GothicNicki Posted October 15, 2016 Share Posted October 15, 2016 Does any one know how to fix this as it is getting really annoying. When i start FO4 from F4SE 90% of the time it CTDs on the red rocket scene and in the 10% i have to be fast when loading a save which is normally the continue save. I do have 173 mods running and when it plays no real problems. Nicki :mad: Link to comment Share on other sites More sharing options...
BipolarOne Posted October 15, 2016 Share Posted October 15, 2016 Crash at launch is due to a load order problem. I'd take FO4Edit (xEdit) then load up the whole list, it would show messages on problems particular to that type of .exe launch crash. I started over 10 times so far in the first year making different types of builds as the patches and DLC came out for the game. That's what showed me how to change how I did things from FO3/FNV/SKY. Others have said it's more work to mod FO4, which would match most other modding communities centered around various games as time moves forward. We can only load up 255 (250ish) mods at a time in order to thread them all together so that it works. xEdit will run scripts now to merge various optional esm/esp which helps a bunch, however it would be better to do that as the install is being built, which I tend to install the mods or even download them in component groups by the old rules. Stuff that doesn't matter then stuff that does matter below it. The only part I really need is for all of it to make sense , so I know where things are, and what they are. If you just blindly install it into a load order, it won't be as clean an various problems associated with that. If it's a mess, it will run like a mess. Configs an settings are very important. I would start there get the game running fast in vanilla form, drop a ENB on it, and play with configs until it looks great, but runs great. Then drop in the mods in groups that you can identify what it is, like a gameplay group or gun group, clothing group, radio group, overhawl group with compatible mods. Once you get something like that, or it at least resembles at least some minor organization or plan. It has to be tested and cleaned. The testing part is made up more from reading as much of a mods description page as possible, then cross referencing that with the many other mod description pages. Because there is a larger amount of testing done there from the community. Also there are fixes for issues because we tend to all have the same problems. It's a lot of work to read all that an use it to decide what is best, in this case, to decline or remove a mod because it conflicts, or even because it's particularly complex or messy. You should so that, if it's not easy to comprehend or use even, drop it like it's hot, get rid of it, toss it in the old s***can, aye. Then you would have testing that you did on your machine by starting a new game, typically it's better to play the vanilla game an exit the tutorial in Bethesda games, get a full savegame (not quick or autosave) then keep that save game as a back up for later. Then you can either enable the mods in groups load that save, create another save, and keep doing that, or roll the dice an enable it all. (There isn't much difference) But after the game is started an modded that's it, don't change the order, it's okay to add as much as you like to the end, but after that any changes will just destabilize the game and cause strange problems. Get that done, an you could go into stress testing or localized testing in any amount of chaos you want to create to insure it would last into the 500 hours play time range. The mods are dirty, namely random issues that massive amounts of Identical To Master Entries, but Items Set To Delete will CTD when it loads, and the order of masters is usually incorrect. The requirement of masters can be checked as well, I'm usually too scared to do that. Also there are a few mods that will break if Identical To Master Entries are removed. You can pretty much tell, anything big or major will cause a problem if the ITM is removed, same reason we don't clean the DLC, because it's literally so messy an large that it will break. There are not a lot of mods that we can't clean with xEdit, but one sure fire way is to set xEdit to create backups when this is performed, this way you have a copy of the original, that an reading the mod pages would tell you yes or no. Now I only ever do that on FO4 if it starts randomly crashing or causing random issues, it's more of a widespread treatment that plays on the odds. You'll need a Bashed Patch or Merge Patch after that, I heard Wrye Bash is back, I haven't seen it, it's just too easy to run a merge patch with xEdit, all that does is merge list type data or just forms in an entry where content from various files is used together inside one form. You should note the difference in that and merging little mods together, which Wrye Bash used to do automatically as part of the Bashed Patch, hell you could used Merge Patch and Bashed Patch if you had the time to clean both of them up an merge it together even. It's not really worth it though IMO unless someone is looking for a little bit more. Also these won't typically fix CTD, it just deals with what is presented to the Player for content in most cases. xEdit will filter an show what is in a conflict in any number of ways which all of that doesn't have to be smoothed out for it to run, some of it just doesn't matter, going thru the list would resolve some things though. Link to comment Share on other sites More sharing options...
GothicNicki Posted October 15, 2016 Author Share Posted October 15, 2016 thanks.I do have a second issue this time in game, the fix seems to be fun FO4 via steam. This is wandering around i sometime get either distant objects, trees, etc & the sky suddenly turns white or both near and distant. my pc is an amd oct core with 16gig of memory and an very good graphics card, gforce GTX 1060 6gb, running nvidea and related software and drivers which are kept up to date. Previous playthrough no problems. even though the detect says low quality. even my previous graphics card was better and that was a gforce 960 :mad: :mad: :mad: Link to comment Share on other sites More sharing options...
BipolarOne Posted October 16, 2016 Share Posted October 16, 2016 I reckon for that you would run tests on it. Start a new game an look for the problem. Disable mods an look for the problem. Roll back to vanilla configs, back them up, an regenerate with the launcher. There was a mipmap fix built into the configurator app. I don't remember if I mentioned it already, but at Nexus downloads for the game under utilities there is a configurator, in that was a setting that dealt with players having mipmap issues and a fix for it. Which seemed to me to be similar to a negative LOD bias setting in order to increase texture maps at distance based on the scale provided by the manufacturer. This would tie into texture sizes basically but Negative LOD bias was set on the video card driver as an override where the card would either globally or per .exe grab a texture size 1-3 times larger than default of a 1-6 total.If the texture is X size then it also includes 10 mipmaps of it, which are smaller pictures, because that is what it would look like at a distance. A performance technology which allowed the last 30 years of video games to have been played, because it only has to load a mipmap instead of this humongous amount of pixel data. An example of this is cinematic or dialog cameras typically will introduce a temporary Negative LOD Bias which with the lighting conditions they add makes everything look really detailed, because it just grabbed texture sizes 1-3 times larger. Texture filtering or Anisotropic filtering is a similar technology which sharpens textures when they are displayed at a distance, because it has a tendency to blur. Nvidia cards have 4 quality settings and 4 distance settings. High quality 4X or 8X looks better than a lower quality 16X. Because the number is more of a distance setting. 8X is about 50 feet or so, after that the natural blurring effect of textures at a distance hypothetically is ignored. Someone running a 16X would be trying to sharpen distant LOD, meaning they instinctively ignore the players high detail range, and instead are focused on things so far away that they don't actually exist yet. Performance limitations and FO3/FNV pretty much forced a setting of this for me. 50 feet/meters around the player being a high detailed range I tend focus on with another 50 feet/meters beyond that equating to the combat environment. The launcher has Texture Ultra/High/Med/Low which ties into a numerical setting that the configurator will set. I believe you would start with the launcher though, an then run the configurator on top of that. There was another setting in that for a mipmap fix or mipmap skip, I don't understand it fully, an if it is a mipmap skip that means it would have to be calculated, and thus dumped on the GPU/CPU to figure this out, an maybe that's what made it a fix. It could possibly be limited to LOD textures an the white you see which I've seen purple too. Though finding out if this is related to configuration settings or the savegame you are running or various new game starts and more accepted ways of doing that would take time. Before I started working on fixing it or changing anything I would load that exact condition many different times, and pair that with creating various savegames while moving indoors an outdoors in order to force a load. Archive invalidation could play into it, which we can reset with NMM or set it with the configurator. You know, ignoring it, but trying to get the system to resolve it. Also I would watch lots of YouTube, probably better information than we can give. Link to comment Share on other sites More sharing options...
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