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CTDs issue on specific area. Needs help troubleshooting.


MrAlexKing96

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Hmm.. SO what do i do with "Do it YourSelf " mod? Is it because i re-install the mod before and choose to remove extraammo.esp and Cleanshelf.esp to save some Plugins slot? or the problem is in the main dinoshelf esp itself? and what to do with it (how to solve)? How come it not cause problem before, i mean it just shelves, container, how could it cause CTDs in a specific area of Sanctuary, which dont even have anything from Do it yourself place on top of it?

Do nothing until I am done, play the game or another ,just give me the needed time to sort things out.

 

New one (ellen.esp) not listed shown by the manager reader. I am doing [ F ] files now.

 

The latest packages need to be installed for that mod if I read things correctly and you said you had the older ones running. IF it's working now, leave it alone.

Some times a group of mods and load order in combination with a bug can cause all sorts of strange things to occur.

 

There are groups set up here for troubleshooting I must adhere too. 1 problem at a time.

 

Ok Ok take your time :) In case you need info: Ellen is like an only Companion mod that have custom affinity/voice/quest line:http://www.nexusmods.com/fallout4/mods/15962/?, i got her before the CTDs.

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Get an area set up for notes and instructions I will be giving to you to do.

Though NMM is able to view the mods, some of them, MO is not, and I believe it's due to corruption or code sources.

 

I have found a lot of files not registering here. If python can't read them? there are issues with them. Could be language, code pages, or other.

Some are strange named too.

 

Getting near the end am in the S's now

Edited by Purr4me
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This is the result of found / hidden data uncovered from corruption within the saved game file.

https://s26.postimg.org/3kfenfxjd/Combo_Corrupted_Combinations.jpg

 

each one needs to be inspected ,a folder for raw extraction is required to inspect all of these shown regardless if they are working or not.

 

These are the source of the bugs in combinations. any file visible can have issues but not being able to read them in a saved game archive means the data was overwritten by other mods.

 

This is not the same thing as the game larger files but in operations it is.

spelling was disrupted here, i was looking away so well? :geek:

Edited by Purr4me
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This is the result of found / hidden data uncovered from corruption within the saved game file.

https://s26.postimg.org/3kfenfxjd/Combo_Corrupted_Combinations.jpg

 

each one needs to be inspected ,a folder for raw extraction is required to inspect all of these shown regardless if they are working or not.

 

These are the source of the bugs in combinations. any file visible can have issues but not being able to read them in a saved game archive means the data was overwritten by other mods.

 

This is not the same thing as the game larger files but in operations it is.

spelling was disrupted here, i was looking away so well? :geek:

1. i dont get about the Readable, if those DLC are not "readable" , that means they are corrupt and need to verified files or ? And i need to unistall mods starting with letter V?

2.So those mods got "stepped on , non respond and Overwrite" by other mods? Weird because some of them are Cloth/Weapon mod which use standalone assets, they didnt overwrtie anything or by anything ( most of them have AE/AWKCR patch and add by script to leveled list) .

 

I honestly dont see any problem when i using those mods at all, they are fully functional, everything work as the author said it was.

Though it maybe correct with those Th1nkEyeBoy from a mod call Automatron Eyebot , which allow you to make custom eyebots part in robot workbench, it missing some new content that is show in the description on that mod page, cant find those new parts in the workbench, it may somehow get hidden or sth.

 

So i can see there are lots and lots of problem with my save game, is there any hope to fix it?

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So i can see there are lots and lots of problem with my save game, is there any hope to fix it?

Some things I can fix, some I can't fix ,this point is where you need to sort the mods ,load order must be correct, and a merged patch made under the guise of edit mode using xedit "fo4edit" while in cleaning mode to create a clean parch.

 

For advice, the mods I found you may require to assemble them in a folder in a loose method and zip up that folder as a single mod, and install them last.

 

it is not any one mod that is at fault, it is the combination of them. IF they do not overwrite default data? then they are standalone and new materials are being introduced into the game, if there is no references to them but some have assets that use the same targets as default? then these will get overwritten in game and stored in that way.

 

What I have done for you, no one will do, not here. Saved game decryption takes a lot to understand. But if you need proof from another person whom has no knowledge of these proceeding s here in this thread? I can link it in.

(https://forums.nexusmods.com/index.php?/topic/3502925-the-unofficial-fallout-4-patch/page-273&do=findComment&comment=45681900)

 

You can break the game with the wrong type of assets installed. Fo4 will keep all records in it, and if any records are set to spawn, or set in continue mode, that data will always run. IF the data from any of the mods located touches any default codes? it overwrites instructions they them selves have other instructions NOT being overwritten and have influences on the target files running.

 

you can twist a dog into any creature, but the Ai written for that Dog will still run if it is not addressed by the mod targeting that dog, The Dog is a ghoul or a mutant or a crab, or a Brahman but it's core remains a dog becasue that's what it was to begin with, and scripts for that Item always run too, Now if there is another mod that targets the other creatures and changes them but not that dog? well now, you have massive conflicts on entering a cell where these things are meant to spawn from default.

 

CTD ! Freeze, Stuttering, all sorts of strange things. the last mod rules the game, it controls the outcome, even if it is a conflicted outcome.

 

your thinking is outside the box ,mine is inside the packager for that box. I might / may not be able to explain it to you where you can understand it...

IT's the combination of all of them found that interferes with the rest of that massive amount of code..200 + mods?

 

The Bethesda, a saved game file is important to them, each one is a data base, they hold the records , kept as the game runs, even if the game data is a total disaster, if it runs, it runs and records no matter what.

 

The reason most decide to start over with a saved game prior to a CTD activity is usually due to user error and realize the last instances of installing things might be at fault. Some times it is, but not in your case, you had way too much data loading and running.

 

There is only so much I can do, the evidence shown proves it's beyond my ability to do anything. You must make a merged patch and provide me with it so I can see what other conflicts exist with in that games packages.

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So i can see there are lots and lots of problem with my save game, is there any hope to fix it?

Some things I can fix, some I can't fix ,this point is where you need to sort the mods ,load order must be correct, and a merged patch made under the guise of edit mode using xedit "fo4edit" while in cleaning mode to create a clean parch.

 

For advice, the mods I found you may require to assemble them in a folder in a loose method and zip up that folder as a single mod, and install them last.

 

it is not any one mod that is at fault, it is the combination of them. IF they do not overwrite default data? then they are standalone and new materials are being introduced into the game, if there is no references to them but some have assets that use the same targets as default? then these will get overwritten in game and stored in that way.

 

What I have done for you, no one will do, not here. Saved game decryption takes a lot to understand. But if you need proof from another person whom has no knowledge of these proceeding s here in this thread? I can link it in.

(https://forums.nexusmods.com/index.php?/topic/3502925-the-unofficial-fallout-4-patch/page-273&do=findComment&comment=45681900)

 

You can break the game with the wrong type of assets installed. Fo4 will keep all records in it, and if any records are set to spawn, or set in continue mode, that data will always run. IF the data from any of the mods located touches any default codes? it overwrites instructions they them selves have other instructions NOT being overwritten and have influences on the target files running.

 

you can twist a dog into any creature, but the Ai written for that Dog will still run if it is not addressed by the mod targeting that dog, The Dog is a ghoul or a mutant or a crab, or a Brahman but it's core remains a dog becasue that's what it was to begin with, and scripts for that Item always run too, Now if there is another mod that targets the other creatures and changes them but not that dog? well now, you have massive conflicts on entering a cell where these things are meant to spawn from default.

 

CTD ! Freeze, Stuttering, all sorts of strange things. the last mod rules the game, it controls the outcome, even if it is a conflicted outcome.

 

your thinking is outside the box ,mine is inside the packager for that box. I might / may not be able to explain it to you where you can understand it...

IT's the combination of all of them found that interferes with the rest of that massive amount of code..200 + mods?

 

The Bethesda, a saved game file is important to them, each one is a data base, they hold the records , kept as the game runs, even if the game data is a total disaster, if it runs, it runs and records no matter what.

 

The reason most decide to start over with a saved game prior to a CTD activity is usually due to user error and realize the last instances of installing things might be at fault. Some times it is, but not in your case, you had way too much data loading and running.

 

There is only so much I can do, the evidence shown proves it's beyond my ability to do anything. You must make a merged patch and provide me with it so I can see what other conflicts exist with in that games packages.

 

SO i have to make merged patch and what? Clean them ? for all those mods from number 7 to 28? But how, they are not even the same mod , some are companion mod, some are Armor.,weapon, some are Settlement workshop mode.

The load order, i follow an old guide here on Nexus + this https://community.bethesda.net/thread/18512?start=15&tstart=0.

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The save shows it has 246 mods installed. you are way beyond max for any machine.

Other than Compressing /merging plugins into single sets to cut down the count? there isn't much I can do to help you.

 

The state this plugin archive is in, I can not fix, what can be done is merged data can be fixed and in order if the conflicted are arrested first so what IS in the archive file

will be retained, the underlying code will remain but the plugin count will change.

 

["Merging"] is a very difficult subject to teach with this game.

 

But your in luck, there is a program that can fix only that aspect of "Merging".

But you can't just go and do it..Because i know you will try it.

 

you must first recompile conflicts resolution's before considering any thing else...we call it fixing the mods conflicts, there are stages required first.

you need a lot of hard drive space too. An output folder will be required for the completed packages and a note pad and pen to sort out what will not merge and what will.

 

your Nmm say's you have 236 mods but this saved game say's different . "246" there was at first .247 but becasue I decompiled the archive, the missing data now is gone.

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The save shows it has 246 mods installed. you are way beyond max for any machine.

Other than Compressing /merging plugins into single sets to cut down the count? there isn't much I can do to help you.

 

The state this plugin archive is in, I can not fix, what can be done is merged data can be fixed and in order if the conflicted are arrested first so what IS in the archive file

will be retained, the underlying code will remain but the plugin count will change.

 

["Merging"] is a very difficult subject to teach with this game.

 

But your in luck, there is a program that can fix only that aspect of "Merging".

But you can't just go and do it..Because i know you will try it.

 

you must first recompile conflicts resolution's before considering any thing else...we call it fixing the mods conflicts, there are stages required first.

you need a lot of hard drive space too. An output folder will be required for the completed packages and a note pad and pen to sort out what will not merge and what will.

 

your Nmm say's you have 236 mods but this saved game say's different . "246" there was at first .247 but becasue I decompiled the archive, the missing data now is gone.

So what do i need to do now? to merge all of the plugins? which program i need to do what? Please point it all out.

About conflict, that i already check when i install every mod, i also use LOOT to check, it didnt have any kind of conflict.

If it just some leftovers missing data, i remember in SKyrim there was some software like Papyrus Data transfer... which can clean off leftovers from Unistall mods.

 

I decompiled the archive, the missing data now is gone. << I also dont understand this, is this something i can do to solve the problem?

Edited by xheox
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LOOT

Is just a file list that contains "recommended load orders ,and some extra data about what's known for those Files listed." it is not an editing tool. It meas nothing.

 

Load order sorter. It is NOT an error checker.

 

This is not Skyrim.

 

So what do i need to do now?

You create a merged patch for the current load order and send it to me to see what mods are in conflict, your not skilled enough to determine whats wrong as far as I can tell.

 

Mods that will not merge will be told to you when you get to that point BY the software program used...OF which I have not yet told you about.

Your in no position yet to do so.

 

Please point it all out

I need information the Fo4edit program creates in the header of it's resulting merged patch to determine what mods are in conflict " First"

 

With out that ? I can't do a dam thing. It would be pointless.

 

your using Nmm, and that's is the bad thing, it has issues I can not resolve becasue I do not use it. Another pointless endeavor to deal with.

 

Now I see your guessing most probably do to my explanations are not in your caliber. I can't guess whats wrong, I deal in facts, lavished with information I can touch and manipulate.

 

I will not guess. Too many put the wrong kind of stock into loot, think it's some sort of magic tool?

 

Magic comes from the minds eye ,not software.

 

please do as I ask, make a merged patch of the Entire load order and send that to me please.

 

At this point I promise NOTHING. I am working blindly here, most just start over at this point.

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