Deleted76451128User Posted April 8, 2020 Share Posted April 8, 2020 im trying to make a mod that alters sanctuary and add an interior however when it comes time to test the thing it crashes as soon as i leave Vault 111.it should also be noted that i dont have ANY other mods active. (not sure if its relevant but im using a save file: https://www.nexusmods.com/fallout4/mods/70) i do have this Crashlog:https://pastebin.com/Ua1nd4A1 Link to comment Share on other sites More sharing options...
DieFeM Posted April 8, 2020 Share Posted April 8, 2020 The log shows a lot of error because of calls to F4SE functions, so I would say that probably the problem is your saved game, to make sure that your saved game is not causing the issue just teleport to sanctuary from the main menu, for this end you just need to open the console while you are in the main menu and use:coc sanctuaryext If the problem persist we can investigate it further. Link to comment Share on other sites More sharing options...
SKKmods Posted April 8, 2020 Share Posted April 8, 2020 Just as an FYI coc from the main menu console into a new game bypasses some of the MQ101 and MQ102 (aka MQ03) setup stuff that *may* affect a mod, especially Codsworth & Sanctuary. Which is exactly why I created FastStart Link to comment Share on other sites More sharing options...
Deleted76451128User Posted April 8, 2020 Author Share Posted April 8, 2020 (edited) The log shows a lot of error because of calls to F4SE functions, so I would say that probably the problem is your saved game, to make sure that your saved game is not causing the issue just teleport to sanctuary from the main menu, for this end you just need to open the console while you are in the main menu and use:coc sanctuaryext If the problem persist we can investigate it further. so... i tried starting from the beginning and i got to the part where you come to in the vault to find that nora hadn't loaded in and i was stuck in the cryopod...weird. then i tried "coc sanctuaryext" which resulted in a CTD. i feel like im missing somthing. Edited April 8, 2020 by Guest Link to comment Share on other sites More sharing options...
DieFeM Posted April 8, 2020 Share Posted April 8, 2020 Then, let's discard it is not some loose file, like a png file in the textures folder or something like that. So what I would like you to test is if the game doesn't crash with no mods enabled.If the game still crashes with all mods disabled you would need to make sure to remove everything from the data folder that is not a vanilla file. Link to comment Share on other sites More sharing options...
Deleted76451128User Posted April 9, 2020 Author Share Posted April 9, 2020 Then, let's discard it is not some loose file, like a png file in the textures folder or something like that. So what I would like you to test is if the game doesn't crash with no mods enabled.If the game still crashes with all mods disabled you would need to make sure to remove everything from the data folder that is not a vanilla file. before i made this post (for the purpose of having as few variables as possible) i had cleared out my fallout folder, in other words the only files in there are default files and the mod im currently making. i hate to imagine something im doing with this mod is causing errors, heck i wish i knew what it was though. Link to comment Share on other sites More sharing options...
DieFeM Posted April 9, 2020 Share Posted April 9, 2020 Does the game work fine without your mod? What your mod does? does it remove/changes vanilla records? what type of objects it changes/removes? does it adds new ones, which ones? Do you get any warnings when you load your mod in the CK? Link to comment Share on other sites More sharing options...
Deleted76451128User Posted April 9, 2020 Author Share Posted April 9, 2020 (edited) Does the game work fine without your mod? What your mod does? does it remove/changes vanilla records? what type of objects it changes/removes? does it adds new ones, which ones? Do you get any warnings when you load your mod in the CK?1.)The game works fine without my mod. 2.)it changes Sanctuary's Landscape and a few unimportant buildings but keeps essential ones (i.e codsworths player home and the one across the street from that) 3.)there are a few physics objects ive turned into static ones, not sure if that would cause any issues but id assume that would only CTD on entering the interior with which those are found. 4.)as for warnings i get that: https://pastebin.com/h54nGfFE from reading it a little bit it looks like it might be somthing with the navmeshing? not sure.tried testing it without navmeshing in the area with no change as well as with quickly generated havok navmeshes. Edit:sorry for the slow replies Edited April 9, 2020 by Guest Link to comment Share on other sites More sharing options...
DieFeM Posted April 9, 2020 Share Posted April 9, 2020 I think the problem could be this:QUESTS: <CURRENT> QUST 'MQ102' (0001CC2A) Alias 47 is non-optional and Forced to NONE. This quest cannot start.You accidentally removed the holotape reference MQ102CodsworthHolotape01REF.That probably changed also the quest alias to point to none. So you need to remove those changes, do a backup of your esp just in case, and fix it in xEdit: So you would need to open your esp in xEdit, search for 0005258B (Which is the reference of the holotape) and remove this override record from your plugin, then search for 0001CC2A (the quest MQ102) and remove the override record of the quest from your plugin too. That could or couldn't be the cause of the crash, but you'll need to fix it in order to get MQ102 running again anyway. Link to comment Share on other sites More sharing options...
Deleted76451128User Posted April 9, 2020 Author Share Posted April 9, 2020 (edited) ill I think the problem could be this:QUESTS: <CURRENT> QUST 'MQ102' (0001CC2A) Alias 47 is non-optional and Forced to NONE. This quest cannot start.You accidentally removed the holotape reference MQ102CodsworthHolotape01REF.That probably changed also the quest alias to point to none. So you need to remove those changes, do a backup of your esp just in case, and fix it in xEdit: So you would need to open your esp in xEdit, search for 0005258B (Which is the reference of the holotape) and remove this override record from your plugin, then search for 0001CC2A (the quest MQ102) and remove the override record of the quest from your plugin too. That could or couldn't be the cause of the crash, but you'll need to fix it in order to get MQ102 running again anyway. ill try this. thank you. Edited April 9, 2020 by Guest Link to comment Share on other sites More sharing options...
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