I'm having the hardest time getting Grease Rat Garbs to work. The patch provided on GRG's modpage causes my game to consistently crash when loading a save in which the GRG scripts have been run.
The problem has been discussed in GRG's bug section but without a working solution: "Script overload causing CTD"
To clarify: GRG works fine at first glance, as do the LL injection patches, which trigger the lvled list injection scripts contained in the main file of GRG. The outfits are starting to show up on my NPCs but as soon as I save my game, that save is forfeit. I can no longer load that save afterwards, the game simply CTD's while loading and buffout4 doesn't create a crash log either and I'm not tech savvy enough to determine what the problem could be within the LL-scripts. However I also don't want to go overboard with RO1 and all of its requirements, my hair is already graying from all the trial and error. Could you create or provide a version of your GRG Lvl-list patch that doesn't require RO1 as a master?
Man wish i read this comment 3 hours earlier spend a good while figuring out which injection was causing this and narrowed it down to grease+this. No clue what it conflicts with,but i have the exact same issue as you described (happens in a new game or injected into a older save)
I had a similar coincedence when first running GRG. The issue was an NPC pathing issue in another mod which for some reason only showed while using GRG. I fixed the other mod and that resolved the issue.
The Only GRG oddity I can imagine ...maybe... causing an issue is some of the LL have a partial circular leveled list. There are lists which contain themselves as a one entry out of several so there is a chance an LL can run a few time when making selections instead of once. However, it doesn't occur often enough for xEdit's "Check for Circular Leveled Lists" to detect it as a problem.
I've toyed with that technique on a mod but it didn't really work for me. Maybe the scripts being partially redone for RO1 patch is why it works fine.
@Kew, my RO1 patch for GRG rewrites a good portion of the injection script for GRG. It should not cause the issues described above. Are you saying you have seen this when using it with RO1? Did you have the RO1 patch in the proper load order the first time GRG ran?
Yes i am pretty certain its in the correct load order (Using the RO .pdf file),i removed it earlier and started again to see if a made a error somewhere. Just a small note that might tell you something once you save the game and then Exit to main menu the game instantly ctd and i am not able to load the save or exitsave
"The patch provided on GRG's modpage causes my game to consistently crash when loading a save in which the GRG scripts have been run." No one seems to have noticed this comment. If I am not mistaken we are not supposed to use that patch but the one provided here by 4estgimp
Either way can somewhat work. If GRG ever ran the Raider LL it uses, then a person would need to go back to save before that GRG patch was ever installed. That's because LL injections scripts run one time only. My replacer would see itself as having already run.
My patch is a replacer for the GRG patch so really there is no need to install the GRG version.
Thank you for the reply. Not opposed to learning xEdit at all, I have dabbled a bit here and there. I appreciate the heads-up on where to look. I was more concerned that it would irreparably damage the mod itself.
One last question, I am following your LO on google sheets and was wondering if my load order in the right pane of MO2 should replicate the structuring in the left pane.
Be sure to "Check for Errors" in xEdit (Rclick menu on the plugin). This will list records which try to reference a COBJ you've removed. Then you can remove those entries too. Sometimes a record needs removed and sometimes it's just a line for a record no found.
Yes, the panes match in MOST cases. You might see some ESP RELOCATED boxes on the right of the spreadsheet past the notes column.
Hey My friend could you do a patch for Grease Rat Garbs and Raider Gangs Extended as the GRG only occasionally show up in game if ever when using both together?
I would try to do it myself but I've never even attempted a patch before so I would mess it up.
ok thanks for the quick reply, I didn't know that. I just assumed they both edited the same level lists but what do I know, I'm a noob lol I think the chance of seeing any of GRG's gear in-game is far too low n it's a shame because its an awesome mod
RGE does get extra eyewear, hat and bandana variety with my patch..... so Maybe... maybe it can get a few GRG hats or backpacks into RGE. I honestlly don't remember. The outfits are mostly defined thought so each "gang" has their uniform, their colors.
Just want to say, I've been using your patches with the vanilla RO + Restored Content (Game already in-progress and over lev. 100 so I'll have to wait to use yours), and it all seems to be working fine. There was another small 'cluster' of raider-related mods I had playing nice together (McMacHack had his own set of patches to get his Raider PA Improved mod working with some others) that I doubt I can add to this without knowing far more about 'injection' (I have always hand-tooled my LL's). Can I add to the LL's in your executables and it won't bork the injections? More below*
Anyhow, I came here to grab this patch, since it became insanely rare to see the GRG stuff anymore, only to find-out you named it the same as the vanilla GRG/RP patch, and then recommend that this one gets installed BELOW that one... an actual impossibility, since they have the same name. I did rename it (just added a '1'), but I don't understand why you even gave it the same name? Had I said 'yes' to the replacement I could have killed my save-game. Lastly (sort-of LOL), I just want to thank you for doing all of this. I've been tinkering with my mods myself for quite awhile, but your RO-1 setup makes highly individualized raiders possible for everyone, and injected lists are really the way to go. Cheers
*In the RO files (IIRC), there is a file that allows you to use it alongside the Scavver stuff + Lagrie helmets (and it acts as a replacer for the Lagrie file so no LO-bloat!) I used it for some time, with the only downside being I would only see the Lagrie helmets, everywhere... on EVERY Raider. I always meant to to create my own 'raider headgear' LL and have all the Helmets from that (and a couple of one-off's I like from Nexus) be in a 'Specials' sub-LL under the headwear. Now, since I very much doubt that patch would even work with your setup of LL's, I was hoping I could easily just make my own patch adding the stuff from those two mods (Scavvers and Lagrie) into the LL's you built. Once again, do I need to understand scripting, or can I just go-in and add stuff to your LL's directly? How hard is it to learn how to do injection, as an alternative? Nevermind - seem to have found your links to how to do all that. Thanks again.
RO1 Leveled lists have changed since regular Raider Overhaul. RO WIP has everything as hard edits to vanilla LLs and some new LLs. I've deleted a few those LLs, added a few, and now handle the weapon LLs with injection. Huge changes were done on the clothing side to make all the various items work randomly. Some functions are not working for you. My patches are not made for the old RO WIP at all.
I instruct users to install my mod after GRG so they won't break the installation. You got creative though and broke it in another way. I'm running a replacer GreaseRatGarbs_RaiderPatch.esp very intentionally due to the way GRG wants to check for that patch presence before running installation scripts. I have a replacer quest in my file. So yes, my mod has to load below GRG so the game uses my replacer ESP rather than the GRG ESP. It does not kill saves.
So - if you are using my mods with RO WIP - god only knows the results you will see. I can't really advise how to patch items into your hybrid system since....it's a hybrid system.
I've put MONTHS of work into RO1 LLs and the patches which work with them. They work. When you get to a new save-game and RO1 installation you'll see the diff. Anyway, thanks for the kind words and feedback.
Giving any direction on using Dank's LLs or just general injection talk would be best handled on Discord.
If you use Vortex (or in my case, nothing at all), you CAN'T load a file with the same name below another, because everything goes directly into the game folder (it will overwrite). MO2 works differently, with each mod in its own folder, so that's why that works (I an assuming - I've used both Vortex and MO2).
And so far, everything seems to be working perfectly. I understand your patches were never meant for the older versions of RO + Restored Content, and I am also aware I am losing some of the functionality. I'm running a test-game, and thinking about finally switching away from AWKCR/AE for all my mods, so I am throwing in a LOT of stuff I have been wanting to try just to test things out. Amazingly - without even using an MO ATM - this has been the most stable-running game I have ever had (likely due to me knowing far more about what I am doing than the last time I built a LO from scratch). I DO plan to use YOUR RO-1 when I do a serious run-through. Thank you for the quick response. Cheers
EDIT: I just re-read your post again - I am going to try to simply turn-off the original esp. and see what happens. it IS a test-game, after-all.
I'm well-aware. I've gotten 'yelled at' on a bunch of Discords. LOL The guys over on the FO4Edit Discord don't even know how I am using that to edit without an MO.
I never meant to actually 'play' this way. I had to fix my install, and just wanted to run FO4 'vanilla', through Steam, until I could get everything working correctly again, and then I just started playing around, figuring eventually I would break things so badly I'd be forced to stop... but so far, its all working. I consider it a 'learning experience'. But yeah... I will go back to MO2, even though I really liked Vortex.
EDIT: Will the Settler patch (from the main GRG page) still work correctly using your replacer?
The Settler and Raider patches are 100% dummy records. They contain nothing. GRG is a little different in that the main ESP contains a single QUST record, TNGR_ControllerQuest, to handle LL injection. The specific arrays for either Settler or Raider only run if they detect the optional Settler and/or Raider ESP. The SettlerPatchArray is still in my QUST record. So install the optional settler .esp and that part of the QUST will run.... ONCE. So that only works the very first time GRG is installed and TNGR_ControllerQuest runs for the one-and-only time.
My GreaseRatGarbs_RaiderPatch.esp file is not empty but rather contains my version of the main mod's QUST record. That way the main mod can update or change but I'll still have the winning conflict QUST record in GreaseRatGarbs_RaiderPatch.esp.
I hate to even look at what I type before as I'm sure it gave the wrong impression or was blatantly wrong. ;) Hopefully that is a much better explanation.
It will work fine for you mid-game then. The GRG faction patches are just empty mods but the script in the main mod only activates injection for them if it detects an optional GRG patch.
Actually - I should name my patch the same as the GRG Raider patch. Then a person can't miss that step in the installation of GRG and the script is guaranteed to activate.
30 comments
The problem has been discussed in GRG's bug section but without a working solution: "Script overload causing CTD"
To clarify: GRG works fine at first glance, as do the LL injection patches, which trigger the lvled list injection scripts contained in the main file of GRG.
The outfits are starting to show up on my NPCs but as soon as I save my game, that save is forfeit. I can no longer load that save afterwards, the game simply CTD's while loading and buffout4 doesn't create a crash log either and I'm not tech savvy enough to determine what the problem could be within the LL-scripts. However I also don't want to go overboard with RO1 and all of its requirements, my hair is already graying from all the trial and error. Could you create or provide a version of your GRG Lvl-list patch that doesn't require RO1 as a master?
No clue what it conflicts with,but i have the exact same issue as you described (happens in a new game or injected into a older save)
Did you ever figured out something?
The Only GRG oddity I can imagine ...maybe... causing an issue is some of the LL have a partial circular leveled list. There are lists which contain themselves as a one entry out of several so there is a chance an LL can run a few time when making selections instead of once. However, it doesn't occur often enough for xEdit's "Check for Circular Leveled Lists" to detect it as a problem.
I've toyed with that technique on a mod but it didn't really work for me. Maybe the scripts being partially redone for RO1 patch is why it works fine.
@Kew, my RO1 patch for GRG rewrites a good portion of the injection script for GRG. It should not cause the issues described above. Are you saying you have seen this when using it with RO1? Did you have the RO1 patch in the proper load order the first time GRG ran?
Just a small note that might tell you something once you save the game and then Exit to main menu the game instantly ctd and i am not able to load the save or exitsave
-edit buffout
Buffout 4 v1.26.2
Unhandled exception "EXCEPTION_STACK_OVERFLOW" at 0x7FF7E7E45E84 Fallout4.exe+0355E84
[Compatibility]
F4EE: true
[Fixes]
ActorIsHostileToActor: true
CellInit: true
CreateD3DAndSwapChain: true
EncounterZoneReset: true
GreyMovies: true
MagicEffectApplyEvent: true
MovementPlanner: true
PackageAllocateLocation: true
SafeExit: true
TESObjectREFRGetEncounterZone: true
UnalignedLoad: true
UtilityShader: true
[Patches]
Achievements: false
BSMTAManager: true
BSPreCulledObjects: true
BSTextureStreamerLocalHeap: true
HavokMemorySystem: true
INISettingCollection: true
InputSwitch: false
MaxStdIO: -1
MemoryManager: true
MemoryManagerDebug: false
ScaleformAllocator: true
SmallBlockAllocator: true
WorkshopMenu: true
[Warnings]
CreateTexture2D: true
ImageSpaceAdapter: true
My patch is a replacer for the GRG patch so really there is no need to install the GRG version.
I want it to be that I can only find and modify these outfits, not craft them. Is this possible?
One last question, I am following your LO on google sheets and was wondering if my load order in the right pane of MO2 should replicate the structuring in the left pane.
Yes, the panes match in MOST cases. You might see some ESP RELOCATED boxes on the right of the spreadsheet past the notes column.
I would try to do it myself but I've never even attempted a patch before so I would mess it up.
I just assumed they both edited the same level lists but what do I know, I'm a noob lol
I think the chance of seeing any of GRG's gear in-game is far too low n it's a shame because its an awesome mod
Anyhow, I came here to grab this patch, since it became insanely rare to see the GRG stuff anymore, only to find-out you named it the same as the vanilla GRG/RP patch, and then recommend that this one gets installed BELOW that one... an actual impossibility, since they have the same name. I did rename it (just added a '1'), but I don't understand why you even gave it the same name? Had I said 'yes' to the replacement I could have killed my save-game.
Lastly (sort-of LOL), I just want to thank you for doing all of this. I've been tinkering with my mods myself for quite awhile, but your RO-1 setup makes highly individualized raiders possible for everyone, and injected lists are really the way to go. Cheers
*In the RO files (IIRC), there is a file that allows you to use it alongside the Scavver stuff + Lagrie helmets (and it acts as a replacer for the Lagrie file so no LO-bloat!) I used it for some time, with the only downside being I would only see the Lagrie helmets, everywhere... on EVERY Raider. I always meant to to create my own 'raider headgear' LL and have all the Helmets from that (and a couple of one-off's I like from Nexus) be in a 'Specials' sub-LL under the headwear. Now, since I very much doubt that patch would even work with your setup of LL's, I was hoping I could easily just make my own patch adding the stuff from those two mods (Scavvers and Lagrie) into the LL's you built. Once again, do I need to understand scripting, or can I just go-in and add stuff to your LL's directly? How hard is it to learn how to do injection, as an alternative? Nevermind - seem to have found your links to how to do all that. Thanks again.
I instruct users to install my mod after GRG so they won't break the installation. You got creative though and broke it in another way. I'm running a replacer GreaseRatGarbs_RaiderPatch.esp very intentionally due to the way GRG wants to check for that patch presence before running installation scripts. I have a replacer quest in my file. So yes, my mod has to load below GRG so the game uses my replacer ESP rather than the GRG ESP. It does not kill saves.
So - if you are using my mods with RO WIP - god only knows the results you will see. I can't really advise how to patch items into your hybrid system since....it's a hybrid system.
I've put MONTHS of work into RO1 LLs and the patches which work with them. They work. When you get to a new save-game and RO1 installation you'll see the diff. Anyway, thanks for the kind words and feedback.
Giving any direction on using Dank's LLs or just general injection talk would be best handled on Discord.
And so far, everything seems to be working perfectly. I understand your patches were never meant for the older versions of RO + Restored Content, and I am also aware I am losing some of the functionality. I'm running a test-game, and thinking about finally switching away from AWKCR/AE for all my mods, so I am throwing in a LOT of stuff I have been wanting to try just to test things out. Amazingly - without even using an MO ATM - this has been the most stable-running game I have ever had (likely due to me knowing far more about what I am doing than the last time I built a LO from scratch). I DO plan to use YOUR RO-1 when I do a serious run-through. Thank you for the quick response. Cheers
EDIT: I just re-read your post again - I am going to try to simply turn-off the original esp. and see what happens. it IS a test-game, after-all.
The guys over on the FO4Edit Discord don't even know how I am using that to edit without an MO.
I never meant to actually 'play' this way. I had to fix my install, and just wanted to run FO4 'vanilla', through Steam, until I could get everything working correctly again, and then I just started playing around, figuring eventually I would break things so badly I'd be forced to stop... but so far, its all working. I consider it a 'learning experience'. But yeah... I will go back to MO2, even though I really liked Vortex.
EDIT: Will the Settler patch (from the main GRG page) still work correctly using your replacer?
GRG is a little different in that the main ESP contains a single QUST record, TNGR_ControllerQuest, to handle LL injection. The specific arrays for either Settler or Raider only run if they detect the optional Settler and/or Raider ESP. The SettlerPatchArray is still in my QUST record. So install the optional settler .esp and that part of the QUST will run.... ONCE. So that only works the very first time GRG is installed and TNGR_ControllerQuest runs for the one-and-only time.
My GreaseRatGarbs_RaiderPatch.esp file is not empty but rather contains my version of the main mod's QUST record. That way the main mod can update or change but I'll still have the winning conflict QUST record in GreaseRatGarbs_RaiderPatch.esp.
I hate to even look at what I type before as I'm sure it gave the wrong impression or was blatantly wrong. ;) Hopefully that is a much better explanation.
Actually - I should name my patch the same as the GRG Raider patch. Then a person can't miss that step in the installation of GRG and the script is guaranteed to activate.
Thanks!
+1