SaturnRoss Posted November 28, 2019 Share Posted November 28, 2019 Alright, I am probably asking a huge newb question, but I've used mods from Oblivion's release up to now, and only in Fallout 4 has it been this finicky...Anyways, the issue. I recently deleted a couple mods (Custom Combat Armor, Pip Boy Flashlight, a few of 6th Messenger's standalone overhauls) and made way for the new Creation Club content, plus 6th Messenger's AIO Weapon Overhaul. Only thing is, upon starting a totally new save file, Vault 111's door would not open. I expected this and used console commands to open the door myself. Then Codsworth kept to one spot outside my Pre-War home, again, I expected it would happen due to CC content. And finally, the last major annoyance, the Pip-Boy does not show up in the Armor Workbench, thus making all my CC Pip-Boy paints useless.So the major kicker. The CC Pip-Boy fix mod I had in my load order before this update is no longer working it seems. I removed the Pip-Boy Flashlight due to this and the fact that after reinstalling it with the shadows setting, it pointed up and behind my character. No deal on the CC Paint. So I'm not sure what else is messing with CC Paint... Armor Keywords apparently used to conflict with it but was patched?I also did my sorting with LOOT, and it was after the the sort is roughly when the problem started. I'll link my (kinda huge) load order to try and help. So, Nexus... what can I do to fix this? https://cdn.discordapp.com/attachments/196480218922352640/649555745825619968/unknown.png Link to comment Share on other sites More sharing options...
StormWolf01 Posted November 29, 2019 Share Posted November 29, 2019 Heyas Ross- Ok, I can tell you what the problem is, without getting to the second list of your mods.If the problem started, after letting LOOT do the sorting, it's partially a load order problem. Second, you've got WAAAAAAAAAAAAAAAAAAAAAAAAAAAAY too much creation club content in your game. Especially if you're running that junk at the start of your game. It's screwing up the scripts, and not letting them fire correctly.Which, no offense, I'm just letting you know, you messed up your scripts even worse, by using the console commands and bypassing triggers and activators. Or some such. Advice 1 - Stop getting CC. Most people don't realize that you can only run small amounts of it. They also don't realize that the .esl files they're packed in have big limitations, and the damage those limits can cause to your game. Advice 2 - Do NOT start a new game with that junk active. Wait til you are well and clear of the vault. So as to give all the things that are supposed to happen when you exit, a chance to fire off and go into effect. Advice 3- Don't activate it all. Use what you know you are going to use in the game, when you're playing. Leave all the rest unticked until you want to use it.4) If you're not using it, get it out of your game folder. Copy and paste it elsewhere on your computer. The game counts all those files as it boots up. It reads the headers for them, and makes a count of the information inside the esl files. It then totals up that information, and uses it to decide how many esl files you can use. After you go past that limit, the game will not let you install more mods, without first deleting several out. That's even if you're not close to the 255 limit. AND the game will start to CTD after you've reached the limit on the ESL tally. I'm not trying to be a butthead. I'm just giving you an un-sugarcoated version of the truth as I see it. That current savegame is most likely broken. Those broken scripts are baked in, and can't be removed. Link to comment Share on other sites More sharing options...
StormWolf01 Posted December 1, 2019 Share Posted December 1, 2019 New information.The November update made changes to the ESL/ESM/ESP file headers for plugins. So as to expand the number of ESL files that people can use. These changes are affecting a lot of older mods. (As of yet, I'm still waiting to find out if we can correct that with the tools that we have, so as to make them cross compatible with the older versions). But, if you're mods aren't working after the most recent game update you've really only got two choices.1) See if the mod was updated to work with the newest release of Fallout4.2) Those mods aren't going to work, until somebody updates them. Somebody meaning Bethesda, since they're technically DLC material, we modders cannot redistribute them.3) I dunno if this will work or not. But you can try loading the mods up in the new version of the CK (the 64bit version, the 32bit version was not included) and then resave them, to see if it will update the header system that Beth just implemented. If you're not familiar with what headers are, they're literally the first part of a mod that the game reads. It holds a lot of information about the container (esm/esl/esp) holds. Beth screwed that up for a lot of things, to make it so they can sell more stuff.) Link to comment Share on other sites More sharing options...
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