bcaton Posted January 12, 2020 Share Posted January 12, 2020 (edited) I was getting a CTD issue that I couldn't identify, so I tried creating a new save and confirmed it was still happening.Unfortunately, some of the mods require you to do quests before they run, so it's tricky to quickly test which mod is causing the crash, as they don't happen right away. I'm guessing that some script is at fault. Maybe the script runs after a while and references something that isn't there. Or conflicts with another script.I tried reading the Papyrus log but it doesn't make any sense to me. I have no idea what is a general warning, and what actually causes the game to crash. I can't see any other log files from fallout besides this one.I'm using Vortex - some have suggested using MO2 instead, but i won't have access to downloading again for at least another month. I understand it is possible to install from the archive but I think that breaks the link to the nexus site? So the mod organiser wouldn't know when the mod needs updating, and i can't endorse through the mod manager?Vortex doesn't appear to have a way to export the mod list like NMM did.Ugh, log is too large to upload uncompressed, and the editor won't let me upload it compressed.I hope this works, haven't used this before. If not, I guess I can dust off the google drive...http://www.filedropper.com/papyrus0log Edited January 12, 2020 by bcaton Link to comment Share on other sites More sharing options...
AeonsLegend Posted January 12, 2020 Share Posted January 12, 2020 Looks like it's a workshop related issue. Something about production. Are you using any mods related to food production or scavenging? Anything that would alter how a settlement works? Link to comment Share on other sites More sharing options...
bcaton Posted January 13, 2020 Author Share Posted January 13, 2020 Many such mods, most of which worked ok in the long past, but I've recently reinstalled everything from scratch. Is there any way to export a list of the mods I am using with the load order from Vortex? I used to be able to do that from NMM.Otherwise it is back to uninstalling some of the most recent mods, starting a new game, completing the requirements (e.g. sim settlements) before it will start the scripts, and then seeing if it crashes! :P Link to comment Share on other sites More sharing options...
AeonsLegend Posted January 13, 2020 Share Posted January 13, 2020 I think you can use the plugins.txt that's in your appdata\local\fallout4 folder. Link to comment Share on other sites More sharing options...
bcaton Posted January 13, 2020 Author Share Posted January 13, 2020 Not as easy to read as the mod names listing, alas. I checked again - can't just copy and paste from Vortex like with NMM, and there doesn't seem to be any way around that. Link to comment Share on other sites More sharing options...
AeonsLegend Posted January 13, 2020 Share Posted January 13, 2020 When are you getting this CTD? Is it in a settlement, are you doing something specific or just walking around the commonwealth? Link to comment Share on other sites More sharing options...
bcaton Posted January 13, 2020 Author Share Posted January 13, 2020 It was in a settlement - I think a hydroponics mod was causing the CTD, or at least wasn't helping. I have uninstalled and started anew, and it has been pretty stable.Player Comments and Head Tracking - this also seemed to cause a few problems, which is a shame as it is quite entertaining. CTD when I tried talking to an npc.I am about to start Annex The Commonwealth. I fear this might also cause problems. It's quite ambitious. However, it is one of my favourite mods, so I am going to start it up and hope for the best.Below is the last of the script log from Player Comments - to my untrained eyes, it reads like it is buggy.[01/13/2020 - 07:05:54PM] error: Unable to call IsPlaying - no native object bound to the script object, or object is of incorrect typestack:[<nullptr form> (1A0DDD37)].Scene.IsPlaying() - "<native>" Line ?[PlayerComments (1A000F99)].playercommentsscript.OnTimer() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\PlayerCommentsScript.psc" Line 177[01/13/2020 - 07:05:54PM] warning: Assigning None to a non-object variable named "::temp23"stack:[PlayerComments (1A000F99)].playercommentsscript.OnTimer() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\PlayerCommentsScript.psc" Line 177[01/13/2020 - 07:05:54PM] error: Unable to call IsPlaying - no native object bound to the script object, or object is of incorrect typestack:[<nullptr form> (1A080D0A)].Scene.IsPlaying() - "<native>" Line ?[PlayerComments (1A000F99)].playercommentsscript.OnTimer() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\PlayerCommentsScript.psc" Line 187[01/13/2020 - 07:05:54PM] warning: Assigning None to a non-object variable named "::temp28"stack:[PlayerComments (1A000F99)].playercommentsscript.OnTimer() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\PlayerCommentsScript.psc" Line 187[01/13/2020 - 07:05:54PM] error: alias LookAtTargetAlias on quest PlayerComments (1A000F99): Cannot force into an alias on a non-enabled quest.stack:[alias LookAtTargetAlias on quest PlayerComments (1A000F99)].ReferenceAlias.ForceRefTo() - "<native>" Line ?[PlayerComments (1A000F99)].playercommentsscript.ProcessLookAtSpeaker() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\PlayerCommentsScript.psc" Line 780[PlayerComments (1A000F99)].playercommentsscript.LookAtSpeaker() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\PlayerCommentsScript.psc" Line 766.PlayerComments_122.OnBegin() - "D:\SteamLibrary\steamapps\common\Fallout 4\Data\Scripts\Source\User\PlayerComments_122.psc" Line 6 Link to comment Share on other sites More sharing options...
AeonsLegend Posted January 13, 2020 Share Posted January 13, 2020 Sometimes it's a script bug or incompatibility sometimes it's missing meshes or textures that cause this. In this case if it was workshop related like I thought then the mod you now removed could very likely have been the culprit. Or at least in combination with another mod that is accessing the same resources. I think on its own the mod is probably not an issue. Link to comment Share on other sites More sharing options...
Recommended Posts