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Old save loads mods, new save does not


Joebotz

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This is a new issue for me I'm not sure what is happening but based on what I know about MO2 and modding fallout 4 this has to be something simple I am missing. This issue all began after installing https://www.nexusmods.com/fallout4/mods/5080/? I made a huge mistake and did not check the bugs tab. After I installed this mod along with other weapon and clothing mods I encountered a strange issue where when I loaded my save I only had the vanilla Cbbe body along with some skin mods I installed. All modded weapon quests that were completed reset and all mods alerted me as if they were just installed with the pop up alerts such as snap n build. I removed the mod after finding out it was the culprit and to no surprise it still gave me the same error and did not load my mods. I completely reinstalled MO2, Fallout 4 and LOOT along with every single mod I was using as loading my backups did not fix the issue. After this complete reinstall my mods actually worked 100% I had all my weapons, armor and the quests for hunting down the new modded weapons were completed again, and the newly installed mod pop ups in game did not happen. I quicksaved my game and reloading the quicksave then every single mod disappeared again and back to the newly installed mod pop ups and the quests for modded weapons reset. All of my mods just disappeared after loading a quicksave. If I load the old save everytime my mods load up 100% correctly. If I save and continue on a new save I lose all of mods. I started a new character and moved all my old saves, I added a modded weapon to my inventory in vault 111 quicksaved. After I loaded the save I again had the same exact issue. The quests reset and the game did not recognize the weapon in my inventory. Anybody have any idea why this is happening and how to fix it I am out of ideas. The only constants are Fallout 4 is installed on my windows drive. MO2 is installed on my windows drive in a separate folder from program files. All the ini files were overwritten with new files as well.

 

Load order -

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
DLCUltraHighResolution.esm
SpringCleaning.esm
ArmorKeywords.esm
EthreonMasterPlan.esm
SettlementKeywords.esm
CROSS_CosmeticFramework.esm
BerettaM9FS.esl
Homemaker.esm
Robot Home Defence.esm
Snap'n Build.esm
TrueStormsFO4.esm
CBBE.esp
Realistic Roads - Black Asphalt.esp
m82a.esp
EAMR.esp
VIS-G Item Sorting.esp
Armorsmith Extended.esp
LagrieHelmet.esp
AnyModAnyWeapon2.esp
WOTC.esp
Armorsmith-LegendaryClothes-Compat.esp
Generalofthearmy.esp
Crossbow.esp
LovelyLadyLingerie.esp
EndorsCustomCombatArmor.esp
EndorsCustomCombatArmor_CFA.esp
Mercenary.esp
RaiderOverhaul.esp
AWKCR - dnCommonArmor dlc legendaries bugfix.esp
AE LLP - Lagrie Helmets - Raider Overhaul.esp
M2216.esp
ApalLeotard.esp
KnockBack Ragdoll Always.esp
WestTekTacticalOptics.esp
dD - MoreBloodandBits.esp
dD-Enhanced Blood Basic.esp
Toxic Raider Armour.esp
AzarPonytailHairstyles.esp
AdvBubbleTurretSet-RealNP.esp
AlternateFurniture.esp
AlternateSettlements.esp
Better Vendor Stalls.esp
MinutemenPropaganda.esp
Northland Diggers.esp
Northland.esp
NPC Spawner.esp
UniquePlayer.esp
Settle-SRR.esp
LegendaryModification.esp
LegendaryModification2LM.esp
Deathclaw Hunter Armor 2LM Nuka World.esp
NukaRadBans.esp
Eli_Utility Jumpsuits.esp
Glasses Galore.esp
LegendaryMod2LMAnyModAnyWeap.esp
LegendaryModification2LMAKPatch.esp
LegendaryModificationCSA.esp
LegendaryModificationGroknak.esp
LegendaryModificationMisc.esp
CROSS_Cybernetics.esp
CROSS_Cybernetics_NoRobotFootStepSounds.esp
CROSS_Uni_Scarf.esp
VisibleWeapons.esp
LegendaryModification Combined - 2LM and DLC's.esp
SuitDreams(1.Very Light).esp
SuitDreams(2. Light).esp
SuitDreams(3.Average).esp
SuitDreams(4.Heavy).esp
SuitDreams(5.Very Heavy).esp
DX Commonwealth Shorts.esp
DX Vault Girl Shorts.esp
rfortaleza2.esp
rfortaleza2-mk1.esp
AllDeathclawsGlow.esp
rfortaleza2-mk2.esp
rfortaleza2-mk3.esp
rfortaleza2-mk4.esp
rfortaleza2-mk5.esp
rfortaleza2-mk6.esp
rfortaleza2-pauldron.esp
rfortaleza2-wetsuit1.esp
HairVariations_Conversions.esp
HairVariations_Elegant.esp
HairVariations_FairyTails.esp
HairVariations_Sophisticate.esp
HairVariations_YoungAtHeart.esp
M9.esp
Friffy_Holstered Weapons.esp
HN66-SiriusArmor.esp
CorvalhoWidowShotgun.esp
Jacket.esp
KSHairdosExtra.esp
SleekStylesPack.esp
AdditionalHairColors.esp
512StandaloneHairColors.esp
LooksMenu Customization Compendium.esp
LooksMenu.esp
ScrapButton.esp
F4NV-AMR.esp
G36Complex.esp
HandmadeAntiMaterielRifle.esp
F4NVServiceRifleRedux.esp
WattzLaserGun.esp
RugerAC556.esp
HaxAUG.esp
mk14.esp
Respawnable Legendary Bosses.esp
Wana_SA58.esp
Hard Legendary Giant Creatures.esp
ClassicSniper.esp
BerettaM9FS.esp
LeeEnfieldNo4MkI.esp
DX_Black_Widow.esp
AK74M.esp
AR70 Assault Rifle.esp
Reload Sounds.esp
USP Mod.esp
USP_Animation.esp
LeeEnfieldNo4MkI - VIS&AWKCR.esp
870.esp
fn five-seven v3.0.esp
P90.esp
P90NPC.esp
RU556.esp
Krebs.esp
ehtyeci_MPX.esp
MercenaryCBBEPatch.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp
AnS Wearable Backpacks and Pouches - No Crafting Perks.esp
AnS Wearable Backpacks and Pouches - AWKCR.esp
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
OCDispenser.esp
SC_ExpandedScrapList.esp
GR123 West Tek Tactical Gloves.esp
NomexGloves.esp
Faction_Berets.esp
Homemaker - Streetlights Use Passive Power.esp
Homemaker - Unlocked Institute Objects.esp
Robot Home Defence - Settlement Keywords.esp
Workshop_Planters.esp
BrighterSettlementLights.esp
FO4 Seasons - Spring - AllDLC.esp
SSC.esp
CustomCamera.esp
mcgFemaleWalk.esp
mcgFemaleWalk-Granny-eng.esp
mcgFemaleWalk-Granny-ru.esp
Auto Hide Crosshair.esp
Grhk_V3PW_VIS-G_Patch_v1.1.esp
Grhk_V3PW_VIS-G_Patch_v1.1_FriffyWeaponsAddon.esp
Cait Bandolier Standalone.esp
Cait Bandolier Craftable - Chem Station.esp
FO4Hotkeys.esp
AgentBreaCorsetBlack.esp
J&C - Jackets on NPC.esp
rfortaleza2_AE.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
WestTekTacticalOptics-AWKCR.esp
MoreCustomEyes.esp
MoreCustomEyes2.esp
AK2047.esp
M14.esp
GaussRifleMk2.esp
GaussRifleMk2 - AWKCR.esp
ASVektor.esp
NanoSuit.esp
BattleRifle.esp
Bozar.esp
Jake'sMod.esp
Yona_Weapon_DefenseGun.esp
ClassicSniperCombatScopes.esp
ClassicSniperSounds.esp
ClassicSniperVisibleWeap.esp
BullpupBozar.esp
SVT40.esp
SVT40-AWKCR-VIS.esp
SVT40-2xDMG.esp
Mosin.esp
F4NVServiceRifleRedux_AWKCR.esp
ReconPack.esp
1CAS_serviceRifle.esp
R91M.esp
SpetnazRifle.esp
Vault-Tec Workshop Overhaul.esp
SSEX.esp
TSW.esp
rtactical.esp
rtactical-ArmorsmithExtended.esp
Eli_Accessories.esp
HAAS Automatron AE 2LM Edition.esp
HAAS Nuka World AE 2LM Edition.esp
Lacy Underwear.esp
WeaponsOnBack Addon.esp
Craftable Armor Size - Fix Material Requirements.esp
Minutemenoverhaul.esp
OCDecorator.esp
OCDecoratorDLC.esp
MO_Propaganda.esp
OCD_MO_Patch.esp
HAAS Core AE 2LM Edition.esp
Craftable Armor Size.esp
AK400.esp
MP7.esp
DOOMDesertEagle.esp
HK_MP5.esp
HK_UMP.esp
3dscopes-ccamr.esp
3dscopes-pack1.esp
3dscopes-pack2.esp
3dscopes-pack3.esp
3dscopes-pack4.esp
3dscopes-patchpack.esp
3dscopes.esp
MGSOutfit.esp
Kerrigan.esp
KerriganColorChange.esp
KerriganGlasses.esp
NanoSuit_AWKCR_AE.esp
zWGirlClothSimply.esp
WastelandFashionBandanasBlindfolds.esp
EndorsCustomCombatArmor_AE.esp
J&C Outfit fix.esp
EndorsCustomCombatArmor_AzarHair.esp
EndorsCustomCombatArmor_Valdacil.esp
Colossus.esp
cutoffs-calyps.esp
Harness-calyps.esp
tumbajamba Advanced Engineering.esp
GaussRifleMk2 - tAE - AWKCR.esp
EndorsCustomCombatArmor_BoSKit.esp
GaussRifleMk2 - tAE.esp
Armormsith All DLCs Patch.esp
HAAS Far Harbor AE 2LM Edition.esp
Marine Armor Expanded.esp
EndorsCustomCombatArmor_VaultSuitDLC_AE.esp
DOOMMerged.esp
FemsheppingsPorts_LeahLilithAndKalilies_AWKCR_AE.esp
ww2german.esp
ww2german_opt.esp
Survivalist.esp
KSHairdos.esp
EveryonesBestFriend.esp
Eli_Armour_Compendium.esp
EnclaveX02.esp
VisibleCompanionAffinity.esp
Radiant Clouds and Fogs.esp
K9TacticalHarness.esp
MojaveImports.esp
SCAR-L.esp
rpampas.esp
HN66S Sirius.16 Armorsmith Patch.esp
ModularKalash.esp
ColtDeltaElite_Standalone.esp
SA80.esp
DX_Banshee_Recon_Armor.esp
Rage_parasite_suit.esp
FV20_DreadHG.esp
EroSeleneFO4-CBBE-10-Color-Options.esp
ACR-W17.esp
TERARogue.esp
DeluxeGlasses.esp
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Hi Joebotz! Welcome aboard.

I see that this is your first post, so before we start, I'm going to just say something. It's not a criticism, it's just advice.

Fist, when you post your load order, please put them in spoiler tags. Like this [.spoiler] Text here[./spoiler] (without the periods in there. I have to add the periods, or you won't be able to see the tags that I use.)

And a favor, please. Please don't use the highlight like that. That, with the combination of your post being all just one big block of text, it drove my dyslexia into a frenzy. I had to copy your post to notepad, and read it from there.

 

It sounds to me, like when you reinstalled your mods, that you forgot to edit your .ini files, that will enable some of the files to be used, that mods use. The ones that have scripts, that start off when you hit a certain point, aren't firing. To me, I think it's because your ini files aren't set up to allow them to.

 

In your computer, go to

C:\Users\xxx\Documents\My Games\Fallout4 (XXX being your username)

double click on your Fallout4.ini file, and choose to open it with notepad.

Once the file is open, press and hold ctrl and tap the F key on your keyboard.

search for ARCHIVE

make sure that there are two lines in archive that look like this

 

bInvalidateOlderFiles=1
sResourceDataDirsFinal=

Those lines may already exist in your ini file,but have different values after the = sign. If they have different values, set them to look like what I just posted. If the line doesn't appear in your ini file, you need to add it into the file, under the [ARCHIVE] section. For simplicity, I always just keep the two of them on top of each other, just like I posted it.

 

Hope this helps :)

 

A lot of these mods that you are describing use scripts to trigger an event. In this case, the start of a quest. Once they've activated, script information gets written into your savegame. Something that we call baking. (The scripts are baked in, to be precise). So they will be there everytime you load the save game. Whether the mod is still there, or not.

(This can be bad, if the mod has been removed).

But in the case of the clean save, the scripts aren't baked in, and your ini files aren't set up to allow the game to access the scripts that trigger the quests for them.

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I appreciate the quick response unfortunately this has already been done. My fallout4custom.ini looks like this. I also placed the commands in my fallout4.ini file as you stated and it still would not work.

 

[Display]

iLocation X=0

iLocation Y=0

 

 

[Launcher]

bEnableFileSelection=1

uLastAspectRatio=1

 

 

[Archive]

bInvalidateOlderFiles=1

sResourceDataDirsFinal=

 

Sorry about the highlight was not paying full attention when I posted. A simpler way to explain my issue is I have an old save that recognized the mods after re installation. When that old save loads the mods work with no errors or problems at all. If I go to save the game in anyway whether it be quick save or manual save, if I proceed to load that brand new save ahead of the older save file all of the mods disappear except for the baked in scripts that you mentioned.

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Update for the issue found what was in my ini file under the archive section in my fallout4.ini

[Archive]
sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2
sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2
SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2
SResourceArchiveList2=Fallout4 - Animations.ba2
sResourceDataDirsFinal=STRINGS\
SGeometryPackageList=Fallout4 - Geometry.csg
SCellResourceIndexFileList=Fallout4.cdx
SResourceArchiveMemoryCacheList= Fallout4 - Misc.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4 - Materials.ba2
I also discovered if I quicksave with the modded item in my inventory and reload the save now the game ctd. I also edited the ini files via MO2 and still the same result.
I erased all of the above and placed
[Archive]

bInvalidateOlderFiles=1

sResourceDataDirsFinal=

Still did not work

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Hi Joe- Thanks for not using the highlight this time. My eyes and brain appreciate it :smile: No worries.

 

Ok, you said you erased ALL of the above? No, not what I meant at all, I'm sorry if you misunderstood. That's why your game crashed, because it needs to know what archives to look into. So everything EXCEPT the Strings after sResourceDataDirsFinal= needs to be in your ini file.

It's the Strings that needs to be deleted, and only that.

 

If that doesn't work, I will post my ini script and you can CnP that into your folder. I use the OLDER method of listing strings texture sounds, etc tho. Which can cause a bit of longer load time at your loading screens. I've tried the method of leaving sResourceDataDirsFinal= blank, and it doesn't aways work for me.

 

Let me know :smile:

Edited by StormWolf01
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[General]

sLanguage=en

uGridsToLoad=5

uExterior Cell Buffer=36

bDisableAllGore=0

 

[screenSplatter]

bBloodSplatterEnabled=1

 

[Display]

iPresentInterval=1

bDeferredCommands=1

fShadowLODMaxStartFade=1000.0

fSpecularLODMaxStartFade=2000.0

fLightLODMaxStartFade=3500.0

iShadowMapResolutionPrimary=2048

bAllowScreenshot=1

fMeshLODLevel1FadeDist=3500.0000

fMeshLODLevel2FadeDist=2000.0000

fMeshLODFadePercentDefault=1.2000

bNvGodraysEnable=1

bDynamicObjectQueryManager=1

bMultiThreadedAccumulation=1

bMultiThreadedRenderingUNP=1

 

fSAORadius=108.2

fSAOBias=0.6

fSAOIntensity=7.1

 

fSunUpdateThreshold:Display=0.5f

fSunShadowUpdateTime=1.0

 

[HairLighting]

fHairPrimSpecScale=0.02

fHairPrimSpecPow=125.0

fHairPrimSpecShift=0.36

fHairSecSpecScale=1.2

fHairSecSpecPow=160.0

fHairSecSpecShift=-0.40

 

[sSSSS]

fSSSSSPower = 4.0

 

[Audio]

bEnableAudio=1

 

[interface]

fDefaultWorldFOV=70

fDefault1stPersonFOV=80

fSafeZoneX=15.0

fSafeZoneY=15.0

fSafeZoneXWide=64.0

fSafeZoneYWid=36.0

fSafeZoneXWide16x10=64.0

fSafeZoneYWide16x10=36.0

 

[MapMenu]

uLockedObjectMapLOD=16

uLockedTerrainLOD=32

 

[Controls]

fMouseHeadingXScale=.021

fMouseHeadingYScale=.021

 

[Grass]

iMinGrassSize=20

bAllowCreateGrass=1

 

[imageSpace]

bDoRadialBlur=1

 

[Weather]

bPrecipitation=1

 

[Archive]

sResourceIndexFileList=Fallout4 - Textures1.ba2, Fallout4 - Textures2.ba2, Fallout4 - Textures3.ba2, Fallout4 - Textures4.ba2, Fallout4 - Textures5.ba2, Fallout4 - Textures6.ba2, Fallout4 - Textures7.ba2, Fallout4 - Textures8.ba2, Fallout4 - Textures9.ba2

sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2

SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2

SResourceArchiveList2=Fallout4 - Animations.ba2

bInvalidateOlderFiles=1

sResourceDataDirsFinal=

SGeometryPackageList=Fallout4 - Geometry.csg

SCellResourceIndexFileList=Fallout4.cdx

SResourceArchiveMemoryCacheList= Fallout4 - Misc.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4 - Materials.ba2

 

[Papyrus]

fPostLoadUpdateTimeMS=500.0

bEnableLogging=0

bEnableTrace=0

bLoadDebugInformation=0

 

[LOD]

fLODFadeOutMultObjects=4.5000

fLODFadeOutMultItems=2.5000

 

[Pathfinding]

fWarpMaxTime=4

iWarpMaxPathFailureCount=3

[Water]

bReflectLODObjects=0

bReflectLODLand=0

bReflectSky=0

bReflectLODTrees=0

 

This is now what my fallout4.ini file looks like I have 2 fallout4.ini files in 2 locations listed below

 

C:\Users\Joebotz\Documents\My Games\Fallout4

 

C:\Modding\MO2\profiles\Default

 

I also have a file called initweaks.ini located in C:\Modding\MO2\profiles\Default. The only command located inside is bInvalidateOlderFiles=1. I added to this ini sResourceDataDirsFinal= and it was overwritten on game start.

 

My next question is how could the game load the mods perfectly after loading an old save that the mods used to work on then not be able to pull them once I create a new save game. Is there any other possibility other than the ini files? Another note the game still ctd even without erasing the entire archive section of the ini.

Edited by Joebotz
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Consider the matter solved. I was over the plugin limit......

HAHAHA! That's actually really funny. I was looking through your ini file that you'd posted last, and I was thinking "Ok, this looks to be in order, I'll probly count up his load order after this".

 

 

That's not to say that it's funny that you had to go through this kind of frustration and work tho. Or that you're going to have to decide which of your mods to keep, and which to let go of. Or that you're at the spot where you're going to have to pick and choose which mods you install from here on out. That part, is an aggrivation.

I am however, glad that you reached the point where you found out what was causing the problem.

 

There may be good news on the horizon however. Pretty soon, Bethesda is going to release an update that will revamp the way that ESL files work. Which MIGHT mean that some of our mods we can convert over to ESL to take up less slots in our load order max. I can't say as I'm going to personally jump on that train as soon as they release it, I've learned to wait, and see how it goes from other people's reports. But it's a possibility!

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