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Posted

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.  

Posted
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.

Posted
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. 

 

 

Posted (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 by eleminatorxx
  • 2 weeks later...
  • 2 weeks later...
Posted

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 ...

Posted
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.

Posted
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

 


 

"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.

Posted
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.

Posted

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.

Posted
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.

Posted

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? 

Posted
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

Posted

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!

 

Posted
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.

  • 2 weeks later...
Posted (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 by dav42
Posted
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.

Posted
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.

 

Posted (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 by dav42

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