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!

Solved Frequent crashes - Load order Help

Shoutiest_hobo

New Member
Messages
4
Been trying to get a raider themed conqueror play through going after not touching the game in years but I'm running into more CTDs than I've ever experienced before, I've been modding the game since day 1 and never had this much trouble before.
I've trimmed a few mods from my load order down to the bare bones of what I want but still crashing and I'm fairly sure is SS related but can't find where or what is causing it.
CTDs range from seemingly random to sometimes specific areas to specific character interactions. Latest new game attempt has me crashing less than a minute after using coc to leave the testing room.

Any help would be greatly appreciated since this is the only mod that's made me really want to jump back in since launch.
= Check Mods
This is a report on your currently installed or active mods.

=== ESL Capable
Following mods could be assigned an ESL flag but are not ESL flagged.
* dD-Action Ragdoll Force.esp
* Faster Terminal Displays (20x).esp
* Fewer Bad Bases.esp
* FlaconOil_BA2_2K_Part2.esp
* FlaconOil_BA2_2K_Part3.esp
* FO4 Seasons - Summer - AllDLC.esp
* LongerPowerLines3x.esp
* Nuka-Cola Flavors for the Commonwealth.esp
* Player_No_Longer_Rudely_Interrupting_Dialogue_v0.1.esp
* ValiusHDTextures4K.esp
* Vivid Fallout - All in One - Best Choice.esp

=== Potentially Incorrect ESL Flag
Following mods have an ESL flag, but may not qualify. Run 'Check ESL Qualifications' on them and/or check them with xEdit to be sure.
* Bashed Patch, 0.esp
* FortIndependence.esl
* ScrapMachine.esl
* Simple_CountyCrossing.esl
* SimpleAbernathyFarm.esl
* __SimpleFinchFarm.esl__
* __SimpleGreentopNursery.esl__
* __SimpleOutpostZimonja.esl__
* __SimpleRedRocket.esl__
* __SimpleSanctuary.esl__
* __SimpleStarlightDrivein.esl__
* __SimpleTaffingtonBoathouse.esl__
* __SimpleTenpinesBluff.esl__
* __SimpleTheSlog.esl__
* __SimSettlements_IDEKsLogisticsStation.esl__
* __SimSettlements_Patch_Nukaworld.esl__
* __SimSettlementsDiverseVisitors.esp__
* __Wasteland Illumination.esl__

=== Active Mod Files:
* 00 Fallout4.esm
* 01 DLCRobot.esm
* 02 DLCworkshop01.esm
* 03 DLCCoast.esm
* 04 DLCWorkshop02.esm
* 05 DLCWorkshop03.esm
* 06 DLCNukaWorld.esm
* 07 Unofficial Fallout 4 Patch.esp [Version 2.1.0]
* 08 ArmorKeywords.esm
* 09 XDI.esm
* 0A HUDFramework.esm
* 0B Wasteland Illumination.esl
* 0C SimSettlements.esm [Version 4.2.2]
* 0D FortIndependence.esl [Version 1.0]
* 0E WorkshopFramework.esm [Version 1.1.10]
* 0F SimSettlements_IDEKsLogisticsStation.esl
* 10 ODT - Raider Armors Retextured.esl
* 11 ScrapMachine.esl
* 12 Settlement Electricity Overhaul.esm
* 13 SimpleAbernathyFarm.esl [Version 1.0]
* 14 SimpleRedRocket.esl [Version 1.0]
* 15 SimpleSanctuary.esl [Version 1.0]
* 16 SimpleStarlightDrivein.esl [Version 1.0]
* 17 SimpleTenpinesBluff.esl [Version 1.0]
* 18 SimSettlements_Patch_Nukaworld.esl
* 19 SimpleFinchFarm.esl [Version 1.0]
* 1A SimpleGreentopNursery.esl [Version 1.0]
* 1B SimpleOutpostZimonja.esl [Version 1.0]
* 1C SimpleTaffingtonBoathouse.esl [Version 1.0]
* 1D SimpleTheSlog.esl [Version 1.0]
* 1E Simple_CountyCrossing.esl [Version 1.0]
* 1F FlaconOil_BA2_2K_Part2.esp
* 20 PiperCaitCurieDialogueOverhaul.esp
* 21 InteriorsEnhanced-All-In-One.esp
* 22 Nuka-Cola Flavors for the Commonwealth.esp
* 23 dD-Action Ragdoll Force.esp
* 24 WmkActiveEffects.esp
* 25 BetterModDescriptionsLite.esp
* 26 BetterModDescriptionsPAMAPEM.esp
* __Missing Master:__ PA_Materials_Paints.esp
* __Missing Master:__ PA_Experimental_Material_PAMAP.esp
* 27 EAMR.esp
* 28 Armorsmith Extended.esp
* 29 BetterModDescriptionsAE.esp
* 2A PAMAP.esp
* 2B BetterModDescriptionsPAMAP.esp
* __Missing Master:__ PA_Materials_Paints.esp
* 2C BetterModDescriptionsPAMAPAutomatron.esp
* __Missing Master:__ PA_Materials_Paints.esp
* 2D AtomCatsSettlement.esp
* 2E FLORA - The Fungal Forest.esp
* 2F CrimeTown.esp
* 30 CombatZoneRestored.esp
* 31 TrainBar.esp
* 32 Fr4nssonsLightTweaks.esp
* 33 ImmersiveGenericDialogues.esp
* 34 RecruitableSettlers.esp
* 35 TurretManual.esp
* 36 W.A.T.Minutemen.esp
* 37 SimSettlements_XPAC_Conqueror.esp [Version 4.2.2]
* 38 Vivid Waters.esp
* 39 Minuteman Watchtowers.esp
* 3A Wasteland Water Revival - Clearly Visible.esp
* 3B SettlementAttacksBeyond.esp
* 3C SimSettlements_MegaPack_YearTwo.esp [Version 1.0.2]
* 3D UFOCrashSite.esp
* 3E SS_AddOn_CbC_AIO.esp
* 3F SimSettlements_Addon_FrankTownVRonTown.esp [Version 1.0.3]
* 40 OpenOberlandBridge.esp
* 41 Scavvers of the Commonwealth.esp
* 42 SimSConqAtomsGlory.esp [Version 1.0.2]
* 43 Scroungers Weekly.esp
* 44 ohSIM_Sim_Settlements_Scrappers_Addon.esp
* 45 AtomsGloryThreads.esp [Version 1.0.2]
* 46 UitFJ.esp [Version 3]
* 47 BloodMoonRaiders.esp [Version 2]
* 48 SkyrimInspiredPowerArmor.esp
* 49 SimSettlements_AddOnPack_UltimateDefenses_SirLach.esp
* 4A SimSettlements_MegaPack_YearOne.esp [Version 1.0.5]
* 4B ruined_simsettlement_addonpack.esp
* 4C ruined_simsettlement_faction_wastelanders.esp
* 4D tkzBOS_FactionPack.esp
* 4E WVSimSAddon.esp
* 4F Altairp's Animal Farm.esp
* 50 Reverb and Ambiance Overhaul.esp
* 51 Vivid Weathers - FO4.esp
* 52 Ambient Wasteland.esp
* 53 ScrappableLegendariesUniquesFO4andDLCs.esp
* 54 GKX Auto Melee - Base + All DLC.esp
* 55 PD_LowerWeapon.esp [Version 1.4]
* 56 AutomatronUnlocked.esp
* 57 SaveManager.esp
* 58 Better Cooking Stations.esp
* 59 Better Explosives Redux.esp
* 5A Better LOD.esp
* 5B BetterSettlersNoLollygagging.esp
* 5C BossChestsHaveLegendaries.esp
* 5D BrighterSettlementLights.esp
* 5E BulletParty.esp
* 5F ClassicGhoulRace.esp
* 60 CGR - AWKCR Patch.esp
* 61 CROSS_GoreCrits.esp
* 62 CROSS_GoreCrits_FarHarborPatch.esp
* 63 WorkshopPlus.esp [Version 1.0.6]
* 64 SimSettlements_CityPlanPack_ContestEntries_Season2.esp [Version 1.0.10]
* 65 CGR - Nuka World.esp
* 66 F3metalarmor.esp
* 67 Gunmetal-Clothing-Variaty.esp
* 68 Companion Infinite Ammo.esp
* 69 CriticalHitsOutsideofVATS.esp [Version 1.1.2]
* 6A FirstPersonMessagesMerged.esp
* 6B D.E.C.A.Y.esp
* 6C FO4 NPCs Travel.esp
* 6D SimSettlementsAddOnPack - RaiderRefugees.esp
* 6E EvilViking13_PatchworkSanctuaryBridge.esp
* 6F Swingin' Baby!.esp
* 70 MiscOutfitPackv2.esp
* 71 dD-Enhanced Blood Basic.esp
* 72 EveryonesBestFriend.esp
* 73 FO4 Seasons - Summer - AllDLC.esp
* 74 Fastball.esp
* 75 Faster Terminal Displays (20x).esp [Version 3.0]
* 76 FlaconOil_BA2_2K_Part3.esp
* 77 Glowing Animals Emit Light.esp
* 78 Grasslands - Healthy.esp
* 79 IcebreakerCDO-Settlements.esp
* 7A ImmersiveDogmeat.esp
* 7B ConceptCentaur.esp
* 7C InstitWeapPosit.esp
* 7D Jabbos Hangman.esp [Version 1.0]
* 7E SimSettlements_AddOnPack_IntimateSpaces_SirLach.esp
* 7F JunkTown.esp [Version 12.1]
* 80 Minutemen Liberators - MilMin.esp
* 81 Leaders Of The Commonwealth.esp
* 82 Legendary Modifier Rebalance Core.esp
* 83 Legendary Modifier Rebalance Hard - LM Scrap.esp
* 84 Fewer Bad Bases.esp
* 85 Legendary Modifier Rebalance Hard - Far Harbor - LM Scrap.esp
* 86 Legendary Modifier Rebalance SPECIAL - LM Scrap.esp
* 87 Less Annoying Berry Mentats.esp
* 88 Locky Bastard.esp
* 89 LongerPowerLines3x.esp
* 8A More Where That Came From Diamond City.esp
* 8B MercenaryOutfits.esp
* 8C NPC's Use Grenades.esp
* 8D Abertown.esp [Version 1.0]
* 8E Pet - Call -Feed Dogmeat.esp
* 8F PipeShotgun.esp
* 90 PipeShotgun-AWKCR.esp
* 91 Realistic_conversations.esp
* 92 Player_No_Longer_Rudely_Interrupting_Dialogue_v0.1.esp
* 93 PA-Quick Animations.esp
* 94 SS-PrasRandomAddon.esp
* 95 RAW INPUT.esp
* 96 RaiderPAChopShop.esp
* 97 Raider Power Armor Reforged.esp
* 98 Radiant Clouds and Fogs.esp
* 99 RichMerchants.esp
* 9A SalvageBeacons.esp [Version 1.0.2]
* 9B SanctuaryJunkTown.esp [Version 1.0]
* 9C 3dscopes-replacer.esp
* 9D BetterModDescriptionsSTCSReplacer.esp
* 9E 3dscopes-replacer-smallInsWeap.esp
* 9F UniquePipboy.esp
* A0 SettlementMenuManager.esp
* A1 SimSettlements_CityPlanPack_ContestEntries.esp [Version 1.0.13]
* A2 RegulatorsFactionPack.esp
* A3 GunnerConq.esp
* A4 SimSettlementsHelper.esp [Version 3.2.1]
* A5 LibertalianConqueror.esp
* A6 SimSettlements Previews Newest.esp
* A7 SimSettlementsDiverseVisitors.esp
* A8 SimpleLiving.esp
* A9 SkjAlert_All_DLC.esp
* AA Swinging Meat Bags.esp
* AB ValiusHDTextures4K.esp
* AC RaiderFaceVariety_2.0.esp [Version 2.0.]
* AD Vivid Fallout - All in One - Best Choice.esp
* AE Vivid Weathers - FO4 - Far Harbor.esp
* AF Vivid Weathers - FO4 - Summer.esp
* B0 Vivid Weathers - Natural Bright.esp
* B1 Vivid Weathers - Nuka World.esp
* B2 chem redux.esp
* B3 mso_sms.esp
* B4 ruined_handmadeturrets.esp
* B5 Scrap Everything - Ultimate Edition.esp
* B6 BetterSettlers.esp
* B7 EnhancedLightsandFX.esp
* B8 Pip-Boy Flashlight.esp
* B9 StartMeUp.esp
* BA ImmersiveScalingLITE_TweakedESP.esp
* BB FO4Merged.esp
* BC Bashed Patch, 0.esp
 
Did some quick testing with a fresh profile, only leaving start me up enabled to skip ahead, and it's still crashing. Going to re-install the game and then try baking some mod cake.
Quick question though @RayBo, how does save baking work with alternate start mods?
 
[QUOTE="Quick question though @RayBo, how does save baking work with alternate start mods?[/QUOTE]
Sorry not a quick responce. :friends
It does not. That is not to say ALT-ST's won’t, but to me and my testing they create too many problems for benefit or story, so Alternate Start mods and Scrap mods are taboo to me.
Other than “Raze My Settlement” by @Whisper

My humble suggestions below, it is my current state and not for everyone. I am on a quest for the perfect game and my perfect game may not be anyone else’s. Still, someone may glean something to help them in the gibberish below.

My recommendation is to bake your own alt-start. More time up front, much more time saved altogether.You will if done right be able to use it “repeatedly.”
upload_2020-2-7_9-10-51.png

This is all I suggest you start with. If you must ok to add F4SE but until the final “record save I am not going to recommend that.” You can use “SLM 14” at anytime to set-up the main PC character.
Do all the pre-built, Conqueror, and/or faction selections.
Make selective saves all through the vault.

Then consol-cmd “coc xxxxxxxx” to wherever you want to start and make a “record” save. I recommend this save be in an “internal cell, not near a settlement and not in a modded location” As this will be the point you will activate the remainder of your load order in the future.
Copy all those save to somewhere safe.
Now you have a permanent profile with those saves for the foreseeable future.

Then each time you want to start a new game or test a load order clone that profile and pull over the save file you want to use.
That is the point you would activate the other mods you want to use. Layer them in.

BaGS 2.0 is still valid logic (compatibility) but once I have time “working on it now” my recommendation is best reflected in this post.

https://www.simsettlements.com/site/index.php?threads/ctd-immediately-when-going-near-settlements-specifically-hangmans-alley.12056/page-2#post-83356

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.
 
[QUOTE="Quick question though @RayBo, how does save baking work with alternate start mods?
.[/QUOTE]
continued:
I am in the process of testing all the above. I have over 480 mods active.

Currently level 22 or so and the game is good and stable. I still need to visit more of the pre-builts to make sure everything is in order.

Two observations:

  1. Any mod using the BNS framework you need to test to see if you can complete the “exit save to desktop” or if you will have to use the task-manager.
  2. Designer Choice Pre-built are heavy “so you need a fairly robust machine” of you use them or deal with some FPS hits.
Lastly, another high-level thought process on game setup:

There are many ways to skin a cat and they all get the job done. Same with installing, organizing, and playing a Fo4 game.

KG has his mod list.

Thuggysmurf has a mod list & guide.

Gambitt77 has had his LO published for years.

BiRaitBec and Mortercotic both have exceptional guides and lists.

They are all a bit different, they all noticeably prioritize their own mods or styles but they all are experts and they get the job done better than I ever can.

Here is my thing with FO4, and @MrCJohn says it above. There are players here that have been continually and actively honing their load orders for years and thousands of hours. Be it KG or any other modder who is kind enough to publish their load order. There are things in those games they are trying to accomplish as players. Call it, an experience, style, whatever; if you review those lists any user can pull components into their own game?

What I want to say is, copy or create your own experience, style, bias but see in those setups and lists that others publish. See the common procedures and hierarchies and ask yourself, what it is “I have in common with them and what do I want to experience. I see, they all have a theme. I have a theme also, and it is Sim Settlements.

Don’t be distracted from how they differ from each other but see what they have in common. It is that pattern that will help a user set-up their game “structurally and mechanically” to provide the experience they want to have in-game.

Fo4 can be a very-very long game. It can last months and hundreds of hours. The list I publish isn’t to be copied mod for mod. It is a structure that if used with those mods will provide a base for what is possible, compatible, and in what general order with Sim Settlements those mods will work in, regardless of playstyle.

I don’t want players to feel as if they need to copy my mod list or any other list.
I want any user to have a head start in developing their own “list and experience.”

Now, if anyone is still listening. If there is just one set of steps I always review before starting ANY game. I review the BiRaitBec guide before any game, and I always play special attention to his Step#0 and Step#2.

The value of establishing a well-structured mod list before ever starting / restarting your game is profound no matter who’s list you use. That is why folks publish lists. They help users start off on the right foot vs. installing a bunch of stuff all “willy-nilly” which will sooner before later end any users game experience.

That is a thread all these lists have in common, even mine and it is the most important.
Start well. That is it.
It is Bethesda and Fo4 after all. :good
 
continued:
I am in the process of testing all the above. I have over 480 mods active.

Currently level 22 or so and the game is good and stable. I still need to visit more of the pre-builts to make sure everything is in order.

Two observations:

  1. Any mod using the BNS framework you need to test to see if you can complete the “exit save to desktop” or if you will have to use the task-manager.
  2. Designer Choice Pre-built are heavy “so you need a fairly robust machine” of you use them or deal with some FPS hits.
Lastly, another high-level thought process on game setup:

There are many ways to skin a cat and they all get the job done. Same with installing, organizing, and playing a Fo4 game.

KG has his mod list.

Thuggysmurf has a mod list & guide.

Gambitt77 has had his LO published for years.

BiRaitBec and Mortercotic both have exceptional guides and lists.

They are all a bit different, they all noticeably prioritize their own mods or styles but they all are experts and they get the job done better than I ever can.

Here is my thing with FO4, and @MrCJohn says it above. There are players here that have been continually and actively honing their load orders for years and thousands of hours. Be it KG or any other modder who is kind enough to publish their load order. There are things in those games they are trying to accomplish as players. Call it, an experience, style, whatever; if you review those lists any user can pull components into their own game?

What I want to say is, copy or create your own experience, style, bias but see in those setups and lists that others publish. See the common procedures and hierarchies and ask yourself, what it is “I have in common with them and what do I want to experience. I see, they all have a theme. I have a theme also, and it is Sim Settlements.

Don’t be distracted from how they differ from each other but see what they have in common. It is that pattern that will help a user set-up their game “structurally and mechanically” to provide the experience they want to have in-game.

Fo4 can be a very-very long game. It can last months and hundreds of hours. The list I publish isn’t to be copied mod for mod. It is a structure that if used with those mods will provide a base for what is possible, compatible, and in what general order with Sim Settlements those mods will work in, regardless of playstyle.

I don’t want players to feel as if they need to copy my mod list or any other list.
I want any user to have a head start in developing their own “list and experience.”

Now, if anyone is still listening. If there is just one set of steps I always review before starting ANY game. I review the BiRaitBec guide before any game, and I always play special attention to his Step#0 and Step#2.

The value of establishing a well-structured mod list before ever starting / restarting your game is profound no matter who’s list you use. That is why folks publish lists. They help users start off on the right foot vs. installing a bunch of stuff all “willy-nilly” which will sooner before later end any users game experience.

That is a thread all these lists have in common, even mine and it is the most important.
Start well. That is it.
It is Bethesda and Fo4 after all. :good[/QUOTE]


Echoing what @RayBo said... it is not so much the mods themselves, but mostly about the structure.

I started following BrB load order long ago mostly for the categories - but also that mod author has tested and is setup to give you most everything - but in a structure that accounts for overwrites without doing a lot of patching in xEdit.

almost all load orders people post work because they have been tested - and unless you use all the mods they use, and you interject your own mods - your results may greatly vary - and even problems.

It is whatever you want, what's important - and remember all the overwrites. I make my own patches because nothing and everything really works together - they do, but you may lose some of one mod for the greater whole of another.

Test, test, test... start new games - don't rehash old or current saves...

John
 
Wow guys, I wasn't even really expecting anyone to answer, let alone to give such in depth replies!
Decided to sit down and do the mod order more carefully but I'm starting to think this might be a lot more hassle to fix than it's worth.
= Check Mods
This is a report on your currently installed or active mods.

=== ESL Capable
Following mods could be assigned an ESL flag but are not ESL flagged.
* Faster Terminal Displays (20x).esp

=== Potentially Incorrect ESL Flag
Following mods have an ESL flag, but may not qualify. Run 'Check ESL Qualifications' on them and/or check them with xEdit to be sure.
* SimSettlements_IDEKsLogisticsStation.esl

=== Active Mod Files:
* 00 Fallout4.esm
* 01 DLCRobot.esm
* 02 DLCworkshop01.esm
* 03 DLCCoast.esm
* 04 DLCWorkshop02.esm
* 05 DLCWorkshop03.esm
* 06 DLCNukaWorld.esm
* 07 Unofficial Fallout 4 Patch.esp [Version 2.1.0]
* 08 XDI.esm
* 09 WorkshopFramework.esm [Version 1.1.10]
* 0A HUDFramework.esm
* 0B SimSettlements.esm [Version 4.2.2]
* 0C SimSettlements_IDEKsLogisticsStation.esl
* 0D Faster Terminal Displays (20x).esp [Version 3.0]
* 0E WorkshopPlus.esp [Version 1.0.6]
* 0F StartMeUp.esp
* 10 SimSettlements_XPAC_Conqueror.esp [Version 4.2.2]
* 11 SimSettlements_CityPlanPack_ContestEntries.esp [Version 1.0.13]
* 12 SimSettlements_CityPlanPack_ContestEntries_Season2.esp [Version 1.0.10]
* 13 SettlementMenuManager.esp
* 14 RAW INPUT.esp
* 15 PaladinBaileyRedRocket.esp
* 16 BostonFPSFixAIO.esp
* 17 SimSettlements_MegaPack_YearTwo.esp [Version 1.0.2]
* 18 SimSettlements_MegaPack_YearOne.esp [Version 1.0.5]
This is my current base-line testing load order using @MrCJohn 's start me up prebuild file, script extender, no texture mods, no ini edits (besides debug logging) and a totally fresh install of the game. Still crashing after a few seconds of being in the world, with or without using the alt start option. Script log is as always completely unhelpful, you'd think beth of all devs would at least give you decent crash reports.
Any useful tips for general bug fixing and crash diagnosis? I'm about ready to just give up on the game at this point.
 
Last edited:
As far as I can tell I have now fixed my issues, just made another test save and if anything it's the most stable I've ever seen it.
The fix itself took 30 seconds and I am furious.
But Hobo, you ask, what could it have been that you spent LITERAL DAYS trying to fix it and then stumbled across the solution by accident?
Well, here it is
3oj44w.jpg
So yeah, turns out if you have weapon debris enabled on certain cards, using a RTX 2070 super, it'll occasionally make your GPU crap it's pants and die.
Going to print out the bug report and nail it to his forehead while he sleeps.

Thanks for all the great help you guys, though it ended up being something COMPLETELY STUPID you guys where great helps and now I have a very organized load order to boot!
 
As far as I can tell I have now fixed my issues, just made another test save and if anything it's the most stable I've ever seen it.
The fix itself took 30 seconds and I am furious.
But Hobo, you ask, what could it have been that you spent LITERAL DAYS trying to fix it and then stumbled across the solution by accident?
Well, here it is
3oj44w.jpg
So yeah, turns out if you have weapon debris enabled on certain cards, using a RTX 2070 super, it'll occasionally make your GPU crap it's pants and die.
Going to print out the bug report and nail it to his forehead while he sleeps.

Thanks for all the great help you guys, though it ended up being something COMPLETELY STUPID you guys where great helps and now I have a very organized load order to boot!

Hell, it is with joy I am marking this one “solved!”

Thank you @Shoutiest_hobo for reporting back as it could benefit others!

I enjoyed the meme a little to much. As I haven’t been able to help anyone get their RTX cards running correctly in FO4 with SLI enabled. Utterly painful for folks who ditched the 1080 series for the 2000’s.
 
Last edited:
Wow guys, I wasn't even really expecting anyone to answer, let alone to give such in depth replies!
Decided to sit down and do the mod order more carefully but I'm starting to think this might be a lot more hassle to fix than it's worth.
= Check Mods
This is a report on your currently installed or active mods.

=== ESL Capable
Following mods could be assigned an ESL flag but are not ESL flagged.
* Faster Terminal Displays (20x).esp

=== Potentially Incorrect ESL Flag
Following mods have an ESL flag, but may not qualify. Run 'Check ESL Qualifications' on them and/or check them with xEdit to be sure.
* SimSettlements_IDEKsLogisticsStation.esl

=== Active Mod Files:
* 00 Fallout4.esm
* 01 DLCRobot.esm
* 02 DLCworkshop01.esm
* 03 DLCCoast.esm
* 04 DLCWorkshop02.esm
* 05 DLCWorkshop03.esm
* 06 DLCNukaWorld.esm
* 07 Unofficial Fallout 4 Patch.esp [Version 2.1.0]
* 08 XDI.esm
* 09 WorkshopFramework.esm [Version 1.1.10]
* 0A HUDFramework.esm
* 0B SimSettlements.esm [Version 4.2.2]
* 0C SimSettlements_IDEKsLogisticsStation.esl
* 0D Faster Terminal Displays (20x).esp [Version 3.0]
* 0E WorkshopPlus.esp [Version 1.0.6]
* 0F StartMeUp.esp
* 10 SimSettlements_XPAC_Conqueror.esp [Version 4.2.2]
* 11 SimSettlements_CityPlanPack_ContestEntries.esp [Version 1.0.13]
* 12 SimSettlements_CityPlanPack_ContestEntries_Season2.esp [Version 1.0.10]
* 13 SettlementMenuManager.esp
* 14 RAW INPUT.esp
* 15 PaladinBaileyRedRocket.esp
* 16 BostonFPSFixAIO.esp
* 17 SimSettlements_MegaPack_YearTwo.esp [Version 1.0.2]
* 18 SimSettlements_MegaPack_YearOne.esp [Version 1.0.5]
This is my current base-line testing load order using @MrCJohn 's start me up prebuild file, script extender, no texture mods, no ini edits (besides debug logging) and a totally fresh install of the game. Still crashing after a few seconds of being in the world, with or without using the alt start option. Script log is as always completely unhelpful, you'd think beth of all devs would at least give you decent crash reports.
Any useful tips for general bug fixing and crash diagnosis? I'm about ready to just give up on the game at this point.

If you downloaded one of my files, if you scroll down in the file section, you will see a file for "ini tweaks".... you should download and follow the README I put with it...

Plus, then you can ditch the one esp file - faster terminals - it's just an ini setting and you can save one plugin space... might not be important now... but if you get towards 254, you might want to think about what you can cut.

John
 
Script log is as always completely unhelpful, you'd think beth of all devs would at least give you decent crash reports.

Any useful tips for general bug fixing and crash diagnosis? I'm about ready to just give up on the game at this point.
I know you've sorted your issues (RTX cards - ah yes! it took a while to get mine running nicely too!).

There is one thing I'd like to make clear to everyone though: The Debug log is not a crash log. It is literally a log of debug messages for papyrus scripts. These are specifically written by authors for tracking within the papyrus scripts themselves - it is not a game engine tracking function. Once the engine crashes, the debug logs have crashed too and you get nothing in there.

Just like to reinforce that for everyone. :)

--edit--
Once your game is running and stable, you should turn your debug logs off. They serve no future purpose beyond filling up your hard disk with Bethesda's and the various mod authors testing output.
 
Top