before! So now you've got more CTD glitches to hunt down! :laugh: Add to this NMM/installation errors and people who have no idea how to read instructions, and they could easily be introducing multiple vectors for CTD. (Not excluding myself here, because sometimes I brainfart and mess up, but I generally fight with it for a couple days, in which my stupidity can be uncovered in private before I go posting bug reports or threads :ermm: ). And then there is the other possibility, they forgot to disable a patch for the mod and so it was a missing master CTD. If so, most of the ones I have seen either never figured it out or pretended it was something else because they didn't want to admit it. Why would this not surprise me? Or they discovered their error and didn't want to sound like an idiot, so never mentioned it. Which is silly. Nobody should be embarrassed about exposing their own silly mistakes, because someone else who does the same thing can see that post and realize what's wrong with theirs! Be stupid! Tell the world! We can all learn from each others brainfarts! EDIT: In fact.. the next time I do something stupid shuffling mods around, I may just start a thread for everyone to post their own cock-ups :D That could be fun. Edited March 25, 2016 by Kikaimegami Link to comment Share on other sites More sharing options...
steve40 Posted March 27, 2016 Share Posted March 27, 2016 Deactivating a mod won't cause CTDs like you suggest, unless that mod is a master for another mod in your load order. If a master is missing the game will crash at the logo screen. But that's just plain common sense. Link to comment Share on other sites More sharing options...
Xianlung Posted April 4, 2016 Share Posted April 4, 2016 I can say i got this Problem to, i try to figure out what it is but cant say many more about that. I have created an fresh Game and made an clean save for testing. I am install only 8 Mods all for building. Use the Clean save loaded up and made an New save whit the Mods in there. -> Exiting game and Uninstall the Mods ->Open the Game and try to load the Savegame, boom it CTD whitout any Error. Link to comment Share on other sites More sharing options...
Puddycat Posted April 4, 2016 Share Posted April 4, 2016 I was under the impression that it was the pop up telling you content is missing that was causing the crashes, nothing to do with the actual mod themselves. I'm only going off what i've read though and for the life of me i can't remember where right now. So removing the references with F4SGE, and therefore removing the pop-up let you load up fine....or using console to load a save works too i believe. Link to comment Share on other sites More sharing options...
Xianlung Posted April 5, 2016 Share Posted April 5, 2016 (edited) There come no Popup :smile: it imedialy CTD Edited April 5, 2016 by Xianlung Link to comment Share on other sites More sharing options...
VIitS Posted April 5, 2016 Author Share Posted April 5, 2016 There come no Popup :smile: it imedialy CTDIt's CTDing when it tries to load the pop-up, but the crash happens before it shows. It's not guaranteed to be the case, but it is by far the most likely (99% of mods being accused of crashing people's games upon removal aren't capable of doing so). Link to comment Share on other sites More sharing options...
Ethreon Posted April 5, 2016 Share Posted April 5, 2016 Deactivating a mod won't cause CTDs like you suggest, unless that mod is a master for another mod in your load order. If a master is missing the game will crash at the logo screen. But that's just plain common sense.Correction - you wish it was common knowledge. I see at least one clueless person every day asking why their game crashes at startup even if they did everything 'perfectly'. Link to comment Share on other sites More sharing options...
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