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Solved CTD Immediately When Going Near Settlements (Specifically Hangman's Alley)

haitan95

New Member
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20
Crash To Desktop right at the moment i set foot near Hangman's Alley (and Graygarden in the last save). Have no choice but to uninstall Sim Settlements - 3 in 1 and Sim Settlements - Conquerer. After that the game runs smooth like butter without crash. Sorry, but i love this game too much to risk not playing it at all because of this mod. Will give it another try when i upgrade my GPU to something like RTX 2080 ti. Thanks for the mod anyway. Peace.
 
I can understand valdacils. Much more stable than vis-g.

But I dont play inventory management.

It's kind of like setting up a survival game and after a few hours you just go nah, this is bs...

My load order reflects my install order. It takes me about 3 hours to do my baked save game. But when you have 400 mods and everything to work together there us a sequence of what gets enabled 1st.

John
so much this. i have nothing against those mods or their authors, but i removed them ages ago, freed up a ton of slots, and had a much stable game experience as a result. not saying they caused instability simply stating that my game became much more stable as i learned to remove mods that i didn't 100% need to play the game.
 
I think you have to group mods into categories, then place groups order by hand, then sort. LOOT is not that great of a sorting system alone in my knowledge.
i'm going to disagree with you completely on that statement. but as i said, its your game, you do you.
 
quite simply - you dont need to create a myriad of groups for about 99% of mods. the only thing you need to do is let vortex/loot sort your order - and if you find a mod that is in the wrong place - move it yourself.
ive got a load order of about 180-something mods - none of them needed to be manually placed anywhere. the only thing i needed to do was ensure that mod x loaded before/after mod y - where i need a patch to load after the mod that needs the patch.
you can make your load order as complex as you want - its entirely up to you - but you dont NEED to do it. all you are doing is adding layers of complexity for no actual gain.
 
As I said, my load order is my install order.

Moving a lot of things in your load order around a lot, groups, not singles, at a time, can actually be problematic. I have found doing so my game is... rough.

By the time I get to concord, I can tell if things seem to flow well. Or things seem... off. Not quite right.

I also uninstall and delete the entire game folder at least 2x a month. Less now as I have pretty much nailed it down.

For example, if I use my load order to try the latest Horizon... I dont just uninstall Horizon. I wipe out everything because of the legacy items from that mod will be problems. It affects HUD as it has it's own DEF.

Similarly, if I install anything more than just a simple mod, it's all gone. My games are clean and problem free.

And like @1ae0bfb8 I have made choices to eliminate a lot that have issues, unsupported, or just old. But even new mods can be problems. Depends on the mod author

John
 
Here is example of my mods, categories, installed in the order shown. And my plugin list...

MODS.PNG

PLUGS.PNG


How I install is how the list is... I set up categories of like mods, having followed the BrB model since he first started... I don't do any sorting after they are installed...

Hope this helps.
John

PS - I have 440 installed mods, but not all enabled as I am baking a save at the moment.
 
It's very difficult to run SS and Pack Attack together.
You have to clean the save periodically in order for it to work.
By that I don't mean removing Unattached instances, or uninstalling anything. You have to open the save and remove records.
Even then it will still cause problems.
 
I agree with everything everyone has said here. Hahaha, I also use some of the mods that are discouraged.

here is my thing. Things change. Much of gambits lo is outdated other parts and the fundamental structure isn’t.

Now, if I was new to SS, conqueror and all this. I would be grabbing a save file from here:
By: @MrCJohn
CITY PREBUILTS for CONQUEROR by SIM SETTLEMENTS - RESOURCE PACK
https://www.nexusmods.com/fallout4/mods/38520

I would at a minimum be looking at the BiRaitBec page:
https://www.nexusmods.com/fallout4/mods/23556

Then be setting up my framework of my SS game by reading and following this by @Sirlach
https://simsettlements.com/site/index.php?threads/sim-settlements-experience-mod-list.11467/

I have been testing flipping BaGS around based on Kinggaths new “Let’s Play” and staring everything at level 3. In my opinion the best way to do that is with nothing but the essentials running until they are done.

Using a already completed save file such as @MrCJohn publishes, following the SS tutorial that @Sirlach uses, then layering in - in a BaGS fashion everything on top after all the prebuilt scripts have run is just too logical to me.

Additionally, it can save a user an enormous amount of time and frustration and makes rolling back to fix a mistake much simpler, clearer and cleaner.

No, BaGS has not been updated to reflect all this, nor do any of the guide published to date reflect this logic or framework, other than maybe John’s. But, I am convinced that the way we should be communicating our tutorials for most users is along this avenue.

not to mention the compatibility benefits of alternate start save files, vs modded.

installing and layering this game even for advanced users could also benefit from the creation of preconfigured save files “all the selections made and prebuilts completed before the addition of other mods.

I know this is what I will be doing and communicating in the near future.

I am not saying guides and tutorials are obsolete. What I am saying is I see a better future for newer players if we utilize the potential of save files as it relates to conqueror, it’s installation and configuration.

hats off to @MrCJohn and @Phil_T_Casual I get it now.

there is a important role for save file creation and distribution be it for folks who run a potato or not. I really believe more folks could more quickly adapt to the new features of Conqueror if they really understood just how easy it is to get started. “Ease of entry” I hope save-files become much more central to how we install the mod, use mod-lists and guide new users in the future.
 
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@RayBo - i cannot possibly agree with every word you wrote above more. What an awesome post.

that might be one of the nicest things anyone has ever said to me on these forums.

Given how passionate I am about Sim Settlements, that really means a lot.

Thank you. :friends
 
I am very much a lightweight in comparison with John, Phil and Raybo. They have been hammering the game for far longer than I have. True powerhouse players and loadorder masters. :buba

Attached is my rather short modlist. Only 148 items total at this point. One weird thing that you will note is that I treat everything as a mod. Even batch files, even the FO4 Script Extender. Every single one gets tagged and bagged and (literally) copied to/deleted from location with a game/profile change. One exception: the godrays.txt batch file, which is the default batfile that every single one of my games runs on load. That one batch file saves me two mod slots as well as tweaking godrays according to BRB's instructions. Three if I wanted to have longer power lines (which don't bother me much any more).

It has been hand-sorted and is still very rough. If you look at it in detail you'll notice some things:

1/ No sorting mods. With the issues I've been dealing with for 6-odd months, I decided that all sorting mods were a pain in the arse. With them went DEF_UI as no longer required, and AWKCR - which I generally only used for sorting and included a bunch of stuff to support other mods that I had no interest in adding to my game.

2/ No Creation Club DLC. While I have it, I have yet to give it a whirl. It can wait/not important.

3/ Some of my stuff is a few versions behind. I dislike upgrading when my game is stable.

4/ The ad-hoc groupings are all over the show. They need more work - far too fine-grained, I will eventually cut them down to: non-esp loose files, DLC, master-files, Sim Settlements, crafting/settlement changes/items, companion changes, game flavor additions and changes - and after that, stuff I'm evaluating or working on myself.

5/ You see no patch files to allow mods to work nicely together. On the whole I do not believe in them. There is one, it comes with and is hidden in the Wall Pass-Through Power Conduits: that one patches it to work nicely with PCPO. Everything else had better (in my book) run perfectly out of the gate or it will get dumped. It's also the author's responsibility to make it simple and easy - I'm not turning my life into patch-hell, no matter how awesome the result might turn out to be.

6/ I have 137 actual mods (or mod-like things, hahahah so small! :rofl) which I consider staples. They are the basis, the core, of every one of my playthrough games. Other stuff is testing only. If I am not particularly interested it won't make it into the core loadorder - if I find that I'm forgetting to use it, it will be removed from the core loadorder. That's why this modlist is currently so small.

7/ UFO4P. :umnik2:neaMassive kudo's to the team who do that, however three things ended up with it being excised from my LO for the foreseeable future:

a/ The way it treats shipments (breaking them down to base items immediately upon putting them into the workshop) - that alone is a pain in the arse for building a new settlement, one mistake and *poof* goes your very convenient and expensive shipments

b/ Accidentally breaking precombines at Taffington Boathouse

c/ The debacle with breaking the Nuka World merchants

Any one of those is a 1% niggling doubt (more like 10% for the shipments biz) - all three is a resounding "no" from me. Other's mileage may vary. I personally prefer a stable core gameplay rather than risking it. Especially when only the latest version is ever available - that shows a mentality of "each patch is perfect" which has been demonstrably proven not true. :acute

So the thing with all the above ^^^ is that with this still rough-and-ready unpolished loadorder I've had only one CTD with this 2-month-old game. That was a special case - work call-out so paused the game, dealt with that for a few hours, went to bed - next morning I realized and un-paused *CTD*.

It's not some awesomely wonderful list. Simply an example of taking the time to make a stable core gameplay. It's a work-in-progress, attempting to create something which suits a particular player's preferred style of play. Tastes will change with time, it'll grow bigger and smaller. The core is what matters - everything else revolves around that.

Because this core is lightweight I don't currently need to bake my game save. Only 30-60 seconds with the whole lot enabled at once and a new game is up and running at the mirror. I fully expect that by the point of 200 mods, I will be having to bake my game like the hardcore players do. Especially once I get into the more script-heavy mods that are on my list of things to test out. (Some of the DLC and Conqueror!)

This is what the guys have been saying. It's all about discipline. Start with a stable core, the exact mods don't matter - test and slowly add things to that core. Make it yours.

Rather than jumping in and *grabgrabgrab* at random *kaboom* and you have your problem: CTD after 5 minutes of walking in a straight line.
 

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I am very much a lightweight in comparison with John, Phil and Raybo. They have been hammering the game for far longer than I have. True powerhouse players and loadorder masters. :buba

Attached is my rather short modlist. Only 148 items total at this point. One weird thing that you will note is that I treat everything as a mod. Even batch files, even the FO4 Script Extender. Every single one gets tagged and bagged and (literally) copied to/deleted from location with a game/profile change. One exception: the godrays.txt batch file, which is the default batfile that every single one of my games runs on load. That one batch file saves me two mod slots as well as tweaking godrays according to BRB's instructions. Three if I wanted to have longer power lines (which don't bother me much any more).

It has been hand-sorted and is still very rough. If you look at it in detail you'll notice some things:

1/ No sorting mods. With the issues I've been dealing with for 6-odd months, I decided that all sorting mods were a pain in the arse. With them went DEF_UI as no longer required, and AWKCR - which I generally only used for sorting and included a bunch of stuff to support other mods that I had no interest in adding to my game.

2/ No Creation Club DLC. While I have it, I have yet to give it a whirl. It can wait/not important.

3/ Some of my stuff is a few versions behind. I dislike upgrading when my game is stable.

4/ The ad-hoc groupings are all over the show. They need more work - far too fine-grained, I will eventually cut them down to: non-esp loose files, DLC, master-files, Sim Settlements, crafting/settlement changes/items, companion changes, game flavor additions and changes - and after that, stuff I'm evaluating or working on myself.

5/ You see no patch files to allow mods to work nicely together. On the whole I do not believe in them. There is one, it comes with and is hidden in the Wall Pass-Through Power Conduits: that one patches it to work nicely with PCPO. Everything else had better (in my book) run perfectly out of the gate or it will get dumped. It's also the author's responsibility to make it simple and easy - I'm not turning my life into patch-hell, no matter how awesome the result might turn out to be.

6/ I have 137 actual mods (or mod-like things, hahahah so small! :rofl) which I consider staples. They are the basis, the core, of every one of my playthrough games. Other stuff is testing only. If I am not particularly interested it won't make it into the core loadorder - if I find that I'm forgetting to use it, it will be removed from the core loadorder. That's why this modlist is currently so small.

7/ UFO4P. :umnik2:neaMassive kudo's to the team who do that, however three things ended up with it being excised from my LO for the foreseeable future:

a/ The way it treats shipments (breaking them down to base items immediately upon putting them into the workshop) - that alone is a pain in the arse for building a new settlement, one mistake and *poof* goes your very convenient and expensive shipments

b/ Accidentally breaking precombines at Taffington Boathouse

c/ The debacle with breaking the Nuka World merchants

Any one of those is a 1% niggling doubt (more like 10% for the shipments biz) - all three is a resounding "no" from me. Other's mileage may vary. I personally prefer a stable core gameplay rather than risking it. Especially when only the latest version is ever available - that shows a mentality of "each patch is perfect" which has been demonstrably proven not true. :acute

So the thing with all the above ^^^ is that with this still rough-and-ready unpolished loadorder I've had only one CTD with this 2-month-old game. That was a special case - work call-out so paused the game, dealt with that for a few hours, went to bed - next morning I realized and un-paused *CTD*.

It's not some awesomely wonderful list. Simply an example of taking the time to make a stable core gameplay. It's a work-in-progress, attempting to create something which suits a particular player's preferred style of play. Tastes will change with time, it'll grow bigger and smaller. The core is what matters - everything else revolves around that.

Because this core is lightweight I don't currently need to bake my game save. Only 30-60 seconds with the whole lot enabled at once and a new game is up and running at the mirror. I fully expect that by the point of 200 mods, I will be having to bake my game like the hardcore players do. Especially once I get into the more script-heavy mods that are on my list of things to test out. (Some of the DLC and Conqueror!)

This is what the guys have been saying. It's all about discipline. Start with a stable core, the exact mods don't matter - test and slowly add things to that core. Make it yours.

Rather than jumping in and *grabgrabgrab* at random *kaboom* and you have your problem: CTD after 5 minutes of walking in a straight line.

I still use the UnOfficial Fallout 4 patch, but realize that a lot of mods just copy vanilla records and after 200+ mods, basically wiped out what it fixes. However, I still run it so it captures whatever things are left unchanged... I do patch things.... and if I patch things from UOF4 patch, it is patching up the quest trigger improvements and the aliasesssss….

LOL... however you spell that... goose geese moose meese … right?

John
 
quite simply - you dont need to create a myriad of groups for about 99% of mods. the only thing you need to do is let vortex/loot sort your order - and if you find a mod that is in the wrong place - move it yourself.
I absolutely agree with this.

If there is one thing that I would add to Vortex it is this: a button "First Time Sort". Never sort it otherwise, let the user do the rest. IMO there comes a point of trying to do too much automatically.

That re-sorting behavior had an amusingly (in hindsight) frustrating moment for me, where I was saying to Vortex: "Are you fucking high?" Because I was working on a brand-new mod which it decided to sort into the middle of my 200-odd loadorder, a complete pain in the arse to find. It was a new mod, had never been in LOOT, what the hell was it "thinking"?
 
I still use the UnOfficial Fallout 4 patch, but realize that a lot of mods just copy vanilla records and after 200+ mods, basically wiped out what it fixes. However, I still run it so it captures whatever things are left unchanged... I do patch things.... and if I patch things from UOF4 patch, it is patching up the quest trigger improvements and the aliasesssss….

LOL... however you spell that... goose geese moose meese … right?

John
Potato potatoe tamada tomato tomatoe...patch the patch that patches the patch to patch all the patches to patch all the things...hahahah! "They're coming to take me away, haha! They're coming to take me away, hoho hehe haha! To the happy home..." :)

Very good point about the copied vanilla records and the fixes of 200+ mods overwriting the fixes with new or old or broken fixes. Such a mess.
 
Potato potatoe tamada tomato tomatoe...patch the patch that patches the patch to patch all the patches to patch all the things...hahahah! "They're coming to take me away, haha! They're coming to take me away, hoho hehe haha! To the happy home..." :)

Very good point about the copied vanilla records and the fixes of 200+ mods overwriting the fixes with new or old or broken fixes. Such a mess.

So, speaking of patches... yeah, I am in xEdit hell..... bwahahahaha :)

Here is a snip of my patches to get all the weather and visuals to work together...
PATCH.PNG


This is so I get what I want...
True Storms - magic effects
TS - screaming distant ghouls
TS - lightning effects
Moribund - new grayish survival atmosphere
BrB - so I get the Live Action Handy effects
Ambient Wasteland - so I get the sounds of downtown with skyscrapers groaning and such.
True Nights - for TS and ENB - I had to patch this because the MA did not keep true to TS as he states on his mod page - very disappointed!!!
True Nights - Capture all the above game enhancements AND add the dark nights
And Everything means to ensure I keep my Zero Fog distances and fog power...

For the love of Pete @Whisper - mod after mod overwriting everything... lol...

If you ever want my patches and have similar - would be willing to package them into a zip for you, brother.

John

PS - disregard the miscellaneous other visuals ;)
 
@MrCJohn Oh My God. So...many...things...patched... :shok1

(I am flattered to see my Chameleon and Stealth Fixes in there.)

PS: Don't forget to clean the crap extra scripts out of the Live Action Mr Handy mod.
 
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