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Cambridge Police Station/College Square CTD


ARahimi

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Hmm.. There is a Red Rocket there too.. I wonder if anything is messing up from that thing. Also there were some ghouls. But basic ghouls none of my modded ones.

Correct, that tells me the patch is indeed functioning a correct response ,those are default Creatures Overriding the above data as it should.

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A girl will Prod the guy to see what makes him tick, his threshold of pain and test the-sharpness of my Pitch Fork.

 

IF the Pig squeals? then it's sharp enough.

 

Now we need to feed the Sow so both are fat for the picking. Thanks giving dinners need Fat pigs.

 

Cat's love Ham. This Guy, Fallout 4 is 64 ways of Junk. Windows 10 needs a spring cleaning too, I'm not gonna do that.

 

But the game , any game, must respond to pure logic, if it does not ,then something other than game materials are at hand in the works.

 

the 2nd patch is what we use if that is the limits of the infection we need to cure.

 

Still...that first go round really bothers me.

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Hang on to the 1rst patch fopr references, i believe it shows where Bethesda screwed up the game in general.

 

Vaults are interior world spaces, the CK drug them into the exterior edits, these came from shared assets, the other Masters Workshop masters, are not separated between inside and out side, but co joined, that right there will break the game.

 

we are in the general Boston section I believe?

 

This could be why the game is some stupidly assembled.

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load it all with the patch, on the left side, highlight all including the masters, right click them and select (Apply Filter For Cleaning)

 

your not going to clean any thing, this program needs to set in that mode to see the correct records.

 

when I loads all of that data, right click on the 2nd patch as it should be the only one I made in there and it should be very last,--select options and create merged patch, it will ask you to name your patch, make it simple.

 

this patch when complete, hit keys crtl + s.

 

once it has hard saved and there was no bugs, it complains about any thing, open the header of that new patch file.

 

  1. Now here:
  2. as I am doing here
  3. list the names in order from that patch you just made.

these are what is in conflict the program sees or has found. Collagepatch name should be the last file and so it will be the winner of all the conflicts...yes, it will reset to defaults BUT, this is not it's purpose, it's purpose it to identify and decide what goes where or what goes away.

 

you can test run it if you wish but the problem won't stop until we remove it, and if we remove it, there won't be a need for that merged patch as it's data will be gone.

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If I understand correctly, the Master Filenames are listed under File Header,

 

Fallout4.esm

 

DLCRobot.esm

 

DLCNukaWorld.esm

 

ArmorKeywords.esm

 

IF88TacShotgun.esp

 

G3.esp

 

LegendaryModification2LM.esp

 

Armorsmith Extended.esp

 

DesertEagle50AE.esp

 

FunctionalDisplays-Collectibles.esp

 

FunctionalDisplays.esp

 

Colt Python.esp

 

Meleebangs.esp

 

Combat_Helmet_Illumination 1.2.esp

 

ImmersiveVendors.esp

 

Extended weapon mods.esp

 

ModularKalash.esp

 

Animated Drinking.esp

 

The Space Marine.esp

 

MP153.esp

 

Mercenary.esp

 

Kukri.esp

 

BetterAutomatronWeapons.esp

 

ImprovedBoS.esp

 

GatlingRifle.esp

 

MoritasBattleRifle.esp

 

modern firearms.esp

 

p99.esp

 

mjp_ptrs41atr.esp

 

mauser rifle pack.esp

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in fo4edit ,click on the patch file, hit the astrix key on your key board.

the file, you made not mine. and look over all the red things that touch My patches data.

 

repeat the post list with just what My patch shows in common.

 

we are interested in the area you have problems with so use a little common sense while viewing the data.

NOTE: always work from the bottom upwards in this tools as that is how the data actually flows.

 

Cambridge and the spots you know the names too are what we are looking for, what mods are touching those areas.

 

DLC's are a given so those we ignore.

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Another alternative is to from the bottom of Nmm is to uncheck all of those files and load the game near a hot spot.

 

Do not hard save or fast travel.

 

and simpley approch know crash points. IF the game does NOT crash, reload and go to another hot spot.

again, if no crash? crtl + f4 keys will kill the game cold.

 

enable 2 mods from the top down in Nmm at a time and repeat until the game crashes.

 

that leaves you with two possibilities of the culprits.

 

You have a lot of weapon mods there, you can Merge these as one mod but you need to first Identify the problem.

 

I t can be an assets from one of them and not necessarily the plugins fault, but rather what it is calling into play may be bad.

 

Bottom line, what ever items are shared with the world space patch I made should show what might be wrong.

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