BlueYellowGreenRed Posted June 8, 2024 Posted June 8, 2024 I'm also having issues with quite a few mods now which cause me to CTD. I have AAF set up with all animations I need, quest mods, RSE, fix/patches and what not. This all runs fine no issues. I've had to downgrade via depot due to me getting a new PC and the downgrade seems to work fine. I'm not sure what else to do. I've tried downloading this mod which is fairly important for some other mods I play, Kziitd Toolset also CTD (Did ask for help, but got no reply), Zazout4 also crashes on start. And a few other important ones. Looked at Buffout but all it says is "EXCEPTION_ACCESS_VIOLATION" at 0x7FF7225A38F0 Fallout4.exe+1B938F0. Not sure what this means, or how to fix it. Clearly something is wrong with my Fallout.esm as I make sure to have all requirements for mods I download. Can anyone help? anyone else also have this issue running out of ideas.
EgoBallistic Posted June 8, 2024 Author Posted June 8, 2024 2 hours ago, BlueYellowGreenRed said: Fallout4.exe+1B938F0 This is the Windows 11 + Vortex issue. It seems to be a file access issue in the Meshes\AnimationData folder. I have no idea how to fix it or what actually causes it. Everyone who has reported this problem says it went away when they switched from Vortex to MO2.
BlueYellowGreenRed Posted June 8, 2024 Posted June 8, 2024 5 hours ago, EgoBallistic said: This is the Windows 11 + Vortex issue. It seems to be a file access issue in the Meshes\AnimationData folder. I have no idea how to fix it or what actually causes it. Everyone who has reported this problem says it went away when they switched from Vortex to MO2. Hm I'm unsure on what to do atm, no one I've seen has posted about this issue, or how to fix. The other issue was OneDrive, I ended up uninstalling that completely. As that was causing me some issues. Maybe its time to change then.. I've done everything I can. I'll change deployment see if that does anything.
eleminatorxx Posted June 10, 2024 Posted June 10, 2024 (edited) On 10/26/2016 at 11:15 PM, EgoBallistic said: how do i trigger the animations? i got the holoband but its just letting me install or uninstall the TD Workshop Edited June 10, 2024 by eleminatorxx
yaminokiros1 Posted June 21, 2024 Posted June 21, 2024 Used the walllock on myself and got stuck XD, couldn't get out other than reloading, was there another way out or was I just helpless?
Alex_Portnoy Posted July 4, 2024 Posted July 4, 2024 This is great, but do you know what would add a bit of spice - with no coding required? Some kind of lore for the devices - what they do, how they were or are used ...
vaultbait Posted July 4, 2024 Posted July 4, 2024 11 minutes ago, Alex_Portnoy said: This is great, but do you know what would add a bit of spice - with no coding required? Some kind of lore for the devices - what they do, how they were or are used ... I've never personally seen this as a stand-alone mod, but more of a dependency for other mods that want to provide reasons for these devices' appearance somewhere in the game. Commonwealth Captives has hostile factions using them to torture their prisoners. Up To No Good decorates appropriate faction encampments with them. Bound In Public locks the player in them as punishment. Barbarous Continent places some in locations where the inhabitants dole out sentence for crimes. I'm putting some inside a breeding area for the next update to my Milking Human Kindness mod too.
Denver low Posted July 12, 2024 Posted July 12, 2024 On 10/26/2016 at 10:15 PM, EgoBallistic said: TortureDevices View File Description This mod provides animations, furniture, functionality and everything else that could be seen as or used for a torture device. Torture Devices provides two main things: - Craftable furniture like X-Crosses, Pillories, Wooden Horse, 3pPole, etc, that can be crafted at settlements and to which you can assign settlers - A framework of keywords, magic effects, and animations that allows mod authors to add bound animations and behavior to bondage gear. Current Content in TD version 2.1 : General : - A "TortureDevices" workshop menu, accessible via the workshop main menu, for craftable furniture - NoFighting MagicEffect (Blocks the ability for Player and NPCs to fight) - RestraintMovement MagicEffect (Blocks Running, Sprinting, and Jumping (Player Only)) - A MCM menu to use the idles in game Animations : Reveal hidden contents - 2 Idle Animations with Xcross AnimObjects - 1 Idle Animation with Cage AnimObject - 1 ArmOffset Animation for the provided Handcuffs - 3 ArmOffset Animations for the Institute Handcuffs - 2 Bound Feet Movement Animations - 1 ArmOffsets for the DD Armbinders - 2 ArmOffsets for the DD Yokes - 1 Struggle Idle animation - 1 Aroused idle animation - 1 HogTie Idle - 2 Strapando Idles - 2 Package Idles - 4 AAF animations Furniture: Reveal hidden contents - The WallLock - workshop and non-workshop versions - The 3pPole, a Pole to bind up to 3 Actors - workshop and non workshop version - 2 Xcross furnitures, XcrossFF ( FaceForward pose ) and XcrossFB (FaceBackwards pose) for placing them anywhere via CK - 2 Xcross furnitures, same as above, which are constructable via workshop and can be used by settlers. - HydroPillory - Extraction chair (vanilla asset) - Reclamation chair (vanilla asset) - Wooden Horse - SuckerChair - F-Frame - workshop and non-workshop versions Static / Compound Devices: Reveal hidden contents - Hanging Cage - Can be activated by player or companions. - Gallows - Used to display hanging cages. - Connector - Snaps to Gallows. Hanging cage snaps to connector. - Large Cage - Static only, works with idle markers from other mods. - Large Cage Door - Snaps to Large Cage, use like a normal door. - Magnetic Fence - Blocks NPC travel - Capsule01 - Can be placed but is not functional. Works with idle markers from other mods. - Auctioneer - WIP. Use for screenshots only, do not save a game with this placed in a settlement. Updates / Uninstall - If updating from version 1.9 or newer, it is safe to uninstall the existing version and install the new version. Future Plans - More MT restraint animations - More keywords to apply restraint animations - More spells for restraint effects - Integration of gag sounds and other bondage functionality Functionality / For Modders Reveal hidden contents AnimationKeywords: AnimationKeywords are just normal Keywords that provide information wich specific Animation is active or should be set on an Actor. Together with a BoundType Keyword they trigger the respective Animation. The AnimationKeywords names are following the pattern : Object they were made for-/-BoundType-/-(optionally) a position Like InstituteCuffsFboundHandsBack means the Animation was made for/with the InstituteHandCuffs are, of course, of type BoundHands and bind the Actors Hands behind his back. List of Current (1.6) AnimationKeywords: Reveal hidden contents _TD_Crawl _TD_BoundFeetHobble _TD_GenericBoundFeetSolid _TD_GenericBoundHands _TD_InstituteCuffsFboundHandsBack _TD_InstituteCuffsFboundHandsFront _TD_InstituteCuffsFboundHandsFrontLow _TD_GenericBoundHandsArmsBehindBack _TD_GenericBoundHandsMidMovement _TD_DeviousArmbinder _TD_DeviousYoke _TD_DeviousYokeAlt BoundType Keywords: BoundType Keywords are Kewords of the "Anim Injured" type and provide wich type of Animation is active or should be set on an Actor. Together with an AnimationKeyword they trigger the respective Animation. List of current(1.4) BoundTypes: Reveal hidden contents _TD_BoundCollar _TD_BoundFeet _TD_BoundFeetSolid _TD_BoundHands Idles: List of current (1.8) Idle-ID´s: Reveal hidden contents _TD_Xcross01_Pose01 _TD_Xcross01_Pose02 _TD_CageIdle01 _TD_BoundHandsBackStruggle _TD_ArmbinderStruggle _TD_DDAroused01 _TD_HogTie01 _TD_Strapando01 _TD_Strapando02 _TD_Package01 _TD_Package02 _TD_DoNotProcess / _TD_DoNoAIChange Actors who have the DoNotProcess keyword will not be processed by TortureDevices ( No Animations, No MagicEffects, No AI Package change) Note : This applies only to the provided scripts, custom scripts could ignore that. Npc's who have the _TD_DoNoAIChange keyword won´t change their AIPackage when the NoFightingEffect is applied. Requirements TortureDevices itself requires nothing but Fallout 4 Credits and Special Thanks - Vader666 for creating the Torture Devices mod - ShadeAnimator for the F4 Animation Kit - Ag12 for helping me getting started with Scripts and AI Package handling - The guys who are writing the CK wiki pages - The ZaZ Animation Pack Guys - DexesTTP for HKXPack - Gray User for new hobble, armbinder, and yoke animations added in 2.2 - naaitsab for new X-Cross textures and materials files added in 2.2 - JB for the crop impact texture Full Changelog Reveal hidden contents 2.21 ------------------------------------------------------------------------ - Fixed MCM functions script to ensure current selected actor is valid (loaded, not deleted, not disabled, not dead, etc.) before attempting to call functions on them 2.2a ------------------------------------------------------------------------ - Added missing crop decal texture so crops leave marks on skin. Thanks to JB! 2.2 ------------------------------------------------------------------------ - Fixed hanging cage script so animation timer gets cleared when actor is freed, and actor will automatically be freed when they move > 1000 units from the activator - Activating an occupied Hanging Cage will free the occupant - Fixed bug in _TD_NoFightingScript where a companion could become stuck in the alias if the player dismissed the companion while the companion is bound 2.2 Beta 1/2/3 ------------------------------------------------------------------------ - Added a _TD_BoundFeetHobble keyword and the hobble animation by Gray User - Replaced the armbinder arm offset animation hkx with new one by Gray User - Replaced the two yoke arm offset animation hkx's with new one by Gray User - Replaced X-Cross diff texturem, normal map, and material files with new ones by naaitsab - Fixed missing entry in subgraph data causing _TD_GenericBoundHandsArmsBehindBack not to work properly with bound leg animations 2.1a ------------------------------------------------------------------------ - Fixed incorrect furniture tags in _TD_tagData.xml 2.1 ------------------------------------------------------------------------ - increased priority of _TD_GeneralFunctions quest so its AI packages will take precedence - fixed _TD_NoFightingScript so it prevents follower from drawing weapon when combat ends - changed Bound Hands AI packages to prevent NPCs from interacting with objects and furniture - NPCs in the Bound Hands AI packages who are not followers will stay at their current location - Followers in the Bound Hands AI packages will now walk when appropriate instead of always running 2.0c ------------------------------------------------------------------------ - fixes to the MCM menus and supporting scripts - removed the MT Animations MCM menu - minor changes to AAF animations to comply with latest XML standards 2.0b ------------------------------------------------------------------------ - Settlers can now be assigned to the F-Frame - Added AAF animations which use the F-Frame, X-Frame, and Wall Lock 2.0a ------------------------------------------------------------------------ - added an MCM to control animations from ingame and to install/uninstall the workshop menu - a new Furniture, the F-Frame - Some new idles - some new statics - added a crop and a punishment scene - added a "punisher" perk which allows you to punish actors (obtainable by console only) - various other WIP content 1.9 ------------------------------------------------------------------------ - added 2 Package Idles - added an alternative strapando Idle - added WoodenHorse furniture - added SuckerChair 1.8 ------------------------------------------------------------------------ - added a cage and a door for it - added a strapando idle and animObj - Changed the priority of the GeneralFunctions quest to 80 1.7 bugFix patch ----------------------------------------------------------------------- - NPCs are actually staying in the HydroPillory / ExtractionChair / RecamationChair instead of leaving them immediately again now. 1.7 ----------------------------------------------------------------------- - added hogtie idle animation - added HydroPillory furniture - added crawling MT anims (still WIP) - added extraction chair to workshop menu (no scene animations ) - added reclamation chair to workshop menu (no scene animations ) - added sound effect to the WallLock - added a clean retex for The WallLock and 3pPole - removed the Holoband terminals except (un)installing workshop menu 1.6 ----------------------------------------------------------------------- - Fixed the Camera in OffsetAnimations - Added ArmOffsets for the DD Armbinders and Yokes - Added a Struggle idle - Added a "Aroused" idle 1.5 ----------------------------------------------------------------------- - Added 2 Furniture Items - Made the Static Cage buildable in Workshop - Added _TD_DoNoAIChange keyword - Changed the EnterFromStand animations of the Xcross 1.4 ------------------------------------------------------------------- - Changed the GenericBoundHands animation -- and added a version with more movement - Added a Struggle Idle - Added an ArmsBehindBack ArmOffset animation - Added NPC support to the NoFighting effect - Added _TD_DoNotProcess keyword 1.3 ------------------------------------------------------------------- - Added an alternative (Bound)WalkForward animation - Changed/Added alot of Keywords - Changed how animations are triggered - Added Script Templates - Updated TDtoCRPbridge to 1.2 -- its now using the provided scripts -- Triggers the GenericBoundFeetSolid animation when one of the AnkleCuffs get equiped -- Adds the RestraintMovement MagicEffect when one of the AnkleCuffs get equiped 1.2 ------------------------------------------------------------------- - Added 2 Xcross furnitures for placement via CK - Added a Workshop menu - Added 2 Xcross furnitures for Workshop found in TortureDevices > Furniture - Changed how AnimArchetype gets reset due to camera issues ( thanks to Tefnacht ) - Updated TDtoCRPbridge to 1.1 - Changed how AnimArchetype gets reset due to camera issues ( thanks to Tefnacht ) 1.1 ------------------------------------------------------------------- - Changed from plugin to masterfile (esm) - added 3 new ArmOffsets - created for the Institute HandCuffs - Initial release TDtoCRPbridge - fixed some things Submitter EgoBallistic Submitted 10/26/2016 Category Animation Requires "Torture Devices requires nothing but FO4"? Torture Devices hard requirement is Armor and Weapon Keywords Community Resource (AWKCR). Without this dependency Torture Devices will crash your game on start-up.
izzyknows Posted July 12, 2024 Posted July 12, 2024 2 hours ago, Denver low said: "Torture Devices requires nothing but FO4"? Torture Devices hard requirement is Armor and Weapon Keywords Community Resource (AWKCR). Without this dependency Torture Devices will crash your game on start-up. No it doesn't. If your game is crashing on start up you have something else that's missing a master. And if it CTD without AWKCR it's another mod that needs it. But TD doesn't use AWKCR. You can verify for yourself by looking at the TD requirements in xEdit.
vaultbait Posted July 12, 2024 Posted July 12, 2024 This has come up a few times before, where the user installed a version of DD that required AWKCR, and installing TD (another of DD's requirements) but not AWKCR caused the game to crash on startup. In such cases, installing AWKCR stopped the crashing but not because TD required it, rather because the version of DD they were using did.
izzyknows Posted July 12, 2024 Posted July 12, 2024 35 minutes ago, vaultbait said: a version of DD that required AWKCR Hah! I forgot about that! @Denver low If you have DD 2.0 installed, remove it completely and install RC9, it doesn't require AWCKR.
MajorWard Posted July 15, 2024 Posted July 15, 2024 Maybe I am missing something blatantly obvious but what's the difference between workshop and non-workshop? I've seen this in other mods, too. Does it mean some are functional while the others are just static set-decoration?
izzyknows Posted July 15, 2024 Posted July 15, 2024 49 minutes ago, MajorWard said: Maybe I am missing something blatantly obvious but what's the difference between workshop and non-workshop? I've seen this in other mods, too. Does it mean some are functional while the others are just static set-decoration? The non workshop blocks use by the player & is used via a script putting a NPC on/in it. Not to say once an NPC is released from it, they wont go back & use it again. Commonwealth Captives & Raiders really like to do that. LOL
lucianmeyers Posted July 19, 2024 Posted July 19, 2024 Hi. So, I'm hitting quite a head scratcher here. I cannot get the Workshop menu for the torture devices to appear on the workshop. I tried to disable everything and leave only the MCM and this mod on, it still won't show. Getting the TD holotape doesn't work either. Is there something I'm missing? Any help would be appreciated. Thanks!
Vader666 Posted July 19, 2024 Posted July 19, 2024 10 hours ago, lucianmeyers said: I tried to disable everything and leave only the MCM and this mod on, it still won't show. Getting the TD holotape doesn't work either. Most likely you activated the mod but the .esm is not active as well. Reasons for that may vary depending on your mod manager. 1
dav42 Posted August 2, 2024 Posted August 2, 2024 (edited) On 7/10/2024 at 6:10 PM, Denver low said: This mod crashes my game on start-up. Same problem on one machine and not the other, DD is not installed. I had a working configuration before, installed TD 2.21 and crash on start-up. Both are W11, both using Vortex, both are using NG. I disabled the TortureDevices.esm plugin and it still causes the game to crash on startup. It would works if I disable the mod completely, purge, and deploy in Vortex. The game won't start if I just disable the mod, which I am under the impression Vortex removes the files it copies into the game directory when you disable, so having to purge/deploy to get it working again doesn't make a lot of sense to me. Here is a crash log, absolute minimal config, the exception & address is the same with a fully modded or bare minimum configuration: - F4SE - xSE PluginPreloader - Buffout 4 NG - BakaMaxPapyrusOps - Address Library - Torture Devices Spoiler Fallout 4 v1.10.984 Buffout 4 v1.35.1 Jul 5 2024 20:37:23 Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF78912ED40 Fallout4.exe+159ED40 mov eax, [r8+0x0C] | FUN_14159ec90_159ED40) [Compatibility] F4EE: false [Debug] Symcache: c:symcache WaitForDebugger: false [Fixes] ActorIsHostileToActor: true BSLightingShaderMaterialGlowmap: true BackportedBA2Support: true CellInit: true CreateD3DAndSwapChain: true EncounterZoneReset: true FixScriptPageAllocation: true FixToggleScriptsCommand: true GameDataReady: true GreyMovies: true InteriorNavCut: true MagicEffectApplyEvent: true MovementPlanner: true PackageAllocateLocation: true PipboyLightInvFix: false SafeExit: true TESObjectREFRGetEncounterZone: true UnalignedLoad: true UtilityShader: true WorkBenchSwap: true [Patches] Achievements: true BSMTAManager: true BSPreCulledObjects: true BSTextureStreamerLocalHeap: true HavokMemorySystem: true INISettingCollection: true InputSwitch: false MaxStdIO: 2048 MemoryManager: true MemoryManagerDebug: false ScaleformAllocator: true SmallBlockAllocator: true WorkshopMenu: true [Tweaks] MaxPapyrusOpsPerFrame: 100 [Warnings] CreateTexture2D: true ImageSpaceAdapter: true SYSTEM SPECS: OS: Microsoft Windows 11 Home v10.0.22621 CPU: GenuineIntel 12th Gen Intel(R) Core(TM) i7-12650H GPU #1: Nvidia AD107M [GeForce RTX 4060 Max-Q / Mobile] GPU #2: Intel Alder Lake-P GT1 [UHD Graphics] GPU #3: Microsoft Basic Render Driver PHYSICAL MEMORY: 16.09 GB/31.71 GB PROBABLE CALL STACK: [ 0] 0x7FF78912ED40 Fallout4.exe+159ED40 mov eax, [r8+0x0C] | FUN_14159ec90_159ED40 -> 2269831+0xB0 mov eax, [r8+0x0C] [ 1] 0x7FF788D8BD65 Fallout4.exe+11FBD65 lea rcx, [rbp-0x31] | FUN_1411fbca0_11FBD65 -> 2256763+0xC5 lea rcx, [rbp-0x31] [ 2] 0x7FF788D894BD Fallout4.exe+11F94BD lea rax, [rbp-0x09] | FUN_1411f9450_11F94BD -> 2256731+0x6D lea rax, [rbp-0x09] [ 3] 0x7FF787E2EAA9 Fallout4.exe+029EAA9 test eax, eax | FUN_14029e930_29EAA9 -> 2192461+0x179 test eax, eax [ 4] 0x7FF787E28ECD Fallout4.exe+0298ECD mov eax, [rsi+0x10] | FUN_140298650_298ECD -> 3625576+0x52F mov eax, [rsi+0x10] [ 5] 0x7FF787E24438 Fallout4.exe+0294438 mov al, 0x01 | FUN_140294110_294438 -> 2192321+0x328 mov al, 0x01 [ 6] 0x7FF78873CB49 Fallout4.exe+0BACB49 mov rcx, [0x00007FF78AB92D10] | Main::InitTES_BACB49 -> 2228911+0x2F9 mov rcx, [0x00007FF78AB92D10] [ 7] 0x7FF7887492B9 Fallout4.exe+0BB92B9 call 0x00007FF788749A00 | `anonymous_namespace'::Main_InitGameData_BB92B9 -> 2229085+0x379 call 0x00007FF788749A00 [ 8] 0x7FF78874B8B9 Fallout4.exe+0BBB8B9 call 0x00007FF789107F20 | FUN_140bbb890_BBB8B9 -> 2229111+0x29 call 0x00007FF789107F20 [ 9] 0x7FFB5481A8FC f4se_1_10_984.dll+000A8FC [10] 0x7FF7890DADED Fallout4.exe+154ADED mov rcx, [0x00007FF78AC7F620] | FUN_14154adb0_154ADED -> 2268179+0x3D mov rcx, [0x00007FF78AC7F620] [11] 0x7FFBE39F257D KERNEL32.DLL+001257D [12] 0x7FFBE508AF28 ntdll.dll+005AF28 REGISTERS: RAX 0x2639F6838D0 (void*) RCX 0x0 (size_t) [0] RDX 0x9C0 (size_t) [2496] RBX 0x61 (size_t) [97] RSP 0xF969A6F7C0 (void*) RBP 0xF969A6F869 (void*) RSI 0xF969A6F868 (BSResourceNiBinaryStream*) RDI 0x1 (size_t) [1] R8 0x0 (size_t) [0] R9 0x1 (size_t) [1] R10 0x0 (size_t) [0] R11 0xF969A6F750 (char*) "a" R12 0x263AA72C8D0 (void*) R13 0x0 (size_t) [0] R14 0xF969A6F8E8 (void*) R15 0x1 (size_t) [1] STACK: [RSP+0 ] 0x3C56830 (size_t) [63268912] [RSP+8 ] 0xF969A6F8E8 (void*) [RSP+10 ] 0x1 (size_t) [1] [RSP+18 ] 0x7FF789113E8B (void* -> Fallout4.exe+1583E8B mov rbp, [rsp+0x38] | FUN_141583e10_1583E8B) [RSP+20 ] 0x7FF78A85B9E4 (void* -> Fallout4.exe+2CCB9E4 fisubr st0, word ptr [rbp-0x52211042] | FUN_14229e738_2CCB9E4) [RSP+28 ] 0x0 (size_t) [0] [RSP+30 ] 0x263AA72C8D0 (void*) [RSP+38 ] 0x0 (size_t) [0] [RSP+40 ] 0xF969A6F900 (void*) [RSP+48 ] 0x7FF788D8BD65 (void* -> Fallout4.exe+11FBD65 lea rcx, [rbp-0x31] | FUN_1411fbca0_11FBD65) [RSP+50 ] 0xF969A6F869 (void*) [RSP+58 ] 0x1 (size_t) [1] [RSP+60 ] 0x3C56830 (size_t) [63268912] [RSP+68 ] 0xF969A6F900 (void*) [RSP+70 ] 0x26200099A70 (void*) [RSP+78 ] 0x7FF789110DD9 (void* -> Fallout4.exe+1580DD9 movsx eax, byte ptr [rsi+0x01] | FUN_141580d40_1580DD9) [RSP+80 ] 0x7FF789FA917D (char*) "\" [RSP+88 ] 0x0 (size_t) [0] [RSP+90 ] 0xF903C56830 (size_t) [1069510125616] [RSP+98 ] 0x0 (size_t) [0] [RSP+A0 ] 0x7FF703C56830 (size_t) [140698896918576] [RSP+A8 ] 0x7FF789FFEEF0 (void* -> Fallout4.exe+246EEF0 nop | FUN_14229e738_246EEF0) [RSP+B0 ] 0x0 (size_t) [0] [RSP+B8 ] 0x0 (size_t) [0] [RSP+C0 ] 0x0 (size_t) [0] [RSP+C8 ] 0x0 (size_t) [0] [RSP+D0 ] 0xF900000000 (size_t) [1069446856704] [RSP+D8 ] 0x7FF789110B8B (void* -> Fallout4.exe+1580B8B mov rax, rbx | BSResource::ID::ID_1580B8B) [RSP+E0 ] 0x7FF78AB7AC60 (AnimationClipDataSingleton*) [RSP+E8 ] 0xF969A6FA88 (void*) [RSP+F0 ] 0x7FF78A9F4B30 (void* -> Fallout4.exe+2E64B30 adc al, 0x5C | FUN_14229e738_2E64B30) [RSP+F8 ] 0x7FF78AB7AD08 (void* -> Fallout4.exe+2FEAD08 adc al, 0x5C | FUN_14229e738_2FEAD08) [RSP+100] 0xF969A6F919 (void*) [RSP+108] 0x7FF788D894BD (void* -> Fallout4.exe+11F94BD lea rax, [rbp-0x09] | FUN_1411f9450_11F94BD) [RSP+110] 0x26202DC41A8 (void*) [RSP+118] 0xF969A6F919 (void*) [RSP+120] 0x26202DC41A8 (void*) [RSP+128] 0x0 (size_t) [0] [RSP+130] 0x0 (size_t) [0] [RSP+138] 0x26203C56830 (void*) [RSP+140] 0x7FF78AC03830 (void* -> Fallout4.exe+3073830 iretd | FUN_14229e738_3073830) [RSP+148] 0x7FF78AB7AC60 (AnimationClipDataSingleton*) [RSP+150] 0xF969A6FA98 (void*) [RSP+158] 0x7FF78AC26810 (void* -> Fallout4.exe+3096810 add [rax], al | FUN_14229e738_3096810) [RSP+160] 0x7FF78AC7D410 (void* -> Fallout4.exe+30ED410 rcr byte ptr [0x00007FF78D2A2395], 0x01 | FUN_14229e738_30ED410) [RSP+168] 0x26209BFE8C0 (void*) [RSP+170] 0x1F (size_t) [31] [RSP+178] 0x263AA72C608 (void*) [RSP+180] 0xF969A6FA98 (void*) [RSP+188] 0x7FF787D74273 (void* -> Fallout4.exe+01E4273 mov esi, eax | FUN_1401e4260_1E4273) [RSP+190] 0xFFFFFFFF (size_t) [4294967295] [RSP+198] 0xF969A6FA88 (void*) [RSP+1A0] 0x0 (size_t) [0] [RSP+1A8] 0x26202DC4180 (void*) [RSP+1B0] 0x7FF789E063F0 (void* -> Fallout4.exe+22763F0 loopne 0x00007FF789E0638A | FUN_142249a50_22763F0) [RSP+1B8] 0x7FF787E2EAA9 (void* -> Fallout4.exe+029EAA9 test eax, eax | FUN_14029e930_29EAA9) [RSP+1C0] 0x0 (size_t) [0] [RSP+1C8] 0x26202DC41A8 (void*) [RSP+1D0] 0x7FF78A9F4B30 (void* -> Fallout4.exe+2E64B30 adc al, 0x5C | FUN_14229e738_2E64B30) [RSP+1D8] 0x0 (size_t) [0] [RSP+1E0] 0x26209A8C3C0 (void*) [RSP+1E8] 0x263AA72C608 (void*) [RSP+1F0] 0x0 (size_t) [0] [RSP+1F8] 0x263AA72C8D0 (void*) [RSP+200] 0x0 (size_t) [0] [RSP+208] 0x263AA72C608 (void*) [RSP+210] 0x7FF78A9F7D50 (void* -> Fallout4.exe+2E67D50 shl byte ptr [0x00007FF78AA1DFB7], cl | FUN_14229e738_2E67D50) [RSP+218] 0x0 (size_t) [0] [RSP+220] 0x7FF78A9F4B20 (BSTGlobalEvent::EventSource<AnimationDataSetupEvent>*) [RSP+228] 0x7FF787E28ECD (void* -> Fallout4.exe+0298ECD mov eax, [rsi+0x10] | FUN_140298650_298ECD) [RSP+230] 0x0 (size_t) [0] [RSP+238] 0x7FF789E063F0 (void* -> Fallout4.exe+22763F0 loopne 0x00007FF789E0638A | FUN_142249a50_22763F0) [RSP+240] 0x7FF78A9F7D50 (void* -> Fallout4.exe+2E67D50 shl byte ptr [0x00007FF78AA1DFB7], cl | FUN_14229e738_2E67D50) [RSP+248] 0x7FF78A9F7D50 (void* -> Fallout4.exe+2E67D50 shl byte ptr [0x00007FF78AA1DFB7], cl | FUN_14229e738_2E67D50) [RSP+250] 0x800 (size_t) [2048] [RSP+258] 0x7FF700000008 (size_t) [140698833649672] [RSP+260] 0x2625A529E00 (void*) [RSP+268] 0x0 (size_t) [0] [RSP+270] 0x2625A529E00 (void*) [RSP+278] 0x0 (size_t) [0] [RSP+280] 0x26202DF4920 (void*) [RSP+288] 0x0 (size_t) [0] [RSP+290] 0x26203231D48 (void*) [RSP+298] 0x2 (size_t) [2] [RSP+2A0] 0x7FF78A9F7B50 (void* -> Fallout4.exe+2E67B50 add [rax], al | FUN_14229e738_2E67B50) [RSP+2A8] 0x2625A4F1500 (void*) [RSP+2B0] 0x2625A529ED0 (void*) [RSP+2B8] 0x7FF787E24438 (void* -> Fallout4.exe+0294438 mov al, 0x01 | FUN_140294110_294438) [RSP+2C0] 0x7FF700000000 (size_t) [140698833649664] [RSP+2C8] 0x2625A529ED0 (void*) [RSP+2D0] 0x0 (size_t) [0] [RSP+2D8] 0x7FF78AC03F20 (void* -> Fallout4.exe+3073F20 | FUN_14229e738_3073F20) [RSP+2E0] 0x26200575E30 (SceneGraph*) Name: "WorldRoot Node" RTTIName: "SceneGraph" Flags: 280e Name: "WorldRoot Node" [RSP+2E8] 0x2620007F400 (NiNode*) Name: "ObjectLODRoot" RTTIName: "NiNode" Flags: 280e Checking Parent: Name: "shadow scene node" RTTIName: "ShadowSceneNode" Flags: 280e Checking Parent: Name: "WorldRoot Node" RTTIName: "SceneGraph" Flags: 280e Name: "ObjectLODRoot" [RSP+2F0] 0x0 (size_t) [0] [RSP+2F8] 0x9C0 (size_t) [2496] [RSP+300] 0xA (size_t) [10] [RSP+308] 0x7FF78873CB49 (void* -> Fallout4.exe+0BACB49 mov rcx, [0x00007FF78AB92D10] | Main::InitTES_BACB49) [RSP+310] 0x263AA72C609 (void*) [RSP+318] 0x7FF78A8508D0 (void* -> Fallout4.exe+2CC08D0 xor [rcx], ch | FUN_14229e738_2CC08D0) [RSP+320] 0x2620007F700 (void*) [RSP+328] 0xA (size_t) [10] [RSP+330] 0x0 (size_t) [0] [RSP+338] 0x2620007F680 (NiNode*) Name: "WaterLOD" RTTIName: "NiNode" Flags: 280e Checking Parent: Name: "LODRoot" RTTIName: "BSClearZNode" Flags: 80e Checking Parent: Name: "shadow scene node" RTTIName: "ShadowSceneNode" Flags: 280e Checking Parent: Name: "WorldRoot Node" RTTIName: "SceneGraph" Flags: 280e Name: "WaterLOD" [RSP+340] 0x7FF700000000 (size_t) [140698833649664] [RSP+348] 0x0 (size_t) [0] [RSP+350] 0x80000 (size_t) [524288] [RSP+358] 0x0 (size_t) [0] [RSP+360] 0x7FF78AC01750 (GameScript::PathingCallbackMgr*) [RSP+368] 0x8 (size_t) [8] [RSP+370] 0x7FF78ABEC0C0 (void* -> Fallout4.exe+305C0C0 add [rax], al | FUN_14229e738_305C0C0) [RSP+378] 0x7FF7890CF36B (void* -> Fallout4.exe+153F36B test al, al | BSTArrayBase::AddUninitialized_153F36B) [RSP+380] 0x7FF78ABEC0D8 (void* -> Fallout4.exe+305C0D8 add [rax], eax | FUN_14229e738_305C0D8) [RSP+388] 0xFFFFFFFF (size_t) [4294967295] [RSP+390] 0x0 (size_t) [0] [RSP+398] 0x263AA72C8D0 (void*) [RSP+3A0] 0x0 (size_t) [0] [RSP+3A8] 0x0 (size_t) [0] [RSP+3B0] 0x7FF78ABEC0C8 (void* -> Fallout4.exe+305C0C8 xor cl, 0xE8 | FUN_14229e738_305C0C8) [RSP+3B8] 0x7FF788BD9952 (void* -> Fallout4.exe+1049952 cmp eax, esi | FUN_141049820_1049952) [RSP+3C0] 0x0 (size_t) [0] [RSP+3C8] 0x0 (size_t) [0] [RSP+3D0] 0x0 (size_t) [0] [RSP+3D8] 0x7FF7890DA2A0 (void* -> Fallout4.exe+154A2A0 test dil, dil | FUN_14154a1b0_154A2A0) [RSP+3E0] 0x0 (size_t) [0] [RSP+3E8] 0x262004C3E40 (void*) [RSP+3F0] 0x7FF78AC7D578 (void* -> Fallout4.exe+30ED578 rcr byte ptr [rsi], 0x01 | FUN_14229e738_30ED578) [RSP+3F8] 0x262005FEC20 (void*) [RSP+400] 0x7FF789E05908 (void* -> Fallout4.exe+2275908 shl byte ptr [rcx], 0x01 | FUN_142249a50_2275908) [RSP+408] 0x7FF78ABEC0C8 (void* -> Fallout4.exe+305C0C8 xor cl, 0xE8 | FUN_14229e738_305C0C8) [RSP+410] 0x0 (size_t) [0] [RSP+418] 0x7FF78AC01750 (GameScript::PathingCallbackMgr*) [RSP+420] 0x0 (size_t) [0] [RSP+428] 0x7FF788BD8909 (void* -> Fallout4.exe+1048909 mov [rsi], ebx | FUN_141048880_1048909) [RSP+430] 0x2 (size_t) [2] [RSP+438] 0x263AA72C8D0 (void*) [RSP+440] 0x0 (size_t) [0] [RSP+448] 0x0 (size_t) [0] [RSP+450] 0x0 (size_t) [0] [RSP+458] 0x7FF788BF3BDA (void* -> Fallout4.exe+1063BDA mov [0x00007FF78AC012D8], rax | FUN_141063bc0_1063BDA) [RSP+460] 0x262005C7398 (`anonymous namespace'::InitGameDataThread*) [RSP+468] 0x0 (size_t) [0] [RSP+470] 0x0 (size_t) [0] [RSP+478] 0x0 (size_t) [0] [RSP+480] 0x0 (size_t) [0] [RSP+488] 0x7FF7887492B9 (void* -> Fallout4.exe+0BB92B9 call 0x00007FF788749A00 | `anonymous_namespace'::Main_InitGameData_BB92B9) [RSP+490] 0x262005C7398 (`anonymous namespace'::InitGameDataThread*) [RSP+498] 0x0 (size_t) [0] [RSP+4A0] 0x0 (size_t) [0] [RSP+4A8] 0x0 (size_t) [0] [RSP+4B0] 0x0 (size_t) [0] [RSP+4B8] 0x7FF78874B8B9 (void* -> Fallout4.exe+0BBB8B9 call 0x00007FF789107F20 | FUN_140bbb890_BBB8B9) [RSP+4C0] 0x262005C7398 (`anonymous namespace'::InitGameDataThread*) [RSP+4C8] 0x0 (size_t) [0] [RSP+4D0] 0x0 (size_t) [0] [RSP+4D8] 0x1F80 (size_t) [8064] [RSP+4E0] 0x262005C7398 (`anonymous namespace'::InitGameDataThread*) [RSP+4E8] 0x7FFB5481A8FC (void* -> f4se_1_10_984.dll+000A8FC mov rcx, [0x00007FFB548E0758]) [RSP+4F0] 0x0 (size_t) [0] [RSP+4F8] 0x0 (size_t) [0] [RSP+500] 0x0 (size_t) [0] [RSP+508] 0x0 (size_t) [0] [RSP+510] 0x0 (size_t) [0] [RSP+518] 0x0 (size_t) [0] [RSP+520] 0x0 (size_t) [0] [RSP+528] 0x0 (size_t) [0] [RSP+530] 0x0 (size_t) [0] [RSP+538] 0x7FF7890DADED (void* -> Fallout4.exe+154ADED mov rcx, [0x00007FF78AC7F620] | FUN_14154adb0_154ADED) [RSP+540] 0x262005C7398 (`anonymous namespace'::InitGameDataThread*) [RSP+548] 0x0 (size_t) [0] [RSP+550] 0x0 (size_t) [0] [RSP+558] 0x0 (size_t) [0] [RSP+560] 0x262005C7398 (`anonymous namespace'::InitGameDataThread*) [RSP+568] 0x0 (size_t) [0] [RSP+570] 0x0 (size_t) [0] [RSP+578] 0x7FFBE39F257D (void* -> KERNEL32.DLL+001257D mov ecx, eax) [RSP+580] 0x0 (size_t) [0] [RSP+588] 0x0 (size_t) [0] [RSP+590] 0x0 (size_t) [0] [RSP+598] 0x0 (size_t) [0] [RSP+5A0] 0x0 (size_t) [0] [RSP+5A8] 0x7FFBE508AF28 (void* -> ntdll.dll+005AF28 jmp 0x00007FFBE508AF49) [RSP+5B0] 0x0 (size_t) [0] [RSP+5B8] 0x0 (size_t) [0] [RSP+5C0] 0x0 (size_t) [0] [RSP+5C8] 0x0 (size_t) [0] [RSP+5D0] 0x0 (size_t) [0] [RSP+5D8] 0x0 (size_t) [0] [RSP+5E0] 0x3A74F4F800000000 (size_t) [4212260897487323136] [RSP+5E8] 0x0 (size_t) [0] [RSP+5F0] 0x4F0FFFFFB30 (size_t) [5433133628208] [RSP+5F8] 0x7FFBE2B20930 (void* -> KERNELBASE.dll+0160930 mov [rsp+0x10], rbx) [RSP+600] 0xF969A6E900 (void*) [RSP+608] 0x7FFBD8C6FDC800 (size_t) [36024230512281600] [RSP+610] 0x7FFBD8C6FDC8 (size_t) [140719650438600] [RSP+618] 0xF969A6E900 (void*) [RSP+620] 0x0 (size_t) [0] [RSP+628] 0x0 (size_t) [0] [RSP+630] 0x0 (size_t) [0] [RSP+638] 0x0 (size_t) [0] [RSP+640] 0x0 (size_t) [0] [RSP+648] 0x0 (size_t) [0] [RSP+650] 0x0 (size_t) [0] [RSP+658] 0x0 (size_t) [0] [RSP+660] 0x0 (size_t) [0] [RSP+668] 0x0 (size_t) [0] [RSP+670] 0x0 (size_t) [0] [RSP+678] 0x0 (size_t) [0] [RSP+680] 0x0 (size_t) [0] [RSP+688] 0x0 (size_t) [0] [RSP+690] 0x0 (size_t) [0] [RSP+698] 0x0 (size_t) [0] [RSP+6A0] 0x0 (size_t) [0] [RSP+6A8] 0x0 (size_t) [0] [RSP+6B0] 0x0 (size_t) [0] [RSP+6B8] 0x0 (size_t) [0] [RSP+6C0] 0x0 (size_t) [0] [RSP+6C8] 0x0 (size_t) [0] [RSP+6D0] 0x0 (size_t) [0] [RSP+6D8] 0x0 (size_t) [0] [RSP+6E0] 0x0 (size_t) [0] [RSP+6E8] 0x0 (size_t) [0] [RSP+6F0] 0x0 (size_t) [0] [RSP+6F8] 0x0 (size_t) [0] [RSP+700] 0x0 (size_t) [0] [RSP+708] 0x0 (size_t) [0] [RSP+710] 0x0 (size_t) [0] [RSP+718] 0x0 (size_t) [0] [RSP+720] 0x0 (size_t) [0] [RSP+728] 0x0 (size_t) [0] [RSP+730] 0x0 (size_t) [0] [RSP+738] 0x0 (size_t) [0] [RSP+740] 0x0 (size_t) [0] [RSP+748] 0x0 (size_t) [0] [RSP+750] 0x0 (size_t) [0] [RSP+758] 0x0 (size_t) [0] [RSP+760] 0x0 (size_t) [0] [RSP+768] 0x0 (size_t) [0] [RSP+770] 0x0 (size_t) [0] [RSP+778] 0x0 (size_t) [0] [RSP+780] 0x0 (size_t) [0] [RSP+788] 0x0 (size_t) [0] [RSP+790] 0x0 (size_t) [0] [RSP+798] 0x0 (size_t) [0] [RSP+7A0] 0x0 (size_t) [0] [RSP+7A8] 0x0 (size_t) [0] [RSP+7B0] 0x0 (size_t) [0] [RSP+7B8] 0x0 (size_t) [0] [RSP+7C0] 0x0 (size_t) [0] [RSP+7C8] 0x0 (size_t) [0] [RSP+7D0] 0x0 (size_t) [0] [RSP+7D8] 0x0 (size_t) [0] [RSP+7E0] 0x0 (size_t) [0] [RSP+7E8] 0x0 (size_t) [0] [RSP+7F0] 0x0 (size_t) [0] [RSP+7F8] 0x0 (size_t) [0] [RSP+800] 0x0 (size_t) [0] [RSP+808] 0x0 (size_t) [0] [RSP+810] 0x0 (size_t) [0] [RSP+818] 0x0 (size_t) [0] [RSP+820] 0x0 (size_t) [0] [RSP+828] 0x0 (size_t) [0] [RSP+830] 0x0 (size_t) [0] [RSP+838] 0x0 (size_t) [0] MODULES: XINPUT1_3.dll 0x000000400000 X3DAudio1_7.dll 0x000062650000 sfc.dll 0x026371E10000 Fallout4.exe 0x7FF787B90000 nvwgf2umx.dll 0x7FFB28DA0000 nvgpucomp64.dll 0x7FFB2F530000 Buffout4.dll 0x7FFB345C0000 steamclient64.dll 0x7FFB34910000 WINHTTP.dll 0x7FFB36020000 AcLayers.DLL 0x7FFB52B20000 XAudio2_7.dll 0x7FFB53700000 gameoverlayrenderer64.dll 0x7FFB53AA0000 nvldumdx.dll 0x7FFB53E50000 tier0_s64.dll 0x7FFB53F20000 vstdlib_s64.dll 0x7FFB541A0000 f4se_1_10_984.dll 0x7FFB54810000 MSVCR110.dll 0x7FFB548F0000 BakaMaxPapyrusOps.dll 0x7FFB54AA0000 flexRelease_x64.dll 0x7FFB54B30000 MSVCP110.dll 0x7FFB54DD0000 nvspcap64.dll 0x7FFB61E80000 cudart64_75.dll 0x7FFB621A0000 GFSDK_SSAO_D3D11.win64.dll 0x7FFB62780000 ResampleDmo.DLL 0x7FFB76510000 msdmo.dll 0x7FFB765D0000 bink2w64.dll 0x7FFB78490000 DSOUND.DLL 0x7FFB8DF00000 GFSDK_GodraysLib.x64.dll 0x7FFB8DFC0000 flexExtRelease_x64.dll 0x7FFB8E160000 winmmbase.dll 0x7FFBA2E10000 CONCRT140.dll 0x7FFBA36C0000 steam_api64.dll 0x7FFBAD2A0000 webio.dll 0x7FFBB2D70000 OneCoreCommonProxyStub.dll 0x7FFBB7AA0000 Windows.UI.dll 0x7FFBBB670000 MSVCP140.dll 0x7FFBBD210000 VCRUNTIME140.dll 0x7FFBBD2A0000 VCRUNTIME140_1.dll 0x7FFBBD500000 AUDIOSES.DLL 0x7FFBC2D90000 igc1464.dll 0x7FFBC7B50000 NvMessageBus.dll 0x7FFBCC970000 MSVCP140_ATOMIC_WAIT.dll 0x7FFBCE040000 sfc_os.DLL 0x7FFBCEB80000 OLEACC.dll 0x7FFBCF9D0000 WINSPOOL.DRV 0x7FFBCFA40000 textinputframework.dll 0x7FFBD01F0000 igc64.dll 0x7FFBD04B0000 igdgmm64.dll 0x7FFBD0570000 IntelControlLib.dll 0x7FFBD0AE0000 igd10um64xe.DLL 0x7FFBD1210000 OneCoreUAPCommonProxyStub.dll 0x7FFBD2870000 igd10iumd64.dll 0x7FFBD2EA0000 nvapi64.dll 0x7FFBD3650000 CoreUIComponents.dll 0x7FFBD62D0000 COMCTL32.dll 0x7FFBD72F0000 ncryptsslp.dll 0x7FFBD75A0000 MMDevApi.dll 0x7FFBD7960000 MSIMG32.dll 0x7FFBD7C90000 directxdatabasehelper.dll 0x7FFBD7F40000 drvstore.dll 0x7FFBD8650000 cryptnet.dll 0x7FFBD87B0000 SortWindows61.dll 0x7FFBD9710000 nvToolsExt64_1.dll 0x7FFBD97D0000 d3d11.dll 0x7FFBDA070000 dcomp.dll 0x7FFBDA2D0000 CoreMessaging.dll 0x7FFBDA970000 apphelp.dll 0x7FFBDAE10000 WINMM.dll 0x7FFBDB000000 fwpuclnt.dll 0x7FFBDB470000 rasadhlp.dll 0x7FFBDCAE0000 avrt.dll 0x7FFBDCAF0000 VERSION.dll 0x7FFBDD2A0000 WinHTTP.dll 0x7FFBDD390000 UxTheme.dll 0x7FFBDEC00000 dxgi.dll 0x7FFBDEF80000 dwmapi.dll 0x7FFBDF170000 WINNSI.DLL 0x7FFBDF590000 dxcore.dll 0x7FFBDF5D0000 resourcepolicyclient.dll 0x7FFBDF960000 DbgHelp.dll 0x7FFBDFB90000 wintypes.dll 0x7FFBE0140000 windows.storage.dll 0x7FFBE0280000 IPHLPAPI.DLL 0x7FFBE0E90000 DNSAPI.dll 0x7FFBE0EC0000 UMPDC.dll 0x7FFBE11D0000 powrprof.dll 0x7FFBE11F0000 Secur32.dll 0x7FFBE1270000 schannel.DLL 0x7FFBE12E0000 rsaenh.dll 0x7FFBE13E0000 kernel.appcore.dll 0x7FFBE1480000 ntmarta.dll 0x7FFBE14A0000 SSPICLI.DLL 0x7FFBE16E0000 MSWSOCK.dll 0x7FFBE18F0000 CRYPTSP.dll 0x7FFBE1B50000 CRYPTBASE.DLL 0x7FFBE1B70000 wldp.dll 0x7FFBE1C00000 NTASN1.dll 0x7FFBE1CB0000 ncrypt.dll 0x7FFBE1CF0000 msasn1.dll 0x7FFBE1FF0000 CFGMGR32.dll 0x7FFBE2010000 devobj.dll 0x7FFBE2080000 DPAPI.DLL 0x7FFBE20B0000 ServicingCommon.dll 0x7FFBE20C0000 profapi.dll 0x7FFBE2290000 bcrypt.dll 0x7FFBE2360000 ucrtbase.dll 0x7FFBE2390000 msvcp_win.dll 0x7FFBE24B0000 win32u.dll 0x7FFBE2550000 wintrust.dll 0x7FFBE2640000 CRYPT32.dll 0x7FFBE26B0000 gdi32full.dll 0x7FFBE2820000 bcryptPrimitives.dll 0x7FFBE2940000 KERNELBASE.dll 0x7FFBE29C0000 msvcrt.dll 0x7FFBE2D70000 GDI32.dll 0x7FFBE2E20000 ADVAPI32.dll 0x7FFBE2E50000 SETUPAPI.dll 0x7FFBE2F10000 PSAPI.DLL 0x7FFBE3420000 OLEAUT32.dll 0x7FFBE3430000 MSCTF.dll 0x7FFBE3510000 WS2_32.dll 0x7FFBE3670000 clbcatq.dll 0x7FFBE36F0000 NSI.dll 0x7FFBE37A0000 imagehlp.dll 0x7FFBE37B0000 ole32.dll 0x7FFBE37D0000 SHLWAPI.dll 0x7FFBE3980000 KERNEL32.DLL 0x7FFBE39E0000 USER32.dll 0x7FFBE3AC0000 combase.dll 0x7FFBE3C70000 IMM32.DLL 0x7FFBE4000000 sechost.dll 0x7FFBE4040000 RPCRT4.dll 0x7FFBE40F0000 shcore.dll 0x7FFBE4460000 SHELL32.dll 0x7FFBE4630000 COMDLG32.dll 0x7FFBE4E90000 ntdll.dll 0x7FFBE5030000 F4SE PLUGINS: BakaMaxPapyrusOps.dll v2.0.1 Buffout4.dll v1.35.1 PLUGINS: [00]Fallout4.esm [01]DLCRobot.esm [02]DLCworkshop01.esm [03]DLCCoast.esm [04]DLCworkshop02.esm [05]DLCworkshop03.esm [06]DLCNukaWorld.esm [FE]ccBGSFO4044-HellfirePowerArmor.esl [FE]ccBGSFO4115-X02.esl [FE]ccBGSFO4116-HeavyFlamer.esl [FE]ccBGSFO4110-WS_Enclave.esl [FE]ccBGSFO4096-AS_Enclave.esl [FE]ccFSVFO4007-Halloween.esl [FE]ccBGSFO4046-TesCan.esl [FE]ccSBJFO4003-Grenade.esl [FE]ccOTMFO4001-Remnants.esl [07]TortureDevices.esm Edited August 2, 2024 by dav42
EgoBallistic Posted August 2, 2024 Author Posted August 2, 2024 1 hour ago, dav42 said: Same problem on one machine and not the other, DD is not installed. I had a working configuration before, installed TD 2.21 and crash on start-up. Both are W11, both using Vortex, both are using NG. There is a recurring problem some users have when using TD 2.21b on Windows 11 with Vortex. I have just uploaded a new version, TortureDevices 2.21b. This is the same mod as before, none of the files have changed, but I changed the archive to .zip and removed one file that may be involved with the problem. Let me know if it helps. 1
dav42 Posted August 2, 2024 Posted August 2, 2024 24 minutes ago, EgoBallistic said: There is a recurring problem some users have when using TD 2.21b on Windows 11 with Vortex. I did try just unzipping the mod manually into the Data folder outside of Vortex but that worked the same. Vortex did see to discover the plug in and could see the plug in (just not tracking the mod). My assumption is the problem is certain Windows 11 configurations, not sure what it is though as it works on another machine. One has a GTX 1070 Ti and this one is a mobile GTX 4060. 26 minutes ago, EgoBallistic said: I have just uploaded a new version, TortureDevices 2.21b. Appreciate it, unfortunately it didn't seem to change anything.
dav42 Posted August 2, 2024 Posted August 2, 2024 (edited) On 8/2/2024 at 12:26 PM, EgoBallistic said: I have just uploaded a new version, TortureDevices 2.21b. Well, I took the 2.21b version and unpacked it directly to the Data folder and that is working now. Vortex, as mentioned earlier, did discover the plugin. So I'll need to play around more with it. I am not quite sure what Vortex is doing there, perhaps it has to do with it's "hardlink" deployment method? Edit: So I decided to go the nuclear option, because I didn't really care for all the preloaded crap on this laptop. A fresh W11 Home install and installing through Vortex definitely causes a problem, really makes no sense but I assume there is something with NTFS permissions or something else going on there. Just copying the files out of the ZIP and dumping them in the Game's Data folder and everything is fine, was able to build the x-cross and frame in workshop mode. Edit 2: Decided to spend my Sunday switch over to MO2, and it has zero issues with this mod. I believe KFT also has the same issue with Vortex, haven't gotten there yet. When I came across this comment about Vortex + W11 I thought it was a bit out there, but here I am confirming there is something wonky with Vortex -- what it is I don't know (either hardlinking, permissions, or ownership). I have been using Vortex for a while and was pretty happy with it and daunted by MO2, but so far it's comparable to Vortex the only thing is there is no built-in for installing in the root folder (but there is a plugin called Root Folder that deals with that problem for F4SE and xSE). I was a bit intimated by MO2, but watched a few of GamerPoet's tutorials and went through the in-app tutorial, and once you figure it out it's straight-forward -- it just sucks that F4SE is the base mod required and the app doesn't intuitively handle it out of the box -- so you kind of get a little lost in the tutorial. Edited August 4, 2024 by dav42
quadgimpmoan Posted August 6, 2024 Posted August 6, 2024 Does the latest version work with 1.10.163? If not which version works with a downgraded game?
vaultbait Posted August 6, 2024 Posted August 6, 2024 18 hours ago, quadgimpmoan said: Does the latest version work with 1.10.163? Yes.
pussyslayer690 Posted August 13, 2024 Posted August 13, 2024 (edited) having a problem with Torture devices crashing my game on start(i've also tried disabling all mods including F4SE as i use root builder). I am on MO2. Here are my logs. Thank you EDIT: I am downgraded using the patcher crash-2024-08-13-02-17-44.log Edited August 13, 2024 by pussyslayer690
WOLFV2 Posted August 17, 2024 Posted August 17, 2024 How do you make NPCs naked, and can you explain how I can use the mod?
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