Agentfeenix Posted August 4, 2016 Share Posted August 4, 2016 Hey there! I was wondering if you can help me figure out what's going on with my install of FO4. I've been running a load order with 244 mods smoothly for a while. A couple of days ago I was trying to edit some omod records on a few of the weapon mods I use that weren't spawning with mods properly. When I went to close FO4edit it errored out and apparently didn't save things properly. Now my game is crashing right at the garage at the main menu. The game loads perfect with just Bethesda content, I've verified game cache, and in fact the game is stable with about 230+ of the 244 mods loaded. As soon as I activate that contiguous block of weapon mods, I get CTD's. If I disable just those weapon mods & the compatability patches I used at the end of my load order that are dependent upon them as masters, It loads fine. I've tried renaming those esp's to another name and importing FO4edit backups with earlier timestamps renamed to the proper esp names and still get CTD. I noticed my load order txt was out of wack so I corrected that, and I've even went as far as disabling\reenabling the mods in question, and when that didn't work I reinstalled all of them via nmm and i'm still getting the same problem as soon as I reactivate them. Any ideas or advice you can give? Thanks in advance Link to comment Share on other sites More sharing options...
Deleted19761User Posted August 4, 2016 Share Posted August 4, 2016 Try loading a previous save to when you changed the mods, with the reinstalled versions. And maybe consider using the Creation Kit for your future edits for potentially cleaner results. Link to comment Share on other sites More sharing options...
Sharlikran Posted August 4, 2016 Share Posted August 4, 2016 (edited) I'm still not available much because of some real life responsibilities right now, but I did notice one thing I overlooked when I first read your PM and directed you here. Thanks for understanding and posting your question in this forum. One minor note, loadorder.txt is not used by any game. Not Skyrim or Fallout 4. Not by the Game's EXE itself because the game only cares about plugins.txt. It is a community based file to have a sorted list of mods in your data folder. It is used with Skyrim and 3rd party apps to determine which mods are inactive when compared to plugins.txt. Fallout 4 has both active and inactive plugins in plugins.txt so loadorder.txt isn't used by any 3rd party apps for Fallout 4. You can delete it. Make sure you have the latest version of NMM, MO2, LOOT, or FO4Edit so they aren't recreating loadorder.txt since it's unused. Sorry that I overlooked your part about the OMOD records after seeing the CTD part. I don't know how well FO4Edit can handle OMOD even with updates because of it's structure and how Bethesda is doing something different with the ESM for FO4. They change the structures of records, or alter records, Form Lists or whatever they need to and release a new Fallout4.esm with complete disregard to how it might break existing mods. I don't know how Zilav feels about OMOD. You could post in the comments section but he may say it's fine just change it and report any issues you find along with the usual "use with caution" clause. OMOD may not be effected by Bethesda's record changes but at any time anything could change. As an example after the release of 1.6.3 Minuteman Overhaul would crash Fallout 4 until the author updated the plugin with a users suggestion as to the cause of the crash. It wasn't the author overlooking something, he used the CK, but Bethesda had made changes. I'm not sure how many (if any) authors have heeded any of my comments in the sticky post for FO4Edit. As I stated before the release of the CK, we copied the definitions from Skyrim because Bethesda uses the previous games' plugin format. Then we added as much new information even though we didn't have the CK yet. In that sticky post I had told people not to edit OMOD but they did it anyway because of how it effects things. Without the CK we couldn't really know the structure and one of the earlier versions added or removed a byte or two from that record. Once we were able to resolve that we released a new alpha. With the CK out since April of this year IIRC, there have been more updates to it. However, any author that has not gone into the CK and updated their mod as I suggested has left plugins that could have corrupt OMOD records. When you intend to alter that record first you should go to the FO4Edit site and get the latest version of FO4Edit. As mentioned in the comments section we are not going to have incremental versions until xEdit is no longer an Alpha version. Because of that the latest EXE is in FO4Edit 3.1.3 - 7e81da1 which you will need if you want to have the latest record definitions available. Second because of how many people have disregarded my suggestion/warning you will need to load the plugin you wish to update in the CK first and save it. It will fix any anomalies left in the OMOD records (or any other records) by authors that have not used the CK to update their mods as suggested. I also suggest looking at each weapon's OMOD in the CK as much as possible and making any changes there that you can. Then if you want to tweak or fine tune them with FO4Edit you should be fine. If it still crashes then as mentioned with Minuteman Overhaul, there could be changes to Fallout4.esm that are causing the crash and without remaking some of the Weapons and Object modifications from scratch you might not have an easy time fixing things. So it could be as easy as just saving the plugin with the CK or it could take more work. This really will just take trial and error pretty much. Edited August 4, 2016 by Sharlikran Link to comment Share on other sites More sharing options...
Agentfeenix Posted August 4, 2016 Author Share Posted August 4, 2016 Thanks a lot for the reply buddy. Sounds like I'll have to download them all again lol I'll try that out and see what happens. You're always a big help and I appreciate taking time out of your busy schedule to reply. Thanks again Link to comment Share on other sites More sharing options...
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