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skyquest

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win2009

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973 comments

  1. Nedned
    Nedned
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    Hi ! Since the traveling npc are new npc added by your mod, i guess any overhaul mod won't affect them right ? Like this one who rebalance some ennemies and mostly loot : https://www.nexusmods.com/fallout4/mods/34769 ?
  2. AmaekilShath
    AmaekilShath
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    Don't suppose you'd fancy adding more creatures into this mod? I'd like to see herds of RadStags, large packs of dogs and maybe even swarms of BloatFlies.
  3. Inaginni
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    I have now gone through around 50 loading cycles for a specific save in Sanctuary and can confirm, for at least the mods I'm using, that FO4 NPCs Travel is the cause of my near 100% crash rate for that specific save file. Additionally, the save file right before it, also in Sanctuary, will similarly crash nearly 100% of the time if NPCs Travel is turned on. I scanned back in the posts here and I saw that others have run into the same issue in Sanctuary and that turning off some visitor functionality in the mod stopped the crashing, but I'm not sure how to do this myself, unless it has to be done while in game (which would not be usable since the save will not load).

    I additionally tested to see if disabling other mods besides NPCs Travel fixed the issue. Deactivating 5 mods at a time until only NPCs Travel was enabled did not fix the issue. Following this by disabling NPCs Travel immediately fixed the issue (no mods enabled at this point), and I tested this 5 times with NPCs Travel on and another 5 with it off. This was followed by additional save loading tests with as many mods enabled as possible while still allowing a successful save load. The end result was that only NPCs Travel needed to be disabled for a successful save load.

    I've also done a check in FO4Edit and, by all indications, none of the mods I am using alongside NPCs Travel conflict with it in any way. I saw before that you were interested in a save file where this error occurred nearly 100% of the time, and I am offering it if you are interested. In the meantime, if there's a recommended way to uninstall your mod, I would be interested in hearing it so I can keep playing without worrying too much about future save file corruption.

    My mod list is:
    Spoiler:  
    Show


    Edit: Minor correction. Save file that is crashing is actually at Abernathy farm, while the save file before it that is also crashing is at Sanctuary. The crashing at both locations is fixed if NPCs Travel is disabled.
    1. jaderiver
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      There is a holo tape where you can turn off settlemetn visits by un checking the box in the holotape setting
    2. Inaginni
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      The issue is that changing this without losing progress requires a successful load, which is unicorn-level in rarity. I have hopefully found a way to remove this mod without incurring future save file corruption using FallrimTools, but only a few hundred hours will prove it.
    3. jaderiver
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      I have looked at fallrim tools, and I cant wrap my head around it , ni matter how many time I look at it
    4. Inaginni
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      FallrimTools is actually rather interesting. I first completed FO4 without any mods and it was intriguing to compare a modded save file to an end-game vanilla save file. From all accounts, it is supposed to be an okay-to-very-good tool to ward off save file corruption if you remove a mod that contains scripts, but it is not 100% effective.

      As for understanding it, early on I had issues as well, but I found it far easier after going through the learning curve for FO4Edit. FO4Edit has a good tutorial online so you could start there if interested.
    5. win2009
      win2009
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      Direct editing to the Commonwealth is, I placed only one XMarker in each settlements. That’s all. Why does the problem happen ...

      How about this one?
      1. Move indoors somewhere.
      2. Set the number of all NPCs to 0.
      3. Turn off settlemetn visits.

      This may be due to my mod, but please don't feel bad, I also want to doubt other mods, such as editing a place of settlements. Also for example, repeatedly installed and uninstalled many mods in your gameplay so far. If so I think this can also be a cause. Because removal of mods is not supported by Bethesda.
      Anyway, I have not installed FO4 now and I think it is difficult to identify the cause of this kind of problem, so I can not fix it.
    6. Inaginni
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      I'll go through your method this weekend when I have more time to devote to testing.

      The above testing can actually be considered the third round of load order testing for me. The first two rounds were abandoned due to the same issue occurring within roughly the same time frame. It wasn't until the second round failed that I decided to do some deeper delving (learning FO4Edit) for the third round, which eventually resulted in the above.

      Also, to clarify, I do not remove mods or install new mods during each loading round and use a clean install between rounds. The above testing was meant as a check to see if the failure in loading was a reaction to active interference (i.e. script loading errors, bad meshes, etc.) or the result of slowly accumulating save file corruption due to poor mod ordering/ dirty edits/ etc. To me, the results indicate only a script loading issue. I've noticed that NPCs Travel will, after first loading a save, indicate that no settings can be changed while the involved scripts are loading. This may point to the NPC visitor to the settlement being initially spawned before the save file was originally created, and that the scripts required for the NPC upon loading this save are not initialized in an appropriate time frame. But that's just a guess.
    7. LoneWolf126
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      I know it has been a while but did you look at tuning the Papyrus engine in the fallout4custom.ini file? I was having CTD with sim settlements at a particular settlement and using the below settings helped to resolve the issue. Unfortunately the main thing that fixed it was running the game at a fix 60 FPS the reason for this is that there needs to be some free time in the frame render time (I know I am not explaining this well) for the scripts that render objects in the world to complete.

      [Papyrus]
      fPostLoadUpdateTimeMS 1000 <- adds time in the load screen to allow scripts to complete
      fUpdateBudgetMS=2.4
      fExtraTaskletBudgetMS=2.4
      iMinMemoryPageSize=384
      iMaxMemoryPageSize=1512
      iMaxAllocatedMemoryBytes=460800
    8. Inaginni
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      @Lonewolf126 I have been running the game at 60 FPS throughout my test runs. Even though Bethesda supposedly fixed high FPS issues... they're not fixed xD

      I haven't tried tuning Papyrus at all. At this point in time I probably wont as removing NPCs Travel has resulted in an almost rock solid experience.

      @win2009 I looked into it, and while it seemed to help, the game is not as stable as the mod being disabled in my load order. Keep in mind this is a comparison of 1-1.5 hours of NPCs Travel versus 30 hours without it, so the NPCs Travel data set could be considered somewhat small. If you're interested, the save loading crashes in Sanctuary, but not Abernathy Farm, were partially alleviated by forcefully moving Carla out of the settlement (she was stuck), but that may be a red herring.
  4. xerobyte789
    xerobyte789
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    Fallout 4 NPCS Travel + M's Abominations + Vertical Spawns + Plutonium Creatures + Zombie Walkers = Best time i've ever had in fallout 4

    I was so fed up with commonwealth warfare and its myriad of issues so i went out of my way to browse through different spawn mods and compiled the best ones i could find. If your pc can handle it then i really recommend for you to try it yourself!
  5. hpkluch
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    Thank you !
  6. yuser
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    win2009, can you protect Bunker Hill as you did for Diamond City? Traveling enemies almost constantly attack and devastate it, especially on higher levels.
  7. MichaelStipe
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    Will this mod work with Frost? Looks very interesting!
    1. RedRocketTV
      RedRocketTV
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      It works perfectly fine with FROST and fits into it very well. I suggest keeping FROST below this mod so the FROST changes to NPCs (such as Gunners and Raiders being renamed to Survivor) get carried over.
    2. MichaelStipe
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      Thanks for your reply. I've installed it and everything seems fine so far.
  8. Warlock5087
    Warlock5087
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    Is this mod compatible with Unique NPC's - Creatures and Monsters, and Unique NPC's - an Overhaul of the Commonwealth?
    1. yuser
      yuser
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      Yes, they don't overlap. NPCs Travel use its own sets of leveled NPCs and creatures.
  9. casterlyrockn
    casterlyrockn
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    Would we also see different factions fighting similar to war of the commonwealth?
  10. casterlyrockn
    casterlyrockn
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    Is the compatible with we are the minutemen?
    1. casterlyrockn
      casterlyrockn
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      Yes it compatible with we are the minutemen.
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