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Workshop Framework Overwritten

Skywise001

Well-Known Member
City Planner (S4)
Verified Builder
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2,503
I keep getting the message that something as overwriting the scripts. But I cant find anything in conflict with the mod at all.

Id rather not have to run another mod to fix it but Im stumped.
 

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<.< Ive got 401 mods right now. Ive been tri,,ing them down but Im having trouble. So I ESL'd all the stuff I could. If you like I can zip up a log and share it with you :)
 
<.< Ive got 401 mods right now. Ive been tri,,ing them down but Im having trouble. So I ESL'd all the stuff I could. If you like I can zip up a log and share it with you :)
If workshop script being overwritten I'm wondering if it's in an archive somewhere as opposed to being a loose file as that would be easy to check. In an archive you'd just need to check each one to see if workshop framework is there and if it comes after the actual workshopframework.esp. xEdit wouldn't really help here as it's not at the record level but at the file level- if it's being replaced.
 
Ah well - never wasted time cleaning mods :)
The error Im getting is "Main Error: Unhandled exception "EXCEPTION_STACK_OVERFLOW" at 0x7FF7F0995E84 Fallout4.exe+0355E84"

Looks like I will just install the mod. Its going to be entirely too long to test everything :P
 
Ah well - never wasted time cleaning mods :)
The error Im getting is "Main Error: Unhandled exception "EXCEPTION_STACK_OVERFLOW" at 0x7FF7F0995E84 Fallout4.exe+0355E84"

Looks like I will just install the mod. Its going to be entirely too long to test everything :P
Could you post the full buffout 4 log? Not the one that comes from the scanner but the log itself?
 
Here you go. I hope it means something to you - Im still learning the jargon :D
==============================================================
Fallout 4 v1.10.163
Buffout 4 v1.26.2

Unhandled exception "EXCEPTION_STACK_OVERFLOW" at 0x7FF7F0995E84 Fallout4.exe+0355E84

[Compatibility]
F4EE: false
[Fixes]
ActorIsHostileToActor: true
CellInit: true
CreateD3DAndSwapChain: true
EncounterZoneReset: true
GreyMovies: true
MagicEffectApplyEvent: true
MovementPlanner: true
PackageAllocateLocation: true
SafeExit: true
TESObjectREFRGetEncounterZone: true
UnalignedLoad: true
UtilityShader: true
[Patches]
Achievements: true
BSMTAManager: true
BSPreCulledObjects: true
BSTextureStreamerLocalHeap: true
HavokMemorySystem: true
INISettingCollection: true
InputSwitch: false
MaxStdIO: -1
MemoryManager: true
MemoryManagerDebug: false
ScaleformAllocator: true
SmallBlockAllocator: true
WorkshopMenu: true
[Warnings]
CreateTexture2D: true
ImageSpaceAdapter: true
 

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Me too. I was hoping to see the 'STACK' section. That would have the references that were on the stack the time of the crash. Not the 'probable call stack', but the 'stack' which is 2 sections down from that. I'm not really interested in the load order part.
 
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