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Fallout 4 now abruptly crashing, would appreciate help.


Bauldric

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So I had this happen once before with skyrim but never with fallout 4. I can not get the game to work now after adding one mod (Crafting Mastery). I have tried purging all my mods and taking it to vanilla and that didn't help. I unfortunately have a data cap so I am trying not to re-download stuff if I can help it.

 

I am using Vortex and I have about 91 mods with a approx. 110 plugins. I am going to post my load order in a spoiler below. If anyone could help me see if anything is calling out bad or broken please let me know.

I am looking for just advice on how to fix this. I've tried validating my archive and only the DLC that I cleaned showed up bad so I had to reclean the DLC. FO4Edit shows no issues that should be stopping launch of the game and LOOT is showing no conflicts. However the CTD happens shortly after the initial start menu loads up. It seems to be specifically when something kicks in since it is not time related crash not a state related crash (As in exactly between 20-25 seconds in and it doesn't matter if I press E, start interacting in menus or some how tricked it to start loading my save). I have not created a merged patch yet because there is nothing I can really merge from what I've seen.

 

I am just learning to use Vortex so I am not sure how to play with load order manually yet and I am not sure if I broke something since I had to remove a mod. I did check the files folder in data and nothing was left of the mod I removed (reasonable workshop perks). I also haven't modded really since .esl was added so I am not sure how that affects load order and stuff like that.

 

I can post information if needed tomorrow evening and of course I will keep looking into this on my own and will post if I got it fixed.

 

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
254 FE 0 ccbgsfo4001-pipboy(black).esl
254 FE 1 ccbgsfo4003-pipboy(camo01).esl
254 FE 2 ccbgsfo4004-pipboy(camo02).esl
254 FE 3 ccbgsfo4006-pipboy(chrome).esl
254 FE 4 ccbgsfo4014-pipboy(white).esl
254 FE 5 ccbgsfo4018-gaussrifleprototype.esl
254 FE 6 ccbgsfo4019-chinesestealtharmor.esl
254 FE 7 ccbgsfo4020-powerarmorskin(black).esl
254 FE 8 ccbgsfo4022-powerarmorskin(camo01).esl
254 FE 9 ccbgsfo4023-powerarmorskin(camo02).esl
254 FE a ccbgsfo4025-powerarmorskin(chrome).esl
254 FE b ccbgsfo4042-bfg.esl
254 FE c ccfsvfo4001-modularmilitarybackpack.esl
254 FE d ccfsvfo4002-midcenturymodern.esl
254 FE e ccfrsfo4001-handmadeshotgun.esl
254 FE f cceejfo4001-decorationpack.esl
7 7 Unofficial Fallout 4 Patch.esp
254 FE 10 ccbgsfo4005-bluecamo.esl
254 FE 11 ccbgsfo4033-powerarmorskinwhite.esl
254 FE 12 ccbgsfo4024-pacamo03.esl
8 8 HUDFramework.esm
9 9 SimSettlements.esm
10 a ccrzrfo4001-tunnelsnakes.esm
254 FE 13 ccbgsfo4045-advarccab.esl
254 FE 14 ccfsvfo4003-slocum.esl
254 FE 15 ccgcafo4001-factionws01army.esl
254 FE 16 ccgcafo4002-factionws02acat.esl
254 FE 17 ccgcafo4003-factionws03bos.esl
254 FE 18 ccgcafo4004-factionws04gun.esl
254 FE 19 ccgcafo4005-factionws05hrpink.esl
254 FE 1a ccgcafo4006-factionws06hrshark.esl
254 FE 1b ccgcafo4007-factionws07hrflames.esl
254 FE 1c ccgcafo4008-factionws08inst.esl
254 FE 1d ccgcafo4009-factionws09mm.esl
254 FE 1e ccgcafo4010-factionws10rr.esl
254 FE 1f ccgcafo4011-factionws11vt.esl
254 FE 20 ccgcafo4012-factionas01acat.esl
254 FE 21 ccgcafo4013-factionas02bos.esl
254 FE 22 ccgcafo4014-factionas03gun.esl
254 FE 23 ccgcafo4015-factionas04hrpink.esl
254 FE 24 ccgcafo4016-factionas05hrshark.esl
254 FE 25 ccgcafo4017-factionas06inst.esl
254 FE 26 ccgcafo4018-factionas07mm.esl
254 FE 27 ccgcafo4020-factionas09rr.esl
254 FE 28 ccgcafo4021-factionas10hrflames.esl
254 FE 29 ccgcafo4022-factionas11vt.esl
254 FE 2a ccgcafo4023-factionas12army.esl
254 FE 2b ccbgsfo4055-dghusk.esl
254 FE 2c ccawnfo4001-brandedattire.esl
254 FE 2d ccswkfo4002-pipnuka.esl
254 FE 2e ccswkfo4003-pipquan.esl
254 FE 2f ccbgsfo4050-dgbcoll.esl
254 FE 30 ccbgsfo4056-dglabb.esl
254 FE 31 ccbgsfo4061-dgshiinu.esl
254 FE 32 ccbgsfo4036-trnsdg.esl
254 FE 33 ccrzrfo4004-pipinst.esl
254 FE 34 ccrzrfo4003-pipover.esl
254 FE 35 Rusty Face Fix.esl
11 b SettlementKeywords.esm
12 c Snap'n Build.esm
13 d TrueStormsFO4.esm
14 e XDI.esm
15 f ArmorKeywords.esm
254 FE 36 SimSettlements_IDEKsLogisticsStation.esl
16 10 Crafting Mastery - All DLC Hard Ammo Clutter Desk Immersive.esp
17 11 AA Better Companions - No Conflicts.esp
18 12 AWCKR-ArmorPaintPatch.esp
19 13 AWKCR - Color Swap Mod Slot Hider.esp
20 14 ArmorKeywords-Paint.esp
21 15 AutoDoors.esp
22 16 AzarPonytailHairstyles.esp
23 17 BTInteriors_Project.esp
24 18 BTInt_Optimization.esp
25 19 Remove Interior Fog - All Dlc.esp
26 1a Stm_DiamondCityExpansion.esp
27 1b Eli_Armour_Compendium.esp
28 1c BTInt_Menus.esp
29 1d Sanctuary rebuild.No Shed 1.1.esp
30 1e RedRocketBRE.esp
31 1f Backpacks of the Commonwealth.esp
32 20 SimSettlements_MegaPack_YearOne.esp
33 21 BasementLiving.esp
34 22 BetterGenerators.esp
35 23 BetterJunkFences.esp
36 24 BetterNightVision.esp
37 25 BetterSettlers.esp
38 26 BetterSettlersCCAPack2.0.esp
39 27 BetterSettlersMortalPack.esp
40 28 BetterSettlersNoLollygagging.esp
41 29 CBBE.esp
42 2a CREAtiveClutter.esp
43 2b CROP_SKE.esp
44 2c CWSS Redux.esp
45 2d Cartman1975_EnclaveForge.esp
46 2e Crimsomrider's Unique Furniture.esp
47 2f DD_Khassar_De_Templari_Increased_build.esp
48 30 DLC items to manufacturing.esp
49 31 DYNAVISION.esp
50 32 TrueStormsFO4-FarHarbor.esp
51 33 DarkerNightsDetection.esp
52 34 Evan_Modular Kitchen.esp
53 35 Immersive HUD.esp
54 36 LongerPowerLines3x.esp
55 37 LooksMenu Customization Compendium.esp
56 38 LooksMenu.esp
57 39 ManufacturingExtendedFH.esp
58 3a ModdableRobotSettlers.esp
59 3b Power Conduits and Pylons - Increased Radius.esp
60 3c PowerArmorHUD.esp
61 3d Prisoner Shackles.esp
62 3e Quieter Settlements - Contraptions.esp
63 3f Quieter Settlements - Vanilla.esp
64 40 Quieter Settlements - Wasteland Workshop.esp
65 41 SalvageBeacons.esp
66 42 Scrap Everything - Ultimate Edition.esp
67 43 ScrapUpdate - Ultimate.esp
68 44 SettlementMenuManager.esp
69 45 SimSettlements_XPAC_IndustrialRevolution.esp
70 46 SimSettlements_XPAC_RiseOfTheCommonwealth.esp
71 47 SkjAlert_All_DLC.esp
72 48 Stm_DiamondCityExpansion_x_LowerVolume.esp
73 49 The Eyes Of Beauty.esp
74 4a TheFridgeWireless.esp
75 4b Thematic and Practical.esp
76 4c Thematic and Practical - DLC.esp
77 4d TrueStormsFO4-FarHarborExtraRads.esp
78 4e TrueStormsFO4-GlowingSeaExtraRads.esp
79 4f VC_BetterWorkshopLightsComplete.esp
80 50 Vault-tec brighter lights.esp
81 51 dD-Enhanced Blood.esp
82 52 dD - Limited Blood Decals.esp
83 53 dD - Small Splatter Size.esp
84 54 dinoshelf.esp
85 55 dinoshelf_extra_ammo.esp
86 56 keyNuker.esp
87 57 th1nkEyebot.esp
88 58 th1nkEyeBot-FarHarbor.esp
89 59 th1nkEyeBot-NukaWorld.esp
90 5a th1nkEyeBot-DLC03DLC04Addon.esp
91 5b SK_Leaders1.esp
92 5c TrueStormsFO4-NukaWorld-FH-Compat.esp
93 5d DarkerNights.esp
94 5e EnhancedLightsandFX.esp
95 5f DCE_female_body_replacer.esp
96 60 woodysWastelandStuff.esp
97 61 EvilViking13_WastelandWalls.esp
98 62 ManufacturingExtended.esp
99 63 EveryonesBestFriend.esp
100 64 StartMeUp.esp

 

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First off, THANK YOU for putting your load order in spoiler tags! I wish more people did that as it really helps...especially if you view the site on mobile.

 

Will start with the obvious: if the crashing started after adding a specific mod as you stated, have you uninstalled that mod and see what happens? It would seem that if you didn’t crash before adding the mod but crash after adding it, that would be the point of failure. Start with that maybe?

 

EDIT: saw that you tried "purging" your mods, but you need to make sure that any loose files (especially anything a mod may have placed into Data/Scripts) is removed. Also try reverting to a save prior to adding the mod you mentioned and see if that helps.

 

Don’t put your faith in LOOT to be the magic bullet some people think it is. Honestly, it often causes more problems than it solves and human intervention is usually still required to put things in the proper order.

 

For example, your list shows Scrap Everything in the middle of your order. I don’t use scrapping mods but I do know that Scrap Everything should be LAST (or as close as possible to last) in your load order. Pretty sure the mod author states as much on the mod page. LOOT is well known to put it in the middle which causes all manner of problems.

 

Try placing Scrap Everything just above Start Me Up…you definitely want nothing below Start Me Up.

 

Personally, I think scrapping mods are a bad idea to begin with but if you insist on using one make sure you follow the instructions on load order placement to the letter.

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I can't stand clipping if you have an alternative to scrap everything to remove ground clutter I would love to hear it.

 

As for moving load order that is my biggest problem with Vortex, I am not sure how to move my manual load order. It seems to do it all itself and the most I can do is move the dependencies and there is no option for load last.

 

EDIT: So I moved scrap everything to last and it did nothing. =/ I hate when this happens because it could be anything causing the issue. I also figured out a crude work around for now but I need to figure out how to use LOOT and Vortex better it appears since I was reading they have options that let you adjust load order manually.

 

EDIT 2: Can creation club items conflict and crash the game with no mods installed?

 

EDIT 3: I noticed that the files for base fallout 4 and it's DLCs all say last modified 11/1/2008. Would this cause crashes if files are incorrectly dated? I thought they would say sometime in April of this year since that is when I downloaded and installed them.

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I'm using Spring Cleaning instead of Scrap Everything, because that one has an esm (elder scrolls master) and as such doesn't require shuffling around in the load order. That RedRocketTV finds using scrapping mods a bad idea is entirely his/her unfounded feeling and choice. That doesn't take away that scrapping mods work as they should. I've been using Spring Cleaning since day one and tried around or more than 4000 mods in FO4 and never ever had a conflict with Spring Cleaning. I use it in combination with Place Everywhere which allows for scrapping stuff that normally isn't scrappable.

 

For the moment I'm using 743 mods with 299 plug-ins; 252 esm/esp and 47 esl and no conflicts whatsoever.

 

You say you've added Scrap Everything at the bottom of the load order, but did you also move the ScrapUpdate one? Sounds like it's an update for Scrap Everything and as such might need to be sitting at the bottom as well.

 

LOOT indeed isn't the magic wand everyone thinks it is, but it works nevertheless, depending on if you keep with the latest release. LOOT uses Masterlists to compare where mods need to be sitting in relation with other mods, thanks to the dedication of those working on LOOT and who are trying to check and integrate as many mods as possible into those Masterlists. If LOOT leaves a newly installed mod at the bottom, then it means in 99.9% of the cases that it makes no difference where/when that mod is loaded.

 

The game crashing during start-up has usually to do with either something kicking in at a precise moment, or the saves are somehow "difficult" to load. Have you tried starting a new game wih this load order and then load a save from where you left off before?

 

Once in the game and wanting to exit again, try exiting to the game's main menu first and then to desktop instead of exiting directly to desktop.

 

And of course, try remembering which mod you installed prior to this crash happening and start the game without that mod to see what gives. Also check if for some reason your anti-virus solution doesn't interfere somehow with the game.

 

I'm waiting for Vortex to get out of Alpha before I venture in that direction. Still using NMM myself, v0.64.3 downloadable chez GitHUB. But having a look at the Vortex fora here on The Nexus might also be a good idea, if you don't do so already.

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I'm using Spring Cleaning instead of Scrap Everything, because that one has an esm (elder scrolls master) and as such doesn't require shuffling around in the load order. That RedRocketTV finds using scrapping mods a bad idea is entirely his/her unfounded feeling and choice. That doesn't take away that scrapping mods work as they should. I've been using Spring Cleaning since day one and tried around or more than 4000 mods in FO4 and never ever had a conflict with Spring Cleaning. I use it in combination with Place Everywhere which allows for scrapping stuff that normally isn't scrappable.

 

Personal choice yes, but unfounded? Not so much. And here’s why:

 

Scrapping mods "work as they should" because they disable the game’s optimization system in order to do what they do. It's a simple fact. Be in on a settlement cell only basis (as Scrap Everything does) or globally across the map, in order for you to be able to scrap items you couldn’t otherwise interact with, scrapping mods disable precombined meshes within the cell. That is how they work. In some cases, (as in Spring Cleaning from what I recall when I actually used it way back when) it required an .ini edit to globally disable precombines. Some mods come with an .ini that does this in order for them to work. And yes, that is a BAD idea.

 

If you are playing without a scrapping mod and wonder why you can’t scrap the large elevated shack in Hangman’s Alley, it’s because for whatever reason, Bethesda decided to make it part of a precombined mesh forcing you literally break the game in order to get rid of it.

 

And yes, you ARE breaking the game in a very literal sense. Precombines are a core element of FO4s optimization system, previs data being the other...they work together to (in theory) cut down on the number of polygons that need to be rendered at a given time by “merging” meshes and generating visibility data based on that. A scrapping mod will disable that system in order to function. No way around it. Turn them off and you’re not only going to take a performance hit for sure (your draw call counts will increase significantly forcing your GPU to render every polygon of every mesh in the cell), but you also run the chance of having occlusion issues, CTD, and a host of other problems, the least of which is scrapping things you didn’t intend to scrap leaving huge holes in the worldspace (Hangman's Alley, I'm lookin' at you again). Can you still play the game? You betcha. Is is going to be the best experience it can be? Nope. Not by a long shot.

 

As another mod author with a similar opinion on the matter put it, “it's not The Way It's Mean't To Be Played™.” The problems associated with disabling the system (as well as problems with the system itself) are well documented in this thread in the Creation Kit forum where scrapping mods are often discussed. I recommend anyone modding this game at least read the first page, as it has the most relevant info for the majority users. The rest of the thread can get pretty technical but is still worth a read.

 

For something like Scrap Everything that only disables precombines in vanilla settlement cells, the risks are reduced but you still take an FPS hit and open the door to many of the other issues previously mentioned. Sorry, but being able to remove a hunk of debris so I can plant that extra row of mutfruit isn’t worth it. But hey, that’s just me. Scrap Everything seems to have a better handle on not breaking stuff, but have never used it. Spring Cleaning was a disaster for me in my early games. The problems it caused were one reason I started to learn about how the game works...and in turn come to my current views on the matter.

 

Everyone is free to mod their game the way that makes them happy, but please do not call my observations “unfounded.” The game works a certain way by design which is well documented. The risks and problems of circumventing that are also well documented. That is why I will never recommend using scrapping mods. But hey, to each his own.

 

EDIT: apologies to Bauldric for veering OT in your thread.

Edited by RedRocketTV
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I can't stand clipping if you have an alternative to scrap everything to remove ground clutter I would love to hear it.

 

As for moving load order that is my biggest problem with Vortex, I am not sure how to move my manual load order. It seems to do it all itself and the most I can do is move the dependencies and there is no option for load last.

 

EDIT: So I moved scrap everything to last and it did nothing. =/ I hate when this happens because it could be anything causing the issue. I also figured out a crude work around for now but I need to figure out how to use LOOT and Vortex better it appears since I was reading they have options that let you adjust load order manually.

 

EDIT 2: Can creation club items conflict and crash the game with no mods installed?

 

EDIT 3: I noticed that the files for base fallout 4 and it's DLCs all say last modified 11/1/2008. Would this cause crashes if files are incorrectly dated? I thought they would say sometime in April of this year since that is when I downloaded and installed them.

Can’t help with the Vortex questions as I don’t use it. I’ve gotten enough info for it’s current form to know it’s not something I plan to use anytime soon. I’m quite happy with MO2 and Vortex in its current state seems to have some “features” that will make mod dev and testing more complicated than it needs to be for many mod authors. The whole not being able to manually sort the load order thing is the top of the list for me. Sure there are way to do it, but it seems overly complicated for such a simple thing. That being said, the concept of basing load order on dependencies seems sound, but needs to be better implemented IMHO. Will certainly give it a go at some point out of curiosity, but will wait until it's a bit more mature.

 

Gopher has an entire playlist of Vortex tutorials on his YouTube channel that you might want to check out. One of them specifically addresses load order that might be helpful.

EDIT: I know there are other Vortex tutorial videos out there, but I subscribe to Gopher's channel and they pop up in my notifications...plus, his gaming tutorials are some of the best put there.

 

I can’t recommend any scrapping mods to be perfectly honest. Please refer to my response to JimmyRJump on the matter. People are absolutely free to mod their game as they wish, but any mod that needs to disable the game’s optimization system on any level in order to work is something I’m religious about avoiding. In my early playthroughs I was all about scrapping as much as I could with Spring Cleaning. But after having too many problems caused by doing all that and leaning more about how the game is optimized (such as it is) and how the various systems work and interact, it really shed light on all of the performance and visual issues I was having.

 

If you do want cleaner settlement areas, you might take a look at Cleaner Settlements Debris Edition. It cleans up the vanilla settlements but unlike most of other “clean up” mods, this one does it properly: sets items to Initially Disabled (rather than outright deleting them) and regenerates the premombined/previs data. I haven’t used it, as any such cleanup I do myself in the CK. But it is an option to get a clean settlement area without worrying about breaking anything. Certainly use a scrapping mod if you wish but recognize there are risks....same can be same for any mod on the Nexus though.

 

Creation Club content is supposed to “just work” and the content is not supposed conflict with each other, nor the base game and DLC. At least that was one of the marketing bullet points when they rolled out the CC. Doesn’t mean that’s the reality though. I don’t use any CC content so I can’t offer any more than that.

 

As to your original issue with the crashing: I’m pretty sure Vortex has options to create new profiles, yes? You might try creating a new test profile and launching the game with no mods active as a first step. Then start adding mods to the test profile in batches and see what happens. But like I said before, if the crashing started after adding a specific mod, start looking at that. Look at the mod page to see if anyone else reported a similar issue.

 

If you haven't done so already, you might have Steam verify your game files. The modified date on your files is a bit odd...did your system clock reset at some point maybe? 2008 would make sense if you were playing Fallout 3.

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I'm using Spring Cleaning instead of Scrap Everything, because that one has an esm (elder scrolls master) and as such doesn't require shuffling around in the load order. That RedRocketTV finds using scrapping mods a bad idea is entirely his/her unfounded feeling and choice. That doesn't take away that scrapping mods work as they should. I've been using Spring Cleaning since day one and tried around or more than 4000 mods in FO4 and never ever had a conflict with Spring Cleaning. I use it in combination with Place Everywhere which allows for scrapping stuff that normally isn't scrappable.

 

 

...()...Everyone is free to mod their game the way that makes them happy, but please do not call my observations “unfounded.” The game works a certain way by design which is well documented. The risks and problems of circumventing that are also well documented. That is why I will never recommend using scrapping mods. But hey, to each his own.

 

Unfounded to me, still, because after close to 14,000 hours in FO4, I have yet to run into the kind of problems you describe and are so alarmed about. The only issue I used to have was LOD flicker in some places when having scrapped larger chunks of normally unscrappable stuff, but that has been cured thanks to the No More Disappearing Act mod.

 

Not trying to stir the pot or say you are wrong. You have your experiences and I have mine. For the well documented issues, there's as many folk -if not more- who don't have the issues, also well documented. So, hey, there you go...

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Not to stir the pot either, nor continue to hijack the thread of someone looking for help but if you claim to have had little or no problems in your 14,000 hours of play with the entire optimization system disabled you are one of the very lucky few. I would include poor FPS (less then 40 in my book) as a "problem."

 

We can agree to disagree, but the game optimization system is what it is and nothing is going to change that. Regardless of your personal experience, people do have serious problems using mods that break it. Plain and simple truth. That's why I will never recommend using them. Mod pages and forums here are loaded with people looking for help with problems caused by the very issues I’ve mentioned here. The thread I linked to previously outlines most if not all of the root causes of those problems.

 


 

Unfounded to me, still, because after close to 14,000 hours in FO4, I have yet to run into the kind of problems you describe and are so alarmed about. The only issue I used to have was LOD flicker in some places when having scrapped larger chunks of normally unscrappable stuff, but that has been cured thanks to the No More Disappearing Act mod.

 

 

How does that remotely qualify as being “unfounded” by you? That part of your comment pretty much confirms my entire point! You use a scrapping mod that breaks precombined meshes, which are half of the optimization system. Then you say you have occlusion issues because you removed something made scrappable by that mod. That means the game is still loading the previs data from the .uvd file for the 3x3 block of cells you are in: a well documented and well known confirmed issue caused by disabling precombines and scrapping objects that were previously part of a precombined mesh. So to “fix” that you use another mod that disables previs, which is the other half of the optimization system.

 

The end result is you are using two mods which force the game to render every bit of every mesh of the cell, even the parts that can’t be seen…like the masses of objects shoved partway or fully underground. You’re using a mod that disables one part of the game engine to “fix” a problem caused by the disabling of another part of the game engine by different mod. It's your game, and totally your prerogative and if that is what you want to term a good gaming experience, by all means do so. But the results are certainly not "unfounded" by you from your own words.

 

FO4 has been updated significantly since ancient mods like Spring Cleaning and No More Disappearing act were released. Much more information has become available on how the game works (and doesn’t work) since then as well. The entire community, mod authors and users alike, benefit from that. Neither of those mods has seen an update in over two years, are longer supported and have long been abandoned. No More Disappearing Act no longer has comments or bug report sections, so people having issues or questions have little recourse. Spring Cleaning INSTALLS with an .ini file that globally disables precombines. That is a huge problem by any standard if you don’t know what you’re installing or understand the impact it will have on your game. Because of the impact they have on performance and general game stability, not to mention that they are woefully outdated and no longer supported, neither of those are mods that I would even remotely consider recommending to someone in good conscience. But hey, I’m just being an alarmist.

 

EDIT FOR CLARITY: Just because a mod is abandoned and no longer updated doesn’t necessarily make it “bad.” Plenty of mods do what they aim to do perfectly fine without the need to be updated. Spring Cleaning and No More Disappearing Act are not mods I would put into that category.

Edited by RedRocketTV
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Most unscrappables aren't made scrappable by Spring Cleaing but by extra options in Place Everywhere. Spring Cleaning can only scrap what has been made scrappable in modded areas like new settlements or what was intended to be scrappable but has been turned non-scrappable by Bethesda, like the non-destroyed houses in Sanctuary, for instance. The biggest issue I had so far, bedides the LOD flicker, is that Bethesda used a lot of small textures to cover imperfections in terrain or buildings that are uncovered again when scrapping those textures. An example is the dirt at the Red Rocket Truck Stop, between the outer wall and the pumps, where you uncover that the building is kinda floating above the original surface. I add new floor tiles to the place -inside and outside- anyway, so, it doesn't matter that much.

 

An issue is no longer an issue when there's a remedy.

 

The flu is an issue. Getting vaccinated solves that issue.

 

Everything you say is true. On paper. There's always differences between what's on paper and what goes on on the terrain, so to speak. And an alarmist? Nah. You look at things in a technical way from the viewpoint of the modder who stares at the blueprints for the game a lot. Me, I look at it from the end-user's point of view.

 

When I use a rather bumpy road everyday that threatens to ruin my car, I put better shock absorbers on it. You warn folk to not use the road.

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To use my own analogy (admittedly flawed, I like yours better!):

 

Although your own personal Ford Pinto hasn’t yet exploded, that doesn’t mean it should be recommended as a safe car for other people to drive. And all those technicians with their slide rules and technical docs filled with facts and numbers “on paper” (who also drive and maintain Pintos BTW) telling you there’s a safety recall because of a fuel tank flaw? Pfft…poppycock! I’ve driven this car for 14,000 miles and haven’t had any of the problems they’re talking about! Well, besides that random fuel odor I occasionally smell, but I hung up an air freshener and that mostly took care of it. I’m just going to keep driving the car like I always have because I haven’t ever had any of the problems they claim can happen. Besides, gasoline actually smells kinda nice once you get used to it. (clicks on the radio to hear Oingo Boingo’s “Nothing Bad Ever Happens to Me” playing) EDIT: Meant to be tounge-in-cheek in the event it doesn't read that way. Apologies to anyone who ever actually did have a Pinto explode.

 

I wish you nothing but the best driving your Pinto down that bumpy road, fancy new shocks and all. Please steer clear from any settlements lest the worst should happen. I don’t need Preston telling me another settlement needs my help. And you may want to think twice before recommending the Pinto as a car that other people should buy based solely on the fact that yours has yet to explode. At least not without informing them about that little fuel tank problem.

 

I’m all for modding it ‘till you break it, but I can’t see any logic or benefit in breaking it before you mod it.

 

First world problems, right? So….how ‘bout those Mets?

Edited by RedRocketTV
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