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Cambridge Police Station/College Square CTD


ARahimi

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Basic CTD No error of course.

 

Things I've done so far -

 

Tried older save. Worked! Modded or unmodded, a save from the very first venture from Vault 111 lets me run to Danse and completes 'Reveille" upon arrival. A save that is 3 days total game time, works as well, its a save during the Rex mission (finding Strong).

 

The broken save has completed the Silver Shroud, Automatron, Lost Patrol, Reveille, I have not been to Concord, have not talked to Danse or completed Fire Support.

 

Tried unmodded and modded runs of broken save, Spawn at CIT Ruins run north to Police Station, upon entering the area near the barricade, same resulting crash.

 

The newest save, my most recent one, has removed and added mods throughout the ordeal, perhaps some files linger and are causing null references, not sure.

 

I'm looking at FO4Edit, first time using it, was suggested in a thread I read. Ran check errors, not really understanding what it's trying to tell me.

 

Disabling mods is a bad idea as I figured out, as all my custom meshes and bodyslide tweaks were reverted back to the original files. Luckily I had a save point on windows that I copied from, but one of my nice jackets need weight painting again, geez.

 

Who the hell knows what I may have busted, but today has been a pretty tiring day.. and I got deadlines!! So much for relaxing when the game has you troubleshooting, eh?

 

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) DLCNukaWorld.esm
(7 -> 8) ConcealedArmor.esm
(8 -> 7) Robot Home Defence.esm
(9 -> 9) ArmorKeywords.esm
(10 -> 11) Homemaker.esm
(11 -> 10) TrueStormsFO4.esm
(12 -> 12) HUDFramework.esm
(13 -> 13) Worsin's Garage.esm
(14 -> 14) CROSS_CosmeticFramework.esm
(15 -> 39) ConcealedArmor.esp
(16 -> 71) combat_PA.esp
(17 -> 23) Harness-calyps.esp
(18 -> 76) Rangergearnew.esp
(19 -> 75) SpotlightFix-200-Shadow.esp
(20 -> 40) CROSS_eyepatch.esp
(21 -> 44) FieldScribeBackpack.esp
(22 -> 34) AnS Wearable Backpacks and Pouches.esp
(23 -> 35) AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
(24 -> 36) AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
(25 -> 37) AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
(26 -> 70) Companion Infinite Ammo and Unbreakable Power Armour.esp
(27 -> 25) LegendaryModification.esp
(28 -> 26) LegendaryModification2LM.esp
(29 -> 27) LegendaryModification2LMAKPatch.esp
(30 -> 28) LegendaryModificationMisc.esp
(31 -> 30) Workshop_Planters.esp
(32 -> 33) 10% Fusion Core Drain.esp
(33 -> 32) UniquePlayer.esp
(34 -> 29) Eli_ArmourCollection.esp
(35 -> 69) Goggles on Forehead.esp
(36 -> 20) Outlawer Outfits.esp
(37 -> 42) FO4LaserBolts - InstituteRoyalBlue.esp
(38 -> 43) FO4LaserBolts.esp
(39 -> 31) PipBoyShadows.esp
(40 -> 74) SpotlightShadows.esp
(41 -> 19) EliteGear.esp
(42 -> 41) CROSS_Uni_Scarf.esp
(43 -> 77) LongerPowerLinesInf.esp
(44 -> 78) BobbleGirl.esp
(45 -> 80) CUTE.esp
(46 -> 79) TacticalWeaponLamps.esp
(47 -> 81) PowerArmorT49.esp
(48 -> 21) M2216.esp
(49 -> 24) G3.esp
(50 -> 15) Outlawer_battlefield4.esp
(51 -> 16) outlawer MetroLL.esp
(52 -> 17) Outlawer_MetroConflict.esp
(53 -> 107) JaneBod.esp
(54 -> 82) Heavy BoS.esp
(55 -> 83) InstitutePowerArmor.esp
(56 -> 22) IF88TacShotgun.esp
(57 -> 38) Armorsmith Extended.esp
(58 -> 68) Combat_Helmet_Illumination 1.2.esp
(59 -> 72) tumbajamba Advanced Engineering.esp
(60 -> 73) combat_PA - tAE - AWKCR.esp
(61 -> 84) EnclaveX02.esp
(62 -> 85) tank_PA.esp
(63 -> 86) tank_PA - AWKCR.esp
(64 -> 87) ImmersiveVendors.esp
(65 -> 88) Extended weapon mods.esp
(66 -> 94) UsableCigarettes.esp
(67 -> 93) Skibs-WH77Redux.esp
(68 -> 90) OCDecorator.esp
(69 -> 92) OCDispenser.esp
(70 -> 91) OCDecoratorDLC.esp
(71 -> 89) DOOMLK05.esp
(72 -> 95) ModularKalash.esp
(73 -> 100) CROSS_Cybernetics.esp
(74 -> 99) Homemaker - Unlocked Institute Objects.esp
(75 -> 97) TrueStormsFO4-FarHarbor.esp
(76 -> 96) TrueStormsFO4-EarlierSunsets.esp
(77 -> 98) TrueStormsFO4-EarlierSunsetsFH.esp
(78 -> 101) TakeCover.esp
(79 -> 102) BioshockInspiredPowerArmor.esp
(80 -> 103) Animated Drinking.esp
(81 -> 104) Smoke-able Cigars.esp
(82 -> 105) Liberty_PA.esp
(83 -> 106) standaloneconstruct.esp
(84 -> 114) TNR Shoulder Lamp.esp
(85 -> 115) TNR Shoulder Lamp - Settings.esp
(86 -> 110) SCAR-L.esp
(87 -> 109) CorvalhoWidowShotgun.esp
(88 -> 108) The Space Marine.esp
(89 -> 111) More Where That Came From Diamond City.esp
(90 -> 112) More Where That Came From - Classic.esp
(91 -> 113) DOOMRhino.esp
(92 -> 116) CROSS_Cybernetics_NoRobotFootStepSounds.esp
(93 -> 117) DOOMSCARLK.esp
(94 -> 118) M2045MagnumRevolverRifle.esp
(95 -> 211) mjp_ptrs41atr.esp
(96 -> 50) solarpower.esp
(97 -> 217) fn five-seven v3.0.esp
(98 -> 218) mauser rifle pack.esp
(99 -> 213) wm chinese assault rifle - standalone.esp
(100 -> 210) p99.esp
(101 -> 18) Outlawer Gift.esp
(102 -> 203) the eyes of beauty.esp
(103 -> 207) glowing eyes.esp
(104 -> 45) Crossfayt Armors.esp
(105 -> 47) Crossfayt armors 2.esp
(106 -> 46) Crossfayt Armors 2A.esp
(107 -> 119) Skibs-223PistolRedux.esp
(108 -> 120) EFF.esp
(109 -> 121) CompanionStatus.esp
(110 -> 122) AS_CraftableInstituteStations.esp
(111 -> 219) third person revolver audio fix.esp
(112 -> 123) CREAtiveClutter.esp
(113 -> 124) EnclaveTrooper TestModels.esp
(114 -> 126) DOOMCatalyst.esp
(115 -> 125) MP153.esp
(116 -> 127) RainofBrassPetals.esp
(117 -> 130) InteriorsEnhanced-All-In-One.esp
(118 -> 128) DarkerNights.esp
(119 -> 129) Pip-Boy Flashlight.esp
(120 -> 131) ClassicSniper.esp
(121 -> 132) DOOMMAC11.esp
(122 -> 133) P220.esp
(123 -> 134) DOOMGlock.esp
(124 -> 137) CWSS Redux.esp
(125 -> 138) CigaretteInMouth.esp
(126 -> 140) MP412.esp
(127 -> 141) M1Garand.esp
(128 -> 142) M1Garand - AWKCR.esp
(129 -> 143) M1Garand-2xDMG.esp
(130 -> 144) ExtraLongBarrels.esp
(131 -> 145) TrenchGun.esp
(132 -> 146) Kukri.esp
(133 -> 147) 08thTeam.esp
(134 -> 148) BetterAutomatronWeapons.esp
(135 -> 139) Mercenary.esp
(136 -> 135) Wastelanders XM2076 by giggity12345.esp
(137 -> 136) MikeMooresMCAM.esp
(138 -> 150) WarMachine.esp
(139 -> 153) K9TacticalHarness.esp
(140 -> 152) Campsite.esp
(141 -> 151) Reverb and Ambiance Overhaul.esp
(142 -> 154) Better Power Armor - Normal.esp
(143 -> 208) modern firearms.esp
(144 -> 149) MinigunDamage.esp
(145 -> 212) mfdpp25.esp
(146 -> 209) RAO - MF Patch.esp
(147 -> 216) deadly raiders of the commonwealth.esp
(148 -> 206) deadly gunners of the commonwealth.esp
(149 -> 215) deadly bosses.esp
(150 -> 204) deadly super mutants.esp
(151 -> 205) deadly ghouls of the commonwealth.esp
(152 -> 156) Consistent Power Armor Overhaul.esp
(153 -> 155) AutomatronSecuritron.esp
(154 -> 157) th1nkEyebot.esp
(155 -> 158) th1nkEyeBot-FarHarbor.esp
(156 -> 159) th1nkEyeBot-NukaWorld.esp
(157 -> 160) th1nkEyeBot-DLC03DLC04Addon.esp
(158 -> 161) strong_PA.esp
(159 -> 162) strong_PA - AWKCR.esp
(160 -> 163) Accurate Minigun.esp
(161 -> 164) Overboss-PA-NoChain.esp
(162 -> 165) StaticPAWeapons.esp
(163 -> 166) ImprovedBoS.esp
(164 -> 167) ImprovedBoS-Automatron.esp
(165 -> 168) Stronger Brotherhood ALL in ONE.esp
(166 -> 169) Brotherhood of Steel Kit.esp
(167 -> 170) EferasShoulderBag.esp
(168 -> 171) Back Bay Penthouse.esp
(169 -> 172) Bashing killmoves enabled.esp
(170 -> 173) AkaInvisibleFurniture.esp
(171 -> 174) InsElevator.esp
(172 -> 175) SettleObjExpandPack.esp
(173 -> 176) SettleObjExpandPack-LightShadowDisabler.esp
(174 -> 177) Sit Anywhere Re-Done.esp
(175 -> 178) RadioSilence.esp
(176 -> 179) GatlingRifle.esp
(177 -> 180) GatlingRifle-NoIdiotSavant.esp
(178 -> 181) WM Heavy Machine Gun - Standalone.esp
(179 -> 182) APMKV.esp
(180 -> 183) APMKV_AWKCR.esp
(181 -> 184) MrHandyWeapons.esp
(182 -> 214) laurent's robot skins.esp
(183 -> 185) EqualArmor.esp
(184 -> 186) MrHandyFactoryPaint.esp
(185 -> 187) VaultSuitUnique.esp
(186 -> 188) Better Cooking Stations.esp
(187 -> 194) T-51C Power Armor.esp
(188 -> 195) Sandbag Fortifications.esp
(189 -> 190) WIPAG - Paint Garage - Style 1 (Easy).esp
(190 -> 191) WIPAG - Paint Garage - Style 2 (Easy).esp
(191 -> 192) WIPAG - Paint Garage - Style 3 (Easy).esp
(192 -> 189) WIPAG - Decal Station.esp
(193 -> 193) WIPAG - Wearable Backpacks and Pouches Compatibility Patch.esp
(194 -> 196) DX_Overboss_Outfit.esp
(195 -> 197) FO4 NPCs Travel.esp
(196 -> 198) MoritasBattleRifle.esp
(197 -> 199) Snap and Build - Greenhouse.esp
(198 -> 200) SnB - Greenhouse - Homemaker.esp
(199 -> 201) Sandbag Fortifications - Version 1C.esp
(200 -> 202) Fashionable Valentine.esp
(201 -> 55) FunctionalDisplays-Collectibles.esp
(202 -> 56) FunctionalDisplays.esp
(203 -> 58) FunctionalDisplays-AID-Vanilla.esp
(204 -> 59) FunctionalDisplays-MISC-Vanilla.esp
(205 -> 60) FunctionalDisplays-Patch-DLC-ALL.esp
(206 -> 52) BetterStores.esp
(207 -> 53) BS-ExtraCustomProps.esp
(208 -> 54) BS-FarHarborExpansion.esp
(209 -> 57) BS-FunctionalDisplaysPatch.esp
(210 -> 61) DOOMDesertEagle.esp
(211 -> 62) Colt Python.esp
(212 -> 63) Meleebangs.esp
(213 -> 64) ToggleFanning.esp
(214 -> 65) Skibs-IF54Redux.esp
(215 -> 66) 870.esp
(216 -> 67) Skibs-WHMk22Redux.esp

 

 

 

 

^Also Fallout Seasons - Summer 3.3. I removed it but then it got reapplied when I used a previous version of my Data folder. And I have some mods on Bethesda Network that I'm running with NMM and F4SE.

Other than the one area, game worked fine forever no crashes anywhere else except maybe randomly after like 6 hours of gameplay but never repeatedly, haven't been to Far Harbour, Vault 88 or Nuka World yet, just Automatron.

 

What caused this? Is Cambridge trying to load something I removed a while back? Is completing quests in different orders weirding things up? The Pyrdwen is out while Fire Support is still active, as well as a completed Lost Patrol...

 

P.S. As of writing this, I'm going to make a run to the Prydwen to see if anything happens. I don't know if its related to some quest or not but, with or without mods, earlier saves work in Cambridge.. Might be a missing reference.

 

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Is that a thing??

 

I'll give'er a go.

 

Also the Airport seems dandy, crashed once, reloaded, no crash, seems random.

 

Will try your suggestion friend.

 

EDIT EDIT:

 

Reload bad Save, Grenade myself to death, game reloads bad save, Save, Reload that Save, then go there?

 

Crashed again. No treats in my bag this time :(

Edited by ARahimi
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**Update**

 

This time I did your suggestion it crashed but I got a Fallout4.exe stopped working message, dunno if that is relevant, but it's a different kind of crash I guess! :P Progress!

 

----

 

I mean look, if I need to start my playthrough again, I don't mind I guess, I'm privy to this character, and she's super cool so I don't mind playing through content again, I'm just worried about having it happen again.

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Try this, don't go to that location. Fast travel to somewhere else far enough away, I would suggest Coastal cottage or Kingsport lighthouse and go to sleep for 24 hours. Then run back to Cambridge (the run from the North East shouldn't be too hard). I understand that this will cause the cell to load properly and might solve your issue. I had a similar issue where I was getting a CTD whenever I passed through an area before with nothing of note around, I actually didn't visit this area for 6 in game days but ran back to it from a distant settlement and it loaded fine with no crash.

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You have a lot of mods like a lot of mods there. They could use some organizing I think there was a modding template file somewhere was it at beth site? I can't remember where I saw it about a month ago. The CUTE mod you don't need it just get MF mod from their mod page it comes with CUTE but neuter some of the leveled lists with FO4EDIT before starting a new game mostly the faction lists for energy weapons they really screwed up there. You really need to know how to use FO4EDIT because many MANY mod authors don't even know what it is let alone why they should use it before uploading their mods. I always check a new mod with it before playing the game because there is almost always a bunch of ITMs and deleted things. There should NEVER be deleted things just disabled so by cleaning your mods with it you can undelete things and get rid of ITMs. You have to remove ITMs they are duplicate entries that have no reason to exist but happened because the CK is a sadistic evil bastard of a software it almost always makes ITMs when the modder does a big mod or cell mods like settlement mods and interior cell mods. All your weapon mods need to be near each other and if any of them alter leveled lists they need a merged patch this goes for clothing armor or any other mods that alter leveled lists like MF mod or mercenary mod that kind of thing. Once you know which mods alter leveled lists you can make a merged patch with FO4EDIT and put that merged patch after all the weapon and armor mods.

 

You have a big mess going on it is not good to keep playing with it and cleaning mods with FO4EDIT is super easy takes only a minute.

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Also, while the game supposedly lets you do quests in a totally random fashion, postponing early stuff (like going to Concord to rescue Preston and his Fantastic Four) can make the game act-up at a certain (undefined) point.

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There are some videos that explain mod cleaning but they are all done by some british guy sipping on coffee and taking forever to get to the point of anything and if you skip through the videos looking for relevant stuff you will totally miss it because he scattered it all throughout his sipping and carrying on so you have to painfully watch the whole thing.

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The day thing isn't working for me, anywhere near the Collegiate Administration, Square, or Police Station results in the same crash.

 

So It's not an issue with cells loading I think, something is just missing.

 

So what do I do now? I've already progressed the story, the Save may be broken, so FO4Edit can't really change anything I think. Do I need to go back to another save?

 

I'll have to tinker with FO4Edit then, I don't know how to use it or update ESP's.

 

EDIT: @

dragonslayer2k12

I will give it a try. Thanks!

Edited by ARahimi
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