the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Mod Load Order fixes

Ubin_Timor

Member
Messages
38
Hello everyone,

I've been playing Sim Settlements 2 since launch and have been experiencing large amounts of CTD. I've been wracking my brain on what the problem could be and think it might come down to my load order. Unfortunately I don't have a whole lot of in-depth knowledge on how exactly to set my load order up to ensure there won't be any conflicts with Sim Settlements 2. I'm kind of at my wits end because there are instances where crashes are predictable and I have a feeling there's some sort of mod conflict (maybe I'm missing a patch or something needs to be moved to load after another mod) so I wanted to turn to the community for help.

here's some brief background information on issues I've experienced and at the end I'll post my load order:
  • The main issue is that the game will sometimes randomly CTD while I'm in a settlement- particularly when I've exited building mode. Because of the predictability of these crashes I tend to quicksave as often as I can and will often briefly exit build mode and save real quick in the middle of building due to the fact that Bethesda wasn't smart enough to implement an autosave feature for when you exit build mode.
  • There are some settlements that I can't spend more than 4 minutes in before it will CTD. Sanctuary is the main culprit along with Tenpines Bluff, but The Castle and Jamaica Plain have been known to have this issue too from time to time. I've noticed that if I hear upgrading noises in Sanctuary I will experience a crash unless I fast travel out of there, and sometimes I'll crash regardless forcing me to load a previous save.
  • I will sometimes experience CTD in the overworld, however these are very rare- honestly I experience less crashes when I'm furthest away from my settlements (such as if I'm off doing the main quest or just exploring I can do it for hours before experiencing a crash but I'm lucky enough to build for 30 minutes in my settlements without a CTD).
All of my settlements are built up to the point where I had to use "Unlimited Settlement Budget" to make sure I could get plots to upgrade. And I've completed the first chapter of the SS2 so everything is unlocked.

here is my mod load order as it's shown in Vortex- I'll put load instances in brackets because for some reason Vortex didn't want to move them:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm [loads after hudframework]
SS2.esm [loads after hudframwork]
Darlene.esm
ArmorKeywords.esm [loads after hudframework, worshopframework, and SS2]
CWSS Redux.esp
NPSShopping.esl
IDEKsLogisticsStation2.esl
VotWMaster.esm
GoodOldCartoonsVolumel.esl
VotWSpecialVideos.esl
XDI.esm [loads after Unofficial Fallout 4 patch]
BodyTalk3-RaiderNormalsFix.esl
AAF.esm
Vivid Waters.esp [loads after WET, WET Murkier, and WET cleaner]
Movement Tweaks.esp
IcebreakerCDO-Settlements.esp
SS2 Better Outfits.esp
SS2Extended.esp
VIS-G Item Sorting.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
VIS-G ItemSorting Vanilla Weight Patch.esp
TFRangerGear.esp
UnlimitedSettlementBudget.esp
Scrapdeadthings.esp
scrappableLegendaries.esp
Sim Settlements2ChildSupport.esp
SS2WhisperPowerPlots.esp
FilledBrahminFeedTroughs.esp
IDEKsLogisticsStation2_ss2_Patch.esp
SS2WalledGardensAndMore.esp
FusionGirl.esp
AllSetsExtended.esp
SS2_Nika_Cola_grey_Matters_Patch_01.esp
AnimatedIngestibles.esp
CourierDuster.esp
BetterBeds.esp
SettleObjExpandPack.esp
Vivid Weathers-FO4.esp
Vivdweathers-Natural Bright.esp
GlovesOfTheCommonweath.esp
AVBPipeGunsReplace.esp
1CAS_serviceRifle.esp
RangerSequaiaCraft.esp
ImmersiveLoversEmbraceRemastered.esp
PetAnyDog.esp
Locksmith.esp
Takecover.esp
mso_sms.esp
More Where That Came From Diamond City.esp
3DNPS_FO4.esp
3DNPC_FO4.esp
FOFW_ALL_IN_ONE_VANILLA.esp [loads after Unique NPCs]
GlowingSeaEXPANDED.esp
Warwick Homestead a Bridge to SpectacleIsland.esp
MoreAGOMBz.esp [loads after better settlement deffence and skjalert]
UnlimitedFollowers.esp
Eli_Armour_Compendium.esp
The Deadly Commonwealth Expansion.esp
MoreAGOMBz_CP_ASE.esp
WorkshopPlus.esp
Vivid Weathers-FO4-Quest.esp
InstituteSettlements2.esp
TheKite_Railroad_Handmaiden.esp
W.A.TMinutemen.esp
Minutemen Supply Caches.esp
AtomCatGarage.esp
ConcordMusuemRestoration.esp
3DNPC_FO4Settler.esp
MCNexus.esp
F4NV-AMR.esp
Cross_MojaveManhunter.esp
ellen.esp
SS2_FDK_TinyLiving.esp
llamaCompanionHeather.esp
LD50_Leader.esp
ImmersiveLoversEmbraceMagnolia.esp
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
shoddymemone.esp
AtomicRadio.esp
interview.esp
WastelandCodex.esp
Dogmeat A True Companion Insanity.esp
AA Better Companion- No conflicts.esp
The Eyes Of Beauty.esp
AarwynLFR.esp
Lots More Facial Hair.esp
AzarPonytailHairstyles.esp
Lots More Female Hairstyles.esp
BodyTalk3-LooksMenu.esp
Lots More Male Hairstyles.esp
KSHaidos.esp
JP_GaurdTowers.esp
ss2-ParaRandomAddon.esp
SSEX.esp
Hoamaii_SleepTogetherAnywhere.esp
EpilougeRestored.esp
library.esp
Hellfirenew.esp
jdmCouchSleep.esp
K9TacticalHarness.esp
Female Tactical Armor.esp
DX_Banshee_Recon_Armor.esp
Nexus_PMC.esp
PMC_extended.esp
LooksMenu Customization Compendium.esp
LooksMenu.esp
OWR_OWT.esp
SS2_XDI Patch_Basic.esp [loads after SS2]
[SS2] BBVault 88.esp
Armorsmith Extended.esp [loads after EAMR]
RangerGearAE.esp
llamaCompanionHeather-VIS - AE Patch.esp
JEM TheKite_Railroad_Handmaiden VIS-AWKCR-AE Patch.esp
AlootHomePlate.esp [loads after Handmaaiden patch]
Eli_Faction Housing Overhaul Aio.esp [loads after HomePlate]
CombatZonrRestored.esp
[loads after housing overhaul]

As you can see, the list is pretty long and any help would be appreciated. The CTD aren't exactly game breaking but it would be nice to at least narrow down what the problem is. because I've set up the initial SS2 required mods in the right order and know that the combat zone, faction housing and Homeplate need to be on the bottom of the load order I'm just not sure about everything else. Any help that anyone on here could give would be appreciated.
 
Last edited:
You don't need Unlimited Settlement Budget. Workshop framework can increase it.
And if this is the mod you are using https://www.nexusmods.com/fallout4/mods/23817 the description there says:
"This mod will set the budget of the settlement that you are in to very high values and reset your current object count to 0 every time you close the settlement menu, effectively making it infinite."
I guess that what is causing CTDs.
 
ArmorKeywords.esm
...
XDI.esm
I would load these after UOFO4P and before WSFW so if there are conflicts, WSFW and SS2 wins.
SS2_Nika_Cola_grey_Matters_Patch_01.esp
What is this?

Also note that when there are a lot of upgrades/reassignments happening all at once, it can put a pretty good strain on the Papyrus engine and possible CTDs if it gets overloaded.
 
You don't need Unlimited Settlement Budget. Workshop framework can increase it.
workshop framework doesn't increase the budget enough to make an effective build for my settlements. I've used city plans for all my settlements and have noticed that once build plots start to upgrade my settlement budget tanks and I can't build anything- this issue also makes upgrading any other plots impossible because the maximum build limit keeps plots from upgrading and expanding.
 
I would load these after UOFO4P and before WSFW so if there are conflicts, WSFW and SS2 wins.
I'll give this a try and see if that's the culprit.
The GreyMatters.esp is an addon patch that fixes issues that were happening with the quest, I've kept it in my load order because I'm not sure if the issue has been patched in the base mod yet.

I'm gonna see if turning off auto upgrades will stop the crashing as well. Because I've started with city plans and have added to them all my settlements are pretty big- it doesn't help that I've run into the known bug of settlers not auto assigning to residential plots that can hold more than 1 person causing my residential bar to lower and prevent upgrading by lowering happiness. There isn't a more simplified way of determining what settlers have a home, place to work, and place to relax without having hundreds of tracking tabs on the screen (I mean that in a sarcastic way, I don't have any mods that mess with population). I could have sworn that SS1 would highlight settlers who were homeless or jobless- I know we have the Vitomatic now, but because of how slow it is in bringing up information (probably because I have script heavy mods installed) I just don't see it as useful considering that I'm so limited on how long I can stay in a settlement and I have to go in and out of build mode to solve those problems.

Considering that the mod relies on settlement building, I built my character around scavenging and settlements and actively sought out heaps of junk which meant carrying huge amounts of it back to my settlements while loading up dogmeat until he couldn't carry anymore once I was full as a means of supporting them, which meant I would have a lot of components to donate (this was before I got to the point in the story with the scrap beacons that I still haven't been able to use outside of the quest despite every one one of my settlements having a communication and logistics plot).
 
As an update I rearranged ArmorKeywords and XDI to load after the unofficial patch and before WSFW, started it up, disabled auto upgrading for plots, and it still crashed when staying in Sanctuary for more than 3 minutes as well as at the Castle. I decided to go ahead and disable unlimited settlement budget to see if that was causing the issue but the game still crashed while in Sanctuary and other settlements. Last but not least I disabled both unlimited budget and settlements extended thinking that maybe the triangle of death was causing the cashes, I waited the usual amount of time (around 4 minutes and 45 seconds) and just like clockwork it crashed.

So what I've learned is unlimited budget and extended settlements aren't causing these crashes- and just like before I'm ONLY getting a CTD when I'm in or near a settlement, everywhere else is perfectly fine for the most part with occasional crashes in places like concord near Jake's shop and anywhere near Murkwater construction site.

I'm at a loss as to what to do about it, I mean at this stage I guess I should just delete everything, remove all my mods and start from scratch because I don't think chapter 2 will come out any time soon and there's no way I can even continue the story if I have to work in a settlement for an extended amount of time in order to complete a quest- especially if it's a settlement like Murkwater, Sanctuary, or Tenpines Bluff.
 
Have you considered using Buffout 4? It generates a crash log to help pinpoint the root of your crash and fixes other bugs. Make sure to read the install directions and have all the necessary dependencies that are required
 
Have you considered using Buffout 4? It generates a crash log to help pinpoint the root of your crash and fixes other bugs. Make sure to read the install directions and have all the necessary dependencies that are required
I am using Buffout 4 and it's been useless because the mod author didn't bother to provide an in-depth installation guide- or any guide at all- so I just downloaded the mod through Vortex and any mode connected to it and thought that was it which, as a result, made it so I wasn't able to find any crash logs.
I've just spent the last 3 hours working on trying to properly install Buffout 4 in the right way using the steps listed in the forum post and even followed a "guide" as well:
  • I installed PluginPreloader into the same directory as my f4.exe
  • I already had Address Library installed like a normal mod through Vortex
  • And I don't really know what to do about making my c++ redistributable files up to date, because I downloaded the X64 file in the link like the poster suggested and nothing happened after I ran the installer- I mean no sort of prompt appeared telling anything has been changed, it just required me to restart my laptop and that was it. So I'm not sure what to do about that because none of the guides I've looked at tell you what to with this step other than just download the current file and run it.

so after all of that I'm no longer able to run the game now. I run F4se as an admin and all that happens is the box will pop up and that's it- I can't even run the game normally through steam anymore.
  • I've already Extracted the contents of the f4se_0_06_21 folder to the folder containing Fallout4.exe
  • I've Extracted the contents of Address Library to the Fallout 4\Data folder by using Vortex
  • I've Extracted IpHlpAPI.dll and xSE PluginPreloader.xml to the folder containing Fallout4.exe
  • I've Extracted tbbmalloc.dll to the folder containing Fallout4.exe
  • And I've gone into my programs folder searched for vc_redist.x64.exe and hit run
I'm not exactly sure what I did wrong, I followed this guide:
 
Well I don't know much about how Vortex works I use MO2 but doing these three steps I will list should get have it up and running
  • First Download and install the executable for x86 and x64 versions of Microsoft v c++ redistributables here https://github.com/abbodi1406/vcredist it will update all instances of VC Redist on your computer if any prompts pop up just click ok when finished restart your computer. https://github.com/abbodi1406/vcredist
  • Second, update xSE Plugin Preloader to the latest 0.2.4 version by downloading the archive and extracting the two files within it to your Fallout 4 root folder, overwriting what is there now. This might be for MO2 users only I'm not sure if Vortex users need to do this but go back into xSE Plugin Preloader.xml opening it with a text editor and change the line there from OnProcessAttach to OnThreadAttach for load method again.
  • Third, manually download and manually extract the F4SE folder from the Buffout 4 main file to your Fallout 4/Data folder then MANUALLY download the second main file TBB Redistributables and manually extract the tbbmalloc.dll file within the downloaded archive to your Fallout 4 root folder.
After doing all of that, a crash log will be produced in C:\Users(username)\Documents\My Games\Fallout4\F4SE it will be called something like crash-2021-02-17-00-44-40.log
 
Hello everyone,

I've been playing Sim Settlements 2 since launch and have been experiencing large amounts of CTD. I've been wracking my brain on what the problem could be and think it might come down to my load order. Unfortunately I don't have a whole lot of in-depth knowledge on how exactly to set my load order up to ensure there won't be any conflicts with Sim Settlements 2. I'm kind of at my wits end because there are instances where crashes are predictable and I have a feeling there's some sort of mod conflict (maybe I'm missing a patch or something needs to be moved to load after another mod) so I wanted to turn to the community for help.

here's some brief background information on issues I've experienced and at the end I'll post my load order:
  • The main issue is that the game will sometimes randomly CTD while I'm in a settlement- particularly when I've exited building mode. Because of the predictability of these crashes I tend to quicksave as often as I can and will often briefly exit build mode and save real quick in the middle of building due to the fact that Bethesda wasn't smart enough to implement an autosave feature for when you exit build mode.
  • There are some settlements that I can't spend more than 4 minutes in before it will CTD. Sanctuary is the main culprit along with Tenpines Bluff, but The Castle and Jamaica Plain have been known to have this issue too from time to time. I've noticed that if I hear upgrading noises in Sanctuary I will experience a crash unless I fast travel out of there, and sometimes I'll crash regardless forcing me to load a previous save.
  • I will sometimes experience CTD in the overworld, however these are very rare- honestly I experience less crashes when I'm furthest away from my settlements (such as if I'm off doing the main quest or just exploring I can do it for hours before experiencing a crash but I'm lucky enough to build for 30 minutes in my settlements without a CTD).
All of my settlements are built up to the point where I had to use "Unlimited Settlement Budget" to make sure I could get plots to upgrade. And I've completed the first chapter of the SS2 so everything is unlocked.

here is my mod load order as it's shown in Vortex- I'll put load instances in brackets because for some reason Vortex didn't want to move them:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm [loads after hudframework]
SS2.esm [loads after hudframwork]
Darlene.esm
ArmorKeywords.esm [loads after hudframework, worshopframework, and SS2]
CWSS Redux.esp
NPSShopping.esl
IDEKsLogisticsStation2.esl
VotWMaster.esm
GoodOldCartoonsVolumel.esl
VotWSpecialVideos.esl
XDI.esm [loads after Unofficial Fallout 4 patch]
BodyTalk3-RaiderNormalsFix.esl
AAF.esm
Vivid Waters.esp [loads after WET, WET Murkier, and WET cleaner]
Movement Tweaks.esp
IcebreakerCDO-Settlements.esp
SS2 Better Outfits.esp
SS2Extended.esp
VIS-G Item Sorting.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
VIS-G ItemSorting Vanilla Weight Patch.esp
TFRangerGear.esp
UnlimitedSettlementBudget.esp
Scrapdeadthings.esp
scrappableLegendaries.esp
Sim Settlements2ChildSupport.esp
SS2WhisperPowerPlots.esp
FilledBrahminFeedTroughs.esp
IDEKsLogisticsStation2_ss2_Patch.esp
SS2WalledGardensAndMore.esp
FusionGirl.esp
AllSetsExtended.esp
SS2_Nika_Cola_grey_Matters_Patch_01.esp
AnimatedIngestibles.esp
CourierDuster.esp
BetterBeds.esp
SettleObjExpandPack.esp
Vivid Weathers-FO4.esp
Vivdweathers-Natural Bright.esp
GlovesOfTheCommonweath.esp
AVBPipeGunsReplace.esp
1CAS_serviceRifle.esp
RangerSequaiaCraft.esp
ImmersiveLoversEmbraceRemastered.esp
PetAnyDog.esp
Locksmith.esp
Takecover.esp
mso_sms.esp
More Where That Came From Diamond City.esp
3DNPS_FO4.esp
3DNPC_FO4.esp
FOFW_ALL_IN_ONE_VANILLA.esp [loads after Unique NPCs]
GlowingSeaEXPANDED.esp
Warwick Homestead a Bridge to SpectacleIsland.esp
MoreAGOMBz.esp [loads after better settlement deffence and skjalert]
UnlimitedFollowers.esp
Eli_Armour_Compendium.esp
The Deadly Commonwealth Expansion.esp
MoreAGOMBz_CP_ASE.esp
WorkshopPlus.esp
Vivid Weathers-FO4-Quest.esp
InstituteSettlements2.esp
TheKite_Railroad_Handmaiden.esp
W.A.TMinutemen.esp
Minutemen Supply Caches.esp
AtomCatGarage.esp
ConcordMusuemRestoration.esp
3DNPC_FO4Settler.esp
MCNexus.esp
F4NV-AMR.esp
Cross_MojaveManhunter.esp
ellen.esp
SS2_FDK_TinyLiving.esp
llamaCompanionHeather.esp
LD50_Leader.esp
ImmersiveLoversEmbraceMagnolia.esp
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
shoddymemone.esp
AtomicRadio.esp
interview.esp
WastelandCodex.esp
Dogmeat A True Companion Insanity.esp
AA Better Companion- No conflicts.esp
The Eyes Of Beauty.esp
AarwynLFR.esp
Lots More Facial Hair.esp
AzarPonytailHairstyles.esp
Lots More Female Hairstyles.esp
BodyTalk3-LooksMenu.esp
Lots More Male Hairstyles.esp
KSHaidos.esp
JP_GaurdTowers.esp
ss2-ParaRandomAddon.esp
SSEX.esp
Hoamaii_SleepTogetherAnywhere.esp
EpilougeRestored.esp
library.esp
Hellfirenew.esp
jdmCouchSleep.esp
K9TacticalHarness.esp
Female Tactical Armor.esp
DX_Banshee_Recon_Armor.esp
Nexus_PMC.esp
PMC_extended.esp
LooksMenu Customization Compendium.esp
LooksMenu.esp
OWR_OWT.esp
SS2_XDI Patch_Basic.esp [loads after SS2]
[SS2] BBVault 88.esp
Armorsmith Extended.esp [loads after EAMR]
RangerGearAE.esp
llamaCompanionHeather-VIS - AE Patch.esp
JEM TheKite_Railroad_Handmaiden VIS-AWKCR-AE Patch.esp
AlootHomePlate.esp [loads after Handmaaiden patch]
Eli_Faction Housing Overhaul Aio.esp [loads after HomePlate]
CombatZonrRestored.esp
[loads after housing overhaul]

As you can see, the list is pretty long and any help would be appreciated. The CTD aren't exactly game breaking but it would be nice to at least narrow down what the problem is. because I've set up the initial SS2 required mods in the right order and know that the combat zone, faction housing and Homeplate need to be on the bottom of the load order I'm just not sure about everything else. Any help that anyone on here could give would be appreciated.
I, for some reason, can't even use nexus/ vortex, and have to use bethesda for my mods. I am having the same CDT issues, as well as the other issues you have mentioned, and they started with the update before last and have only increased with the last update. Also I don't have near as many mods as you do, have moved load order around, starting fresh games, and still have this problem. I am honestly about to uninstall SS2 out of sheer frustration, because nexus has stuff for this series that aren't on beth.net that might help, like the compatibility patch for instance. This might not have been very helpful, but I just thought I would echo your frustrations.
 
I highly doubt SS2 is the root cause to any of the CTD. I have 380 mods 581 plugins total and very few issues I have are caused by SS2. I did have ctd's but that was conflict issues with other mods that I had to sort myself which I figured out by using Buffout 4's crash log. I highly recommend trying to get Buffout 4 to work and produce a crash log that you can post here or on the forum section of the Buffout nexus page.
 
Dude you need to use WSFW to increase your build limit and ditch the build limit increase mod. I am betting you 1000:1 that is doing it. WSFW WILL increase your build limit plenty enough if you have the right setting in SS2 checked. Like take away Respect Build Limit in SS2 and WSFW can increase your limit to ungody amounts. But there in lies the rub. When asking for help you also have to willing to try the help no matter how much of a loss it may feel like to not be able to use a specific mod. I've had to stop using mods i have used for years and thought i couldn't live without to be able to use other mods especially this one. Trust me I am not liking not being able to use extended settlements and city plans sucks but oh well.
 
WSFW can increase your limit to ungody amounts
It may only say "Increase by x%", but you can keep increasing it again and again simply by clicking that option over and over. Best to increase it little by little until you're build limit indicator moves, then see how much more you actually need to bump it to build out your settlement. That way you're not increasing it by way over what you actually need.
 
Dude you need to use WSFW to increase your build limit and ditch the build limit increase mod. I am betting you 1000:1 that is doing it. WSFW WILL increase your build limit plenty enough if you have the right setting in SS2 checked. Like take away Respect Build Limit in SS2 and WSFW can increase your limit to ungody amounts. But there in lies the rub. When asking for help you also have to willing to try the help no matter how much of a loss it may feel like to not be able to use a specific mod. I've had to stop using mods i have used for years and thought i couldn't live without to be able to use other mods especially this one. Trust me I am not liking not being able to use extended settlements and city plans sucks but oh well.
Please refer to my 6th post when it comes to the settlement budget mod and my 4th post about why I use it, I think I may have run into a bug when it comes to WSFW and build limits because everything was set up to allow a higher build limit. I did a little more digging while writing this and found out that there's a bug or normal function that happens in the mod where even if you delete an object it will still be maintained within the build count which explains why no matter how much I raised the build limit I kept maxed out (I did a lot of building and deleting along with the constant upgrading).

I'm not sure that I've come across as unwilling to accept help though, every suggestion that has come from responders on my forum I've tried and have given a status update on if it fixed the problem or not, I mean I'm not attached to the unlimited budget mod I just had to use it because no matter how many times I increased the settlement build limit it still gave me the "you can't build anymore" notification- it also doesn't help that using a city plan duplicated all the debris in settlements that I used them in upwards to 4 times (I would have to delete a piece of debris 4 times to get rid of it in some settlements after using a city plan). I'm willing to get rid of mods in my load order if it will help solve the problem, but so far- even with everyone's help- the solution hasn't been solved yet.

Well I don't know much about how Vortex works I use MO2 but doing these three steps I will list should get have it up and running
I think it might be different for Vortex. I followed the steps, made the adjustments to the file and I'm still not able to even open the game anymore. I'll attach some screen shots and highlight where everything is. However, this did fix the crash logs not not showing up problem so I'll post the crash logs here as well. I'm not exactly sure what's causing the game to not start-up anymore, maybe because I edited the file? sorry this took a lot longer than I thought it would to post everything.
Also on a side note Vivid Weathers has been an issue for me for a while had to stop using it.
Once I can get my launcher working again I'll test to see if getting rid of it will help. I've used vivid weathers in all my other playthroughs and never had problems with crashing before and it's always in everyone's load order so I figured I would play with it using SS2, but it makes sense that something like this would cause problems.
 

Attachments

  • adress library file in data folder.jpg
    adress library file in data folder.jpg
    1.3 MB · Views: 5
  • data folder adress library file.png
    data folder adress library file.png
    201.3 KB · Views: 4
  • fallout 4 folder with fallout.exe.jpg
    fallout 4 folder with fallout.exe.jpg
    1.3 MB · Views: 5
  • plugin preloader text document.jpg
    plugin preloader text document.jpg
    1.8 MB · Views: 5
  • crash-2021-02-27-03-59-03.pdf
    113.7 KB · Views: 3
Please refer to my 6th post when it comes to the settlement budget mod and my 4th post about why I use it, I think I may have run into a bug when it comes to WSFW and build limits because everything was set up to allow a higher build limit. I did a little more digging while writing this and found out that there's a bug or normal function that happens in the mod where even if you delete an object it will still be maintained within the build count which explains why no matter how much I raised the build limit I kept maxed out (I did a lot of building and deleting along with the constant upgrading).
Well it's been documented by the powers that be using any mod that increases the build limit EXCEPT WSFW has a good chance of hosing you game so there is that. If the mod devs say you shouldn't use a mod because it messes stuff up, that would be a big red flag to ditch the build limit mod.
 
  • Like
Reactions: NDQ
Also any mod that changes cells that SS2 uses could cause issues. So don't mess with Concord for example in anyway especially by the Museum cause it is so close to Jakes Hardware store. I know that Beantown Interiors I think its called causes issue like this as an example. I have heard that Player home mods that affect cells used by SS2 can cause issues. There are a lot of things that could be going wrong. The more mods the more chances to have something get messed up. I have taken everything but weapon, clothing and armor mods out for the most part and I use only a couple extra settlement mods and besides decoration and SS2 plot add-on or city plan mods I don't use much else. Especially Redux of any kind that might even think about messing with stuff, areas, or factions that SS2 might use. And I am still sitting at 250 mods 207 Active and the rest light. I could probably lighten that up even a bit more but right now all is good.
 
Well it's been documented by the powers that be using any mod that increases the build limit EXCEPT WSFW has a good chance of hosing you game so there is that. If the mod devs say you shouldn't use a mod because it messes stuff up, that would be a big red flag to ditch the build limit mod.
Both extended settlements and infinite build limit are listed as semi-compatible, he dosen't outright say you can't use them only that you should take precautions when using them. I managed to repair F4SE and get the game running again waited for it to crash, grabbed the crash report, uninstalled all the mods you listed as potentially problematic, loaded it back up, and just like my test before concluded the game still crashed in the exact same way.

The reason why I don't think the unlimited building mod was the culprit was because I was getting CTDs BEFORE I installed the mod. by mid game in SS2 I wasn't able to stay in Sanctuary, go anywhere near Merkwater Construction or Tenpines Bluff without getting a CTD. When I started "who can? ASAM" my game would constantly crash anytime I got near where you meet Old Paul and the gang to recruit them for a new settlement. I had to zip through it as fast as I could constantly quick saving in order to get through it and that was before I installed the unlimited building mod.

If extended settlements is the problem I guess that makes sense, I can't really blame myself for using it because it worked fine for my SS1 playthroughs (this is the first playthrough I've done where CTDs were so prevalent and predictable, my other 4 modded playthroughs never had this issue and I would be running a little under 150 mods on average as I try not to exceeded 150 due to issues I've had with previous titles) with those that's why I was thinking it had to be an incompatibility or more likely a load order issue because Buffout wasn't helping me at the time. not to mention every load order recommendation listed extended settlements in it such as the one I loosely based my load order on:

regardless I'm posting the reports here, and both are labeled. I'm open to discussion about them but it looks like I'm gonna just have to delete this save and start over at some point (preferably after the mod has been finished in terms of story).

It was just frustrating to do all that work with set-back after set-back and not know that something you relied on was going to- later down the line- mess up weeks worth of work and cause you to start all over again. It's especially frustrating when you see a mod that is really interesting and it turns out to somehow mess up SS2 and you won't find out till it's too late. So many people who make load orders say that it's best to use mods that you think are fun, but how can I have fun with SS2 if I have to worry about something as simple as restoring a small portion of the museum of freedom having the potential of wrecking my game? At least now I know how to install Buffout properly, I just have to go through a damn college course now to understand what the reports are saying
 

Attachments

  • crash-2021-02-27-07-11-03 all mods enabled.pdf
    143.1 KB · Views: 3
  • crash-2021-02-27-08-29-41 Mods deleted.pdf
    219.7 KB · Views: 3
You should post those crash logs on the Buffout 4 Nexus page. There are not many people on this forum that can understand the contents of the crash log. I would hazard a guess that the files Buffout 4 requires are not up to date or the Buffout 4 ini is not configured correctly.
 
Top