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constant crashing

jribs45

New Member
Messages
27
I am having constant crashing which I thought would be fixed by waiting a couple of months and hoping a fix would solve my problem but that didnt happen. I used Start Me Up and skipped the beginning sequence, are there any scripts that were supposed to start during that and they were prevented?
 
Disabling a mod does not remove it and sometimes it requires you actually uninstall it. I had this issue with a mod as long as it was installed I would crash at Concord even with it disabled. I uninstalled it and had no issues. Vortex likes to not handle disabled mods correctly.
 
Weaponsmith extended 2 is an old and kinda broken mod if you ask me that has always caused me issues. I had to stop using it years ago. It requires way too many other mods to work. And if one is conflicting then the whole mods is hosed.
 
Weaponsmith extended 2 is an old and kinda broken mod if you ask me that has always caused me issues. I had to stop using it years ago. It requires way too many other mods to work. And if one is conflicting then the whole mods is hosed.
i seem to have made weaponsmith extended work ok so I really dont think its a problem here seeing as nowhere in the log is it referenced
 
Just cause something isn't referenced doesn't mean it's not a root. One mod can cause another to be the issue and only the one actually crashing will be listed. As in my example the problem mod was causing another to crash. My log only showed the mod that was crashing not the root. Buffout logs show way more detailed info.
 
The bottom line is that somewhere you have a mod conflict. The only way to find it is to disable about 1/4 of your mods see if crash stops. Rinse and repeat until it stops. Then reactivate one at a time until you find it. Never fun on a large load order but that's the best way.
 
The bottom line is that somewhere you have a mod conflict. The only way to find it is to disable about 1/4 of your mods see if crash stops. Rinse and repeat until it stops. Then reactivate one at a time until you find it. Never fun on a large load order but that's the best way.
i have isolated the problem to be with SS2 itself. I have no other mods INSTALLED except ss2, hud framework, and workshop framework
[05/17/2021 - 03:03:03PM] error: Cannot call sAddonFilename() on a None object, aborting function call
stack:
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.InstallOrUpdateAddon() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 981
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.UpdateAddons() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 928
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.HandleGameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 259
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.GameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\WorkshopFramework\Library\ControllerQuest.psc" Line 64

<truncated stack>
[05/17/2021 - 03:03:03PM] warning: Assigning None to a non-object variable named "::temp304"
stack:
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.InstallOrUpdateAddon() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 981
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.UpdateAddons() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 928
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.HandleGameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 259
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.GameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\WorkshopFramework\Library\ControllerQuest.psc" Line 64

<truncated stack>
[05/17/2021 - 03:03:03PM] error: Cannot call sAddonFilename() on a None object, aborting function call
stack:
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.InstallOrUpdateAddon() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 985
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.UpdateAddons() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 928
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.HandleGameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 259
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.GameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\WorkshopFramework\Library\ControllerQuest.psc" Line 64

<truncated stack>
[05/17/2021 - 03:03:03PM] warning: Assigning None to a non-object variable named "::temp304"
stack:
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.InstallOrUpdateAddon() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 985
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.UpdateAddons() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 928
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.HandleGameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SS2Main.psc" Line 259
[SS2_Main (0A00EB49)].simsettlementsv2:quests:ss2main.GameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\WorkshopFramework\Library\ControllerQuest.psc" Line 64

<truncated stack>
[05/17/2021 - 03:03:06PM] error: Unable to call HasKeyword - no native object bound to the script object, or object is of incorrect type
stack:
[None].workshopscript.HasKeyword() - "<native>" Line ?
<unknown self>.workshopframework:workshopfunctions.GetSettlements() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\WorkshopFramework\WorkshopFunctions.psc" Line 1463
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.UpdateSettlementWorldspaces() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 585
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.HandleGameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 532

<truncated stack>
[05/17/2021 - 03:03:06PM] warning: Assigning None to a non-object variable named "::temp435"
stack:
<unknown self>.workshopframework:workshopfunctions.GetSettlements() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\WorkshopFramework\WorkshopFunctions.psc" Line 1463
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.UpdateSettlementWorldspaces() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 585
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.HandleGameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 532

<truncated stack>
[05/17/2021 - 03:03:07PM] error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type
stack:
[None].workshopscript.GetParentCell() - "<native>" Line ?
[None].workshopscript.IsInInterior() - "E:\root_obse\f4se\scripts\build_src\ObjectReference.psc" Line 73
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.GetWorkshopWorldspace() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 1067
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.UpdateSettlementWorldspaces() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 589

<truncated stack>
[05/17/2021 - 03:03:07PM] error: Unable to call GetWorldSpace - no native object bound to the script object, or object is of incorrect type
stack:
[None].workshopscript.GetWorldSpace() - "<native>" Line ?
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.GetWorkshopWorldspace() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 1071
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.UpdateSettlementWorldspaces() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 589
[SS2_SettlerMissionManager (0A0202FF)].simsettlementsv2:quests:settlermissionmanager.HandleGameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\SettlerMissionManager.psc" Line 532

<truncated stack>
[05/17/2021 - 03:03:19PM] error: Cannot check for detection LOS with a None target
stack:
[ (00000014)].Actor.HasDetectionLOS() - "<native>" Line ?
[ (00198B71)].MQ101RunnerRespawnTriggerScript.OnTriggerEnter() - "g:\_F4\Art\Raw\Scripts\MQ101RunnerRespawnTriggerScript.psc" Line 16
[05/17/2021 - 03:03:19PM] error: (00198B74): cannot be moved to a None object's location.
stack:
[ (00198B74)].ObjectReference.MoveTo() - "<native>" Line ?
[ (00198B71)].MQ101RunnerRespawnTriggerScript.OnTriggerEnter() - "g:\_F4\Art\Raw\Scripts\MQ101RunnerRespawnTriggerScript.psc" Line 17
 
A couple of those errors in your last one are basegame, not SS2 at all (MQ101 is Prewar Sanctuary), and I see a couple mentions of F4SE in there too. I think it might be approaching "complete clean reinstall" territory here.
 
A couple of those errors in your last one are basegame, not SS2 at all (MQ101 is Prewar Sanctuary), and I see a couple mentions of F4SE in there too. I think it might be approaching "complete clean reinstall" territory here.
i deleted all of the base fallout data files and verified the integrity so once it finishes ill test it
 
Your first error log from this thread seemed to imply you had a mod overwriting workshopparentscript from WSFW. This script is a vanilla script that has been atltered by WSFW to provide extended workshop functionality for SS2 and other mods if they choose to utilize it. You cannot use any mods that edit this script at all when using SS2/WSFW. This altered script could have been in a BSA or a loose file, it's hard to say which and I'm not familiar with Vortex so I couldn't say how to check.
The second log shows that you've uninstalled SS2 add-ons and the mod is shitting itself when trying to access them. The mod is supposed to scrub references to these add-ons if they are removed when it loads a save, but something is not working correctly. Just speculating, but it may be that the save you are loading was in the middle of handling them when it was made and so it picks up where it left off when loaded, causing the game to implode.
 
@Cyberslas I believe you are correct. All the errors are caused by expected Functions not existing in workshopparent.

If workshopparentscript.pex is a loose file in `fallout 4\data\scripts' (check sub folders too) you can delete it and things should go back to normal. Otherwise, you will need something like BA2 Extractor and open up the main.ba2 file for all installed mods and search for the one that contains workshopparentscript.pex and not use that mod with WSFW.

@dinelen_darkstar
[05/17/2021 - 01:01:32PM] error: Method RegisterCustomVendor not found on workshopparentscript. Aborting call and returning None
stack:
[WV_AddonQuest (2B000842)].SimSettlementsV2:quests:AddonPack.GameLoaded() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\AddonPack.psc" Line 132
FYI- This is not necessarily an issue with Wasteland Ventures. The mentioned script SimSettlementsV2:quests:AddonPack is supplied by SS2 for use by addon pack authors. This script is what allows authors to register the addon with SS2.
The first line is saying that it could not find the Function RegisterCustomVendor on workshopparentscript This is the hint that the WSFW version of the vanilla scripts are not there. The second line is a reference to the script that made the call to begin with.
 
A couple of those errors in your last one are basegame, not SS2 at all (MQ101 is Prewar Sanctuary), and I see a couple mentions of F4SE in there too. I think it might be approaching "complete clean reinstall" territory here.
reinstalling has not fixed it, still crashing with only ss2, hudframework, workshopframework, and f4se
[05/18/2021 - 02:08:46PM] error: Cannot check for detection LOS with a None target
stack:
[ (00000014)].Actor.HasDetectionLOS() - "<native>" Line ?
[ (00198B71)].MQ101RunnerRespawnTriggerScript.OnTriggerEnter() - "g:\_F4\Art\Raw\Scripts\MQ101RunnerRespawnTriggerScript.psc" Line 16
[05/18/2021 - 02:08:46PM] error: (000DDB98): cannot be moved to a None object's location.
stack:
[ (000DDB98)].ObjectReference.MoveTo() - "<native>" Line ?
[ (00198B71)].MQ101RunnerRespawnTriggerScript.OnTriggerEnter() - "g:\_F4\Art\Raw\Scripts\MQ101RunnerRespawnTriggerScript.psc" Line 17
[05/18/2021 - 02:09:29PM] error: Cannot call SetLinkedRef() on a None object, aborting function call
stack:
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.ClearSS2ShopKeeperLinks() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 658
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.UpdateShopkeeperContainers() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 528
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.OnMenuOpenCloseEvent() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 156
[05/18/2021 - 02:09:29PM] error: Cannot call SetLinkedRef() on a None object, aborting function call
stack:
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.ClearSS2ShopKeeperLinks() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 658
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.UpdateShopkeeperContainers() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 528
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.OnMenuOpenCloseEvent() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 156
[05/18/2021 - 02:09:29PM] error: Cannot call SetLinkedRef() on a None object, aborting function call
stack:
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.ClearSS2ShopKeeperLinks() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 658
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.UpdateShopkeeperContainers() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 528
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.OnMenuOpenCloseEvent() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 156
[05/18/2021 - 02:09:29PM] error: Cannot call GetValue() on a None object, aborting function call
stack:
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.UpdateShopkeeperContainers() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 531
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.OnMenuOpenCloseEvent() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 156
[05/18/2021 - 02:09:29PM] warning: Assigning None to a non-object variable named "::temp196"
stack:
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.UpdateShopkeeperContainers() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 531
[SS2_StoreManager (0A00EB76)].simsettlementsv2:quests:storemanager.OnMenuOpenCloseEvent() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\StoreManager.psc" Line 156
[05/18/2021 - 02:09:34PM] error: (000E27BF): the animation graph (Baby) cannot currently process event "To_Giggle".
stack:
[ (000E27BF)].ObjectReference.PlayAnimation() - "<native>" Line ?
[MQ101 (0001ED86)].mq101questscript.BabyGiggle() - "g:\_F4\Art\Raw\Scripts\MQ101QuestScript.psc" Line 270
[ (000BDAE6)].Fragments:Scenes:SF_MQ101_011_SpouseTakesBaby_000BDAE6.Fragment_Phase_03_End() - "g:\_F4\Art\Raw\Scripts\Fragments\Scenes\SF_MQ101_011_SpouseTakesBaby_000BDAE6.psc" Line 21
[05/18/2021 - 02:09:42PM] error: (0004D1C6): the animation graph (TelevisionFX) cannot currently process event "IndianHeadBeep".
stack:
[ (0004D1C6)].ObjectReference.PlayAnimation() - "<native>" Line ?
[MQ101TVStation (000BA4F2)].Fragments:Quests:QF_MQ101TVStation_000BA4F2.Fragment_Stage_0020_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_MQ101TVStation_000BA4F2.psc" Line 40
[05/18/2021 - 02:09:50PM] error: Object reference has no 3D
stack:
[ (00132BFE)].Sound.play() - "<native>" Line ?
[ (00132C02)].AudioRepeaterActivator.OnTimer() - "g:\_F4\Art\Raw\Scripts\AudioRepeaterActivator.psc" Line 32
[05/18/2021 - 02:09:53PM] error: Unable to bind script simsettlementsv2:armors:themedefinition_flags to Item 1 in container (0A01BB70) because their base types do not match
[05/18/2021 - 02:10:13PM] error: Cannot check for detection LOS with a None target
stack:
[ (00000014)].Actor.HasDetectionLOS() - "<native>" Line ?
[ (00198B71)].MQ101RunnerRespawnTriggerScript.OnTriggerEnter() - "g:\_F4\Art\Raw\Scripts\MQ101RunnerRespawnTriggerScript.psc" Line 16
[05/18/2021 - 02:10:13PM] error: (000CB1C3): cannot be moved to a None object's location.
stack:
[ (000CB1C3)].ObjectReference.MoveTo() - "<native>" Line ?
[ (00198B71)].MQ101RunnerRespawnTriggerScript.OnTriggerEnter() - "g:\_F4\Art\Raw\Scripts\MQ101RunnerRespawnTriggerScript.psc" Line 17
[05/18/2021 - 02:10:19PM] error: (0004D1C6): the animation graph (TelevisionFX) cannot currently process event "EndOfTheWorldEnd".
stack:
[ (0004D1C6)].ObjectReference.PlayAnimation() - "<native>" Line ?
[MQ101TVStation (000BA4F2)].Fragments:Quests:QF_MQ101TVStation_000BA4F2.Fragment_Stage_0200_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_MQ101TVStation_000BA4F2.psc" Line 78
 
reinstalling has not fixed it, still crashing with only ss2, hudframework, workshopframework, and f4se

:scratchhead

Humm, don't just re-install.
The best thing to do here is doing a good uninstall, reinstall and verify.
I would hold off on the F4SE for now, being you are crashing in the pre-war.
This is a good video as it touches on the uninstall part.
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Also, for some folks, the quick start stuff works fine.
I fall back to someone smarter than me saying that the Base Game is still running set-up/start-up scripts even after the meeting with codsworth. It can be a dice roll how everything else in a LO interacts when something is different than the base game.

My advice is:
1. Only a few mods need to be installed at the start of a game save. Many can wait.
2. Make your own quick start. Make some unmodded saves at least to the point of leaving the vault. Then copy them somewhere safe.

If you want to start somewhere else then use unmodded saves to that point and use COC or tmm1 "I like tmm1" make a hard save there and "bam" quick start to any future game. Console in whatever gear you want to start with or stat changes after that.

Use that save to start your future games and then mod away. At least you won't be replaying everything.

SS2 isn't like SS1, you can install it after leaving the vault.

Oh. hahahaha, make a choice about the UFO4 patch, just never uninstall it.
If testing for an author, then I ask, and normally don't use it.
I always use it when making a new save-file for my own games. That is the one mod that gets baked into a new save file.
 
Last edited:
:scratchhead

Humm, don't just re-install.
The best thing to do here is doing a good uninstall, reinstall and verify.
I would hold off on the F4SE for now, being you are crashing in the pre-war.
This is a good video as it touches on the uninstall part.
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Also, for some folks, the quick start stuff works fine.
I fall back to someone smarter than me saying that the Base Game is still running set-up/start-up scripts even after the meeting with codsworth. It can be a dice roll how everything else in a LO interacts when something is different than the base game.

My advice is:
1. Only a few mods need to be installed at the start of a game save. Many can wait.
2. Make your own quick start. Make some unmodded saves at least to the point of leaving the vault. Then copy them somewhere safe.

If you want to start somewhere else then use unmodded saves to that point and use COC or tmm1 "I like tmm1" make a hard save there and "bam" quick start to any future game. Console in whatever gear you want to start with or stat changes after that.

Use that save to start your future games and then mod away. At least you won't be replaying everything.

SS2 isn't like SS1, you can install it after leaving the vault.

Oh. hahahaha, make a choice about the UFO4 patch, just never uninstall it.
If testing for an author, then I ask, and normally don't use it.
I always use it when making a new save-file for my own games. That is the one mod that gets baked into a new save file.
ok i may be speaking too soon but I think Ive got it working. I only have ss2, hudframework, workshopframework, and start me up but I only used it to skip the beginning sequence and I started exting the pod. Im going to start adding more mods until it breaks
 
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