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Question Is anybody else getting constant crashes to desktop after taking first Outpost for Jammer?

McMasters

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48
I was playing through the Conqueror raider questline just fine and then all of a sudden after I took my first Outpost (Red Rocket) I started getting constant CTDs no matter where I was at on the map. I can play for about 1 or 2 minutes before the game closes. It seems to happen regardless of if I have built the War Planners Desk or not. At first I thought it was because I was using an RotC City Plan so I reloaded an older save but that didn't make a difference. I used the pre-built City Plan option and all the progress bars indicated that the setup was completed at the beginning of the game. I was really enjoying the questline but now my game is unplayable.

I've attached my mod list but I don't know what would have randomly broken the game at this point. I should also point out that I'm using Place Everywhere and No Ugly Plants And More. Maybe it's just a coincidence that they started happening after I took the Outpost but I figured I'd ask.
 

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Yeah, even people with beastly rigs have said they get crashes even with only base SS mods , I'd love to come back when its finally stable but its just too good and adictive that it almost makes me not care about crashing every now and then as long as I can squeeze out a 3 ish hour playthrough, lol..
hahahaha that happens to me too is very adictive
 
I think OP is just having the "bad luck" (for lack of a better term atm) I was having as well when trying pre builts with only Base mods, he'll just have to keep trying until conqueror decides to gift him with a stable playthrough :P
Keep trying as in keep playing the same playthrough or keep trying as in keep starting new games?
 
Yeah i think what you have reason is like you said conqueror is a wip for now maybe on the future all this things are fixed and finally we can have a stable game

There are a metric ton of things that look like a mod conflict but are not.

Example: if you are continually just restarting your game and not purging all the other things like your data folder / ini's / verifying game files - who knows what is causing an issue. Sure conflicts can happen and do but that is far from the only thing that can go wrong with a seemly perfect start.

It is somewhat true that the UFo4patch has in the past conflicted "unintentionally" with some SS addons which were arguably no one's fault the patch team changed something fundamental. This happened to IDEK log station about a year ago. I also understand that some authors have said similar about not using the UF4P but that was at a time where the patch team was changing fundamental mechanics more frequently than today.

Today, same as @Phil_T_Casual and @nzane I will always recommend a user use the UFo4P
 
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Keep trying as in keep playing the same playthrough or keep trying as in keep starting new games?

Try a new save and don't use RoTC plans, that's the last thing I tried and I got a "working" save, that didn't crash every 5 god damned minutes, even with my load order, some cities are note built, because there were only RoTC plans for them, but its way better than constantly staring at my desktop rather than playing.

There are a metric ton of things that look like a mod conflict but are not.

Example: if you are continually just restarting your game and not purging all the other things like your data folder / ini's / verifying game files - who knows what is causing an issue. Sure conflicts can happen and do but that is far from the only thing that can go wrong with a seemly perfect start.

This is also true, but if that was the case though, we wouldn't be able to play FO4 properly at all, but the issue only kicks in when SS stuff is installed. For MO2 users like me, nothing ever touches the data folder , some tools like FOLODGen are exceptions to this, but I always archive those and install them as a new mod in MO2.
 
It is somewhat true that the UFo4patch has in the past conflicted "unintentionally" with some SS addons which were arguably no one's fault the patch team changed something fundamental. This happened to IDEK log station about a year ago. I also understand that some authors have said similar about not using the UF4P but that was at a time where the patch team was changing fundamental mechanics more frequently than today.

IMHO, those patches have always been a wild dice roll, you just can't trust them, Fallout 4 Unofficial Patch broke random encounters for more than a year and they didn't even notice until then and people were wondering what in the hell was causing random encounters to not trigger, yup, UFO4P.

Bugs get fixed, new bugs get introduced.

Again, not bashing the team, but that is just too much of a task to tackle, and if you don't keep your head straight, errors will happen, and you will F*** up other people's saves, no matter how smart you are and no matter how perfect you think your code is, we are humans, we make mistakes, and that is totally acceptable, too!
 
IMHO, those patches have always been a wild dice roll, you just can't trust them, Fallout 4 Unofficial Patch broke random encounters for more than a year and they didn't even notice until then and people were wondering what in the hell was causing random encounters to not trigger, yup, UFO4P.

Bugs get fixed, new bugs get introduced.

Again, not bashing the team, but that is just too much of a task to tackle, and if you don't keep your head straight, errors will happen, and you will F*** up other people's saves, no matter how smart you are and no matter how perfect you think your code is, we are humans, we make mistakes, and that is totally acceptable, too!

They the ufo4p team are doing Gods work. I will not criticize them ever. Even if they break a 400 hour save file of mine. That is life, the cost of admission to all this free content.

It just happens as with all mods. Mods are all at risk "some more than others" once anything else is updated by a user "not an author" users choose to download and update mods. As soon as that happens then it could affect something in another mod that never happened before. Thus problems that were not there before are near guaranteed to be likely in any playthrough that lasts very long.

Most authors use either their own game or a vanilla game when making a mod. hahaha, and certainly not my load order.

It is expected and inevitable if an author improves his mod it may make 90 players games better and they are happy. At the sametime, 10 players might not be so lucky given their games and situation.

Its the price of admission. :crazy

For me, :clap I am here to see all the bands :pilot2 I think them all "rockstars" :pilot

They open up their creativity and share it with us all for nothing.

and unfortunately to too much criticism.
 
UFO4P team are absolute rock stars. They should be lauded for what they do, how they do it and how they fix things for the betterment of everyone.

In the four years I've been playing FO4, I have had to roll back one of their patches once, for one problem that affected my play through. Once the team received notice of the bug and could repeat it, they fixed it as soon as they possibly could. For free, in their own time.

In return they have fixed thousands of bugs, some of them game-breaking. That is a trade-off I will accept for the very rare occasion a fix they implement causes another mod to misbehave.
 
They the ufo4p team are doing Gods work. I will not criticize them ever. Even if they break a 400 hour save file of mine. That is life, the cost of admission to all this free content.

Nah im not criticizing , I was just making a point, mod description can say a lot about bugfixing but also unwanted changes may get introduced, I cannot name a lot for Fallout 4 because honestly I just didn't cared about it as much as Skyrim, but in Skyrim they implemented a lot of "changes" that were outside of the Bug Fixing category and were more like personal preferences , like the amulets, or fixing the resto "bug" which isn't even a bug and a lot of people thought of it as a legit way to have strong armor , especially at higher levels when enemies were damange sponges, it wasn't even exploitative because it requried hours of grinding ingredients and having alchemy at a high level to do so.

Whenever an "unofficial patch" that is aimed to fix bugs only, starts implementing changes that are more like a perosnal preference for a mod author, that's the moment it stops becoming a patch (for me).

Not to mention the time one was trying to be helpful in guiding other people to revert some of these unwanted changes the author acted like a complete brat and blocked me from all his content, I wasn't even rude to him, I couldn't have been because I was talking to another user, I just told him how I used xEdit to revert the amulets to their default state.

and unfortunately to too much criticism.

And again, I'm sorry you think like this, but it's not that way, I'm just typing in my personal experience with the UFO4P and why I refrain from using it unless another mod requires it.
 
It's all good guys.

A favorite quote of mine is "no one is so smart that they can be wrong all the time."

Meaning you are going to miss something intelligent if you just dismiss someone for not holding to your opinion at the time and circumstances. This also means it isn't the differences, it is that one little thing that you might miss that is the same that is all-important to figuring something out that make your understanding better.

This discussion all-in-all has something good and educational for anyone willing to look.

it is more getting all the parts on the table and let folk take that information and figure it out for themselves.

Just for the record. "I say stuff all the time." sometimes it is silly or I miss speak or I am confused - sometimes not so much.

What I do think, giving folk the space to air out their thoughts. "is a good thing" :declare
 
Try a new save and don't use RoTC plans, that's the last thing I tried and I got a "working" save, that didn't crash every 5 god damned minutes, even with my load order, some cities are note built, because there were only RoTC plans for them, but its way better than constantly staring at my desktop rather than playing.



This is also true, but if that was the case though, we wouldn't be able to play FO4 properly at all, but the issue only kicks in when SS stuff is installed. For MO2 users like me, nothing ever touches the data folder , some tools like FOLODGen are exceptions to this, but I always archive those and install them as a new mod in MO2.
If constantly starting brand new games and playing for hours with small mod adjustments is what it takes to get this mod to even a semi-stable place then I think I'm going to have to give up on Conqueror and probably RotC, unfortunately. I've had nothing but problems trying to get Fallout to run it properly and nothing I've tried over the past week has made it playable.
 
If constantly starting brand new games and playing for hours with small mod adjustments is what it takes to get this mod to even a semi-stable place then I think I'm going to have to give up on Conqueror and probably RotC, unfortunately. I've had nothing but problems trying to get Fallout to run it properly and nothing I've tried over the past week has made it playable.

@McMasters

I would set-up your game as described in the link here:
https://www.nexusmods.com/fallout4/mods/23556
I always check out his guide and look at steps:
Step#0
Step#2
Step#3

Then do the below with SS, and its relative mods.

index.php

From:
Baking-a-Game Save (BaGS)

https://simsettlements.com/site/index.php?threads/baking-a-game-save-bags.9447/#post-66784

 
I'm no expert on the matter, but isn't that load order you linked from BiRaitBack or whatever actually heavier than OP's? how would that help him? Unless you mean only the repacked textures?
 
Try a new save and don't use RoTC plans, that's the last thing I tried and I got a "working" save, that didn't crash every 5 god damned minutes, even with my load order, some cities are note built, because there were only RoTC plans for them, but its way better than constantly staring at my desktop rather than playing.



This is also true, but if that was the case though, we wouldn't be able to play FO4 properly at all, but the issue only kicks in when SS stuff is installed. For MO2 users like me, nothing ever touches the data folder , some tools like FOLODGen are exceptions to this, but I always archive those and install them as a new mod in MO2.
When you say "don't use RotC plans" do you mean don't even install RotC or just don't use the vanilla RotC plans that came with that expansion? Cause it sounds like you're still using city plans, just not certain ones.
 
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