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Fallout 4 Creation Kit stopped working on 1st start up


wyjadacz

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Before I start - yes I am well aware that there are already few posts about crashes (aka system stop working) of CK. I decided to create a new post, because to the best of my knowledge, my problem seems a bit different and for the record I will tell the whole story. As a side note, I've also posted this problem on bethesda forum (https://bethesda.net/community/topic/197468/fallout-4-creation-kit-stopped-working-on-1st-start-up) but didn't get much feedback. I really hope that the nexus community will help me solve this issue.

 

I quit playing (and uninstalled) F4 just when Creation Club first emerged. Before that time I had absolutely no problems with lunching F4 or CK. I recently decided to play F4 again and thus I made a fresh install (there were no loose files in the steam folder from the previous installation). The first obstacle was a crash on start up screen of F4 ("press any key to continue") - to keep it short I've found that blocking F4.exe with a firewall will fix the problem - and it did. I've installed few mods from nexus and played without any further inconvenience... until I decided to launch the CK.

 

First things first I downloaded and installed the CK 2.0 with 'Bethesda.net Launcher'. If anyone is curious its impossible to install it in the wrong folder - the path pointing to your F4 steam folder is locked during installation. When I try to launch the CK (either from 'Bethesda.net Launcher' or exe in F4 steam folder) I get an infinite "Initializing Archive". I've already tried waiting for 30 min with no luck. When I click CK while it's initializing I will get a system pop-up: "CK stopped working and will be shut down". Do I need to edit some CK ini files before the 1st launch? I don't recall doing so previously (before CC).

 

Some people have mentioned that this is due to a new requirement for mod structure, and some mods are not updated by their authors, causing a CK crash on start up. Others say that it is caused by d3d11.dll (from ENBoost) and deleting it will solve the problem - in my case it didn't. The CK crash was present before installing ENBoost.

 

I've also found a solution of installing CK in a different folder. I've tested it - u can't "install" the CK in a different folder than the default F4 steam folder (as I mentioned earlier the path is locked during installation). All you can do is copy the CK.exe to a new location along with all necessary steam dll files. Doing so will allow CK to launch (no "Initializing Archive" loop) with all its windows but will also immediately return a pop-up "CK stopped working and will be shut down". And now the interesting part - if you also copy the Data folder with all vanilla fallout4 ba2 files (e.g. 'Fallout4 - Animations.ba2'; 'Fallout4 - Meshes.ba2'; 'Fallout4 - Textures1.ba2'; ...) the CK will again be affected by "Initializing Archive" loop. So it doesn't seem an outdated mod structure is a culprit here.

 

Can anybody suggest any alternative solution?

Edited by wyjadacz
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Remove any DirectX hooks (d3d11,d3dcompiler_46e,dxgi, etc) from your base directory until done with CK. Having anything that hooks D3D in my game folder will cause CK to crash on launch.

Also:

bEnableAudio=0

bAllowMultipleMasterLoads=1

 

in CreationKit.ini

 

I really hope that the nexus community will help me solve this issue.

Assuming this fixes you up, you're one of the lucky few. I've never been helped here or Bethnet before. If it's a technical issue people have no clue. Scene is dead friend. If you don't have 1000 posts and aren't a mod author you are a nobody here, and you're just a nobody period at Bethnet.

Edited by phonix420
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Have you tried running CK with no mods installed ?

 

Not no mods active but no mod ESPs in the \data folder. Unlike the base game CK scans each and every ESP in the data folder, and if you have a bad one it can crash. Just move all mod ESPs to another folder to try it.

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