Joebotz Posted November 18, 2019 Share Posted November 18, 2019 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.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmDLCUltraHighResolution.esmSpringCleaning.esmArmorKeywords.esmEthreonMasterPlan.esmSettlementKeywords.esmCROSS_CosmeticFramework.esmBerettaM9FS.eslHomemaker.esmRobot Home Defence.esmSnap'n Build.esmTrueStormsFO4.esmCBBE.espRealistic Roads - Black Asphalt.espm82a.espEAMR.espVIS-G Item Sorting.espArmorsmith Extended.espLagrieHelmet.espAnyModAnyWeapon2.espWOTC.espArmorsmith-LegendaryClothes-Compat.espGeneralofthearmy.espCrossbow.espLovelyLadyLingerie.espEndorsCustomCombatArmor.espEndorsCustomCombatArmor_CFA.espMercenary.espRaiderOverhaul.espAWKCR - dnCommonArmor dlc legendaries bugfix.espAE LLP - Lagrie Helmets - Raider Overhaul.espM2216.espApalLeotard.espKnockBack Ragdoll Always.espWestTekTacticalOptics.espdD - MoreBloodandBits.espdD-Enhanced Blood Basic.espToxic Raider Armour.espAzarPonytailHairstyles.espAdvBubbleTurretSet-RealNP.espAlternateFurniture.espAlternateSettlements.espBetter Vendor Stalls.espMinutemenPropaganda.espNorthland Diggers.espNorthland.espNPC Spawner.espUniquePlayer.espSettle-SRR.espLegendaryModification.espLegendaryModification2LM.espDeathclaw Hunter Armor 2LM Nuka World.espNukaRadBans.espEli_Utility Jumpsuits.espGlasses Galore.espLegendaryMod2LMAnyModAnyWeap.espLegendaryModification2LMAKPatch.espLegendaryModificationCSA.espLegendaryModificationGroknak.espLegendaryModificationMisc.espCROSS_Cybernetics.espCROSS_Cybernetics_NoRobotFootStepSounds.espCROSS_Uni_Scarf.espVisibleWeapons.espLegendaryModification Combined - 2LM and DLC's.espSuitDreams(1.Very Light).espSuitDreams(2. Light).espSuitDreams(3.Average).espSuitDreams(4.Heavy).espSuitDreams(5.Very Heavy).espDX Commonwealth Shorts.espDX Vault Girl Shorts.esprfortaleza2.esprfortaleza2-mk1.espAllDeathclawsGlow.esprfortaleza2-mk2.esprfortaleza2-mk3.esprfortaleza2-mk4.esprfortaleza2-mk5.esprfortaleza2-mk6.esprfortaleza2-pauldron.esprfortaleza2-wetsuit1.espHairVariations_Conversions.espHairVariations_Elegant.espHairVariations_FairyTails.espHairVariations_Sophisticate.espHairVariations_YoungAtHeart.espM9.espFriffy_Holstered Weapons.espHN66-SiriusArmor.espCorvalhoWidowShotgun.espJacket.espKSHairdosExtra.espSleekStylesPack.espAdditionalHairColors.esp512StandaloneHairColors.espLooksMenu Customization Compendium.espLooksMenu.espScrapButton.espF4NV-AMR.espG36Complex.espHandmadeAntiMaterielRifle.espF4NVServiceRifleRedux.espWattzLaserGun.espRugerAC556.espHaxAUG.espmk14.espRespawnable Legendary Bosses.espWana_SA58.espHard Legendary Giant Creatures.espClassicSniper.espBerettaM9FS.espLeeEnfieldNo4MkI.espDX_Black_Widow.espAK74M.espAR70 Assault Rifle.espReload Sounds.espUSP Mod.espUSP_Animation.espLeeEnfieldNo4MkI - VIS&AWKCR.esp870.espfn five-seven v3.0.espP90.espP90NPC.espRU556.espKrebs.espehtyeci_MPX.espMercenaryCBBEPatch.espAnS Wearable Backpacks and Pouches.espAnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.espAnS Wearable Backpacks and Pouches - AWKCR Power Armor.espAnS Wearable Backpacks and Pouches - No Crafting Perks.espAnS Wearable Backpacks and Pouches - AWKCR.espAnS Wearable Backpacks and Pouches - Ballistic Weave.espOCDispenser.espSC_ExpandedScrapList.espGR123 West Tek Tactical Gloves.espNomexGloves.espFaction_Berets.espHomemaker - Streetlights Use Passive Power.espHomemaker - Unlocked Institute Objects.espRobot Home Defence - Settlement Keywords.espWorkshop_Planters.espBrighterSettlementLights.espFO4 Seasons - Spring - AllDLC.espSSC.espCustomCamera.espmcgFemaleWalk.espmcgFemaleWalk-Granny-eng.espmcgFemaleWalk-Granny-ru.espAuto Hide Crosshair.espGrhk_V3PW_VIS-G_Patch_v1.1.espGrhk_V3PW_VIS-G_Patch_v1.1_FriffyWeaponsAddon.espCait Bandolier Standalone.espCait Bandolier Craftable - Chem Station.espFO4Hotkeys.espAgentBreaCorsetBlack.espJ&C - Jackets on NPC.esprfortaleza2_AE.espTrueStormsFO4-FarHarbor.espTrueStormsFO4-NukaWorld-FH-Compat.espWestTekTacticalOptics-AWKCR.espMoreCustomEyes.espMoreCustomEyes2.espAK2047.espM14.espGaussRifleMk2.espGaussRifleMk2 - AWKCR.espASVektor.espNanoSuit.espBattleRifle.espBozar.espJake'sMod.espYona_Weapon_DefenseGun.espClassicSniperCombatScopes.espClassicSniperSounds.espClassicSniperVisibleWeap.espBullpupBozar.espSVT40.espSVT40-AWKCR-VIS.espSVT40-2xDMG.espMosin.espF4NVServiceRifleRedux_AWKCR.espReconPack.esp1CAS_serviceRifle.espR91M.espSpetnazRifle.espVault-Tec Workshop Overhaul.espSSEX.espTSW.esprtactical.esprtactical-ArmorsmithExtended.espEli_Accessories.espHAAS Automatron AE 2LM Edition.espHAAS Nuka World AE 2LM Edition.espLacy Underwear.espWeaponsOnBack Addon.espCraftable Armor Size - Fix Material Requirements.espMinutemenoverhaul.espOCDecorator.espOCDecoratorDLC.espMO_Propaganda.espOCD_MO_Patch.espHAAS Core AE 2LM Edition.espCraftable Armor Size.espAK400.espMP7.espDOOMDesertEagle.espHK_MP5.espHK_UMP.esp3dscopes-ccamr.esp3dscopes-pack1.esp3dscopes-pack2.esp3dscopes-pack3.esp3dscopes-pack4.esp3dscopes-patchpack.esp3dscopes.espMGSOutfit.espKerrigan.espKerriganColorChange.espKerriganGlasses.espNanoSuit_AWKCR_AE.espzWGirlClothSimply.espWastelandFashionBandanasBlindfolds.espEndorsCustomCombatArmor_AE.espJ&C Outfit fix.espEndorsCustomCombatArmor_AzarHair.espEndorsCustomCombatArmor_Valdacil.espColossus.espcutoffs-calyps.espHarness-calyps.esptumbajamba Advanced Engineering.espGaussRifleMk2 - tAE - AWKCR.espEndorsCustomCombatArmor_BoSKit.espGaussRifleMk2 - tAE.espArmormsith All DLCs Patch.espHAAS Far Harbor AE 2LM Edition.espMarine Armor Expanded.espEndorsCustomCombatArmor_VaultSuitDLC_AE.espDOOMMerged.espFemsheppingsPorts_LeahLilithAndKalilies_AWKCR_AE.espww2german.espww2german_opt.espSurvivalist.espKSHairdos.espEveryonesBestFriend.espEli_Armour_Compendium.espEnclaveX02.espVisibleCompanionAffinity.espRadiant Clouds and Fogs.espK9TacticalHarness.espMojaveImports.espSCAR-L.esprpampas.espHN66S Sirius.16 Armorsmith Patch.espModularKalash.espColtDeltaElite_Standalone.espSA80.espDX_Banshee_Recon_Armor.espRage_parasite_suit.espFV20_DreadHG.espEroSeleneFO4-CBBE-10-Color-Options.espACR-W17.espTERARogue.espDeluxeGlasses.esp Link to comment Share on other sites More sharing options...
StormWolf01 Posted November 18, 2019 Share Posted November 18, 2019 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 toC:\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 ARCHIVEmake 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. Link to comment Share on other sites More sharing options...
Joebotz Posted November 18, 2019 Author Share Posted November 18, 2019 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=0iLocation Y=0 [Launcher]bEnableFileSelection=1uLastAspectRatio=1 [Archive]bInvalidateOlderFiles=1sResourceDataDirsFinal= 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. Link to comment Share on other sites More sharing options...
Joebotz Posted November 18, 2019 Author Share Posted November 18, 2019 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.ba2sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2SResourceArchiveList2=Fallout4 - Animations.ba2sResourceDataDirsFinal=STRINGS\SGeometryPackageList=Fallout4 - Geometry.csgSCellResourceIndexFileList=Fallout4.cdxSResourceArchiveMemoryCacheList= 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=1sResourceDataDirsFinal= Still did not work Link to comment Share on other sites More sharing options...
StormWolf01 Posted November 18, 2019 Share Posted November 18, 2019 (edited) 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 November 18, 2019 by StormWolf01 Link to comment Share on other sites More sharing options...
Joebotz Posted November 19, 2019 Author Share Posted November 19, 2019 (edited) [General]sLanguage=enuGridsToLoad=5uExterior Cell Buffer=36bDisableAllGore=0 [screenSplatter]bBloodSplatterEnabled=1 [Display]iPresentInterval=1bDeferredCommands=1fShadowLODMaxStartFade=1000.0fSpecularLODMaxStartFade=2000.0fLightLODMaxStartFade=3500.0iShadowMapResolutionPrimary=2048bAllowScreenshot=1fMeshLODLevel1FadeDist=3500.0000fMeshLODLevel2FadeDist=2000.0000fMeshLODFadePercentDefault=1.2000bNvGodraysEnable=1bDynamicObjectQueryManager=1bMultiThreadedAccumulation=1bMultiThreadedRenderingUNP=1 fSAORadius=108.2fSAOBias=0.6fSAOIntensity=7.1 fSunUpdateThreshold:Display=0.5ffSunShadowUpdateTime=1.0 [HairLighting]fHairPrimSpecScale=0.02fHairPrimSpecPow=125.0fHairPrimSpecShift=0.36fHairSecSpecScale=1.2fHairSecSpecPow=160.0fHairSecSpecShift=-0.40 [sSSSS]fSSSSSPower = 4.0 [Audio]bEnableAudio=1 [interface]fDefaultWorldFOV=70fDefault1stPersonFOV=80fSafeZoneX=15.0fSafeZoneY=15.0fSafeZoneXWide=64.0fSafeZoneYWid=36.0fSafeZoneXWide16x10=64.0fSafeZoneYWide16x10=36.0 [MapMenu]uLockedObjectMapLOD=16uLockedTerrainLOD=32 [Controls]fMouseHeadingXScale=.021fMouseHeadingYScale=.021 [Grass]iMinGrassSize=20bAllowCreateGrass=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.ba2sResourceStartUpArchiveList=Fallout4 - Startup.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2SResourceArchiveList=Fallout4 - Voices.ba2, Fallout4 - Meshes.ba2, Fallout4 - MeshesExtra.ba2, Fallout4 - Misc.ba2, Fallout4 - Sounds.ba2, Fallout4 - Materials.ba2SResourceArchiveList2=Fallout4 - Animations.ba2bInvalidateOlderFiles=1sResourceDataDirsFinal=SGeometryPackageList=Fallout4 - Geometry.csgSCellResourceIndexFileList=Fallout4.cdxSResourceArchiveMemoryCacheList= Fallout4 - Misc.ba2, Fallout4 - Shaders.ba2, Fallout4 - Interface.ba2, Fallout4 - Materials.ba2 [Papyrus]fPostLoadUpdateTimeMS=500.0bEnableLogging=0bEnableTrace=0bLoadDebugInformation=0 [LOD]fLODFadeOutMultObjects=4.5000fLODFadeOutMultItems=2.5000 [Pathfinding]fWarpMaxTime=4iWarpMaxPathFailureCount=3[Water]bReflectLODObjects=0bReflectLODLand=0bReflectSky=0bReflectLODTrees=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 November 19, 2019 by Joebotz Link to comment Share on other sites More sharing options...
Joebotz Posted November 19, 2019 Author Share Posted November 19, 2019 Update: Was messing around on the old save and found that I cannot enter Nuka world without a crash I am assuming the same with Far Harbor but I have yet to travel there yet in this playthrough. Link to comment Share on other sites More sharing options...
Joebotz Posted November 19, 2019 Author Share Posted November 19, 2019 Consider the matter solved. I was over the plugin limit...... Link to comment Share on other sites More sharing options...
StormWolf01 Posted November 19, 2019 Share Posted November 19, 2019 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! Link to comment Share on other sites More sharing options...
Recommended Posts