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AAF Nuka Ride: A Porn Studio Mod


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Posted
21 minutes ago, sion8833 said:

I'm not familiar with whatever that is but its randomly decided to start working again... I would still be interested in knowing what the issue might've been though...

Quite literally the most important mod for fallout to determine exactly what’s causing you to CTD. 

Posted
1 hour ago, Nyx Morrigan said:

Quite literally the most important mod for fallout to determine exactly what’s causing you to CTD. 

yep definitely need it i guess... now its crashing EVERY time i touch the food crafter in Colter's kitchen... i assume its on Nexus? this mod has some weird bugs lol smh

Posted (edited)
12 minutes ago, sion8833 said:

yep definitely need it i guess... now its crashing EVERY time i touch the food crafter in Colter's kitchen... i assume its on Nexus? this mod has some weird bugs lol smh

 

Crash Log Auto-Scanner

 

Of course, this also assumes you're using Buffout 4 since without it you won't have any crash logs to scan (but  hopefully you are anyway as it fixes a ton of common causes of crashes already).

 

Edit: Also, the crash bugs are almost certainly not being caused directly by Nuka Ride or else pretty much everyone using the mod would be experiencing them. Most of the time it will turn out to be something along the lines of a broken mesh in a clothing replacer you're using which just happens to be an uncommon item equipped on a particular actor this mod is bringing in.

Edited by vaultbait
Posted (edited)
48 minutes ago, vaultbait said:

 

Crash Log Auto-Scanner

 

Of course, this also assumes you're using Buffout 4 since without it you won't have any crash logs to scan (but  hopefully you are anyway as it fixes a ton of common causes of crashes already).

 

Edit: Also, the crash bugs are almost certainly not being caused directly by Nuka Ride or else pretty much everyone using the mod would be experiencing them. Most of the time it will turn out to be something along the lines of a broken mesh in a clothing replacer you're using which just happens to be an uncommon item equipped on a particular actor this mod is bringing in.

hmmm if you say so... so ive had Buffout 4 just never needed to use it like this... and i found my crash logs... rand the auto-scan and this popped up:

_______

 

"SCANNING THE LOG FOR SPECIFIC (POSSIBLE) CUPLRITS...
====================================================
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
- [86]     Nuka Ride.esp

-----
These Plugins were caught by Buffout 4 and some of them might be responsible for this crash.
You can try disabling these plugins and recheck your game, though this method can be unreliable.
-----
LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 8601AAF0 | [86] Nuka Ride.esp
Form ID: 0000028A | [00] Fallout4.esm
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records."

 

_______

 

...so THAT is interesting... also saw this but its saying it CAN cause issues, and NOT that it IS:

 

_______

 

"CHECKING IF LOG MATCHES ANY KNOWN CRASH MESSAGES...
====================================================
---------- Unsolved Crash Messages Below ----------
-----
# AUTOSCAN FOUND NO CRASH ERRORS / CULPRITS THAT MATCH THE CURRENT DATABASE #
Check below for mods that can cause frequent crashes and other problems.
-----
====================================================
CHECKING FOR MODS THAT CAN CAUSE FREQUENT CRASHES...
====================================================
[!] Found: [AE] SCRAP EVERYTHING (ULTIMATE) 
- Weird crashes and issues due to multiple unknown problems. This mod must be always last in your load order."
-----

 

...but only Nuka Ride seems to be affected as I've had "Scrap Anything" for ages without ONE single issue ? hmmm...

 

Edited by sion8833
Interesting "non-existent" find... lol
Posted
2 hours ago, RenFL2 said:

Table to the east of overboss is missing.

If you use Vortex, NR needs the plugin assigned to Dynamic Patches, if not at the bottom of your load order.

This fixed missing furniture elsewhere for me.

If your plugin is already last in your load order????????

Posted
1 hour ago, sion8833 said:

LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 8601AAF0 | [86] Nuka Ride.esp
Form ID: 0000028A | [00] Fallout4.esm

 

That tells you the Form IDs which may have been involved, but doesn't necessarily mean their owning plugins are the problem even if those forms led to the crash. Someone who has NR installed would need to check what 1aaf0 is (I don't have it installed at the moment), but also FO4Edit isn't finding any 28a in Fallout4.esm, which is really... odd.

 

Generally that scanner outputs additional diagnostic information though, which it looks like you might have omitted. You can just attach the output file it creates to a comment without having to quote the contents in your comment.

Posted
7 minutes ago, vaultbait said:

 

That tells you the Form IDs which may have been involved, but doesn't necessarily mean their owning plugins are the problem even if those forms led to the crash. Someone who has NR installed would need to check what 1aaf0 is (I don't have it installed at the moment), but also FO4Edit isn't finding any 28a in Fallout4.esm, which is really... odd.

 

Generally that scanner outputs additional diagnostic information though, which it looks like you might have omitted. You can just attach the output file it creates to a comment without having to quote the contents in your comment.

i guess so... i just finished applying all the possible fixes (was mainly FPS stuff for some reason...) and its still not working... maybe you/someone here can understand this jargon better...

crash-2022-12-03-23-05-30-AUTOSCAN.md

Posted
38 minutes ago, sion8833 said:

i guess so... i just finished applying all the possible fixes (was mainly FPS stuff for some reason...) and its still not working... maybe you/someone here can understand this jargon better...

crash-2022-12-03-23-05-30-AUTOSCAN.md 7.32 kB · 1 download

 

Two other form IDs it mentions as being potentially involved are workbenchWeaponsA furniture from the base game and a placed instance of that workbench in the Nuka World's DLC04HubFizztopGrill01 cell. Not sure if that helps... do you have any other mods which alter that cell in some way?

Posted
5 minutes ago, vaultbait said:

 

Two other form IDs it mentions as being potentially involved are workbenchWeaponsA furniture from the base game and a placed instance of that workbench in the Nuka World's DLC04HubFizztopGrill01 cell. Not sure if that helps... do you have any other mods which alter that cell in some way?

I wish I understood it enough to pick out that stuff... I saw no such mention of those... where would those be in vortex? And im also unsure what you mean by "alter cell"... im not a modder sadly 

Posted
1 minute ago, sion8833 said:

I wish I understood it enough to pick out that stuff... I saw no such mention of those... where would those be in vortex? And im also unsure what you mean by "alter cell"... im not a modder sadly 

 

These which you omitted from your earlier trimmed quote:

 

Form ID: 0017B3A4 | [00] Fallout4.esm
Form ID: 0602C3C1 | [06] DLCNukaWorld.esm

 

I looked them up in FO4Edit, like the report recommended. You can use FO4Edit to see what plugins you have altering which records in what order too (e.g. the Fizztop Grill cell). That is far deeper introspection than a mod manager needs to perform, so you're not going to find it just looking in Vortex unfortunately.

 

Note that mod users will generally still want to cultivate the ability to troubleshoot mods they're mixing and matching, even if they don't make any new mods themselves. We're all in it together.

Posted (edited)
22 minutes ago, vaultbait said:

 

These which you omitted from your earlier trimmed quote:

 

Form ID: 0017B3A4 | [00] Fallout4.esm
Form ID: 0602C3C1 | [06] DLCNukaWorld.esm

 

I looked them up in FO4Edit, like the report recommended. You can use FO4Edit to see what plugins you have altering which records in what order too (e.g. the Fizztop Grill cell). That is far deeper introspection than a mod manager needs to perform, so you're not going to find it just looking in Vortex unfortunately.

 

Note that mod users will generally still want to cultivate the ability to troubleshoot mods they're mixing and matching, even if they don't make any new mods themselves. We're all in it together.

Hmmm I've tried to tackle FO4Edit before and it made next to no sense... and yes they were omitted because the only parts I read that made sense were in English and not numbers lol... idk that technical jargon and have NEVER ONCE needed any of this in the 5+ years I've been playing... that aside though I need to know wtf to do in FO4Edit now it seems... I wonder which file needs to be altered too for that matter...

 

...and yea its still looking completely foreign to me... I searched the formID and it popped up but all im seeing is the word "workbench" a few times but I can't make sense of any of it...

Edited by sion8833
Posted
1 minute ago, sion8833 said:

Hmmm I've tried to tackle FO4Edit before and it made next to no sense... and yes they were omitted because the only parts I read that made sense were in English and not numbers lol... idk that technical jargon and have NEVER ONCE needed any of this in the 5+ years I've been playing... that aside though I need to know wtf to do in FO4Edit now it seems... I wonder which file needs to be altered too for that matter...

 

The original crashlog from Buffout 4 has a lot of additional detail too, which may help someone more versed in this spot a potential culprit (includes a list of all enabled plugins, for example).

 

You usually won't be using FO4Edit to actually edit anything (ironic given its name), but more as a tool for seeing what mods are fighting over the same records in your game. You can also use FO4Edit to create compatibility patches between conflicting plugins, but that's a more advanced use for it. While it has the ability to edit existing plugins, you really don't want to do that, ever, and it will warn you if you try.

Posted (edited)
37 minutes ago, vaultbait said:

 

The original crashlog from Buffout 4 has a lot of additional detail too, which may help someone more versed in this spot a potential culprit (includes a list of all enabled plugins, for example).

 

You usually won't be using FO4Edit to actually edit anything (ironic given its name), but more as a tool for seeing what mods are fighting over the same records in your game. You can also use FO4Edit to create compatibility patches between conflicting plugins, but that's a more advanced use for it. While it has the ability to edit existing plugins, you really don't want to do that, ever, and it will warn you if you try.

This is what comes up in FO4Edit... and im learning as i go along here ofc.

 

This is all the info that comes up about it... and this time YOU omitted the Nuka Ride one AND it definitely APPEARS to be the REAL culprit with a clearly stated error in its very small bit of info it actually provides... the other 3 listed along with it had actual info that popped up with A LOT more details then the Nuka Ride one, save the "28A Fallout4.esm" that one didnt even show up when i searched for it...

 

"LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 8701AAF0 | [87] Nuka Ride.esp
Form ID: 0000028A | [00] Fallout4.esm
Form ID: 0017B3A4 | [00] Fallout4.esm
Form ID: 0602C3C1 | [06] DLCNukaWorld.esm"

Error_Could_Not_Be_Resolved_NR_Issue.png

 

not to mention its talking about the "Nuka Apartment" and its not even located there... its at Fizztop Grille smh

Edited by sion8833
Posted (edited)
12 minutes ago, sion8833 said:

and this time YOU omitted the Nuka Ride one AND it definitely APPEARS to be the REAL culprit with a clearly stated error in its very small bit of info it actually provides..

 

Please do not get snippy with the one who is trying to help you, trust me!    ?

A cell is like the NR apartment interior, the whole space is a cell.

Corvega interior, again a cell.   Other spaces exterior are also cells but I do not know how to tell the boundaries.

Edited by caveman74
Posted
4 minutes ago, caveman74 said:

 

Please do not get snippy with the one who is trying to help you, trust me!    ?

ofc... but the one helping me kept pointing out that I omitted stuff then they turn right around and omit (the so far only thing that has come close to helping) too... not a fan of hypocrites just want some help... and im coming up dry at every turn trying to figure this out on my own, already having self-taught myself several things along the way... im merely frustrated that this mod seems to be working for so many others and not me... now its like im reading an alien language and because i dont do mod-edditting stuff myself i (of course) have less then no clue as to what it is im even trying to do... and you all know the lingo so here's a cookie with your name on it... now id like to know too if that is alright?

 

I also have to say the weirdest part is how the first time this was happening it just randomly decided to end up working... then i save and quit to take a MUCH needed breather... come back to continue since it should OBVIOUSLY be working now, right? but no... it's just literally deciding to crash every time i touch the Fizztop Grille's food workbench... just like before when it clearly decided to crash EVERY time i tried to talk to that asshat Colter... the closest ive gotten to semi-solving this whole thing is the omitted thing ("Form ID: 8701AAF0 | [87] Nuka Ride.esp") telling me clearly that there is an error as seen in the pic i sent... so im sorry for getting short about this but this is not adding up, esp not to someone like me who doesnt know "modding lingo", shall we call it, please trust me on this...

Posted
32 minutes ago, sion8833 said:

YOU omitted the Nuka Ride one

 

Sorry if it came across that way, I was just adding the ones you originally left out, since the initial two you included weren't anything I could look up. Please don't get irate, if you want better assistance wait for someone who's actually using this mod to give you something more substantial. I was only trying to help reduce their workload.

Posted (edited)
9 minutes ago, vaultbait said:

 

Sorry if it came across that way, I was just adding the ones you originally left out, since the initial two you included weren't anything I could look up. Please don't get irate, if you want better assistance wait for someone who's actually using this mod to give you something more substantial. I was only trying to help reduce their workload.

You're fine and thx... its just that I've been literally at this all day... all. day. and one new issue keeps popping up literally after another... I have no clue whatsoever about "merging" or "cells" or any of that... ive literally been feeling around in the dark and thankfully I've been able to figure out everything on my own for the past 5+ years... clearly something different is happening this time... its too random and on/off, hot/cold... id almost feel better if I was still struggling with Colter's stupid ass crashing on me... at least then it'd seem like there was something SPECIFICALLY wrong, and not just the game "deciding" to crash for an extreme lack of a better way to put it... so much for logic i guess lol smh.

Edited by sion8833
Posted (edited)
20 minutes ago, sion8833 said:

You're fine and thx... its just that I've been literally at this all day... all. day. and one new issue keeps popping up literally after another... I have no clue whatsoever about "merging" or "cells" or any of that... ive literally been feeling around in the dark and thankfully I've been able to figure out everything on my own for the past 5+ years... clearly something different is happening this time... its too random and on/off, hot/cold... id almost feel better if I was still struggling with Colter's stupid ass crashing on me... at least then it'd seem like there was something SPECIFICALLY wrong, and not just the game "deciding" to crash for an extreme lack of a better way to put it... so much of logic i guess lol smh.

You are not the only one playing with codes and terms that are foreign to them, I never touched a PC before 2/2020. I too have issues with wading through things I do not have the training to solve. There is something in the "cell" described that has been changed, by a mod most likely, since there have not been multiple reports of your issue. The Cell of Nuka world has been altered by something being added to it or even subtracted, is how I understand it. I could be wrong, that is how I see it.

Say for instance "Atomic Radio and Tales from the Commonwealth" changes the game in ways hard to pick up on by only adding a few things here and there, changing a cell. Check your mods for those. I do not use F4 edit so I can't even try to help there.

The only thing I can do is say, I realize your frustration, been there, please just try to stay calm with those of us trying to help. We do not have all the answers, but another, JB. perhaps might look at this and know exactly what is going on. Just try to be patient and it will get resolved.

Best of luck!

 

Edited by caveman74
Posted (edited)

I looked at your crash log and the first thing I see is this, It looks like you need to update your mods to the correct version according to this report.   Like I said I could be wrong, AAF, and looks menu report are saying you have the wrong version, and script extender seems different than what is needed. All those links are to patches and fixes for the issues.

 

 

# REPORTED F4SE VERSION DOES NOT MATCH THE F4SE VERSION USED BY AUTOSCAN #
UPDATE FALLOUT 4 SCRIPT EXTENDER IF NECESSARY: https://f4se.silverlock.org

====================================================
CHECKING FOR MODS THAT CAN CAUSE FREQUENT CRASHES...
====================================================
[!] Found: [FE:036] SCRAP EVERYTHING (CORE) 
- Weird crashes and issues due to multiple unknown problems. This mod must be always last in your load order.
-----
# CAUTION: ANY ABOVE DETECTED MODS HAVE A MUCH HIGHER CHANCE TO CRASH YOUR GAME! #
You can disable any/all of them temporarily to confirm they caused this crash.
-----
====================================================
CHECKING FOR MODS WITH SOLUTIONS & COMMUNITY PATCHES
====================================================
[!] Found: [0A] ARMOR AND WEAPON KEYWORDS 
If you don't rely on AWKCR, consider switching to Equipment and Crafting Overhaul 
Better Alternative: https://www.nexusmods.com/fallout4/mods/55503?tab=files
-----
[!] Found: [0B] TACTICAL RELOAD 
Can cause weapon and combat related crashes. TR Expansion For ECO is highly recommended. 
TR Expansion For ECO Link: https://www.nexusmods.com/fallout4/mods/62737
-----
[!] Found: [0E] HOMEMAKER 
Causes a crash while scrolling over Military / BoS fences in the Settlement Menu. 
Patch Link: https://www.nexusmods.com/fallout4/mods/41434?tab=files
-----
[!] Found: [14] ADVANCED ANIMATION FRAMEWORK 
Newest AAF version only available on Moddingham | AAF Tech Support: https://discord.gg/gWZuhMC
Newest AAF Link (register / login to download): https://www.moddingham.com/viewtopic.php?t=2
-----
Looks Menu versions 1.6.20 & 1.6.19 can frequently break adult mod related (erection) morphs 
If you notice AAF realted problems, remove latest version of Looks Menu and switch to 1.6.18
-----
[!] Found: [5F] LEGENDARY MODIFICATION 
Old mod plagued with all kinds of bugs and crashes, can conflict with some modded weapons. 
Better Alternative: https://www.nexusmods.com/fallout4/mods/55503?tab=files
-----
[!] Found: [8E] EVERYONE'S BEST FRIEND 
This mod needs a compatibility patch to properly work with the Unofficial Patch (UFO4P). 
Patch Link: https://www.nexusmods.com/fallout4/mods/43409?tab=files
-----
[!] Found: [9B] LOOKS MENU CUSTOMIZATION COMPENDIUM 
Apparently breaks the original Looks Menu mod by turning off some important values. 
Fix Link: https://www.nexusmods.com/fallout4/mods/56465?tab=files

Edited by caveman74
Posted (edited)
1 hour ago, sion8833 said:

clearly something different is happening this time..

The last thing I will say on this matter is this, if you use Vortex, go to the plug-ins tab and assign NR to the dynamic patches group. This function loads the NR mod where it needs to be in order to be fully functional. Also in plug-ins check for orange bells which are missing masters and if you see one double click the name and a window will open to show you what is missing. If you already know about this please disregard.

Pics are assigning to dynamic patches.



Vortex 12_3_2022 8_52_34 PM.png

Vortex 12_3_2022 8_53_23 PM.png

Edited by caveman74
Posted
9 hours ago, caveman74 said:

The last thing I will say on this matter is this, if you use Vortex, go to the plug-ins tab and assign NR to the dynamic patches group. This function loads the NR mod where it needs to be in order to be fully functional. Also in plug-ins check for orange bells which are missing masters and if you see one double click the name and a window will open to show you what is missing. If you already know about this please disregard.

Pics are assigning to dynamic patches.

 

  Hide contents

 

 


Vortex 12_3_2022 8_52_34 PM.png

Vortex 12_3_2022 8_53_23 PM.png
 

 

 

yea that stuff i did know but ty all the same... the dynamic patches group i learned only a few days ago too, i found that online. and as for the missing masters i leave the ones im missing alone... its all hair-based stuff from looks presets so it doesnt mess with anything important. ?

Posted
10 hours ago, caveman74 said:

If you don't rely on AWKCR, consider switching to Equipment and Crafting Overhaul 

i was curious if ECO really is better then AWKCR for that matter... and i looked into all the others, but i will look into them again...

Posted
11 hours ago, caveman74 said:

The Cell of Nuka world has been altered by something being added to it or even subtracted, is how I understand it. I could be wrong, that is how I see it.

Say for instance "Atomic Radio and Tales from the Commonwealth" changes the game in ways hard to pick up on by only adding a few things here and there, changing a cell. Check your mods for those. 

 

^ yea see this here? ^ i dont really have any clue how to even do that much lol, thx tho

Posted
5 minutes ago, sion8833 said:

yea that stuff i did know but ty all the same... the dynamic patches group i learned only a few days ago too, i found that online. and as for the missing masters i leave the ones im missing alone... its all hair-based stuff from looks presets so it doesnt mess with anything important. ?

O Contraire, all missing masters matter, it will tell you what is missing, easy fix. That is probably why buffout reflected that issue.

1 minute ago, sion8833 said:

i was curious if ECO really is better then AWKCR for that matter... and i looked into all the others, but i will look into them again...

JB. recommends it.

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