Jump to content

My Castle is broken... Help please! :(


RedRocketTM

Recommended Posts

Okay, so back when I had the quest to power up the radio transmitter within the castle, after taking it back, everything worked just fine. I threw in the usual mini fusion reactor from the Settlement Objects Expanded Mod, powered the thing up and left the place for good - until recently.

 

I'll have to put up some defense if I want to stay with the minutemen (and yes, I will, so siding with another faction is neither a sollution nor something I'd consider) So I went there after I powered up ~10 settlements and got some settlers, made them happy, you know itt...

 

So I still had the good old mini fusion reactor att the Castle, and thought: Well why not use it for further energy? And guess what happened? As soon as I ttried to attach a wire to it, it gave me a CTD.

 

Same goes for everytthing passively powered - I can't place it, ti justt gives me a CTD on placing.

I can however place actively powered stuff - as long as I do NOT attach a wire to it.

I can place anything else, mechanic MGs, beds, candles... I just can't put it back into storage again, or scrap it, this will lead to another CTD...

 

I tested the SoOE Pack stuff on another settlement again, just to make sure it's not the cause, and it worked just as before. Everything is working outside the Castle.

 

I've checked other mods like scrap everything or my restoration mod, non of them seem to be the cause for this. Does anyone know what that might be o how to fix it maybe? I searched the net for hours, but I can hardly find anything about that issue, or how to fix it.

 

I can't believe all my small settlements have the greatest technology available while I have to equip my base with medieval waterpumps and mechanic stuff and candles... O.o

 

Oh I just forgot, my workshop randomly closes sometimes, which it only does in the castle...

Edited by Kuschel-Drow
Link to comment
Share on other sites

WorkShop randomly closing usually only happens in settlements that have been seriously expanded through a mod and is caused when crossing the border between two cells in the settlement. Do you have any mods that make the Castle's build area larger?

Link to comment
Share on other sites

Nope. None that I would know of. I use place everywhere, but that doesn't expand anything, nor do I build stuff outside the green borders. o.o"

I only have a wall restoration mod going on there, which I installed after these problems already ocurred so... *shrug*

One of the spots where the workshop closes all tthe time is a few steps away from the workbench into the yard, which is strange. That didn't happen when I first took the castle.

Another spot is at one of the gates. Very strange... o.o

I can still put things there aftere reopening the workshop, but it's quite annoying sometimes.

 

And the "electricity-problem" continues after these 'breaks' or cell changes or whatever that might be, so well... My Castle will probably be a true medieval castle... *sighs* Anyway, I guess... 500 protection is enough? :P Somehow I don't wantt to be there when all the MGs fire at the same time. *coughes* That'll surely be fun.

 

After all I do not suffer from the CTD on fast travel or walking in issue. (Not yet at least) It still sucks, though. :(

Link to comment
Share on other sites

I use "Castle Deep Clean", but I installed it after the problem ocurred, so it's not the cause at all.

I also upgraded my "Scrap Everything" lately, butt the problem ocurred before I did, I'm using "Faction Housing Overhaul AIO" since the very beginning, butt using it I had been able to power up the radio transmitter when reclaiming the castle.

 

Other than that, I went through my entire Modlist, and checked on every mod that might actively or passively change anything with the casttle or it's surrounding cells, including Grass/Tree mods, but non of them seem to be the cause. Browsing the net I found out that other people seem to have the problem as well, but no one had ever found a fix for it... :S

 

Firt I thought the Settlement Objects Expanded mod was the cause,because the mini fusion generator belonged to it, but after I did ~10 settlements using all the stuff, and checked again on a 11th one, which worked perfectly I can pretty much narrow the whole thing down to the castle, and only the castle... :S

 

I can't even say when it started, because I left it untouched for a while. Maybe I should have worked on it before I did with the settlement PAM sends me to, I don't know.

Link to comment
Share on other sites

It's not necessarily a mod directly related to the Castle. In the CK, there's quite a lot of stuff that connects to settlements and their workings that on first sight one would not think would be connected, like a house in Concord that for some unfathomable reason is connected to Sanctuary: changing the house in Concord breaks stuff in Sanctuary (this is just a non-existing example to give you an idea). So, it can be any mod...

 

If and when you are using settlement mods (mods that add settlements), please check the Data/WorkShops list in the PipBoy to see if you have a Commonwealth entry there. If you do, some settlement mod has issues and those issues spread like a virus throughout the game and affects other settlements, vanilla or added.

Link to comment
Share on other sites

There are only vanilla settlements in the list, except for the Institute Safe House, which is a player home (interior cell) with its entrance linked to the door of an unused building in Concord.

 

I even tried to disable that one, to see if it helps, but no luck here. Also, I can open the workshop inside the institute - I can only scrap stuff that suffers from the disappearing texture bug AND is added by other mods (Director's Quarters in my case) but... I shouldn't be able to open the workshop in there in the first place. God knows why this is even possible if I don't have the Institute as a settlement mod active. (If I do have it active, it doesn't appear in the workshoplist though)

 

Must modding really become more and more frustrating with each new Beth game? :( The whole flickering and disappearing texture stuff got me so mad I disabled ALL preculling for good. It's not exactly the perfect solution but it actually works... *sighs*

 

Anyway, with all my mods still active, I went back to a veeeery old savegame that still had the quest to retake the castle and power up the radio transmitter still active. So I went there, I did this, and guess what? I can friggin' use anything I want. I can even put up generators until my power level exceeds 600! I can wire them and I could possibly build up a whole metropolis on that ground, everything works just fine.

So I assume it's rather a vanilla thing than something with my mods... :(

 

So next time I'll do the whole building up defense stuff right away then. What abummer. Can't go back to that savegame though, I won't spend days to build up my settlements again... This is just tedious, especially if you're that much of a perfectionist as I am and have to have everything placed exactly right and even and stuff... x.x

 

I guess 62 mechanic MGs plus some artillery should be enough to defend the old ruin... :P If nott there's still TGM x.x As long as Preston is essential idc anyway. :D

Link to comment
Share on other sites

There are only vanilla settlements in the list, except for the Institute Safe House, which is a player home (interior cell) with its entrance linked to the door of an unused building in Concord.

 

I even tried to disable that one, to see if it helps, but no luck here. Also, I can open the workshop inside the institute - I can only scrap stuff that suffers from the disappearing texture bug AND is added by other mods (Director's Quarters in my case) but... I shouldn't be able to open the workshop in there in the first place. God knows why this is even possible if I don't have the Institute as a settlement mod active. (If I do have it active, it doesn't appear in the workshoplist though)

 

Must modding really become more and more frustrating with each new Beth game? :sad: The whole flickering and disappearing texture stuff got me so mad I disabled ALL preculling for good. It's not exactly the perfect solution but it actually works... *sighs*

 

Anyway, with all my mods still active, I went back to a veeeery old savegame that still had the quest to retake the castle and power up the radio transmitter still active. So I went there, I did this, and guess what? I can friggin' use anything I want. I can even put up generators until my power level exceeds 600! I can wire them and I could possibly build up a whole metropolis on that ground, everything works just fine.

So I assume it's rather a vanilla thing than something with my mods... :sad:

 

So next time I'll do the whole building up defense stuff right away then. What abummer. Can't go back to that savegame though, I won't spend days to build up my settlements again... This is just tedious, especially if you're that much of a perfectionist as I am and have to have everything placed exactly right and even and stuff... x.x

 

I guess 62 mechanic MGs plus some artillery should be enough to defend the old ruin... :tongue: If nott there's still TGM x.x As long as Preston is essential idc anyway. :D

 

I had a problem with Vault 88 a few months ago where if I scrapped or moved any installed item the game would CTD. If I scrapped an object I had brought in or installed a new item, there was no problem. And no solution. Eventually I tried loading a previous save and it worked without any problems, so I had to lose a solid weeks work

just to get Vault 88 running properly and it has never happened again.

Link to comment
Share on other sites

There's no "disappearing texture bug"; at least, it's not a bug. LOD-flicker through pre-culling is caused by scrapping stuff that is normally unscrappable and then the game trying to render objects that are no longer present causing backgrounds to flicker in and out of view as if the game became transparant in those areas.

 

Try the No More Disappearing Act mod which includes all vanilla settlements.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...