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!

Question Odd crash at Red Rocket mole rat cave

dresden81

New Member
Messages
9
I'm using the separate SS mods with Conqueror and some Conq faction mods and when I start the game I will let Conqueror set up fully then go through the intro. I then go meet with Codsworth and do his first quest then meet up with Dogmeat. I'll then go clear out the Mole Rat Cave. The problem is, it will crash the game when I try to exit the cave. This also happens with the Concord sewers. After taking only Conqueror and faction mods out of my mod list it works normally again.

So I don't know what's going on here but it seems to have something to do with mole rats in interiors. Has anyone else had this happen?
 

RayBo

Well-Known Member
Moderator
Patreon Supporter
Community Rockstar
Support Team
Vault Librarian
Messages
2,288
I read someone who posted something the other night about how you get a feel for how your current game is going to run by about level 20 or so, and how random it can sometimes be.

:acute

I agree with that guy. :grin
 

Lazar Gecic

Member
Messages
60
Going OT a little bit:
I read someone who posted something the other night about how you get a feel for how your current game is going to run by about level 20 or so, and how random it can sometimes be. I know exactly how that plays out, some games I feel like I'm playing underwater, and others don't - with no changes to my mod load. I'll often do the same thing - I'll just start again rather than push a buggy load. So I have been casually looking for things that might help with that.
A little advice how to test your load order for possibal future CTD. I have notice that with increasing number of mods with different fuctions, PANPC can give you a heads up what will happen. Trou testing my never ending load order I notice two rules when I stress tested PANPC. From screen roof in Starlight drive(under condition that you diden't prebuild anything there and that it's empty) I would use NPC spawn granades from mod Cheat Terminal. I would trow granades and enabeld 2 clones on 100%. If there is a problem in terms of script overload you will notice the folowing: For example you trow 10 grenades that spawn Synths, they will start shooting on one another(don't be confused, this dosen't mater), then you change trou cheat terminal to spawn BOS, super it dosen't mater which faction. You continue to trow granades to increase the number of NPC in combat. At some point you set again to spawn synths trou granades.You should have beetwean 30-50 NPC-s. You trow them again but you notice that cloning of them is not caching up.For instance you trow granades futher from combat soo that those new spawned synths NPC have a chance to be cloned by PANPC but you trow 5 graneds expecting to bo 10 clones(remmeber settings is on 2 clones). You get only one bach or no bach of synths clones. This is the first sigh. The second one is that the synths you spawned and there clones(if they are any) are stand still longer then before, some don't reacte even as they are been shoted by enemy NPC. In 100% of my test cases when I come to this situation I crash the game with Buffout 1.6. I manage to find mods that where cousing this problem. You can use this metode to tailor your mod list, and avoid many possible CTD on longer games from the start.
 

jpowzy

New Member
Messages
21
I'm using the separate SS mods with Conqueror and some Conq faction mods and when I start the game I will let Conqueror set up fully then go through the intro. I then go meet with Codsworth and do his first quest then meet up with Dogmeat. I'll then go clear out the Mole Rat Cave. The problem is, it will crash the game when I try to exit the cave. This also happens with the Concord sewers. After taking only Conqueror and faction mods out of my mod list it works normally again.

So I don't know what's going on here but it seems to have something to do with mole rats in interiors. Has anyone else had this happen?
My 2 cents. I get this CTD when I have the CoA Faction pack enabled. Try it without it. I usually just get around it by not entereing the cave. During the 'feeding the troops' CoA mission all you need to do is go to the entrancement but not enter.
 

Bored Peon

Well-Known Member
Banned
Messages
1,786
It is literally one of my "must have" mods because I had been hit by that damn teleport bug at least four or five times.
Once you have that bug you are screwed at any time you encounter molerats.
 
Top