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Constant Crashes


Jambo11

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I hae sorted my mods according to the guidelines Bethesda gave us, resolved conflicts to the best of my ability, and used Fallrim Tools to clean my most recent save, but I still crash to desktop when I try to fast travel.

 

What the hell is going on, and what can I do to fix it?

Edited by Jambo11
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I've said this before quite a few times: CTD when fast-travelling is mostly because of two possible issues. One, having not enough V-RAM allocated to the game and the game crashes when having to load the cell you've arrived at, Two, there's changes that have been made that have errors in them at the location where you've zapped to.

 

That RX580 you have, is it a 4GB or 8GB version?

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It could also be a load order issue.

 

To check for load order errors:

 

1. Sort with LOOT,

2. Install Wrye Bash into your FO4 main game folder,

3. Run Wrye Bash,

4. Sort plugins manually until none of them are orange/red,

5. If any of the orange/red plugins in Wrye Bash list an .esm as a master, use FO4Edit's "Sort Masters" function on this plugin and re-check the load order with Wrye Bash.

 

All it takes is one plugin not sorted properly to cause a CTD for any given reason. LOOT isn't the end-all of load orders, and even with advice from elsewhere, you still want to check it with Wrye Bash. LOOT is just the starting point for load order checking.

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It could also be a load order issue.

 

To check for load order errors:

 

1. Sort with LOOT,

2. Install Wrye Bash into your FO4 main game folder,

3. Run Wrye Bash,

4. Sort plugins manually until none of them are orange/red,

5. If any of the orange/red plugins in Wrye Bash list an .esm as a master, use FO4Edit's "Sort Masters" function on this plugin and re-check the load order with Wrye Bash.

 

All it takes is one plugin not sorted properly to cause a CTD for any given reason. LOOT isn't the end-all of load orders, and even with advice from elsewhere, you still want to check it with Wrye Bash. LOOT is just the starting point for load order checking.

Sure, but that would mean crashes all the time, not just when fast travelling. Also, most of the time a screwy load order doesn't crash the game but messes-up some mods' assets. Most of the time.

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Hmm...wrye bash sounds interesting. I'll have to give it a try. Manually sorting the mods until they're not highlighted a certain color sounds fantastic!

 

Thank you all for the assistance!

I really appreciate it!

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I've said this before quite a few times: CTD when fast-travelling is mostly because of two possible issues. One, having not enough V-RAM allocated to the game and the game crashes when having to load the cell you've arrived at, Two, there's changes that have been made that have errors in them at the location where you've zapped to.

Â

That RX580 you have, is it a 4GB or 8GB version?

It's the 8gb version.

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It could also be a load order issue.

ÃÃÂ

To check for load order errors:

ÃÃÂ

1. Sort with LOOT,

2. Install Wrye Bash into your FO4 main game folder,

3. Run Wrye Bash,

4. Sort plugins manually until none of them are orange/red,

5. If any of the orange/red plugins in Wrye Bash list an .esm as a master, use FO4Edit's "Sort Masters" function on this plugin and re-check the load order with Wrye Bash.

ÃÃÂ

All it takes is one plugin not sorted properly to cause a CTD for any given reason. LOOT isn't the end-all of load orders, and even with advice from elsewhere, you still want to check it with Wrye Bash. LOOT is just the starting point for load order checking.

Is there a good tutorial video on sorting the mods? I I have no idea what the hell I'm doing. I move an orange mod all over the place, but it never changes color.

 

Also, most of the patches I made with FO4EDIT are orange, even though they're all green in FO4Edit. Should I just delete them all?

Edited by Jambo11
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Click on the plug-in that is orange and look in the right panel to see what it says there. An orange mod is a mod that depends on another mod which is missing from the load order, i.e. a mod you haven't installed. Which one is missing will be made visible in the right pane and that mod will be in red letters. When making patches you should watch out for dependencies. I don't know anything else about patches as I've never made one myself.

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Master files, aka esm plug-ins, have nothing to do with it. There's tons of mods with an esp that are dependent on another mod that also has an esp. The one has the other as master, without the mod itself being an esm. In NMM, when clicking an orange or red coloured mod in the NMM plugins tab, you'll see in the right panel which mod you need to add to make the orange/red plug-in to work.

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