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!

Conqueror setup - can you run again or 1x only?

Limited, bare bones new game didn't have the molerat cave CTD / infinite load screen on exit issue - tested couple times, different guns and completely fine. Only used bare handful of mods load order below -

*Unofficial Fallout 4 Patch.esp
*CBBE.esp
*KSHairdos.esp
*SurvivalOptions.esp
*Give Me That Bottle.esp
*SurvivalOptions_GiveMeThatBottlePatch.esp
*The Eyes Of Beauty.esp
*CarryWeight1000.esp
*CarryWeight100Strength.esp
*LooksMenu.esp
*FO4 Seasons - Spring - AllDLC.esp
*Vivid Waters.esp
*Vivid Weathers - FO4.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*Vivid Weathers - Nuka World.esp
*Pip-Boy Flashlight.esp

Basically, create my char way I want and survival options to save game + weather mod. Will now try with my trimmed down full build, ~180 mods list.

My bet is anything you do at this point will work.

I only have it when using prebuilt settlements.
 
Ok so 2 out of 3 new tests passed - my 197 mod load list build (down from ~230 had previously with mole rat CTD) was ok with the mole rat cave. Can't say if further down with Vault 88 and other interior locations but so far so good.
I had got rid of ~40 mods, mostly new weapon mods, some higher res texture mods that uses ESP to load, etc. No idea if that helped, had conflicts, or just extra strain from more ESPs loaded but the one common ingredient was Conqueror + pre-built cities loaded so that's my next attempt.

Last time I had 4 cities built and no mole rat problem OR almost all cities built including starlight and instant mole rat cave CTD.

I'm going to load my same save used to test above, at Red Rocket before going into mole cave for 1st time but load conqueror and wait till all cities built, then go in and cross my fingers.
 
My bet is anything you do at this point will work.

I only have it when using prebuilt settlements.

I hope this isn’t the case. Am waiting for the hour or so to pre-build all my settlements - if I get the same problem then looks like you’d be right.

Which would suck major big time as I really want to explore conqueror with the pre-built cities, so much more immersive coming across actual ‘settlements’ and not one guy in a shack.
 
I hope this isn’t the case. Am waiting for the hour or so to pre-build all my settlements - if I get the same problem then looks like you’d be right.

Which would suck major big time as I really want to explore conqueror with the pre-built cities, so much more immersive coming across actual ‘settlements’ and not one guy in a shack.

I hope you get it!
 
Well good news is so far (fingers crossed), the bug seems gone. Reloaded same save I used just before exiting vault for other tests above, but this time loaded Conqueror - built all settlements except the default quest exceptions + spectacle + hangman.

Exited and did usual run through mole cave and no CTD or exit hang.

I find it hard to believe anything I unloaded from my prior 230+ mods to this newly built 197 mods would be the issue because everything I took out was either weapons mods or texture packs that use a single esp to load. (I tested my prior CTDs using just default 10mm so to avoid any weapon issues)

Maybe it really was just getting the ESP load down, some other magic juju RNG, but so far so good. Guess I'll find out later when I get to vault 88 and other locations whether this is too good to be true or stable
 
Did you load the prebuilds at the mirror or the elevator?

I have had better luck at the elevator?
 
Did you load the prebuilds at the mirror or the elevator?

I have had better luck at the elevator?

I did it at the elevator. Now that you mention it, that is something I did different this successful build vs prior CTD fail builds.

Can't see any reason why it would make a difference, but on all prior runs I had done the pre-build in pre-war sanctuary, either at mirror or standing in front of the door ignoring the vault tec salesman while I waited for pre-build.

This time, because I first made a clean minimal mod build to create my char and test the mole cave with just that minimal build, I used that 'clean' save I made at elevator to load my full build + conqueror, trigger the conqueror pre-build, then exit.

I'm stumped how anything I changed could possibly affect the mole rat CTD because while my load list was long, 230 vs 197 isn't much difference on my rig, and nothing I removed should have been conflict creators (texture mods + weapons mods)

Not to say weapon mods can't CTD but if I had a bad weap mod it would have done it all over the place, not just 1 location against 1 mob type.

I still won't feel out of the woods till I get to vault 88 and more known interior locations with mole rats.
 
Damn, yep - too good to be true. CTD is back.

Went to do 1st quest in Concorde, everything fine outside with 7-8 raiders + the deathclaw, but soon as went inside the sewer and first molerat appeared, boom CTD.

This is sooooo frustrating. It can't be good but going to see what happens if I use this same save but unload conqueror - I assume bad things will happen but if it removes the mole rat CTD then at least that is some clue to what is going on.
 
I did it at the elevator. Now that you mention it, that is something I did different this successful build vs prior CTD fail builds.

Can't see any reason why it would make a difference, but on all prior runs I had done the pre-build in pre-war sanctuary, either at mirror or standing in front of the door ignoring the vault tec salesman while I waited for pre-build.

This time, because I first made a clean minimal mod build to create my char and test the mole cave with just that minimal build, I used that 'clean' save I made at elevator to load my full build + conqueror, trigger the conqueror pre-build, then exit.

I'm stumped how anything I changed could possibly affect the mole rat CTD because while my load list was long, 230 vs 197 isn't much difference on my rig, and nothing I removed should have been conflict creators (texture mods + weapons mods)

Not to say weapon mods can't CTD but if I had a bad weap mod it would have done it all over the place, not just 1 location against 1 mob type.

I still won't feel out of the woods till I get to vault 88 and more known interior locations with mole rats.

Yeah, the times it hasn't bugged on me at the RR was when I did the prebuilds in the elevator chamber, used ROTC city plans "at starlight" and I immediately ran down to the mole rat den.

If it bug-out before you get to vault 81the below mod will let you do what you need to do.

That said, it is a darn good mod in its own right. It does what it says it will do.

Shortcut to Curie
https://www.nexusmods.com/fallout4/mods/31766
 
Damn, yep - too good to be true. CTD is back.

Went to do 1st quest in Concorde, everything fine outside with 7-8 raiders + the deathclaw, but soon as went inside the sewer and first molerat appeared, boom CTD.

This is sooooo frustrating. It can't be good but going to see what happens if I use this same save but unload conqueror - I assume bad things will happen but if it removes the mole rat CTD then at least that is some clue to what is going on.

Like I said, I have been working on it for a month.

Every time I think I got it figured out, it turns me into a fool. The good thing is I am getting a lot more comfortable in Fo4Edit and the rest of my load order has never been this well-groomed.
 
Like I said, I have been working on it for a month.

Every time I think I got it figured out, it turns me into a fool. The good thing is I am getting a lot more comfortable in Fo4Edit and the rest of my load order has never been this well-groomed.

What also might happen is the Freeze will take place when you try to save to desktop. It happens a little later. level 5-7 no underground den needed it will happen above ground.

I don't feel so lonely now. Still, sorry you are having it now.

If I figure something better out I'll let you know.

ha, I have lost a lot of sleep on this one.

Remember what I said about false positives. :scare
 
Well based on reading those other threads, for the Concorde sewer molerats CTD I was able to workaround it by using console command tdetect

Not sure why this works but like the other poster in that archived thread said, this bug is somehow also related to molerats detecting you. Once I turned AI detection off, entered sewers, the bug was avoid.

I just killed all the molerats as they ran around unable to detect me and CTD was avoided. A this point I'm not even going to try diagnosing this or restart - I'm just using this tdetect method for any future crash intertior locations.
 
What I didn't see or asked yet is if you are using Fallout 4 Script Extender? Load order is nice, but what else in the 180 mods did you install that we can't see? I know that there are some new molerat mods out there, one for the disease (keeps you from getting infected based on others) and one that keeps the molerats above ground and can't re-burrow?

Just a thought, why don't you try one of my pre-builts - here is the link:
https://www.nexusmods.com/fallout4/mods/38520

I have not encountered this bug at all from what you or @RayBo is describing.... yikes. Another bug out there I haven't encountered? :)

Personally, I would chose the file that does the pre-builts for settlements only where there are unique npcs - such as ten pines, country crossing, Abernathy, etc... it's like 10 settlements without the DLC / Far Harbor locations...

And yes, build in the vault - no pre-war - much higher success on all mods installed...

John

PS - when you guys get this figured out, maybe you can tell me why Nate is naked at the mirror and Nora strips after the mirror? bwahahaha - and a run away FPS counter not holding at 60fps (2779 fps!!)
 
In my experience the mole rat CTD bug (it also affects Larva Worms in NW btw) is purely random and not caused by any single mod. The moleratambushscript gets choked out and causes CTD or blocks the ability to save, removing any script heavy mod seems to fix it.
I have gotten it once (in 6k hrs), got fed up and started over with the exact same save that I had already prebuilt with, plus the exact same LO and it hasn't happened since.
 
In my experience the mole rat CTD bug (it also affects Larva Worms in NW btw) is purely random and not caused by any single mod. The moleratambushscript gets choked out and causes CTD or blocks the ability to save, removing any script heavy mod seems to fix it.
I have gotten it once (in 6k hrs), got fed up and started over with the exact same save that I had already prebuilt with, plus the exact same LO and it hasn't happened since.

Bethesda - Occam's Razor...
 
removing any script heavy mod seems to fix it.

Thanks Phil!
Yeah, that is what I have seen - and what I mean with the “false positives.” That is exactly what I have seen, just didn’t articulate well. :crazy

You said it simply enough for someone like me to understand. :good

Thank you! That confirmation helps.
 
Yes using F4SE... imo a mandatory must have. Re: what else did I remove that isn’t reflected in plugins.txt load order - quite literally nothing other than what i stipulated. Am well aware impacts mods installed directly have.

Only f4se mods i use are looksmenu and MCM mod config Mgr.

Of the around 40 mods I removed they were all of only 2 types - esp loaded weapon mods, and esp loaded texture mods. Everything that loads directly without plugins.txt, like data/textures and data/materials for various retexture addons I still use and nothing changed from old to new build.

In my entire installation - the only thing that touches anything molerat related is a texture mod from savrenx that has 2k HD retextures of various creatures including mole rats. Out of paranoia I’ve tried removing this despite any logical reason how a pure texture only mod could cause a detection related CTD but with or without it I still got the bug

The only solution that seems to work for me so far is the noted workaround of using console tdetect to turn AO detection off when going into these interior areas with mole rats.
 
In my experience the mole rat CTD bug (it also affects Larva Worms in NW btw) is purely random and not caused by any single mod. The moleratambushscript gets choked out and causes CTD or blocks the ability to save, removing any script heavy mod seems to fix it.
I have gotten it once (in 6k hrs), got fed up and started over with the exact same save that I had already prebuilt with, plus the exact same LO and it hasn't happened since.

Ha, made a completely new save.

Did the pre-built settlement building in the Vault Elevator Chamber at the Exit stage.
"Changed from level 1 prebuilt to Foundation"


Finished off doing my layering thing once outside the vault.

Then my 463 enabled mods and me lumbered down to the RR.

upload_2019-11-10_12-35-38.png


Did the RR thing and took the location, then the MoleRat Den

Picked up Remy inside the den.

Got attacked by combat stalkers.

Talked to Codsworth.

And did the intro "also in a cave" for the US Army faction pack.

Everything worked.

"Go Figure?"

I'll call it a success after clearing out Concord but hell, its looking good!

Thanks again, guys. :good

Looks like I really need to change BaGS now. :crazy This fits perfectly into the layering concept.

@Phil_T_Casual explanation has been the one to make the most sense to me. :umnik2

"the mole rat CTD bug (it also affects Larva Worms in NW btw) is purely random and not caused by any single mod. The moleratambushscript gets choked out and causes CTD or blocks the ability to save, removing any script heavy mod seems to fix it."

You really cannot express any simpler what I have been observing than what Phil said. A perfect summary of all that I observed with this bug. :umnik2


I think it is my destiny to experience every single bug this game has to offer at one point or another. :crazy
 
Last edited:
Man, I thought I had a lot of mods with mere ~200....guess I'm still in the minor leagues :)
 
Top