TheMather1 Posted May 22, 2017 Share Posted May 22, 2017 Whenever I attempt to open the Pip-Boy, the game immediately crashes to desktop. I have tried disabling any mod that might interfere with the Pip-Boy itself or any interface, but the problem persists. This is my current load order: GameMode=Fallout4 Fallout4.esm=1 DLCRobot.esm=1 DLCworkshop01.esm=1 DLCCoast.esm=1 DLCworkshop02.esm=1 DLCworkshop03.esm=1 DLCNukaWorld.esm=1 SpringCleaning.esm=1 unofficial fallout 4 patch.esp=1 simsettlements.esm=0 SC_ExpandedScrapList.esp=1 fo4 no pre vis.esp=0 BreakheartBanksSettlementSPE.esp=1 chestnut hillock settlement.esp=1 ctc_concord.esp=1 dtcrypt.esp=1 everett.esp=1 fairline hill estates workshop.esp=1 GAGalleria.esp=1 haia with crafting.esp=1 hubris comics is a settlement.esp=1 LexingtonProject.esp=1 MassFusionContainmentSettlement.esp=1 mysticpinessettlement.esp=1 parsonsstatesettlement.esp=1 QuincySettlement.esp=1 Red Rocket Settlements.esp=1 Reeb Marina Settlement.esp=1 SettlementCabotHouse.esp=1 SettlementHawthorneEstate.esp=1 settlemods_edenmeadowscinemas.esp=1 settlemods_fiddlersgreen.esp=1 settlemods_natickpowerplant.esp=1 universitypointsettlement.esp=1 vault111settlement.esp=1 WRVRSettlement.esp=1 HAIA.esp=0 nuka_park.esp=0 btinteriors_project.esp=1 CFM.esp=1 DmndHomeplatefloor.esp=1 subwayrunnernodynamic.esp=1 SettlementContainers_NoRespawn.esp=1 settlements - lights out.esp=1 Build High - Expanded Settlements.esp=1 eysenbeiss_all_in_one_settlement_expansion_v9.esp=1 EchoLakeLumberExpand_Full.esp=1 EchoLakeLumberExpand_Stalls.esp=0 emib.esp=1 costal_cottage_fix.esp=1 cri-abernathyfarm.esp=1 cri-starlightdrivein.esp=1 cri-sunshinetidings.esp=1 cri-taffingtonboathouse.esp=1 cri-tenpinesbluff.esp=1 finch and graygarden elevator.esp=1 jpih.esp=1 Minutekeep.esp=1 national_visitor_center_fix.esp=1 sanctuaryroundup.esp=1 settlemods_ryderrentals.esp=1 TheCastleRestored.esp=1 vault88radscanner.esp=1 Warwick_Home_Stead_Bridges.esp=1 functionalkingsportlighthouse.esp=0 taffinton_boat_house.esp=0 repaired and resized - sunshine tidings.esp=0 Buildable_PAFrames.esp=1 more power armor paint.esp=1 nso2.esp=1 Passthrough.esp=1 mso_sms.esp=1 Un-Randomized Workshop Turrets.esp=1 vc_betterworkshoplightsvanilla.esp=1 vc_betterworkshoplightsww.esp=1 craft_and_dismantle_weapons.esp=0 improved_conveyor_snapping.esp=0 move that workshop test.esp=0 unclechubby.esp=0 workshopspotlightfix.esp=0 raiders rehabilitated with super mutants.esp=1 settlerssuperb.esp=1 settlerpopulationstart20.esp=1 buffed minutemen.esp=0 companion infinite ammo and unbreakable power armour.esp=1 ist-pacifyperks.esp=1 dd-enhanced blood basic.esp=1 vivid waters.esp=1 vivid weathers - fo4.esp=1 vivid weathers - fo4 - far harbour.esp=1 nofakepuddles.esp=0 powerlinephysics.esp=0 test1.esp=0 realisticbullets.esp=0 realisticbulletslight.esp=0 Link to comment Share on other sites More sharing options...
jjb54 Posted May 22, 2017 Share Posted May 22, 2017 Okay, you are * NOT * going to like this answer. 1 - Back-up your current game into a sub-folder. 2 - Use NMM to turn * OFF * all mods. NOTE: DLC's are NOT mods. .. Use the Tab in NMM - " Plugins " and use the Red Circle with the line through it... It WILL turn OFF the DLC's ... simply use your mouse and click the DLC's back on. 3 - Play game to the point that your Pip-Boy crashes. ( Hopefully while still in Vault 111 when you first pick it up. ) ... when you ' get there ' - to where you know it will - would CTD: Does it? IF - NO! Good, than your game is not corrupted. :)IF - YES! You will have to repeat 2 and turn * OFF * the DLC's. Repeat # 3 - IF - you had to turn OFF DLC's. 4 - IF it is found that the DLC's are the cause? Which one? ... Turn on 1 DLC at a time, play until CTD is replicated. You will then know which DLC. 5 - IF no CTD with base game and DLC ... then come the P.I.T.A. - aka - " hunt and peck " - aka - ...well you get the idea. 6 - Turn on 1 mod at a time - play game until the CTD starts. 7 - Then turn OFF ALL MODS except the last MOD that had the CTD cause-effect. 8 - If it did NOT CTD ... then it is a CONFLICT with one or more of the mods loaded before it. Hope this helps! :) .. Jj ... Link to comment Share on other sites More sharing options...
TheMather1 Posted May 22, 2017 Author Share Posted May 22, 2017 (edited) Having gone through this process, I was able to open the Pip-Boy with all of the mods activated, including some that were disabled in that load order. However the problem returns when I reload my old save. EDIT:My current save is 487 hours into the game. The latest save not suffering from crashes either when opening the Pip-Boy or just randomly after a few seconds is 316 hours in, and from before the game got official modding support. So I would prefer not to have to rollback. Edited May 22, 2017 by TheMather1 Link to comment Share on other sites More sharing options...
H4RDC0R3V1B3Z Posted May 22, 2017 Share Posted May 22, 2017 If all of the mods work and it only crashes on that save at that particular point, then I hate to say it but that save is most likely corrupted. There isn't a lot you can do about that, sadly. It can happen at any time, anywhere, for any reason and without warning. You could play for five minutes or five years, it matters not. Link to comment Share on other sites More sharing options...
TheMather1 Posted May 23, 2017 Author Share Posted May 23, 2017 (edited) It's not a matter of corruption. The save itself works fine until I try to bring up the Pip-Boy, and obviously I have used the Pip-Boy after making the earlier saves. So there has to be some variable at fault that isn't called until the Pip-Boy is opened, possibly an invalid object left behind by a deleted or updated mod. It's worth noting that I have since tested and found that the problem persists when the Pip-Boy is opened from within Power Armor, but when opening a Holotape directly from the world it doesn't happen until the Holotape is closed. So it's definitely a problem with something in the interface rather than the Pip-Boy itself. This should then be something possible, albeit difficult to fix. EDIT:So I may have found the culprit mod. This save allows me to open the Pip-Boy: http://i65.tinypic.com/2ptz4mc.jpg Whereas this save does not: http://i66.tinypic.com/2ns6mtv.jpg Even though they are only 18 hours apart. Problem is vivid waters - vw.esp there is seemingly just an old name for the Vivid Waters - Vivid Weathers edition (now simply called vivid waters.esp), which I do have installed. And if so then it was an update of this mod that caused the issue, and not an uninstallation, it's not something I can fix simply by restoring the mod. Edited May 23, 2017 by TheMather1 Link to comment Share on other sites More sharing options...
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