Antediluvia502 Posted August 24, 2016 Share Posted August 24, 2016 (IF THIS POST BELONGS IN MOD TROUBLESHOOTING FEEL FREE TO MOVE IT. I WAS NOT ENTIRELY SURE WHICH SUB-FORUM WAS A GOOD FIT)Hey guys. Over time of playing Fallout 4 mods since December I have occasionally had to start a new game over. I've noted that starting without changing your mod order can lead to some issues with the main quests/scripting/NPC interaction. I remember myself I had to at least reach Diamond City for the first time before being (reasonably) safe enough to load all my mods. However, do the myriad updates of mods and Fallout 4 itself I'm not sure if this is an issue anymore, however I find myself having to restart due to corrupted saves (and just wanting to make a new character anyway).So I was wondering if any of the more knowledge out there among you could pick out any of the mods in my mod order that might cause a problem? I was also thinking (hence the title of the thread) of creating a standard list of mods that could cause vanilla quest/npc problems as sort of a warning, or maybe just so others with greater knowledge of the creation kit to make patches so that said mods only activate after certain events/meetings/values have been filled/passed?Anyhow, here's my load order: 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 Unofficial Fallout 4 Patch.esp 7 7 Arbitration - Resources.esm 8 8 ArmorKeywords.esm 9 9 Loads.esm 10 a Robot Home Defence.esm 11 b vault75fix.esp 12 c ShipwreckIsle.esp 13 d Glowing Animals Emit Light.esp 14 e Loads of Ammo - Leveled Lists.esp 15 f Arbitration - Button Lowered Weapons.esp 16 10 Armorsmith Extended.esp 17 11 Armorsmith Far Harbor.esp 18 12 robotDLC_weave.esp 19 13 ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp 20 14 BetterAutomatronWeapons.esp 21 15 Legendary Robot Armour.esp 22 16 Automatron Helmets Fix.esp 23 17 autoweapons.esp 24 18 Automatron Protectrons Expanded.esp 25 19 Mechanist.esp 26 1a BMRM.esp 27 1b LegendaryModification.esp 28 1c LegendaryModificationMisc.esp 29 1d LegendaryModificationCSA.esp 30 1e LegendaryModificationGroknak.esp 31 1f Crafting Workbench.esp 32 20 Crafting Workbenches - Automatron DLC.esp 33 21 Crafting Workbenches - Faction and Quest Requirements.esp 34 22 Gojira.esp 35 23 Cold Fusion Generator.esp 36 24 Killable Children - Far Harbor.esp 37 25 Lots More Facial Hair.esp 38 26 AzarPonytailHairstyles.esp 39 27 LoreFix01.esp 40 28 LegendaryModification2LM.esp 41 29 ModdableBuddy.esp 42 2a ModdableGreygarden.esp 43 2b Guards.esp 44 2c Insignificant Object Remover.esp 45 2d DD_Chronophage_Explore_Endless_Possibilitys.esp 46 2e Pip-Boy Flashlight.esp 47 2f rings1.02.esp 48 30 BossChestsHaveLegendaries.esp 49 31 Enclave Blood Angels.esp 50 32 Randomized DC Guard Outfits.esp 51 33 ImprovedNuke.esp 52 34 ClearWater.esp 53 35 Cryolator.esp 54 36 Better Explosives - Far Harbor.esp 55 37 Better Explosives - Normal.esp 56 38 FatManRadiation.esp 57 39 Better Explosives - Enhanced Grenades.esp 58 3a Better Explosives - Grenade Frequency 15.esp 59 3b JetWeaponCol.esp 60 3c UsefulRippers.esp 61 3d Throwing Knife.esp 62 3e 3DNPC_FO4.esp 63 3f BTInteriors_Project.esp 64 40 Oven Sesame.esp 65 41 NAC.esp 66 42 Raider Children.esp 67 43 TheFishermansGambit.esp 68 44 MojaveImports.esp 69 45 GoneFeral.esp 70 46 MODspider.esp 71 47 Firelance2.5.esp 72 48 SuperMutantOverhaul.esp 73 49 hamilton's_death_division.esp 74 4a RaiderOverhaul.esp 75 4b WZWildWasteland.esp 76 4c Wasteland Arsenal.esp 77 4d MikeMooresMCAM.esp 78 4e MoreWeaponsBoS.esp 79 4f BoSGaussRifle.esp 80 50 PlaneWreck.esp 81 51 UniqueUniques.esp 82 52 ExoticEnemies.esp 83 53 GrenadeExpansionPack.esp 84 54 RansackedRelay.esp 85 55 PartyIsland2.esp 86 56 CROSS_PlasRail.esp 87 57 NAC-FarHarbor.esp 88 58 Killable Children.esp 89 59 improvedbos.esp 90 5a FeralGhoulMeat.esp 91 5b MRE_Box.esp 92 5c Skibs223Pistol-AWKCR.esp 93 5d Crossbow.esp 94 5e FarHarborAmmo_Commonwealth.esp 95 5f Synth Overhaul.esp 96 60 RailroadPerksCut.esp 97 61 WiredReflexes.esp 98 62 AWKCRPatch-UFO4P.esp 99 63 PlagueDoctor.esp100 64 BioshockInspiredPowerArmor.esp101 65 standaloneconstruct.esp102 66 stumbleuponinteriors.esp103 67 M2045MagnumRevolverRifle.esp104 68 LagrieMasksofApoc.esp105 69 Extended weapon mods.esp106 6a Jet Collection Leveled Lists.esp107 6b Shishkebab3xDMG.esp108 6c ZetaImpetus.esp109 6d alexHeroRifle.esp110 6e _00Stingray.esp111 6f ClassicSniper.esp112 70 EpilogueRestored.esp113 71 FO4 NPCs Travel.esp114 72 OWR_GOP.esp115 73 TOSPhaser.esp116 74 mergedpatch.espI have recently uninstalled, reinstalled, updated, and cleaned all mods posted (as well as created a merged patch after all is said and done thanks to F04edit).Feel free to yell at me for know knowing the state of things, but that's why this forum is here no? Link to comment Share on other sites More sharing options...
chucksteel Posted August 24, 2016 Share Posted August 24, 2016 In most cases it's best to NOT install mods until the intro/Tutorial is finished. They are heavily scripted so there is a lot going on by default. That being said Beantown already checks to see if you have gotten the Pip-Boy or exited Vault 111 before it adds the Setting Holotape to the players inventory other then that it really isn't doing much during the intro. Link to comment Share on other sites More sharing options...
Antediluvia502 Posted August 24, 2016 Author Share Posted August 24, 2016 In most cases it's best to NOT install mods until the intro/Tutorial is finished. They are heavily scripted so there is a lot going on by default. That being said Beantown already checks to see if you have gotten the Pip-Boy or exited Vault 111 before it adds the Setting Holotape to the players inventory other then that it really isn't doing much during the intro. Thanks for the reply. Would this include Hair/race mods and the UFO4P as well? Link to comment Share on other sites More sharing options...
chucksteel Posted August 24, 2016 Share Posted August 24, 2016 I would error on the side of caution myself. You could add the hair/race mods as soon as you get the Pip-Boy and open the vault door. It should be safe then and you can change that stuff before using the elevator. I would assume that UFO4P would be ok to have installed but I'm not sure. It may not even fix anything in the intro/tutorial so if it doesn't they it could also be activated once you leave the vault. I would ask over on the UFO4P threads. Link to comment Share on other sites More sharing options...
spacefiddle Posted August 24, 2016 Share Posted August 24, 2016 Enumerating a list of "don't load these before exit" mods would be infinite and ever-growing, and impossible to maintain. As a general rule, anything that adds stuff to your inventory needs to be avoided, as you do not have one before putting on the Pip-Boy. Like folks above have said: it's better to do it the other way. Don't load any mods before exit unless it specifically says in the docs or description that it's safe to do so. If a mod is "aware" of the beginning, some can delay adding stuff to your inv until you get the Pip-Boy (True Storms does this with its settings and control holotapes); others start their quest by having their object out in the world, like the Journal of the Sole Survivor mod which has its tape in Sanctuary. Just assume nothing is safe unless it clearly states that it is ;). Link to comment Share on other sites More sharing options...
Antediluvia502 Posted August 25, 2016 Author Share Posted August 25, 2016 Enumerating a list of "don't load these before exit" mods would be infinite and ever-growing, and impossible to maintain. As a general rule, anything that adds stuff to your inventory needs to be avoided, as you do not have one before putting on the Pip-Boy. Like folks above have said: it's better to do it the other way. Don't load any mods before exit unless it specifically says in the docs or description that it's safe to do so. If a mod is "aware" of the beginning, some can delay adding stuff to your inv until you get the Pip-Boy (True Storms does this with its settings and control holotapes); others start their quest by having their object out in the world, like the Journal of the Sole Survivor mod which has its tape in Sanctuary. Just assume nothing is safe unless it clearly states that it is :wink:.Fair enough and simple enough. Thank you! Link to comment Share on other sites More sharing options...
spacefiddle Posted August 25, 2016 Share Posted August 25, 2016 No problem, hope it helps :) Link to comment Share on other sites More sharing options...
TummaSuklaa Posted August 25, 2016 Share Posted August 25, 2016 In all of their games, the beginning contains the heaviest amount of scripting and stuff that is not going to be used for the rest of the game. In short.. they go all out for the beginning. So unless you have alt start mods, or things that don't touch the player character in any way, it's not smart to load mods before starting the game. Link to comment Share on other sites More sharing options...
ClayboTGW Posted August 25, 2016 Share Posted August 25, 2016 (edited) The only mods I will run when starting a new character is the character mods like CBBE, Hair Mods and looksmenu then after leaving Vault 111 I go full bore load order. I even have two plugin.ini files which I keep stored in backup folders one folder I called newgame the other folder I call currentfullymodded so when I start a new game I drop the newgame load order in and overwrite then when I get out of 111 I drop the fully modded list one back in and overwrite this makes it a lot quicker seeing as I never have or never will use any mod management system I do it all by notepad (Old School) Edited August 25, 2016 by ClayboTGW Link to comment Share on other sites More sharing options...
bill8872 Posted August 25, 2016 Share Posted August 25, 2016 Of my 210 mods, I have found only 3 I do need to have inactive before the start. They add holotapes to the inventory when installed, and the way the game is scripted at the beginning, they all get removed as soon as I pick up the pipboy. I have found that most weapon, and armor mods seem to be fine, but anything that can drastically overhaul the game play, might be best not to activate at the start. Mostly it seems a trial, and error to see what you can and can not load at the start. Link to comment Share on other sites More sharing options...
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