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New Custom Items causing game CTD at Armorbench


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Ok so here's my issue. I've done a mod that creates three items to the game with the creation kit. The items aren't are just retextures of existing items (road leathers, and the synth field helmet) and a chest decal change on the combat armor chest, but I also wanted to make the items compatible with AWKCR.esm (Armor Keywords mod) and Armorsmith Extended. I created the items as seperate items, rather than material swaps, everything seemed to be working find until I went to the armorbench. Seems like the only time I get a crash to desktop is at the armorbench, more often than not when I move the cursor over my custom items.

Here's a step by step of what I did. Also the only files I'm running to test this is the main game master file (fallout4.esm), AWKCR.esm, armorsmithextended.esp, and my new esp file so there should be no conflicts.

- I opened the creation kit with the files (fallout4, AWKCR, ArmorsmithExtended) and then saved in order to generate my custom esp file.

- I found existing vanilla items (road leathers, combat armor chest piece, and synth field helmet) and went about creating new custom items from each, adjusting the item id's, names, meshes, armor add ons etc.

- Saved my file to test. Added items to my inventory VIA console to test on armor workbench, and bam ....... crash to desktop every time. I can deactivate my custom mod, and the game won't crash, but as soon as i turn it back on and go try to use the armor workbench it crashes without fail inside of a minute.

I've re made the file numerous times, I've re downloaded my required files to make sure I have the most update version ...... I'm at a loss here...... any help would be appreciated. I've never had this much problem trying to use another modders file as a resource and I'm sure I'm missing something simple ;)

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It's more then likely something wrong with your meshes.

 

Try this for a test,

 

  1. navigate to your data/meshes/MyModMeshes or where ever you placed your new mesh
  2. simple dubbed click on it and it should load in the Ckit.
  3. if the Ckit crashes then your model is the problem if not it's something else.
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The meshes are just vanilla meshes retextured. I didn't open them in nifskope or blender or anything like that. Just copy and pasted them so there was no changes made at all except for texture and material file paths.

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I've since remade the mod without the dependencies on AWKCR and WeaponsmithExpanded using the exact same meshes and set as I had before and I haven't had a single crash. Seems there's a conflict when I try and make the items compatible with AWKCR and Armorsmith Expanded. But yes you are right I've changed the material paths in order to get the new textures to show up in game.

Edited by hideouscircus
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The reason the game is crashing is because you're using the wrong program for that. Creation Kit cannot do it because of all the different keywords and such (I don't know the exact reason).

 

You need to use FO4Edit to do that. I had the same issue when I was making my first mod that depended on AWKCR through Creation Kit. There's a tutorial in the FORUMS tab of the AE/AWKCR mod page that explains how to do this through FO4Edit. Quite simple to follow.

Edited by crimsomrider
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I've seen and followed the tutorial. I've tried both the creation kit AND FO4Edit ....... the F04Edit one didn't fare any better. I've noticed when I set up the keywords through fo4edit when I look at my new items in FO4edit all the new keywords I've assigned tot he items are giving me errors despite having loaded up armorsmith extended as a master. If memory serves it's an ESP and back in NV days if you wanted an esp to reference a resource from another file the file being referred to needed to be an esm file .........

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I've seen and followed the tutorial. I've tried both the creation kit AND FO4Edit ....... the F04Edit one didn't fare any better. I've noticed when I set up the keywords through fo4edit when I look at my new items in FO4edit all the new keywords I've assigned tot he items are giving me errors despite having loaded up armorsmith extended as a master. If memory serves it's an ESP and back in NV days if you wanted an esp to reference a resource from another file the file being referred to needed to be an esm file .........

 

First you need to add Masters. Then you add keywords (don't copy the numbers from the forum tutorial, only the first few words). When you copy the first few words, the list will pop up and then you click on the keywords.

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I'm a little confused about which mods you're trying to support. In one place you said Armorsmith Extended, and in another you said Weaponsmith Extended.

 

Either way I think I can shed more light on this.

 

When you tried doing the AWKCR+AE stuff in CK, it doesn't add AE as a master. AE's esp is not flagged as one (nor should it be) and the CK doesn't support a regular plugin a "master". I think this is what crimsomrider was referring to up on post #6. So for AE support you must do the edits in xEdit. Further, if you were to re-open and at any point re-save the plugin using CK, it will break all the AE references because it removes AE from the masters list. It would likely break a lot more as well. So be aware.

 

I've seen and followed the tutorial. I've tried both the creation kit AND FO4Edit ....... the F04Edit one didn't fare any better. I've noticed when I set up the keywords through fo4edit when I look at my new items in FO4edit all the new keywords I've assigned tot he items are giving me errors despite having loaded up armorsmith extended as a master. If memory serves it's an ESP and back in NV days if you wanted an esp to reference a resource from another file the file being referred to needed to be an esm file .........

 

I'm not sure why you'd be having a problem with that. Make sure when you're adding the master you're right clicking on the plugin name in the left pane window and choosing Add master instead of editing the header and adding it manually to the list. Do you have a screenshot of the errors you're describing? Knowing what it says may help determine the cause.

 

Skyrim and FO4 both allow what I think is described as "fake masters". Referring to an esp as a master in the plugin header. Though this requires using xEdit to do it.

Edited by BigAndFlabby
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