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Simple mod results in crashes.


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Hello fellow mod creators,

 

I'm not quite completely new to mod creation for Bethesda Games, I created some mods for Morrowind, Oblivion and Fallout 3/NV. I completely missed out the whole Skyrim period, due to life and also because the CK wouldn't run stable on my Rig, no matter what I tried. Now, with the Fallout 4 version of the CK I want to get back into mod creation.

 

I already created some mods that do some minor changes to settlements and surroundings (Beantown Bridge, for example. I moved the Train and re-navmeshed the bridge) and I didn't ran into major issues with them . Now, I started with a mod that changes Hangman's Alley. I slightly raised the hight of the buildable area (FensRaiderCampBuildableArea01) and added another one that covers one of the roofs. I also navmeshed the missing areas, so settlers would be able to use them. No scripts where edited, no other major changes were made.

 

At first everything seemed to be ok. I managed to solve all problems that generated warnings and I could load the mod successfully into the game. I even started building and managed to get Dogmeat and ADA on top of the roof. Then I left because I ran out of materials. And here's where my game starts to get unstable.

 

Sometimes my savegames wouldn't load and when they do, my game would crash within a period of seconds or minutes. No matter where I am, could be in another settlement, could be somewhere in the wilderness between Sanctuary and Sunshine Tidings... I also tried to deactivate all other mods and tried to run the base game only with my mod loaded - it's always the same. CTD without any warning.

 

When I deactivate my mod, everything's back to normal. I can play for hours on end and never get a CTD.

 

What could I have done wrong in my mod? How can I narrow down the problem without having any logfiles at all?

 

Any help is appreciated, thanks in advance

 

 

 

 

 

 

 

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Have you ran the mod through FO4edit to check for errors? It's really hard to say what the problem may be but, If I were having this issue that is where I would start.

 

chucksteel, thanks for the answer. Yes, I use xEdit since the Oblivion days, so it's my first shot whenever installing or creating mods results in problematic behavior.

 

According to FO4Edit my mod is clean, besides from some undeletable Navmeshes. I started recreating the mod, putting in changes one at a time, then playtest the mod. So far I had no CTDs and all that remains doing is navmeshing the roof sections. I suspect that either something went wrong during my first attempt (before navmeshing) or the problem is the navmesh itself (although no errors were indicated after finalizing the navmeshes in both cells).

 

Back to work, then...

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Ok, confirmed. My game runs stable until I start creating the navmesh to the roof section. Even adding a single triangle results in a crash, no matter where I am in the Commonwealth.

 

Is it because I create islands? Shouldn't be a problem, right? Maybe I do something wrong with finalizing?

 

It seems to me that the engine as well as the CK gets more buggier with every game...

Edited by metaphorset
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So after many hours of messing around with the navmeshes and objects I give up. Either I'm too stupid to navmesh correctly or the cells there are just buggy. It's Bethesda software after all...

 

Last thing I tried was to create new roof meshes and give these base objects navmeshes for themselves. No crashes, but my companions wouldn't access the area either.

 

I'm starting to believe that this strange behavior is the reason why Hangman's Alley is such a crappy Settlement in the first place. Looking at the layout, I believe that the designer initially planned roof access but in the end abandoned the idea because of the crashes.

 

Sometimes I wonder why this game runs that stable at all...

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You could be correct about the cell, I had an issue in FH where adding one Misc. object to a cell caused a crash. At first I thought it was my custom mesh but after hours of banging my head agains the keyboard and testing the exact same mesh in several other locations I gave up and just moved the object to a new location and all was fine.

 

I never figured out why the crash was happening and it was just an egg for one of my easter egg hunts and moving it didn't matter.

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@chucksteel, I kept the base mod without any navmesh additions and tried to use some navmeshed workshop floors ingame. Works like a charm. So I thought I'd use the same floors in the CK.

 

I just started with a single floor piece on the top roof of FensRaiderCamp01 (roughly at the same spot where I put one of the +20 floors in workshop mode before), and loaded up the game. At first I thought I succeeded but after saving and reloading the game, the crashes start again.

 

It's reproducible. I could load the last safegame (done with the no-navmesh version of my mod) with the floor object active and run all the way to Sunshine Tidings. I saved there, restarted the game and boom! CTD after five seconds. Tried the same procedure but went to Parson's Creamery - the same result. I was able to run around Vault 111 and Diamond City for a while, but five to ten seconds after re-entering the world map the game would crash.

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Thats very interesting to know. Boston is a big mess. I really don't know how Bethesda was able to create it... But you should always be careful with boston. Minor changes may immediatly murder you. If you want to get started with such things look for smaller towns/cities. There are things that may work in small towns, but not in boston. Its like walking through needles on your tiptoes
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Well, it's not like I want to create a completely new settlement in the center of Boston from scratch. I'm interested in Hangman's Alley as a Settlement.

 

It's not that I am completely new to creating FO4 mods. All my other mods are running perfectly stable in every combination with or without other mods. In some of them I did quite a lot more than just adding a navmesh.

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