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 [FO4] Strange Colonial Taphouse Glitch

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PostSubject: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptySat Dec 23, 2017 8:50 pm

Ran into this with a modded save, and Idk what causes this, it always happen when I reload the file.
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BigBossMan

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PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyMon Dec 25, 2017 3:27 pm

this has happened to me various times since FO3. Each time it was either hilarious or annoying as it literally broke the game and I couldnt finish quests or even progress the main story. Normally its just the game being buggy which we know beths games are notorious for...other sometimes its just a heavily modded game that has way to much going on...id rather bet its just being buggy.

Least yours played out. On my end things either wont happen or I some how get caught in the middle and when they hit me, my companions fire back and now the entire settlement hates me and then my companions hate me and then leave me because they make it look like I killed the npcs o_O. Either way, was funny to watch Smile

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darkstyler

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PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyMon Dec 25, 2017 4:34 pm

Quote :
sometimes its just a heavily modded game that has way to much going on
Scripts can do bad things if they are too numerous and resources demanding, (creating a latency that prevent other scripts to work properly in due time). You may try to disable your heaviest scripted mods and try to reproduce the bug Wink May be you have reached some game limitations...

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Kakashi Hatake

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[FO4] Strange Colonial Taphouse Glitch Empty
PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyMon Dec 25, 2017 8:06 pm

This happens to me but when I first meet Danse. The result is the BoS side of the story being completely closed off. I fixed it by disabling mods that affect the BoS.

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BigBossMan

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PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyMon Dec 25, 2017 8:23 pm

darkstyler wrote:
Quote :
sometimes its just a heavily modded game that has way to much going on
Scripts can do bad things if they are too numerous and resources demanding, (creating a latency that prevent other scripts to work properly in due time). You may try to disable your heaviest scripted mods and try to reproduce the bug Wink May be you have reached some game limitations...

im always doin thatn when somethin bad happens im always trying to reproduce the effect. sometimes I can narrow it down, Like in FNV, I had played a pt with project nevada and I kept crashing at the end of lonesome road. I disabled numerous mods till i realized it was PN....never did figure out why it was the cause but didnt mind disabling it just to complete the DLC.

I've gotten better at troubleshooting my issues, but still get issues I can never figure out and usually just start over fresh. I rarely ask for help as I try not to look like a total noob after doing this for so long and learning along the way.

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darkstyler

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PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyMon Dec 25, 2017 8:50 pm

bigBossMan wrote:
I've gotten better at troubleshooting my issues, but still get issues I can never figure out and usually just start over fresh. I rarely ask for help as I try not to look like a total noob after doing this for so long and learning along the way.
There are things pretty hard to catch. Last Fo3 playthrough, same thing, I had to start from fresh game. Unless there's someone with an answer. Have you also asked on the Nexus technical forum ?

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PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyMon Dec 25, 2017 10:26 pm

After some looking around, I found out that Targeting HUDs can cause this, and I was wearing a Targeting HUD. A fix I was told was to remove the headgear on some scripted events.
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PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyMon Dec 25, 2017 10:53 pm

The western fox wrote:
A fix I was told was to remove the headgear on some scripted events
So it was a script conflict huh, in that case, difficult to make scripts compatible. Glad you've found the culprit.

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BigBossMan

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[FO4] Strange Colonial Taphouse Glitch Empty
PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyTue Dec 26, 2017 3:50 am

darkstyler wrote:
bigBossMan wrote:
I've gotten better at troubleshooting my issues, but still get issues I can never figure out and usually just start over fresh. I rarely ask for help as I try not to look like a total noob after doing this for so long and learning along the way.
There are things pretty hard to catch. Last Fo3 playthrough, same thing, I had to start from fresh game. Unless there's someone with an answer. Have you also asked on the Nexus technical forum ?

Good majority of the time I find solutions due to other people having the same issue. But! There are times that I cannot for the life of me find anything even remotely connected to what im looking for. Like currently, I dono if its my gpu or cpu, or just the gods telling me "no you get nothing good", I crash sometimes, over a period of time, when im modding armor at a work bench or even browsing items in inventory. Current lead says its bad formid's, I think its cause i made a few merge esp's using merge plugin and mostly did it with armor.

what....i think 5 or 7 armor packs and 1 weapon pack and now the weap pack is giving me shit with just ONE weapon lol...all the files are there, meshes, textures, materials and it still crashes on me when i highlight it with the mouse. Ill figure it out eventually...have an epiphany or something, bout how it normally goes. till then i just put up with it. Now the REAL ISSUE ive had since update 1.3 was the dam rainbow texture glitch thing where when you move far away enough from something and it looks like Roy threw up multicolored pixels on everything....but thats beth hating on amd cards from what ive read.

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PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptyTue Dec 26, 2017 6:22 am

BigBossMan wrote:
when i highlight it with the mouse
hmm if it's a weapon crashing the game in the inventory, you may try :
- Check in whatever editor you have with FO4, if the weapon has a projectile.nif like 32CalRifleBulletProjectile[PROJ:00021404] in Fo3 for example. This happen to crash my game when I try to use or equip a weapon with no atributed projectile... if my memory is correct.
- Change the model of the weapon.nif, always in the editor to be sure the problem doesn't come with the model itself.
- Finaly, if above doesn't work, check, always in the editor, every parameter attached to the weapon = don't forget to check sub-categories like object effects, sounds, (remove the sounds if they are not vanilla to test...), script, (remove the script), etc...
That's all I see for now, as I can not be sure about anything cause I don't know how FO4 is made, so everything above is made with suppositions. Tell me if you find anything interresting about those problems and good luck Wink

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PrinceMinus

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[FO4] Strange Colonial Taphouse Glitch Empty
PostSubject: Re: [FO4] Strange Colonial Taphouse Glitch   [FO4] Strange Colonial Taphouse Glitch EmptySun Dec 31, 2017 12:00 am

It seems like the problem you're having is that the NPCs are now self aware, and that they can sense they have a presence in the game, therefore, allowing them to want to kill each other any time combat emerges so they don't have to suffer this fatal fate of being in a video game any longer.

Jokes aside, Paul- Cooke'ed, CookeThis problem happened to me before, it's smell either consists of a rouge mod, or just another Fallout 4 bug.
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