This has not been updated for the next gen update. I currently don't have the time or energy to do so. I will update the mod in the coming months or so as more information becomes available and I have time to issue the needed corrections, but until then please keep in mind that any bugs encountered on the next gen update will be ignored for the time being.
Greetings everyone!!! Version 2.0 is finally released. This brings with it a LOT of changes. most prominent amongst these changes includes the full integration of Nai's Goodneighbor Player Home into this mod (assets and all), along with a COMPLETE overhaul of the city itself - SOOO many changes. There are a number of bullet points in the changelog, but as users, you need to be aware that the Unofficial Fallout 4 patch IS required as of this version onward. If you do not want to use it, you can probably remove the edits and clean the master file in Fo4edit and everything should work fine (including the previs files). But I did choose to list it as a master. I also moved all of version 1.4's files into the "Old Files" section. These patches are NOT needed with the new update. The new update has the patches and previs files in the main FOMOD, with the assets and such in the optional files section. The load order section has been thoroughly updated, as well as the description page as a whole in order to better represent the current state of the mod. So even if you have read this before, please be sure to go give it another read today!
NOTE: Given the size of the files themselves, it is HIGHLY recommended that you download the files MANAUALLY, NOT with Mod Manager, and then install them via drag and drop. Both Vortex and Mo2 will sometimes break mods that are large when downloading - I have noticed that this happens more frequently when .cdx and .csg files (which this contains plenty of) are downloaded.
As for additional information relating to the state of the mod, where I intend to take this in the future, and so on, please read the comment pinned below this one. Many Thanks!
PS: A fellow mod user uploaded a video with timestamps showcasing the new update. This can be seen in the "videos" tab here under user videos (the one under Author videos is of v1.4, so you can have a look at the stuff that has changed with this update). If you're the type that would rather see the changes before updating, then you may want to give this updated video a watch.
Okay, so. This is a long read but I think it necessary to explain the state of this mod and myself currently and where I would like it to go from here. I will start by saying that this will be the final "Worldspace-focused" update coming to this mod for awhile, if not indefinitely. I currently have other mod projects that I am focused on - one of which is a quest mod. Now... The quest mod was something I had always had in mind - it was my inspiration for starting this mod. I told myself that if I started with some "minor" worldspace edits, I would learn the CK competently enough to handle quests and companions.. Well... Let me tell you - the 2 are not even remotely related. However, I kind of fell in love with worldspace editing and its been a great joy for me this past year - but I would like to return to the quest I had always intended to do (and I have another worldspace-oriented project I am working on that will provide me with my precombine fix).
This quest will be based in Goodneighbor and will include this mod as its foundation, but it will extend beyond the scope of what would be expected from a "worldspace" mod. There will be quests that lead outside of Goodneighbor, companion(s), changes to the economy within Goodneighbor and better explanations for some of those Fallout features that we see and accept but never truly question, much less understand. However, the reality is that many of you may not have an interest in any of this. Perhaps you truly only want a worldspace mod that allows you to create your own narrative - there's nothing wrong with that.
For that reason, once this mod reaches a certain point I intend to set up a second page where I will continue development on the questing portion of this project and forego any further development on this specific mod (or mod page, rather). Now, that does not mean I am done working on this version. I fully intend to add npcs to the interior cells I have set up, correct some of the npcs dialogues and just paint over the npcs with broad strokes in order to bring them fully into line with how generic, vanilla npcs would behave - but I have no intention of making the npcs in this mod special or otherwise unique - which is vastly different from my intentions with the quest version of this mod. I also intend to correct (if able) some of the "bad nifs" that cannot be precombined - doing this will allow for a huge performance boosts - and there are other things I will correct within this current version of the mod. Now, whether I would like to continue my work in this esp file (but posted on another page and run differently) or instead via a different plugin (though, at this point we are looking at a rather high master list) remains to be seen. So I will take this under consideration in the coming months, but do know that nobody will be forced to update to a version of this mod that is outside the scope of what I always promised that this mod would be. For that reason as well, I have setup the previous release (1.4) in old files for anyone who hasn't an interest in using the newer version of this mod or whom may want to revert back if 2.0 is not to their liking.
Now with that said, there are three things to note * I am conflicted as to whether I will continue to support RRTV's mods. I said this in the past but recanted my position as I felt I was being too harsh - some months later he took his mods off of Nexus for no apparent reason. If he isn't supporting the community, I find it hard to continue supporting his work. I will maintain compatibility with his mod via patching for now - but this will not be the case for the quest-based varient of this mod. * There may be some frameworks set as requirements for the quest variant - these will be esl'ified if used. For example - literally a s#*! ton of Niston's work. His stuff is great and I want to include at least a couple as masters in the future - Elevator Framework will be a hard req for the quest variant. * working on projects can be slow, especially when working on stuff alone. I will be learning some new skills as I do many of these things - which takes time, so don't expect...well, anything. As grand as my hopes are for this project, stuff takes time and life can be a pain sometimes - so please be patient. I will get there eventually.
Anyhow, if you took the time to read this, I greatly appreciate it. I hope you enjoy this update and the mod in general. And please know that I am not moving on from this project, but I do feel as though the worldspace-related goals for this mod project have been reached - so I will instead be shifting my attention. Thanks for your support and your understanding --- Take care! -Glenn
I hope you have enjoyed the latest release. However, there is something to address. Even with regenerated previs and precombines, performance will in certain locations be less than ideal. I took the two largest overhauls of Goodneighbor, I patched them together and then I added in some of my own items. Of course performance will struggle a little. I can only do so much to mitigate all of this, but if this mod is not to your liking, there are other excellent options to look at:
If you are wanting a cleaned Goodneighbor. go here: Goodneighbor Enhanced - they also have compatibility for Goodneighbor expanded - all of their mods and patches include regenerated precombine and previs data.
As for performance, I was curious and ran some test. Below is an example of a 15 second average I experiencd running the same route from the front of Goodneighbor to and then through the market and over to the Memory Den door (lookling outward from the city).
Thanks for the mod ! it works quite well and it makes goodneighbor way pleasant to discover
However I've a strange bug and I wanted to know if you had any idea how to fix it. I've already reinstalled the mod manually multiple times.
Basically, when I'm entering GN from the main entrance, I'm teleported on the other side of goodneighbor, on some overhead stairs above hotel rexford.
I'm using the vanilla version of your mod (no prp), without any patch except neon flat and ELFX. I've never used Nai Goodneighbor.
My LO : uf4p crimetown elfx goodneighborexpanded mngoodneighboroverhaul elfx mngoodneighborpatch mn gn navmeshing and landscaping mngnexteriorprevis mngninteriorprevis
Is the interior of Hotel Rexford supposed to have frosted glass windows? I ask, because Scollay Square renders outside and would look amazing if the windows were transparent: https://i.imgur.com/gm2tbsN.jpeg
No - they are not... I will likely push a fix for this after the Next Gen update - as I will likely need to update a whole host of things to get everything running properly.
Is it just this window or is the other one the same way?
I did a check for errors with. FO4Edit and MN Goodneigbor Overhaul.esp has a lot of errors. Mainly missing XPRI. There's a few in TrainBar_GNEnhancedPatch.esp too. A lot of these get overwritten by the prp patches, so I don't know if they're causing any problems, but I'm just letting you know. I managed to do a quick tour of the inside of goodneighbor without crashing either way.
On the other hand I'm constantly crashing in the theater district and the area outside of goodneighbor, but I still don't know if that has anything to do with this mod. I'll test it out some more. Boston Common is an near instant crash as soon as I get into the square, but it could be something else causing it.
The errors in the main file can be ignored as all of those are corrected in the previs files.
If you upload a crash log, I will check to see if anything sticks out to me, but there is no reason my mod should cause crashing in the theater district
Yeah, this mod is unrelated to the CTDs in the Boston Common area. I uninstalled it and tried going there on a new save file. The weird thing is that there's no crash log on most occasions.
I have revised my load order and narrowed the CTDs I was getting down to Better Goodneighbor. I also uninstalled a combo patch between Diamond City Expansion and Femshepping's Diamond City Edit cause the latter had broken navmeshes, but I think it's highly unlikely that these reached all the way to Goodneighbor. The entire area outside Goodneighbor all the way to Faneuil Hall was causing CTDs as soon as certain cells loaded. I removed this mod and stuck to Goodneighbor Expanded + Better Goodneighbor and I still got CTD. Only after removing Better Goodneighbor did I manage to stop instantly crashing when walking into that area. I tried different "fixed" Crimetown.esps, but only removing it worked.
It was either an incompatibility with Better Goodneighbor or that mod having issues. Only thing I can think of that touches the area is PRP, though.
I need to know what versions you are using. There are 6 different versions + patches for those, etc. I also need to know if you installed the Better Goodneighbor mod itself and not simply the plugin. This kinda information can help me narrow down any potential issues.
Ok. So I tested this and I simply cannot reproduce the crashes you are getting. Testing versions for PRP 74, PRP 69, and Vanilla, I was unable to recreate the crashes that you are referrring to. Additionally, Better Goodneighbor places two poster-sized billboards in the CW and that is all - there is zero reason it should trigger a crash outside of Goodneighbor in the surrounding worldspace.
That said, what you have described sounds similar to precombine crashes, navmeshing crashes, corrupted archives, and npc crashes (this is a wide criteria, including LL overhauls, animations, and AI changes but can be narrowed down by identifying alterations to the npcs that exists within this area and filtering your modlist for those).
The first 1 can be tested by looking at these cells in Xedit (refer to the link of an image I have included). See if there is anything that conflicts or boinks precombines/previs in these areas - you should be looking at the cell headers).
https://imgur.com/ysVm9gA
The second one can be verified by temporarily deleting any and all navmeshing from the plugins that alter these same cells (including the navignation info map). If the crashing stops, it was a navmeshing crash - please note that Better Goodneighbor does not alter Navmeshing - it is somehting else causing your problems. Also, and this should go without saying, but create a backup of your plugin(s) before you go deleting/altering anything - especially if said alterations are strictly for testing purposes.
The third one is resolved by downloading a mod manually and then testing it. Nexus loves corrupting archives when downloading with Mod Manager. I suggest downloading it manually and then dragging it to your mod manager.
The fourth one is harder to test - much harder. I have had LL overhauls that put two conflicting pieces on the same body part cause crashing any time I entered the cell. I was missing a .dll from a mod that was attached to a specific npc and anytime that npc would render, the game would inst-crash. The list goes on - this is going to be harder the larger your load order is. But either way, this is not on Better Goodneighbor.
Edit: another potentialy thing is that you, ignoring my clear instructions, download a version of Better goodneighbor that regenerates precombines OR you are using a different esp than the one I provide.
The issue might be related to leveled lists. I need more times to test things out. It could be a coincidence that the game started working again after removing Better Goodneighbor, but I did use the version you mentioned in your mod with your esp. As for the other versions of Better Goodneighbor that I used to make tests without your mod, I used the original and then this one (https://www.nexusmods.com/fallout4/mods/59575?tab=description) together with Goodneighbor Expanded and the patch in the fomod.
The reason why I'm thinking it could be leveled list related is cause I managed to walk in the area fine for a while when I started out and then later I was unable to return. Maybe something happened at lvl 25 with one of my mods.
I'll be damned. Seems like even my original PRP mod files were corrupted. I had no idea the mod manager download bug was this common. I apologize for coming to the wrong conclusions, but my CTDs have been very inconsistent, random and without logs. I'll give Better Goodneighbor another run sometime.
It is ONLY required if you previously had it installed and would like the esp in your load order to avoid removing formids- but the worldspace entries have been stripped down. I just did this to keep from forcing people to remove formids. Just place at the very top
Good afternoon. These are the errors generated by checking previsibines in xEdit. I checked it with the script from PJM.
Info: Scanning Interior Cells of [MN Goodneighbor Overhaul.esp] ERROR: Interior CELL 0D031593 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\00031593_0F5ED9F3_OC.nif ERROR: Interior CELL 0D031593 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell ERROR: Interior CELL 0D01B6DF (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\0001B6DF_00231BF1_OC.nif ERROR: Interior CELL 0D01B6DF (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell ERROR: Interior CELL 0D024D94 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\00024D94_02466725_OC.nif ERROR: Interior CELL 0D024D94 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell ERROR: Interior CELL 0D01C087 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\0001C087_03708121_OC.nif ERROR: Interior CELL 0D01C087 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell ERROR: Interior CELL 0D009258 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\00009258_005E63D8_OC.nif ERROR: Interior CELL 0D009258 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell ERROR: Interior CELL 0D02344B (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\0002344B_000DC1CB_OC.nif ERROR: Interior CELL 0D02344B (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell
Also, as far as I understand your mod conflicts with Hunkered Down. More precisely with Cannibal Toast's PRP patch. NACG version, but I think in the case of your mod it doesn't matter.
ERROR: CELL 0000E076 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E095 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E05B (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E05C (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E09A (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E0F2 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E0F7 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
Is it worth fixing these bugs or can they be ignored?
Edit: while the below is techincally all correct - as in there is a previs bug in the original file (which is fixed in one of my other files) - the issue you have is that you are missing the assets, which included the precombined meshes and the UVD files. Please read the install instructions.
These errors are due to the fact that the CK generates garbage previs data when the file name has spaces in it (a known CK Bug). If I were to change the filename to MnGNOverhaul, for example, this would fix this issue. But this would also break patches and an assortment of other things for people using on an existing save game. And given that I regenerate for these clusters in my previs files, overwriting all of the cell data for the cells with the errors, there is no point.
I completely reinstalled the mod (I downloaded it manually by moving the mod archive to the Downloads folder of MO2). Then I installed the "Navmeshing_Interior Previs_ and Main File" you recently downloaded in the same way. I loaded only files related to your mod + Better Third Trail + Goodneighbor Enhanced + PRP 69.6 into FO4Edit. I checked the whole download order with PJM script again and found only two errors + errors related to Hunkered Down.
ERROR: CELL 00054BE9 (of MNGNInterior[Previs-PRP69].esp) has a Precombined Reference that was changed to Persistent REFR 08024242 (of MN Goodneighbor Overhaul.esp) ERROR: Interior CELL 00022683 (of MNGNInteriors[Previs-AurPatchPRP69].esp) has Reference that was Disabled but still visible as it is Precombined. REFR 000CB97C (of GoodneighborInteriorsEnhancedPatch.esp)
ERROR: CELL 0000E076 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E095 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E05B (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E05C (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E09A (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E0F2 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References ERROR: CELL 0000E0F7 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
In general for now decided not to do anything with it, and check directly in the game (I have not yet gotten to Goodneighbor). Below is my load order.
1) You did not download an assets file (I can see your download history for the mod). You still need to download one of the archives related to my mod (either 2k or 4k) - this is why you got the missing UVD errors originally. 2) I can look at the persistent reference and the issue relating to GN Enhanced when I have time 3) The other errors are not related to my mod. This means that both My mod and the other mod in questions rebuild the same precombined meshes - this happens when two mods inhabit the same cell. This means they will not work well together - they requrie a patch
Edit 1: The warning regarding the stat reference marked as persistent is not a problem for the moment. Worst case is it will cause duplicate items to stack atop one another. I should be able to safely remove the Persistent Flag and reupload without any issues - I will give this a try later this week and see how it works with respect to any potential precombine/previs issues
Edit 2: I will need to reupload the patches for Goodneighbor Interiors Enhanced.
I should be able to get those 2 minor points corrected and uploaded today or tomorrow(they only cause issues with PRP's patches)
1) I apologize, I didn't realize that the optional files were mandatory. I thought it was just 2k and 4k textures. Ok, I'll download them, although after installing the update files those errors disappeared. 2) Cool, I'll look forward to updating your mod. Marked it in the tracked mods. 3) I had a hunch about that. Hunkered Down makes a lot of changes to the worldspace especially in the Boston area. And judging by the screenshots your mod is changing the space outside of Goodneighbor. In my spare time, I will look into CK conflicting cells and try to remove all the changes that Hunkered Down makes. Though in that case I'll probably have to create new PRP patches for Hunkered Down.... Ok, I'll try to keep the changes to a minimum in general. And then just make a patch combining the changes made by your mod and the patch for Hunkered Down.
I have read through the description what feels like a dozen times and for the life of me I can not figure out what mod is 'FOTC'. The acronym is mentioned a whole bunch but I can't figure out what it is...
Nicely done. I'm currently testing things out on a fresh game. I wanted to report that the esl flagged navmesh and landscaping esp has been causing instant CTD for me upon starting a new game or loading an existing save file after adding that one esp. I tried using the original without the esl flag and it worked fine. The inside door of the neon flats after entering the building is misplaced and I had to turn off collision to access it cause it was in the void past a wall. The door says "quick test cell" instead of neon flats when hovering the crosshair over it in Goodneighbor. I'll see if I can fix it with FO4edit. I'll report some more issues if I find any
I've had a CTD in J's Fund Zone. In Fo4Edit I can see that there's errors in that cell. Missing XPRI. There's other cells like that too. I'm using the PRP 69 patch and it works fine until you enter a cell that's new and hasn't been touched by that mod.
Hey! Thanks for the feedback. I will give these a test. As for Neon Flats, I only removed the door in the area - I do not have neon flats and therefore cannot properly test it (so I relied on the feedback of others who do). But I will look over the rest of these points and return
Edit 1:
I identified the problem with some of the interior cells. They were suppossed to be rebuilt within the interior file (they were rebuilt in my personal copy), but I selected a different build option and it skipped these cells in the new patch. I will upload a fix for this tonight.
as for the esl flag on the file - I applied the flag using FO4edit 4.1.5 and apparently the plugin didn't like this - 4.0.4 version of Fo4edit was used to flag my personal copy - this works fine.
I should get these fixed soon - MANY thanks for your feedback. Far too many people just say "nice job." Criticism helps me fix my plugins and make the mod better.
Alright, I got the fix for the navmeshing and the precombines uploaded. Will try to get my hands on a bootleg version legal copy of NeonFlats for testing (jokes aside, I will have a friend patch it).
Alright, NeonFlats is working now as well! You should be good to go. Many thanks again for the feedback and let me know if you encounter anything else!
Thanks for the fast update. I'll test this mod out some more tomorrow. Neon flats was easy to fix. I just had to restore the positioning of the door in Fo4Edit.
My first guess is that the file is corrupted (this happens when downloading via Mod Manager - .csg and .cdx files tend to corrupt, which is why I recommend a manual download and then installing it to the Mod manager via drag and drop. Can you try that? If it still does not work, can you then please send me the original crash log as a google drive file? I need something I can download and scan. This type of crash happens when you have conflicting leveled lists and broken precombine data (which goes back to the files in question).
215 comments
NOTE: Given the size of the files themselves, it is HIGHLY recommended that you download the files MANAUALLY, NOT with Mod Manager, and then install them via drag and drop. Both Vortex and Mo2 will sometimes break mods that are large when downloading - I have noticed that this happens more frequently when .cdx and .csg files (which this contains plenty of) are downloaded.
As for additional information relating to the state of the mod, where I intend to take this in the future, and so on, please read the comment pinned below this one. Many Thanks!
PS: A fellow mod user uploaded a video with timestamps showcasing the new update. This can be seen in the "videos" tab here under user videos (the one under Author videos is of v1.4, so you can have a look at the stuff that has changed with this update). If you're the type that would rather see the changes before updating, then you may want to give this updated video a watch.
This quest will be based in Goodneighbor and will include this mod as its foundation, but it will extend beyond the scope of what would be expected from a "worldspace" mod. There will be quests that lead outside of Goodneighbor, companion(s), changes to the economy within Goodneighbor and better explanations for some of those Fallout features that we see and accept but never truly question, much less understand. However, the reality is that many of you may not have an interest in any of this. Perhaps you truly only want a worldspace mod that allows you to create your own narrative - there's nothing wrong with that.
For that reason, once this mod reaches a certain point I intend to set up a second page where I will continue development on the questing portion of this project and forego any further development on this specific mod (or mod page, rather). Now, that does not mean I am done working on this version. I fully intend to add npcs to the interior cells I have set up, correct some of the npcs dialogues and just paint over the npcs with broad strokes in order to bring them fully into line with how generic, vanilla npcs would behave - but I have no intention of making the npcs in this mod special or otherwise unique - which is vastly different from my intentions with the quest version of this mod. I also intend to correct (if able) some of the "bad nifs" that cannot be precombined - doing this will allow for a huge performance boosts - and there are other things I will correct within this current version of the mod. Now, whether I would like to continue my work in this esp file (but posted on another page and run differently) or instead via a different plugin (though, at this point we are looking at a rather high master list) remains to be seen. So I will take this under consideration in the coming months, but do know that nobody will be forced to update to a version of this mod that is outside the scope of what I always promised that this mod would be. For that reason as well, I have setup the previous release (1.4) in old files for anyone who hasn't an interest in using the newer version of this mod or whom may want to revert back if 2.0 is not to their liking.
Now with that said, there are three things to note
* I am conflicted as to whether I will continue to support RRTV's mods. I said this in the past but recanted my position as I felt I was being too harsh - some months later he took his mods off of Nexus for no apparent reason. If he isn't supporting the community, I find it hard to continue supporting his work. I will maintain compatibility with his mod via patching for now - but this will not be the case for the quest-based varient of this mod.
* There may be some frameworks set as requirements for the quest variant - these will be esl'ified if used. For example - literally a s#*! ton of Niston's work. His stuff is great and I want to include at least a couple as masters in the future - Elevator Framework will be a hard req for the quest variant.
* working on projects can be slow, especially when working on stuff alone. I will be learning some new skills as I do many of these things - which takes time, so don't expect...well, anything. As grand as my hopes are for this project, stuff takes time and life can be a pain sometimes - so please be patient. I will get there eventually.
Anyhow, if you took the time to read this, I greatly appreciate it. I hope you enjoy this update and the mod in general. And please know that I am not moving on from this project, but I do feel as though the worldspace-related goals for this mod project have been reached - so I will instead be shifting my attention. Thanks for your support and your understanding --- Take care!
-Glenn
I hope you have enjoyed the latest release. However, there is something to address. Even with regenerated previs and precombines, performance will in certain locations be less than ideal. I took the two largest overhauls of Goodneighbor, I patched them together and then I added in some of my own items. Of course performance will struggle a little. I can only do so much to mitigate all of this, but if this mod is not to your liking, there are other excellent options to look at:
If you are wanting a cleaned Goodneighbor. go here: Goodneighbor Enhanced - they also have compatibility for Goodneighbor expanded - all of their mods and patches include regenerated precombine and previs data.
If you are wanting just improvements for Better Goodneighbor, see here: Better Goodneighbor - Precombined Visibility Patches
As for performance, I was curious and ran some test. Below is an example of a 15 second average I experiencd running the same route from the front of Goodneighbor to and then through the market and over to the Memory Den door (lookling outward from the city).
- Better Goodneighbor - Precombined: 156 fps Average; 109 min; 92 1% min
- Goodneighbor Enhanced (with Goodneighbor Expanded): 137.9 average; 88.7 min; 77.8 1%
- My mod here: 103 average; 70 min; 59.7 1%min
Goodneighbor is a city - it is NOT a battleground. So don't expect 240 fps at 4k while in a dead sprint.
Thanks for the mod ! it works quite well and it makes goodneighbor way pleasant to discover
However I've a strange bug and I wanted to know if you had any idea how to fix it. I've already reinstalled the mod manually multiple times.
Basically, when I'm entering GN from the main entrance, I'm teleported on the other side of goodneighbor, on some overhead stairs above hotel rexford.
I'm using the vanilla version of your mod (no prp), without any patch except neon flat and ELFX. I've never used Nai Goodneighbor.
My LO :
uf4p
crimetown
elfx
goodneighborexpanded
mngoodneighboroverhaul
elfx mngoodneighborpatch
mn gn navmeshing and landscaping
mngnexteriorprevis
mngninteriorprevis
In any case, thanks for your work on this mod !
Is it just this window or is the other one the same way?
On the other hand I'm constantly crashing in the theater district and the area outside of goodneighbor, but I still don't know if that has anything to do with this mod. I'll test it out some more. Boston Common is an near instant crash as soon as I get into the square, but it could be something else causing it.
If you upload a crash log, I will check to see if anything sticks out to me, but there is no reason my mod should cause crashing in the theater district
It was either an incompatibility with Better Goodneighbor or that mod having issues. Only thing I can think of that touches the area is PRP, though.
That said, what you have described sounds similar to precombine crashes, navmeshing crashes, corrupted archives, and npc crashes (this is a wide criteria, including LL overhauls, animations, and AI changes but can be narrowed down by identifying alterations to the npcs that exists within this area and filtering your modlist for those).
The first 1 can be tested by looking at these cells in Xedit (refer to the link of an image I have included). See if there is anything that conflicts or boinks precombines/previs in these areas - you should be looking at the cell headers).
https://imgur.com/ysVm9gA
The second one can be verified by temporarily deleting any and all navmeshing from the plugins that alter these same cells (including the navignation info map). If the crashing stops, it was a navmeshing crash - please note that Better Goodneighbor does not alter Navmeshing - it is somehting else causing your problems. Also, and this should go without saying, but create a backup of your plugin(s) before you go deleting/altering anything - especially if said alterations are strictly for testing purposes.
The third one is resolved by downloading a mod manually and then testing it. Nexus loves corrupting archives when downloading with Mod Manager. I suggest downloading it manually and then dragging it to your mod manager.
The fourth one is harder to test - much harder. I have had LL overhauls that put two conflicting pieces on the same body part cause crashing any time I entered the cell. I was missing a .dll from a mod that was attached to a specific npc and anytime that npc would render, the game would inst-crash. The list goes on - this is going to be harder the larger your load order is. But either way, this is not on Better Goodneighbor.
Edit: another potentialy thing is that you, ignoring my clear instructions, download a version of Better goodneighbor that regenerates precombines OR you are using a different esp than the one I provide.
The reason why I'm thinking it could be leveled list related is cause I managed to walk in the area fine for a while when I started out and then later I was unable to return. Maybe something happened at lvl 25 with one of my mods.
Thanks
Read the FOMOD and you should understand
Info: Scanning Interior Cells of [MN Goodneighbor Overhaul.esp]
ERROR: Interior CELL 0D031593 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\00031593_0F5ED9F3_OC.nif
ERROR: Interior CELL 0D031593 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell
ERROR: Interior CELL 0D01B6DF (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\0001B6DF_00231BF1_OC.nif
ERROR: Interior CELL 0D01B6DF (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell
ERROR: Interior CELL 0D024D94 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\00024D94_02466725_OC.nif
ERROR: Interior CELL 0D024D94 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell
ERROR: Interior CELL 0D01C087 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\0001C087_03708121_OC.nif
ERROR: Interior CELL 0D01C087 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell
ERROR: Interior CELL 0D009258 (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\00009258_005E63D8_OC.nif
ERROR: Interior CELL 0D009258 (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell
ERROR: Interior CELL 0D02344B (of MN Goodneighbor Overhaul.esp) Missing Precombine mesh Precombined\MN Goodneighbor Overhaul.esp\0002344B_000DC1CB_OC.nif
ERROR: Interior CELL 0D02344B (of MN Goodneighbor Overhaul.esp) No Visibility file (uvd) found for this Cell
Also, as far as I understand your mod conflicts with Hunkered Down. More precisely with Cannibal Toast's PRP patch. NACG version, but I think in the case of your mod it doesn't matter.
ERROR: CELL 0000E076 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E095 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E05B (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E05C (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E09A (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E0F2 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E0F7 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
Is it worth fixing these bugs or can they be ignored?
These errors are due to the fact that the CK generates garbage previs data when the file name has spaces in it (a known CK Bug). If I were to change the filename to MnGNOverhaul, for example, this would fix this issue. But this would also break patches and an assortment of other things for people using on an existing save game. And given that I regenerate for these clusters in my previs files, overwriting all of the cell data for the cells with the errors, there is no point.ERROR: CELL 00054BE9 (of MNGNInterior[Previs-PRP69].esp) has a Precombined Reference that was changed to Persistent REFR 08024242 (of MN Goodneighbor Overhaul.esp)
ERROR: Interior CELL 00022683 (of MNGNInteriors[Previs-AurPatchPRP69].esp) has Reference that was Disabled but still visible as it is Precombined. REFR 000CB97C (of GoodneighborInteriorsEnhancedPatch.esp)
ERROR: CELL 0000E076 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E095 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E05B (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E05C (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E09A (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E0F2 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
ERROR: CELL 0000E0F7 (of MNGNExterior[Previs-PRP69].esp) uses Precombines from PRP-HunkeredDown-NACG.esp which were built from different References
In general for now decided not to do anything with it, and check directly in the game (I have not yet gotten to Goodneighbor).
Below is my load order.
2) I can look at the persistent reference and the issue relating to GN Enhanced when I have time
3) The other errors are not related to my mod. This means that both My mod and the other mod in questions rebuild the same precombined meshes - this happens when two mods inhabit the same cell. This means they will not work well together - they requrie a patch
Edit 1: The warning regarding the stat reference marked as persistent is not a problem for the moment. Worst case is it will cause duplicate items to stack atop one another. I should be able to safely remove the Persistent Flag and reupload without any issues - I will give this a try later this week and see how it works with respect to any potential precombine/previs issues
Edit 2: I will need to reupload the patches for Goodneighbor Interiors Enhanced.
I should be able to get those 2 minor points corrected and uploaded today or tomorrow(they only cause issues with PRP's patches)
2) Cool, I'll look forward to updating your mod. Marked it in the tracked mods.
3) I had a hunch about that. Hunkered Down makes a lot of changes to the worldspace especially in the Boston area. And judging by the screenshots your mod is changing the space outside of Goodneighbor. In my spare time, I will look into CK conflicting cells and try to remove all the changes that Hunkered Down makes. Though in that case I'll probably have to create new PRP patches for Hunkered Down.... Ok, I'll try to keep the changes to a minimum in general. And then just make a patch combining the changes made by your mod and the patch for Hunkered Down.
https://www.nexusmods.com/fallout4/mods/66813
edit: they were being overwritten so it's probably not that important
Edit 1:
I identified the problem with some of the interior cells. They were suppossed to be rebuilt within the interior file (they were rebuilt in my personal copy), but I selected a different build option and it skipped these cells in the new patch. I will upload a fix for this tonight.
as for the esl flag on the file - I applied the flag using FO4edit 4.1.5 and apparently the plugin didn't like this - 4.0.4 version of Fo4edit was used to flag my personal copy - this works fine.
I should get these fixed soon - MANY thanks for your feedback. Far too many people just say "nice job." Criticism helps me fix my plugins and make the mod better.
bootleg versionlegal copy of NeonFlats for testing (jokes aside, I will have a friend patch it).Alright, NeonFlats is working now as well! You should be good to go. Many thanks again for the feedback and let me know if you encounter anything else!
Buffout 4 v1.28.6
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6A8FDEC97 Fallout4.exe+02FEC97
[Compatibility]
F4EE: true
[Crashlog]
AutoOpen: false
PromptUpload: false
[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
ArchiveLimit: false
BSMTAManager: true
BSPreCulledObjects: true
BSTextureStreamerLocalHeap: true
HavokMemorySystem: true
INISettingCollection: true
InputSwitch: false
MaxStdIO: -1
MemoryManager: false
MemoryManagerDebug: false
ScaleformAllocator: true
SmallBlockAllocator: true
WorkshopMenu: true
[Warnings]
CreateTexture2D: true
ImageSpaceAdapter: true
SYSTEM SPECS:
OS: Microsoft Windows 10 Home v10.0.19045
CPU: GenuineIntel 11th Gen Intel(R) Core(TM) i7-11700F @ 2.50GHz
GPU #1: Nvidia GP104 [GeForce GTX 1070]
GPU #2: Microsoft Basic Render Driver
PHYSICAL MEMORY: 11.31 GB/15.87 GB
PROBABLE CALL STACK:
[ 0] 0x7FF6A8FDEC97 Fallout4.exe+02FEC97 -> 1568735+0xF7
[ 1] 0x7FF6A8FDE37D Fallout4.exe+02FE37D -> 1439924+0x2ED
[ 2] 0x7FF6A8FE0A22 Fallout4.exe+0300A22 -> 319569+0x42
[ 3] 0x7FF6A8FDE058 Fallout4.exe+02FE058 -> 1187844+0xB8
[ 4] 0x7FF6A8FDD140 Fallout4.exe+02FD140 -> 1459968+0xB0
[ 5] 0x7FF6A90E37AB Fallout4.exe+04037AB -> 1318239+0x33B
[ 6] 0x7FF6A8DC180B Fallout4.exe+00E180B -> 644594+0x13B
[ 7] 0x7FF6A8DC362A Fallout4.exe+00E362A -> 977597+0x11A
[ 8] 0x7FF6AA7FCFED Fallout4.exe+1B1CFED -> 1079791+0x3D
[ 9] 0x7FFCA3347344 KERNEL32.DLL+0017344
[10] 0x7FFCA34826B1 ntdll.dll+00526B1
REGISTERS:
RAX 0x0 (size_t)
RCX 0x7FF6AE8E7C60 (void* -> Fallout4.exe+5C07C60)
RDX 0x66696EFC628F21 (size_t)
RBX 0x0 (size_t)
RSP 0x27813FEE10 (void*)
RBP 0x27813FEF10 (void*)
RSI 0x27813FF3A8 (void*)
RDI 0x0 (size_t)
R8 0xFFFFFFFF (size_t)
R9 0x0 (size_t)
R10 0x14 (size_t)
R11 0x15 (size_t)
R12 0x1CD9355A4F0 (TESObjectSTAT*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000019
Form ID: 0x15009D99
Form Type: 36
R13 0x1CD9355A488 (TESObjectSTAT*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000019
Form ID: 0x15009D99
Form Type: 36
R14 0x1CD935A2ED8 (void*)
R15 0xFFFFFFFFFFFFFFFF (size_t)
STACK:
[RSP+0 ] 0x0 (size_t)
[RSP+8 ] 0x0 (size_t)
[RSP+10 ] 0x1CD9355A4F0 (TESObjectSTAT*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000019
Form ID: 0x15009D99
Form Type: 36
[RSP+18 ] 0x0 (size_t)
[RSP+20 ] 0x1CC00000000 (size_t)
[RSP+28 ] 0x1CCD5AAC410 (void*)
[RSP+30 ] 0x0 (size_t)
[RSP+38 ] 0x2D (size_t)
[RSP+40 ] 0x31352E31 (size_t)
[RSP+48 ] 0x0 (size_t)
[RSP+50 ] 0x3F800000 (size_t)
[RSP+58 ] 0x0 (size_t)
[RSP+60 ] 0x3F80000000000000 (size_t)
[RSP+68 ] 0x0 (size_t)
[RSP+70 ] 0x0 (size_t)
[RSP+78 ] 0x3F800000 (size_t)
[RSP+80 ] 0x0 (size_t)
[RSP+88 ] 0x0 (size_t)
[RSP+90 ] 0x300080000 (size_t)
[RSP+98 ] 0x7FFC00000000 (size_t)
[RSP+A0 ] 0x7FF6AB92A948 (void* -> Fallout4.exe+2C4A948)
[RSP+A8 ] 0x1CDAA8306A8 (void*)
[RSP+B0 ] 0x27813FF4E0 (void*)
[RSP+B8 ] 0x27813FF2A0 (void*)
[RSP+C0 ] 0x27813FF330 (void*)
[RSP+C8 ] 0x27813FF2F0 (void*)
[RSP+D0 ] 0xDB010EA0CF40 (size_t)
[RSP+D8 ] 0x0 (size_t)
[RSP+E0 ] 0x0 (size_t)
[RSP+E8 ] 0x7FF6AC3B8CA8 (void* -> Fallout4.exe+36D8CA8)
[RSP+F0 ] 0x2700000000 (size_t)
[RSP+F8 ] 0x0 (size_t)
[RSP+100 ] 0x0 (size_t)
[RSP+108 ] 0x683777D0 (size_t)
[RSP+110 ] 0x0 (size_t)
[RSP+118 ] 0x7FF6AC3B8CAC (void* -> Fallout4.exe+36D8CAC)
[RSP+120 ] 0x27813FEFC0 (void*)
[RSP+128 ] 0x0 (size_t)
[RSP+130 ] 0x2400000001 (size_t)
[RSP+138 ] 0x3EF0A3D73EF0A3D7 (size_t)
[RSP+140 ] 0x3EF0A3D7 (size_t)
[RSP+148 ] 0x0 (size_t)
[RSP+150 ] 0x27813FF5F0 (void*)
[RSP+158 ] 0x1CDA8464870 (void*)
[RSP+160 ] 0x0 (size_t)
[RSP+168 ] 0x7FF6A8E76C71 (void* -> Fallout4.exe+0196C71)
[RSP+170 ] 0x7FF6AEB2FDE0 (void* -> Fallout4.exe+5E4FDE0)
[RSP+178 ] 0x27813FF5F0 (void*)
[RSP+180 ] 0x27813FF070 (void*)
[RSP+188 ] 0x0 (size_t)
[RSP+190 ] 0x27813FEFB0 (void*)
[RSP+198 ] 0x7FF6A8E76000 (void* -> Fallout4.exe+0196000)
[RSP+1A0 ] 0x0 (size_t)
[RSP+1A8 ] 0x0 (size_t)
[RSP+1B0 ] 0x0 (size_t)
[RSP+1B8 ] 0x1CCD5AAC410 (void*)
[RSP+1C0 ] 0x27813FF070 (void*)
[RSP+1C8 ] 0x7FF6A8E76BC2 (void* -> Fallout4.exe+0196BC2)
[RSP+1D0 ] 0x1CDA8464870 (void*)
[RSP+1D8 ] 0x7FF6AEB2FDE0 (void* -> Fallout4.exe+5E4FDE0)
[RSP+1E0 ] 0x27813FF5F0 (void*)
[RSP+1E8 ] 0x27813FF5F0 (void*)
[RSP+1F0 ] 0x27813FF1F0 (void*)
[RSP+1F8 ] 0x7FF6AA84F000 (void* -> Fallout4.exe+1B6F000)
[RSP+200 ] 0x0 (size_t)
[RSP+208 ] 0x1CEF2F4F0BE (size_t)
[RSP+210 ] 0x27813FF5F0 (void*)
[RSP+218 ] 0x1CE683777D0 (char*) "d"
[RSP+220 ] 0x0 (size_t)
[RSP+228 ] 0x7FF6AA96E081 (void* -> Fallout4.exe+1C8E081)
[RSP+230 ] 0x64 (size_t)
[RSP+238 ] 0x0 (size_t)
[RSP+240 ] 0x0 (size_t)
[RSP+248 ] 0x1CD84FFAF48 (char*) "SetDressing\LightFixtures\LightFixture01ON.nif"
[RSP+250 ] 0x0 (size_t)
[RSP+258 ] 0x27813FF1F0 (void*)
[RSP+260 ] 0x66696EF2F4F0BE (size_t)
[RSP+268 ] 0x7FF6C3233F86 (size_t)
[RSP+270 ] 0x73656D5C61746164 (size_t)
[RSP+278 ] 0x6F72754B5C736568 (size_t)
[RSP+280 ] 0x5C6D6F747375435F (size_t)
[RSP+288 ] 0x6169726156204E4D (size_t)
[RSP+290 ] 0x6769724F5C73746E (size_t)
[RSP+298 ] 0x6A6441206C616E69 (size_t)
[RSP+2A0 ] 0x73746E656D747375 (size_t)
[RSP+2A8 ] 0x6E6546726565445C (size_t)
[RSP+2B0 ] 0x3074736F505F6563 (size_t)
[RSP+2B8 ] 0x66696E2E35 (size_t)
[RSP+2C0 ] 0x1CDAA8311C0 (BSXFlags*)
[RSP+2C8 ] 0x7FF6AA7FC613 (void* -> Fallout4.exe+1B1C613)
[RSP+2D0 ] 0x7FF6AC5AC980 (void* -> Fallout4.exe+38CC980)
[RSP+2D8 ] 0x7FF6AA823C21 (void* -> Fallout4.exe+1B43C21)
[RSP+2E0 ] 0x7FF6AE839A00 (void* -> Fallout4.exe+5B59A00)
[RSP+2E8 ] 0x7FF6AECDF0F8 (void* -> Fallout4.exe+5FFF0F8)
[RSP+2F0 ] 0x1CDAA6DCCB0 (BGSStaticCollection::RootFacade*)
Name: ""
[RSP+2F8 ] 0x1CDAA8311D0 (void*)
[RSP+300 ] 0x1CDAA8303A0 (void*)
[RSP+308 ] 0x7FF6AA821F2C (void* -> Fallout4.exe+1B41F2C)
[RSP+310 ] 0x7FF6AC5AC900 (char*) "ullingProcess@@"
[RSP+318 ] 0x7FF6AECDF0F8 (void* -> Fallout4.exe+5FFF0F8)
[RSP+320 ] 0x1CDAA8311C0 (BSXFlags*)
[RSP+328 ] 0x7FF6A8EAD489 (void* -> Fallout4.exe+01CD489)
[RSP+330 ] 0x1CDAA8311C0 (BSXFlags*)
[RSP+338 ] 0x7FF6AA98DE6E (void* -> Fallout4.exe+1CADE6E)
[RSP+340 ] 0x0 (size_t)
[RSP+348 ] 0x1CE683777D0 (char*) "d"
[RSP+350 ] 0x7FF6AB92A948 (void* -> Fallout4.exe+2C4A948)
[RSP+358 ] 0x1CDAA8303A0 (void*)
[RSP+360 ] 0x1CDAA8311C0 (BSXFlags*)
[RSP+368 ] 0x7FF6A8FE1176 (void* -> Fallout4.exe+0301176)
[RSP+370 ] 0x1CDAA8303B8 (void*)
[RSP+378 ] 0x27813FF080 (char*) "data\meshes\Kuro_Custom\MN Variants\Original Adjustments\DeerFence_Post05.nif"
[RSP+380 ] 0x1CD0104004D (void*)
[RSP+388 ] 0x1CDAA8303A0 (void*)
[RSP+390 ] 0x3F800000 (size_t)
[RSP+398 ] 0x0 (size_t)
[RSP+3A0 ] 0x1 (size_t)
[RSP+3A8 ] 0x0 (size_t)
[RSP+3B0 ] 0x0 (size_t)
[RSP+3B8 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+3C0 ] 0x1CD935992C0 (void*)
[RSP+3C8 ] 0x1CD93599290 (void*)
[RSP+3D0 ] 0x27813FF2F0 (void*)
[RSP+3D8 ] 0x7FF6A8FDE37D (void* -> Fallout4.exe+02FE37D)
[RSP+3E0 ] 0x1CD935992C0 (void*)
[RSP+3E8 ] 0x27813FF670 (void*)
[RSP+3F0 ] 0x27813FF2F0 (void*)
[RSP+3F8 ] 0x0 (size_t)
[RSP+400 ] 0x1CDAA6DCCB0 (BGSStaticCollection::RootFacade*)
Name: ""
[RSP+408 ] 0x7FF6AB4904D9 (void* -> Fallout4.exe+27B04D9)
[RSP+410 ] 0x1CE68377730 (ScrapHeap*)
[RSP+418 ] 0x1CF3DDC0010 (void*)
[RSP+420 ] 0x1CF3DDC0110 (void*)
[RSP+428 ] 0x1CF3DDC0010 (void*)
[RSP+430 ] 0x0 (size_t)
[RSP+438 ] 0x1CF3DDC0020 (void*)
[RSP+440 ] 0x1CF3DDC0010 (void*)
[RSP+448 ] 0x7FF600000002 (size_t)
[RSP+450 ] 0x1CDAA887980 (void*)
[RSP+458 ] 0x7FFC00000004 (size_t)
[RSP+460 ] 0x2700000003 (size_t)
[RSP+468 ] 0x0 (size_t)
[RSP+470 ] 0xDB0100000000 (size_t)
[RSP+478 ] 0x1CD00000000 (void*)
[RSP+480 ] 0x27813FF300 (void*)
[RSP+488 ] 0x7FFC705BCF7F (void* -> MSVCR110.dll+003CF7F)
[RSP+490 ] 0x1CE68377730 (ScrapHeap*)
[RSP+498 ] 0x0 (size_t)
[RSP+4A0 ] 0x27813FF2A8 (void*)
[RSP+4A8 ] 0x0 (size_t)
[RSP+4B0 ] 0x0 (size_t)
[RSP+4B8 ] 0x0 (size_t)
[RSP+4C0 ] 0x0 (size_t)
[RSP+4C8 ] 0x7FF600000000 (size_t)
[RSP+4D0 ] 0x0 (size_t)
[RSP+4D8 ] 0x1CE683777D0 (char*) "d"
[RSP+4E0 ] 0x1CE68377730 (ScrapHeap*)
[RSP+4E8 ] 0x1CF3DDC0240 (void*)
[RSP+4F0 ] 0x1CF3DDC02C0 (void*)
[RSP+4F8 ] 0x1CF3DDC0240 (void*)
[RSP+500 ] 0x0 (size_t)
[RSP+508 ] 0x1CF3DDC0244 (void*)
[RSP+510 ] 0x1CF3DDC0240 (void*)
[RSP+518 ] 0x2700000001 (size_t)
[RSP+520 ] 0x1CE68377730 (ScrapHeap*)
[RSP+528 ] 0x1CF3DDC0128 (void*)
[RSP+530 ] 0x1CF3DDC0228 (void*)
[RSP+538 ] 0x1CF3DDC0128 (void*)
[RSP+540 ] 0x0 (size_t)
[RSP+548 ] 0x1CF3DDC0130 (void*)
[RSP+550 ] 0x1CF3DDC0128 (void*)
[RSP+558 ] 0x1 (size_t)
[RSP+560 ] 0x27813FF3D0 (void*)
[RSP+568 ] 0x7FF6AA84F0FB (void* -> Fallout4.exe+1B6F0FB)
[RSP+570 ] 0x1CDA8384EE0 (TESObjectREFR*)
Object Reference:
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009DA7
Form Type: 64
[RSP+578 ] 0x6BCD6CE6 (size_t)
[RSP+580 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+588 ] 0x27813FF670 (void*)
[RSP+590 ] 0x27813FF520 (void*)
[RSP+598 ] 0x27813FF4D8 (void*)
[RSP+5A0 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+5A8 ] 0x27813FF220 (void*)
[RSP+5B0 ] 0x27813FF4E0 (void*)
[RSP+5B8 ] 0x27813FF260 (void*)
[RSP+5C0 ] 0x27813FF210 (void*)
[RSP+5C8 ] 0x27813FF2A0 (void*)
[RSP+5D0 ] 0x27813FF330 (void*)
[RSP+5D8 ] 0x27813FF2F0 (void*)
[RSP+5E0 ] 0x686769656E646F6F (size_t)
[RSP+5E8 ] 0x7265764F20726F62 (size_t)
[RSP+5F0 ] 0x7073652E6C756168 (size_t)
[RSP+5F8 ] 0x39303030304D435C (size_t)
[RSP+600 ] 0x46494E2E373944 (size_t)
[RSP+608 ] 0x7FF6A22C2F6D (size_t)
[RSP+610 ] 0x1CD376FA500 (void*)
[RSP+618 ] 0x7FF6A9111435 (void* -> Fallout4.exe+0431435)
[RSP+620 ] 0x535C73656873656D (size_t)
[RSP+628 ] 0x47204E4D5C4C4F43 (size_t)
[RSP+630 ] 0x3F800000 (size_t)
[RSP+638 ] 0x0 (size_t)
[RSP+640 ] 0x3F80000000000000 (size_t)
[RSP+648 ] 0x0 (size_t)
[RSP+650 ] 0x0 (size_t)
[RSP+658 ] 0x3F800000 (size_t)
[RSP+660 ] 0x0 (size_t)
[RSP+668 ] 0x3F80000000000000 (size_t)
[RSP+670 ] 0x64 (size_t)
[RSP+678 ] 0x0 (size_t)
[RSP+680 ] 0x27813FF530 (void*)
[RSP+688 ] 0x27813FF670 (void*)
[RSP+690 ] 0x0 (size_t)
[RSP+698 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+6A0 ] 0x1CDA8384EE0 (TESObjectREFR*)
Object Reference:
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009DA7
Form Type: 64
[RSP+6A8 ] 0x0 (size_t)
[RSP+6B0 ] 0x1 (size_t)
[RSP+6B8 ] 0x7FF6A8FE0A22 (void* -> Fallout4.exe+0300A22)
[RSP+6C0 ] 0x1CDA0000002 (void*)
[RSP+6C8 ] 0x20000000 (size_t)
[RSP+6D0 ] 0x27813FF601 (void*)
[RSP+6D8 ] 0x8 (size_t)
[RSP+6E0 ] 0x1CDA8434540 (void*)
[RSP+6E8 ] 0x7FF6A8FDE058 (void* -> Fallout4.exe+02FE058)
[RSP+6F0 ] 0x27813FF670 (void*)
[RSP+6F8 ] 0x27813FF670 (void*)
[RSP+700 ] 0x1 (size_t)
[RSP+708 ] 0x7FF600000000 (size_t)
[RSP+710 ] 0x66696E6BCD6CE6 (size_t)
[RSP+718 ] 0x7FF6A22C2F6D (size_t)
[RSP+720 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+728 ] 0x27813F0001 (void*)
[RSP+730 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+738 ] 0x27813FF810 (void*)
[RSP+740 ] 0x1 (size_t)
[RSP+748 ] 0x7FF6A8FDD140 (void* -> Fallout4.exe+02FD140)
[RSP+750 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+758 ] 0x27813FF5F9 (void*)
[RSP+760 ] 0x1CDA8384EE0 (TESObjectREFR*)
Object Reference:
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009DA7
Form Type: 64
[RSP+768 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+770 ] 0x1 (size_t)
[RSP+778 ] 0x7FF6A8D701F9 (void* -> Fallout4.exe+00901F9)
[RSP+780 ] 0x1CDA8384EE0 (TESObjectREFR*)
Object Reference:
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009DA7
Form Type: 64
[RSP+788 ] 0x7FF6AA7F09C3 (void* -> Fallout4.exe+1B109C3)
[RSP+790 ] 0x7FF6AE839A48 (void* -> Fallout4.exe+5B59A48)
[RSP+798 ] 0x7FF6AE839900 (BSSmallBlockAllocator*)
[RSP+7A0 ] 0x7FF6AE839900 (BSSmallBlockAllocator*)
[RSP+7A8 ] 0x7FFC6E57C9CE (void* -> Buffout4.dll+008C9CE)
[RSP+7B0 ] 0x64 (size_t)
[RSP+7B8 ] 0x7FF6AA7F093F (void* -> Fallout4.exe+1B1093F)
[RSP+7C0 ] 0x1CDA83839E8 (void*)
[RSP+7C8 ] 0x9C0 (size_t)
[RSP+7D0 ] 0x1CDA83839C8 (void*)
[RSP+7D8 ] 0x2B602ED66DDE (size_t)
[RSP+7E0 ] 0x1CDA83839C8 (void*)
[RSP+7E8 ] 0x7FF6A8D236DE (void* -> Fallout4.exe+00436DE)
[RSP+7F0 ] 0x1CDA83839E8 (void*)
[RSP+7F8 ] 0x1CD376FA530 (QueuedReference*)
[RSP+800 ] 0x0 (size_t)
[RSP+808 ] 0x0 (size_t)
[RSP+810 ] 0x1 (size_t)
[RSP+818 ] 0x0 (size_t)
[RSP+820 ] 0x1CE68376E10 (void*)
[RSP+828 ] 0x0 (size_t)
[RSP+830 ] 0x1 (size_t)
[RSP+838 ] 0x1CD9359F550 (BGSStaticCollection*)
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
[RSP+840 ] 0x27813FF760 (void*)
[RSP+848 ] 0x7FF6A90E37AB (void* -> Fallout4.exe+04037AB)
[RSP+850 ] 0x56 (size_t)
[RSP+858 ] 0x0 (size_t)
[RSP+860 ] 0x1CDA8434540 (void*)
[RSP+868 ] 0x1CDA8314AA0 (TESObjectREFR*)
Object Reference:
File: "Fallout4.esm"
Flags: 0x00000009
Form ID: 0x00001B90
Form Type: 36
File: "Fallout4.esm"
Flags: 0x00000009
Form ID: 0x0006F30B
Form Type: 64
[RSP+870 ] 0x0 (size_t)
[RSP+878 ] 0x7FF6AA7FC600 (void* -> Fallout4.exe+1B1C600)
[RSP+880 ] 0x0 (size_t)
[RSP+888 ] 0x1CD9FB58C00 (void*)
[RSP+890 ] 0x0 (size_t)
[RSP+898 ] 0x0 (size_t)
[RSP+8A0 ] 0xC3CEF08D01040026 (size_t)
[RSP+8A8 ] 0x4393B100437ED900 (size_t)
[RSP+8B0 ] 0xC37ED95043CEF08D (size_t)
[RSP+8B8 ] 0x40400000 (size_t)
[RSP+8C0 ] 0x3E19999A3F800000 (size_t)
[RSP+8C8 ] 0x408000003F400000 (size_t)
[RSP+8D0 ] 0x3F800000813FFA00 (size_t)
[RSP+8D8 ] 0x3E8282833E828283 (size_t)
[RSP+8E0 ] 0x1FF00033E828283 (size_t)
[RSP+8E8 ] 0x7FF6AA90CC5E (void* -> Fallout4.exe+1C2CC5E)
[RSP+8F0 ] 0x27813FF738 (void*)
[RSP+8F8 ] 0x27813FF730 (void*)
[RSP+900 ] 0x0 (size_t)
[RSP+908 ] 0x1CDA04DFDD0 (hknpShapeMassProperties*)
[RSP+910 ] 0x1CD92E39D10 (void*)
[RSP+918 ] 0x7FF6AA7FC613 (void* -> Fallout4.exe+1B1C613)
[RSP+920 ] 0x1CDA5319420 (BSEffectShaderMaterial*)
[RSP+928 ] 0x7FF6AA7FC613 (void* -> Fallout4.exe+1B1C613)
[RSP+930 ] 0x7FF6AE839A90 (void* -> Fallout4.exe+5B59A90)
[RSP+938 ] 0x7FF6AE839900 (BSSmallBlockAllocator*)
[RSP+940 ] 0x1CDA53194A8 (void*)
[RSP+948 ] 0x7FF6AA822FE8 (void* -> Fallout4.exe+1B42FE8)
[RSP+950 ] 0x7FF6AE839900 (BSSmallBlockAllocator*)
[RSP+958 ] 0x7FF6AA7F093F (void* -> Fallout4.exe+1B1093F)
[RSP+960 ] 0x35000000BF800000 (size_t)
[RSP+968 ] 0x0 (size_t)
[RSP+970 ] 0xBF800000B5000000 (size_t)
[RSP+978 ] 0x0 (size_t)
[RSP+980 ] 0x1CD9C63DF90 (void*)
[RSP+988 ] 0x7FF6A9093522 (void* -> Fallout4.exe+03B3522)
[RSP+990 ] 0x0 (size_t)
[RSP+998 ] 0x0 (size_t)
[RSP+9A0 ] 0x0 (size_t)
[RSP+9A8 ] 0x9C0 (size_t)
[RSP+9B0 ] 0x1CD376FA530 (QueuedReference*)
[RSP+9B8 ] 0x6D4 (size_t)
[RSP+9C0 ] 0x0 (size_t)
[RSP+9C8 ] 0x56 (size_t)
[RSP+9D0 ] 0x0 (size_t)
[RSP+9D8 ] 0x1CE68376E10 (void*)
[RSP+9E0 ] 0xFFFFFFFF (size_t)
[RSP+9E8 ] 0x7FF6A8DC180B (void* -> Fallout4.exe+00E180B)
[RSP+9F0 ] 0x1CD376FA500 (void*)
[RSP+9F8 ] 0x1 (size_t)
[RSP+A00 ] 0x0 (size_t)
[RSP+A08 ] 0xFFFFFFFF (size_t)
[RSP+A10 ] 0x27813FFAD8 (void*)
[RSP+A18 ] 0x1CDA04BF0E0 (NiTransformInterpolator*)
[RSP+A20 ] 0x1CD9FECDEA8 (NiTransformInterpolator*)
[RSP+A28 ] 0x7FF6AA8FFD55 (void* -> Fallout4.exe+1C1FD55)
[RSP+A30 ] 0x1CCD7252640 (MemoryHeap*)
[RSP+A38 ] 0x7FF6AA7FF31A (void* -> Fallout4.exe+1B1F31A)
[RSP+A40 ] 0x0 (size_t)
[RSP+A48 ] 0x0 (size_t)
[RSP+A50 ] 0x1800 (size_t)
[RSP+A58 ] 0x1CD32CD5C00 (char*) "m"
[RSP+A60 ] 0x1CD32CD5C20 (char*) "u"
[RSP+A68 ] 0x7FF6AA7FEDF6 (void* -> Fallout4.exe+1B1EDF6)
[RSP+A70 ] 0x1CCD7252648 (void*)
[RSP+A78 ] 0x11FC0 (size_t)
[RSP+A80 ] 0x1CCD7252648 (void*)
[RSP+A88 ] 0x1CD32CD7420 (void*)
[RSP+A90 ] 0x1CCD7252818 (void*)
[RSP+A98 ] 0x1800 (size_t)
[RSP+AA0 ] 0x1800 (size_t)
[RSP+AA8 ] 0xFFFFFFFFFFFFFFF0 (size_t)
[RSP+AB0 ] 0x0 (size_t)
[RSP+AB8 ] 0x1CCD7252640 (MemoryHeap*)
[RSP+AC0 ] 0x0 (size_t)
[RSP+AC8 ] 0x1CCD7252640 (MemoryHeap*)
[RSP+AD0 ] 0x1800 (size_t)
[RSP+AD8 ] 0x1CE68376E10 (void*)
[RSP+AE0 ] 0x3 (size_t)
[RSP+AE8 ] 0xD8796FA5 (size_t)
[RSP+AF0 ] 0x27813FFAD0 (void*)
[RSP+AF8 ] 0x7FF6AA874D31 (void* -> Fallout4.exe+1B94D31)
[RSP+B00 ] 0x27813FFB08 (void*)
[RSP+B08 ] 0x27813FFAD0 (void*)
[RSP+B10 ] 0x3 (size_t)
[RSP+B18 ] 0x77F3266D (size_t)
[RSP+B20 ] 0x27813FFAD0 (void*)
[RSP+B28 ] 0x7FF6AA874D31 (void* -> Fallout4.exe+1B94D31)
[RSP+B30 ] 0x27813FFB08 (void*)
[RSP+B38 ] 0x27813FFAD0 (void*)
[RSP+B40 ] 0x1CD915465F0 (NiTransformController*)
[RSP+B48 ] 0x7FF6AA886F85 (void* -> Fallout4.exe+1BA6F85)
[RSP+B50 ] 0x27813FF990 (void*)
[RSP+B58 ] 0x27813FF998 (void*)
[RSP+B60 ] 0x27D8796FA5 (size_t)
[RSP+B68 ] 0x27813FFAD0 (void*)
[RSP+B70 ] 0x1CD915465F0 (NiTransformController*)
[RSP+B78 ] 0x7FF6AA8FFAFA (void* -> Fallout4.exe+1C1FAFA)
[RSP+B80 ] 0x1CD91546501 (void*)
[RSP+B88 ] 0x27813FF9C8 (void*)
[RSP+B90 ] 0x1CCD7252640 (MemoryHeap*)
[RSP+B98 ] 0x7FF6AA7FF31A (void* -> Fallout4.exe+1B1F31A)
[RSP+BA0 ] 0x1CD5DC003A0 (void*)
[RSP+BA8 ] 0x0 (size_t)
[RSP+BB0 ] 0x1CCD7252640 (MemoryHeap*)
[RSP+BB8 ] 0x27813FF9F8 (void*)
[RSP+BC0 ] 0x1CD2D5913D0 (void*)
[RSP+BC8 ] 0x7FF6AA7FF0D0 (void* -> Fallout4.exe+1B1F0D0)
[RSP+BD0 ] 0x1CD00000000 (void*)
[RSP+BD8 ] 0x7FF6AA7FF31A (void* -> Fallout4.exe+1B1F31A)
[RSP+BE0 ] 0x1CD2D592BF0 (void*)
[RSP+BE8 ] 0x27813FFAD0 (void*)
[RSP+BF0 ] 0x3 (size_t)
[RSP+BF8 ] 0x1CD2D5913F0 (void*)
[RSP+C00 ] 0x1CD2D5913F0 (void*)
[RSP+C08 ] 0x7FF6AA7FEE94 (void* -> Fallout4.exe+1B1EE94)
[RSP+C10 ] 0x1CCD7252648 (void*)
[RSP+C18 ] 0x27813FFAD8 (void*)
[RSP+C20 ] 0x1CCD7252648 (void*)
[RSP+C28 ] 0x1CCD7252640 (MemoryHeap*)
[RSP+C30 ] 0x0 (size_t)
[RSP+C38 ] 0x7FF6AA7EF39E (void* -> Fallout4.exe+1B0F39E)
[RSP+C40 ] 0x7FF6AC5AC980 (void* -> Fallout4.exe+38CC980)
[RSP+C48 ] 0x0 (size_t)
[RSP+C50 ] 0x27813FFAD8 (void*)
[RSP+C58 ] 0x0 (size_t)
[RSP+C60 ] 0x1CDAA444EA0 (void*)
[RSP+C68 ] 0x7FF6A8E752B7 (void* -> Fallout4.exe+01952B7)
[RSP+C70 ] 0x1CD2D5913F0 (void*)
[RSP+C78 ] 0x1CD2D5913F0 (void*)
[RSP+C80 ] 0x1CE683777D0 (char*) "d"
[RSP+C88 ] 0x1CDAA298120 (void*)
[RSP+C90 ] 0x1CDAA298170 (void*)
[RSP+C98 ] 0x7FF6A94156A1 (void* -> Fallout4.exe+07356A1)
[RSP+CA0 ] 0x1CDAA444EA0 (void*)
[RSP+CA8 ] 0x1CDAA6E9DC0 (BSFadeNode*)
Name: "FootFXStoneSmall"
[RSP+CB0 ] 0x7 (size_t)
[RSP+CB8 ] 0x1CD2D46FB70 (QueuedCharacter*)
[RSP+CC0 ] 0x1CD22BB7C50 (Actor*)
Object Reference:
File: ""
Flags: 0x00000008
Form ID: 0xFF001CED
Form Type: 45
File: "Unofficial Fallout 4 Patch.esp"
Flags: 0x00400409
Form ID: 0x000984F2
Form Type: 65
[RSP+CC8 ] 0x7FF6AA982CAB (void* -> Fallout4.exe+1CA2CAB)
[RSP+CD0 ] 0x0 (size_t)
[RSP+CD8 ] 0x7FFCA0C030CE (void* -> KERNELBASE.dll+00230CE)
[RSP+CE0 ] 0x1CD22BB7C50 (Actor*)
Object Reference:
File: ""
Flags: 0x00000008
Form ID: 0xFF001CED
Form Type: 45
File: "Unofficial Fallout 4 Patch.esp"
Flags: 0x00400409
Form ID: 0x000984F2
Form Type: 65
[RSP+CE8 ] 0x0 (size_t)
[RSP+CF0 ] 0x3 (size_t)
[RSP+CF8 ] 0x1CE683777D0 (char*) "d"
[RSP+D00 ] 0x0 (size_t)
[RSP+D08 ] 0x27813FFBF8 (void*)
[RSP+D10 ] 0x48 (size_t)
[RSP+D18 ] 0x1 (size_t)
[RSP+D20 ] 0x0 (size_t)
[RSP+D28 ] 0x0 (size_t)
[RSP+D30 ] 0x0 (size_t)
[RSP+D38 ] 0x0 (size_t)
[RSP+D40 ] 0x0 (size_t)
[RSP+D48 ] 0x5 (size_t)
[RSP+D50 ] 0x3 (size_t)
[RSP+D58 ] 0x1CE683777D0 (char*) "d"
[RSP+D60 ] 0x1CD376FA530 (QueuedReference*)
[RSP+D68 ] 0x1CD08248500 (BackgroundProcessThread*)
[RSP+D70 ] 0x2 (size_t)
[RSP+D78 ] 0x7FF6A8DC362A (void* -> Fallout4.exe+00E362A)
[RSP+D80 ] 0x24F424 (size_t)
[RSP+D88 ] 0x0 (size_t)
[RSP+D90 ] 0x1CDA8384EE0 (TESObjectREFR*)
Object Reference:
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009D97
Form Type: 37
File: "MN Goodneighbor Overhaul.esp"
Flags: 0x00000009
Form ID: 0x15009DA7
Form Type: 64
[RSP+D98 ] 0x0 (size_t)
[RSP+DA0 ] 0x0 (size_t)
[RSP+DA8 ] 0x0 (size_t)
[RSP+DB0 ] 0x0 (size_t)
[RSP+DB8 ] 0x0 (size_t)
[RSP+DC0 ] 0x0 (size_t)
[RSP+DC8 ] 0x0 (size_t)
[RSP+DD0 ] 0x0 (size_t)
[RSP+DD8 ] 0x7FF6AA7FCFED (void* -> Fallout4.exe+1B1CFED)
[RSP+DE0 ] 0x0 (size_t)
[RSP+DE8 ] 0x1CD376FA530 (QueuedReference*)
[RSP+DF0 ] 0x5920 (size_t)
[RSP+DF8 ] 0x1CD08248500 (BackgroundProcessThread*)
[RSP+E00 ] 0x1CD08248500 (BackgroundProcessThread*)
[RSP+E08 ] 0x0 (size_t)
[RSP+E10 ] 0x0 (size_t)
[RSP+E18 ] 0x7FFCA3347344 (void* -> KERNEL32.DLL+0017344)
[RSP+E20 ] 0x0 (size_t)
[RSP+E28 ] 0x0 (size_t)
[RSP+E30 ] 0x0 (size_t)
[RSP+E38 ] 0x0 (size_t)
[RSP+E40 ] 0x0 (size_t)
[RSP+E48 ] 0x7FFCA34826B1 (void* -> ntdll.dll+00526B1)
[RSP+E50 ] 0x0 (size_t)
[RSP+E58 ] 0x0 (size_t)
[RSP+E60 ] 0x0 (size_t)
[RSP+E68 ] 0x0 (size_t)
[RSP+E70 ] 0x0 (size_t)
[RSP+E78 ] 0x0 (size_t)
[RSP+E80 ] 0x63700CF000000000 (size_t)
[RSP+E88 ] 0x0 (size_t)
[RSP+E90 ] 0x0 (size_t)
[RSP+E98 ] 0x7FFCA0D0DC60 (void* -> KERNELBASE.dll+012DC60)
[RSP+EA0 ] 0x27813FD8C0 (void*)
[RSP+EA8 ] 0x7FFCC3A0D0900000 (size_t)
[RSP+EB0 ] 0x7FFCC3A0D090 (size_t)
[RSP+EB8 ] 0x27813FD8C0 (void*)
[RSP+EC0 ] 0x0 (size_t)
[RSP+EC8 ] 0x0 (size_t)
[RSP+ED0 ] 0x0 (size_t)
[RSP+ED8 ] 0x0 (size_t)
[RSP+EE0 ] 0x0 (size_t)
[RSP+EE8 ] 0x0 (size_t)
[RSP+EF0 ] 0x0 (size_t)
[RSP+EF8 ] 0x0 (size_t)
[RSP+F00 ] 0x0 (size_t)
[RSP+F08 ] 0x0 (size_t)
[RSP+F10 ] 0x0 (size_t)
[RSP+F18 ] 0x0 (size_t)
[RSP+F20 ] 0x0 (size_t)
[RSP+F28 ] 0x0 (size_t)
[RSP+F30 ] 0x0 (size_t)
[RSP+F38 ] 0x0 (size_t)
[RSP+F40 ] 0x0 (size_t)
[RSP+F48 ] 0x0 (size_t)
[RSP+F50 ] 0x0 (size_t)
[RSP+F58 ] 0x0 (size_t)
[RSP+F60 ] 0x0 (size_t)
[RSP+F68 ] 0x0 (size_t)
[RSP+F70 ] 0x0 (size_t)
[RSP+F78 ] 0x0 (size_t)
[RSP+F80 ] 0x0 (size_t)
[RSP+F88 ] 0x0 (size_t)
[RSP+F90 ] 0x0 (size_t)
[RSP+F98 ] 0x0 (size_t)
[RSP+FA0 ] 0x0 (size_t)
[RSP+FA8 ] 0x0 (size_t)
[RSP+FB0 ] 0x0 (size_t)
[RSP+FB8 ] 0x0 (size_t)
[RSP+FC0 ] 0x0 (size_t)
[RSP+FC8 ] 0x0 (size_t)
[RSP+FD0 ] 0x0 (size_t)
[RSP+FD8 ] 0x0 (size_t)
[RSP+FE0 ] 0x0 (size_t)
[RSP+FE8 ] 0x0 (size_t)
[RSP+FF0 ] 0x0 (size_t)
[RSP+FF8 ] 0x0 (size_t)
[RSP+1000] 0x0 (size_t)
[RSP+1008] 0x0 (size_t)
[RSP+1010] 0x0 (size_t)
[RSP+1018] 0x0 (size_t)
[RSP+1020] 0x0 (size_t)
[RSP+1028] 0x0 (size_t)
[RSP+1030] 0x0 (size_t)
[RSP+1038] 0x0 (size_t)
[RSP+1040] 0x0 (size_t)
[RSP+1048] 0x0 (size_t)
[RSP+1050] 0x0 (size_t)
[RSP+1058] 0x0 (size_t)
[RSP+1060] 0x0 (size_t)
[RSP+1068] 0x0 (size_t)
[RSP+1070] 0x0 (size_t)
[RSP+1078] 0x0 (size_t)
[RSP+1080] 0x0 (size_t)
[RSP+1088] 0x0 (size_t)
[RSP+1090] 0x0 (size_t)
[RSP+1098] 0x0 (size_t)
[RSP+10A0] 0x0 (size_t)
[RSP+10A8] 0x0 (size_t)
[RSP+10B0] 0x0 (size_t)
[RSP+10B8] 0x0 (size_t)
[RSP+10C0] 0x0 (size_t)
[RSP+10C8] 0x0 (size_t)
[RSP+10D0] 0x0 (size_t)
[RSP+10D8] 0x0 (size_t)
[RSP+10E0] 0x0 (size_t)
[RSP+10E8] 0x0 (size_t)
[RSP+10F0] 0x0 (size_t)
[RSP+10F8] 0x0 (size_t)
[RSP+1100] 0x0 (size_t)
[RSP+1108] 0x0 (size_t)
[RSP+1110] 0x0 (size_t)
[RSP+1118] 0x0 (size_t)
[RSP+1120] 0x0 (size_t)
[RSP+1128] 0x0 (size_t)
[RSP+1130] 0x0 (size_t)
[RSP+1138] 0x0 (size_t)
[RSP+1140] 0x0 (size_t)
[RSP+1148] 0x0 (size_t)
[RSP+1150] 0x0 (size_t)
[RSP+1158] 0x0 (size_t)
[RSP+1160] 0x0 (size_t)
[RSP+1168] 0x0 (size_t)
[RSP+1170] 0x0 (size_t)
[RSP+1178] 0x0 (size_t)
[RSP+1180] 0x0 (size_t)
[RSP+1188] 0x0 (size_t)
[RSP+1190] 0x0 (size_t)
[RSP+1198] 0x0 (size_t)
[RSP+11A0] 0x0 (size_t)
[RSP+11A8] 0x0 (size_t)
[RSP+11B0] 0x0 (size_t)
[RSP+11B8] 0x0 (size_t)
[RSP+11C0] 0x0 (size_t)
[RSP+11C8] 0x0 (size_t)
[RSP+11D0] 0x0 (size_t)
[RSP+11D8] 0x0 (size_t)
[RSP+11E0] 0x0 (size_t)
[RSP+11E8] 0x0 (size_t)
MODULES:
XINPUT1_3.dll 0x000000400000
X3DAudio1_7.dll 0x0000502A0000
steam_api64.dll 0x0000502B0000
Fallout4.exe 0x7FF6A8CE0000
nvspcap64.dll 0x7FFC233F0000
usvfs_x64.dll 0x7FFC30B20000
xinput1_4.dll 0x7FFC5B210000
XAudio2_7.dll 0x7FFC6BFB0000
NvCamera64.dll 0x7FFC6C040000
d3dcompiler_47_64.dll 0x7FFC6C990000
DINPUT8.dll 0x7FFC6CDA0000
gameoverlayrenderer64.dll 0x7FFC6CDF0000
XDI.dll 0x7FFC6CF90000
wsfw_identifier.dll 0x7FFC6D000000
ToYourFaceFO4.dll 0x7FFC6D100000
SUP_F4SE.dll 0x7FFC6D150000
SprintSpeedController.dll 0x7FFC6D380000
SlickFingers.dll 0x7FFC6D3D0000
SimpleImpact.dll 0x7FFC6D420000
ShadowBoostFO4.dll 0x7FFC6D490000
ScaleformCopyPaste.dll 0x7FFC6D560000
RustyFaceFix.dll 0x7FFC6D5B0000
RobCo_Patcher.dll 0x7FFC6D600000
PowerGridTools.dll 0x7FFC6D6F0000
po3_SpellPerkItemDistributorF4.dll 0x7FFC6D760000
po3_SimpleOffenceSuppressionF4.dll 0x7FFC6D870000
po3_BaseObjectSwapperF4.dll 0x7FFC6D900000
PipboyTabs.dll 0x7FFC6DA00000
Outfit-ReDress-Fix.dll 0x7FFC6DA60000
NVIDIA_Reflex.dll 0x7FFC6DAB0000
MGEFConditionFix.dll 0x7FFC6DB80000
mcm.dll 0x7FFC6DBD0000
LongLoadingTimesFix.dll 0x7FFC6DC70000
LighthousePapyrusExtender.dll 0x7FFC6DCD0000
CONCRT140.dll 0x7FFC6DE00000
Interior-NavCut-Fix.dll 0x7FFC6DE50000
HighFPSPhysicsFix.dll 0x7FFC6DEA0000
GLXRM_UnleveledWorld.dll 0x7FFC6DF30000
GLXRM_SprintOverhaul.dll 0x7FFC6DF80000
GLXRM_ManualReload.dll 0x7FFC6DFD0000
GCBugFix.dll 0x7FFC6E020000
GardenOfEdenPapyrusExtender.dll 0x7FFC6E080000
f4ee.dll 0x7FFC6E270000
EscapeFreeze.dll 0x7FFC6E380000
ClassicHolsteredWeapons.dll 0x7FFC6E440000
Buffout4.dll 0x7FFC6E4F0000
BakaScrapHeap.dll 0x7FFC6E850000
BakaMaxPapyrusOps.dll 0x7FFC6E920000
BakaFramework.dll 0x7FFC6E9D0000
f4se_1_10_163.dll 0x7FFC6EB40000
tier0_s64.dll 0x7FFC6EC20000
steamclient64.dll 0x7FFC6EDC0000
flexRelease_x64.dll 0x7FFC70430000
MSVCR110.dll 0x7FFC70580000
IPHLPAPI.DLL 0x7FFC70660000
WINHTTP.dll 0x7FFC70C20000
FloatingDamage.dll 0x7FFC71850000
GLXRM_EasierCrouchedSteadying.dll 0x7FFC71940000
faster_workshop.dll 0x7FFC719F0000
ESPExplorer.dll 0x7FFC71B30000
vstdlib_s64.dll 0x7FFC71F00000
GFSDK_SSAO_D3D11.win64.dll 0x7FFC74790000
crafting_highlight_fix.dll 0x7FFC75CB0000
cbp.dll 0x7FFC77A90000
BodyPartsUI.dll 0x7FFC77F50000
BlockingOverhaul.dll 0x7FFC7DEC0000
MSVCP110.dll 0x7FFC7DF10000
bink2w64.dll 0x7FFC7DFC0000
BetterConsole.dll 0x7FFC7E4C0000
mskeyprotect.dll 0x7FFC7EFE0000
MpOav.dll 0x7FFC82B00000
amsi.dll 0x7FFC82B90000
ArmorPenetrationBugFix.dll 0x7FFC82C10000
WeaponDebrisCrashFix.dll 0x7FFC82E30000
Secur32.dll 0x7FFC83480000
ncryptsslp.dll 0x7FFC83600000
cudart64_75.dll 0x7FFC83640000
GFSDK_GodraysLib.x64.dll 0x7FFC83750000
PriorityMod.dll 0x7FFC839C0000
OneCoreCommonProxyStub.dll 0x7FFC83C30000
MSVCP140.dll 0x7FFC86350000
VCRUNTIME140.dll 0x7FFC863E0000
MessageBus.dll 0x7FFC86A30000
DSOUND.DLL 0x7FFC879D0000
AUDIOSES.DLL 0x7FFC88620000
VCRUNTIME140_1.dll 0x7FFC89BB0000
flexExtRelease_x64.dll 0x7FFC89C30000
WININET.dll 0x7FFC8A990000
webio.dll 0x7FFC8AE70000
winmmbase.dll 0x7FFC8AF10000
f4se_steam_loader.dll 0x7FFC8BB80000
WINSPOOL.DRV 0x7FFC8BE60000
COMCTL32.dll 0x7FFC8BF20000
gdiplus.dll 0x7FFC8C220000
wbemsvc.dll 0x7FFC8C4A0000
SprintStutteringFix.dll 0x7FFC8C4C0000
nvwgf2umx.dll 0x7FFC8C900000
MSIMG32.dll 0x7FFC90A20000
fastprox.dll 0x7FFC90A80000
rasadhlp.dll 0x7FFC92CD0000
wbemcomn.dll 0x7FFC92CE0000
NvMessageBus.dll 0x7FFC92F40000
nvgpucomp64.dll 0x7FFC935E0000
inputhost.dll 0x7FFC95D90000
textinputframework.dll 0x7FFC95EF0000
Windows.UI.dll 0x7FFC961F0000
nvldumdx.dll 0x7FFC96340000
nvapi64.dll 0x7FFC96660000
dxcore.dll 0x7FFC96D30000
DbgHelp.dll 0x7FFC97AB0000
OneCoreUAPCommonProxyStub.dll 0x7FFC98F60000
WINMM.dll 0x7FFC99EC0000
wbemprox.dll 0x7FFC9A2D0000
fwpuclnt.dll 0x7FFC9A3D0000
MMDevApi.dll 0x7FFC9A470000
WINHTTP.DLL 0x7FFC9A8C0000
drvstore.dll 0x7FFC9AC40000
WindowsCodecs.dll 0x7FFC9AE10000
twinapi.appcore.dll 0x7FFC9AFD0000
dhcpcsvc6.DLL 0x7FFC9B250000
cryptnet.dll 0x7FFC9B270000
VERSION.dll 0x7FFC9B2B0000
dhcpcsvc.DLL 0x7FFC9B370000
WINNSI.DLL 0x7FFC9B400000
WindowManagementAPI.dll 0x7FFC9B410000
avrt.dll 0x7FFC9B860000
libdiskCacheEnabler.dll 0x7FFC9BEF0000
PROPSYS.dll 0x7FFC9C4B0000
vmm-x64.dll 0x7FFC9C5B0000
AddFFFFFix.dll 0x7FFC9C600000
XINPUT9_1_0.dll 0x7FFC9C670000
nvToolsExt64_1.dll 0x7FFC9C680000
wintypes.dll 0x7FFC9C920000
D3DCOMPILER_47.dll 0x7FFC9CA80000
d3d11.dll 0x7FFC9D4A0000
dcomp.dll 0x7FFC9D710000
CoreUIComponents.dll 0x7FFC9DC80000
CoreMessaging.dll 0x7FFC9DFF0000
UxTheme.dll 0x7FFC9E4E0000
resourcepolicyclient.dll 0x7FFC9E5A0000
dwmapi.dll 0x7FFC9E8A0000
kernel.appcore.dll 0x7FFC9E9B0000
windows.storage.dll 0x7FFC9EBB0000
HID.DLL 0x7FFC9F350000
dxgi.dll 0x7FFC9F390000
schannel.DLL 0x7FFC9FA40000
rsaenh.dll 0x7FFC9FB30000
ntmarta.dll 0x7FFC9FC50000
UMPDC.dll 0x7FFC9FEF0000
IpHlpAPI.dll 0x7FFC9FF10000
DNSAPI.dll 0x7FFC9FF50000
POWRPROF.dll 0x7FFCA0080000
MSWSOCK.dll 0x7FFCA0270000
CRYPTSP.dll 0x7FFCA0460000
CRYPTBASE.DLL 0x7FFCA0480000
Wldp.dll 0x7FFCA0510000
NTASN1.dll 0x7FFCA0540000
ncrypt.dll 0x7FFCA0580000
msasn1.dll 0x7FFCA06A0000
devobj.dll 0x7FFCA0870000
DPAPI.DLL 0x7FFCA08D0000
USERENV.dll 0x7FFCA0990000
SSPICLI.DLL 0x7FFCA09C0000
profapi.dll 0x7FFCA0A10000
bcryptPrimitives.dll 0x7FFCA0AE0000
wintrust.dll 0x7FFCA0B70000
KERNELBASE.dll 0x7FFCA0BE0000
win32u.dll 0x7FFCA0EE0000
cfgmgr32.dll 0x7FFCA0F10000
gdi32full.dll 0x7FFCA1010000
bcrypt.dll 0x7FFCA1130000
CRYPT32.dll 0x7FFCA1160000
ucrtbase.dll 0x7FFCA12C0000
msvcp_win.dll 0x7FFCA13C0000
SHELL32.dll 0x7FFCA1460000
GDI32.dll 0x7FFCA1BD0000
OLEAUT32.dll 0x7FFCA1D10000
sechost.dll 0x7FFCA1DE0000
msvcrt.dll 0x7FFCA1E80000
IMM32.DLL 0x7FFCA1F80000
MSCTF.dll 0x7FFCA1FC0000
PSAPI.DLL 0x7FFCA2150000
NSI.dll 0x7FFCA2160000
shcore.dll 0x7FFCA2170000
SHLWAPI.dll 0x7FFCA2280000
combase.dll 0x7FFCA22E0000
WS2_32.dll 0x7FFCA2640000
COMDLG32.dll 0x7FFCA2860000
clbcatq.dll 0x7FFCA2940000
ADVAPI32.dll 0x7FFCA29F0000
SETUPAPI.dll 0x7FFCA2AA0000
USER32.dll 0x7FFCA2F10000
RPCRT4.dll 0x7FFCA30B0000
imagehlp.dll 0x7FFCA31E0000
ole32.dll 0x7FFCA3200000
KERNEL32.DLL 0x7FFCA3330000
ntdll.dll 0x7FFCA3430000
F4SE PLUGINS:
AddFFFFFix.dll
ArmorPenetrationBugFix.dll v1
BakaFramework.dll v1.10
BakaMaxPapyrusOps.dll v1.1
BakaScrapHeap.dll v1.3
BetterConsole.dll
BlockingOverhaul.dll v1
BodyPartsUI.dll v1
Buffout4.dll v1.28.6
cbp.dll
ClassicHolsteredWeapons.dll
crafting_highlight_fix.dll
EscapeFreeze.dll v1
ESPExplorer.dll
f4ee.dll
faster_workshop.dll
FloatingDamage.dll
GardenOfEdenPapyrusExtender.dll v17.1
GCBugFix.dll v1
GLXRM_EasierCrouchedSteadying.dll v1
GLXRM_ManualReload.dll v1
GLXRM_SprintOverhaul.dll v1
GLXRM_UnleveledWorld.dll v1
HighFPSPhysicsFix.dll
Interior-NavCut-Fix.dll v1.0.3
libdiskCacheEnabler.dll
LighthousePapyrusExtender.dll v1.4
LongLoadingTimesFix.dll
mcm.dll
MGEFConditionFix.dll v1
NVIDIA_Reflex.dll v1
Outfit-ReDress-Fix.dll v1
PipboyTabs.dll
po3_BaseObjectSwapperF4.dll v1.1
po3_SimpleOffenceSuppressionF4.dll v1
po3_SpellPerkItemDistributorF4.dll v2
PowerGridTools.dll
PriorityMod.dll
RobCo_Patcher.dll v3.6
RustyFaceFix.dll v2.0.1
ScaleformCopyPaste.dll v1
ShadowBoostFO4.dll
SimpleImpact.dll v1
SlickFingers.dll v1
SprintSpeedController.dll v1
SprintStutteringFix.dll
SUP_F4SE.dll
ToYourFaceFO4.dll
WeaponDebrisCrashFix.dll
wsfw_identifier.dll
XDI.dll
PLUGINS:
[ 0] Fallout4.esm
[ 1] DLCRobot.esm
[ 2] DLCworkshop01.esm
[ 3] DLCCoast.esm
[ 4] DLCworkshop02.esm
[ 5] DLCworkshop03.esm
[ 6] DLCNukaWorld.esm
[ 7] Unofficial Fallout 4 Patch.esp
[ 8] PinUpRedLipstick.esp
[ 9] TacticalReload.esm
[ A] HUDFramework.esm
[ B] XDI.esm
[ C] WorkshopFramework.esm
[ D] SS2.esm
[ E] SS2_XPAC_Chapter2.esm
[ F] SS2_XPAC_Chapter3.esm
[10] DCGuard_Overhaul.esp
[11] MFC2023_EndAlz_Trunk.esm
[12] CrimeTown.esp
[13] GoodneighborExpanded.esp
[14] CompanionIvy.esm
[15] MN Goodneighbor Overhaul.esp
[16] CBBE.esp
[17] LooksMenu Customization Compendium.esp
[18] LooksMenu.esp
[19] KSHairsFemsheppingRadbeetle.esp
[1A] AzarPonytailHairstyles.esp
[1B] Lots More Female Hairstyles.esp
[1C] Lots More Male Hairstyles.esp
[1D] KSHairdos.esp
[1E] KSHairdos_oel.esp
[1F] MiscHairstyle.esp
[20] MoreBeards.esp
[21] MoreHairstyles4Female.esp
[22] MoreHairstyles4Male.esp
[23] Lots More Facial Hair.esp
[24] The Eyes Of Beauty.esp
[25] ESPExplorerFO4.esp
[26] 3dscopes.esp
[27] ImmersiveAnimationFramework.esp
[28] dcc-dialog-helm.esp
[29] AutomatronCountyCrossingFix.esp
[2A] Third Person Movement Speed Fix.esp
[2B] Solar Powered Radiation Damage Fix.esp
[2C] FIS-Naming-Weap-Armo-EN.esp
[2D] Diello_ExtraIconsForFIS.esp
[2E] ColorfulSurvivalIcons.esp
[2F] WorkshopPlus.esp
[30] SS2Extended.esp
[31] SS2_FDK_TinyLiving.esp
[32] [SS2 Addon] SimSettlements SuperStructures.esp
[33] SS2_ruined_simsettlement_addonpack.esp
[34] ohSIM_Sim2_Settlements_Scrappers_Addon.esp
[35] InstituteSettlements2.esp
[36] SS2_Addon_R2R.esp
[37] SS2_Addon_FHE.esp
[38] SS2WastelandVenturers.esp
[39] GrayGarden_Stage.esp
[3A] SS2-Jampads2.esp
[3B] SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
[3C] JunkTownTwo.esp
[3D] SS2-PraRandomAddon.esp
[3E] DawnsVil.esp
[3F] RelaySettlement810.esp
[40] Realistic_conversations.esp
[41] NPCs Use Items.esp
[42] ImprovedRR.esp
[43] ImprovedRREncounters.esp
[44] ImprovedMinutemen.esp
[45] ImprovedMinutemenEncounters.esp
[46] ImprovedBoS.esp
[47] ImprovedBoSEncounters.esp
[48] ImprovedInstitute.esp
[49] ImprovedInstituteEncounters.esp
[4A] GunnerFaceVariety.esp
[4B] aBitBetterGunnerFaces.esp
[4C] RaiderFaceVariety_2.0.esp
[4D] MoreFactionEnemy_Trapper.esp
[4E] TrapperFaceVariety.esp
[4F] JSChildrenoftheAtom.esp
[50] SF Covenant.esp
[51] SF Silver Shroud.esp
[52] AccessibleBridges.esp
[53] Complex Vendors.esp
[54] Better_Notes.esp
[55] Publick Occurrences Expanded.esp
[56] Elzee Human Grab Attacks.esp
[57] BlockingOverhaul.esp
[58] 3pMeleeTweak.esp
[59] UGO_PlayerModule.esp
[5A] UGO_NPCModule.esp
[5B] UGO_1HSupport.esp
[5C] VATSThirdPersonOnly.esp
[5D] ShishkebabOverhaul.esp
[5E] TacticalReloadVanilla.esp
[5F] TacticalReloadDLC.esp
[60] 44MBF4.esp
[61] Mosin.esp
[62] QBZ191.esp
[63] USP .45_by_tooun.esp
[64] USP .45_by_tooun_TR_patch.esp
[65] PEACEKEEPER.esp
[66] XM2010_SniperRifle_by_tooun.esp
[67] AttachPack.esp
[68] F4NV_44_Magnum.esp
[69] Better Power Armor - Extended.esp
[6A] T-60 Equipment.esp
[6B] T60 Equipment Add on.esp
[6C] T47R_PA.esp
[6D] SovietPowerArmor.esp
[6E] SkyrimInspiredPowerArmor.esp
[6F] More_Clothes_Textures.esp
[70] Rebel of Apocalypse.esp
[71] Radiant Clouds and Fogs.esp
[72] DarkerNights.esp
[73] DarkerNights-Radiant.esp
[74] ALSL Vault Suit Unzipped - Vaults 111 and 95 suits only.esp
[75] EAMR.esp
[76] Stm_DiamondCityExpansion.esp
[77] Vault4.esp
[78] DCGuard_Overhaul-RandomEncounters.esp
[79] 4estGimp - FSD_Vault4.esp
[7A] Flashy_CrimeAndPunishment_GunForHire_Addon.esp
[7B] CSEPLoadedBases.esp
[7C] LoadedBasesFSDPatch.esp
[7D] AtomicRadio.esp
[7E] 3DNPC_FO4.esp
[7F] 3DNPC_FO4Settler.esp
[80] 3DNPC_FO4_DLC.esp
[81] SimpleBounties.esp
[82] fo3friedghouls.esp
[83] DCWestSuperMutants.esp
[84] ClassicBehemoth.esp
[85] Forced Evolution.esp
[86] EnhancedCreaturesAIOverhaul.esp
[87] EnhancedCreaturesAIOverhaulFarHarbor.esp
[88] EnhancedCreaturesAIOverhaulNukaWorld.esp
[89] CompanionIvy_quest.esp
[8A] CompanionIvy_Nuka.esp
[8B] CompanionIvy_Mags.esp
[8C] EveryonesBestFriend.esp
[8D] WRVR.esp
[8E] CompJennyLCCA.esp
[8F] Edit_Hancock.esp
[90] TinaDeLucaSettlerAIVoiced.esp
[91] CSEPCompanion.esp
[92] Reverb and Ambiance Overhaul.esp
[93] Project Reality Footsteps FO4.esp
[94] T-51.C Advanced Computer System 2.0.esp
[95] MN GN Navmeshing and Landscaping.esp
[FE: 0] CanarySaveFileMonitor.esl
[FE: 1] BakaFramework.esm
[FE: 2] REFramework.esm
[FE: 3] HoldUpFix.esl
[FE: 4] SanctuaryNoDog.esl
[FE: 5] FastTravelAIDetectionFix.esl
[FE: 6] NoDialogueAutoRotAndForcedPos.esl
[FE: 7] UnassignmentFix.esl
[FE: 8] NPCRespawnFix.esl
[FE: 9] Community Fixes Merged.esp
[FE: A] KillTips_by_tooun.esl
[FE: B] Quick_Modification_Weapon_by_tooun.esl
[FE: C] SpecPrison.esl
[FE: D] Cho1_CPC_April_2022_Port_Dalton.esl
[FE: E] OberlandOutpost_Minutemen.esl
[FE: F] Cho1_Vault88_Metro_Plan.esl
[FE: 10] CastleExtended.esl
[FE: 11] DonnyKowalskiNewHome.esl
[FE: 12] RepopulateSalem.esl
[FE: 13] SSTMinutemenOrganizedMilitia.esl
[FE: 14] RecruitInstituteMembers.esl
[FE: 15] SSTRagsPirates.esl
[FE: 16] UnchainDoorsByForce.esl
[FE: 17] 1NGuard.esl
[FE: 18] Small blur Crafting screen background.esl
[FE: 19] BetterCapsStashesRedux.esl
[FE: 1A] NoDoorAnims_InstantDoors.esl
[FE: 1B] Dogs can grab player.esl
[FE: 1C] Cyberpunk 2077 Thermal Katana.esl
[FE: 1D] ClassicMeleePack.esl
[FE: 1E] ClassicSuperSledge.esl
[FE: 1F] UltracitePA.esl
[FE: 20] T65PA.esl
[FE: 21] RedShiftPowerArmor.esl
[FE: 22] SettlerGearPack.esl
[FE: 23] HellcatPA.esl
[FE: 24] ODT - Raider Armors Retextured.esl
[FE: 25] SSTRealisticRoads.esl
[FE: 26] RedderRocket.esl
[FE: 27] SSTGrizzledSecurity.esl
[FE: 28] DiamondCityAmbience.esl
[FE: 29] PPF.esm
[FE: 2A] Cazadors.esl
[FE: 2B] CWYaoGuai.esl
[FE: 2C] CWRadscorpions.esl
[FE: 2D] Akai.esl
[FE: 2E] SilverShoudSubmGun.esl
[FE: 2F] SilverShroudCallingCard.esl
[FE: 30] RadioactiveSignsAIO.esl
[FE: 31] IllumBillboardsAIO.esl
[FE: 32] DesertOperator.esl
[FE: 33] EVB - Nude Male Uncut Erect.esp
[FE: 34] EVB - With Dismemberment - Nude Male Uncut Erect.esp
[FE: 35] Faster Stations.esp
[FE: 36] RealHDFace Tex.esp
[FE: 37] LMCC 2K Face Textures.esp
[FE: 38] Unfair Skin.esp
[FE: 39] CC's Improved Hair Colors.esp
[FE: 3A] SavrenX Detailed Hair .esp
[FE: 3B] SF Beards N Staches.esp
[FE: 3C] RutahTattooPack_FO4.esp
[FE: 3D] Cyberout77.esp
[FE: 3E] IAF - Far Harbor & Nuka World.esp
[FE: 3F] GUT UP.esp
[FE: 40] No Sneaking in Power Armor.esp
[FE: 41] Dannyb0b - Construction Barrier Remake.esp
[FE: 42] Base Object Swapper - Drink Beer.esp
[FE: 43] Barber and Surgery Camera Fix .esp
[FE: 44] Jet Script Bug Fix.esp
[FE: 45] Legendary Mutation Messages Fix.esp
[FE: 46] AtomCatsDragRaceStartFix.esp
[FE: 47] Perception Bug Fix.esp
[FE: 48] Vault 81 Cure ESPESL.esp
[FE: 49] SkipKelloggMemories.esp
[FE: 4A] FeralGhoulHeadshotREDUX_CrippleEdition.esp
[FE: 4B] Rusty Face Fix.esp
[FE: 4C] Satellite Color World Map Combo.esp
[FE: 4D] ConditionBoy.esp
[FE: 4E] SS2AOP_VaultTecTools.esp
[FE: 4F] SS2Addon_MS_BareEssentials.esp
[FE: 50] SS2-PraRandomAddon-FIS.esp
[FE: 51] Combat AI Empowered.esp
[FE: 52] Combat AI Empowered - Game Settings Upgrade.esp
[FE: 53] Chemfluence AI Combat Dynamics.esp
[FE: 54] Oldschool Detection.esp
[FE: 55] ImprovedRRBoss.esp
[FE: 56] ImprovedRREncountersPatch.esp
[FE: 57] ImprovedRRStatAgents.esp
[FE: 58] DiverseRailroad.esp
[FE: 59] Improved Diverse Railroad Patch.esp
[FE: 5A] SF Railroad.esp
[FE: 5B] Improved Railroad Synthetic Facelift Patch.esp
[FE: 5C] ImprovedMinutemenEncountersPatch.esp
[FE: 5D] DiverseMinutemen.esp
[FE: 5E] ImprovedBoSBoss.esp
[FE: 5F] BetterVertibirdMinigun.esp
[FE: 60] aBitPrettierBOSFaces.esp
[FE: 61] DiverseBoS.esp
[FE: 62] PrettierDiverseBoS.esp
[FE: 63] TS Brotherhood of Steel Uniform Overhaul.esp
[FE: 64] ImprovedInstituteBoss.esp
[FE: 65] FaceFixesInstituteScientists.esp
[FE: 66] DiverseCoursers.esp
[FE: 67] Improve Diverse Coursers.esp
[FE: 68] LostSoulExpanded.esp
[FE: 69] SF Gunners.esp
[FE: 6A] SS2 Gunners Synthetic Facelift Patch.esp
[FE: 6B] DiverseGunners.esp
[FE: 6C] Gunner Leveled Face Fix.esp
[FE: 6D] DiversePack.esp
[FE: 6E] DiverseDisciples.esp
[FE: 6F] DiverseOperators.esp
[FE: 70] aBitBetterRaidersFaces.esp
[FE: 71] DiverseRaiders.esp
[FE: 72] Raider01.esp
[FE: 73] Varied Prettier Diverse Raiders.esp
[FE: 74] DiverseTrappers.esp
[FE: 75] More Diverse Trapper LVL Face Fix.esp
[FE: 76] DiverseTriggermen.esp
[FE: 77] SF Triggermen.esp
[FE: 78] DiverseCoA.esp
[FE: 79] ChildrenOfAtomFace.esp
[FE: 7A] Evolved Diverse and Varied Children of Atom.esp
[FE: 7B] DiverseScavengers.esp
[FE: 7C] FaceFixesVault81.esp
[FE: 7D] SF Automatron.esp
[FE: 7E] SF Merchants.esp
[FE: 7F] SF Sanctuary.esp
[FE: 80] SF The Cabot Family.esp
[FE: 81] SF Atom Cats.esp
[FE: 82] CHALLENGES.esp
[FE: 83] ValentineCases.esp
[FE: 84] Keeper of the Commonwealth Radiants.esp
[FE: 85] BetterTreasureHuntRewards.esp
[FE: 86] Yaoguai grab skill.esp
[FE: 87] Feral Ghoul Bite Skills.esp
[FE: 88] Assaultron Grab Skills.esp
[FE: 89] Radstag Grab Skill.esp
[FE: 8A] Deathclaw Grab Skills.esp
[FE: 8B] Radscorpion Stab Skill.esp
[FE: 8C] SimpleAttackReactions.esp
[FE: 8D] SimpleDodges.esp
[FE: 8E] ForwardOnlyBash.esp
[FE: 8F] SimpleQuickthrow.esp
[FE: 90] SimpleFinishersRE.esp
[FE: 91] SimpleFinishersRC.esp
[FE: 92] Cyperout77_balanced_2H.esp
[FE: 93] CyberOut77 Thermal Katana Patch.esp
[FE: 94] CyberOut Patch Vannila.esp
[FE: 95] CROSS_Blades.esp
[FE: 96] CyberOut Cross Blades.esp
[FE: 97] CMP_Cyberout.esp
[FE: 98] RB_ProtonAxe.esp
[FE: 99] Makeshift Melee Weapon Pack.esp
[FE: 9A] Vertibird Sword.esp
[FE: 9B] War Hammer and Greatsword sets.esp
[FE: 9C] SimpleImpact.esp
[FE: 9D] Weapons of Fate.esp
[FE: 9E] 10mmAnims.esp
[FE: 9F] QBZ191_TR_patch.esp
[FE: A0] AntiqueGauss.esp
[FE: A1] GaussRifleVVSounds.esp
[FE: A2] SKSType56.esp
[FE: A3] SKSType56_TR.esp
[FE: A4] XM2010_SniperRifle_TR_patch.esp
[FE: A5] XM2010_SniperRifle_STS_consoleFOV90_100.esp
[FE: A6] Attach Pack Modcol.esp
[FE: A7] DakRevolverRifle.esp
[FE: A8] DakFR2.esp
[FE: A9] Frommer.esp
[FE: AA] DakHomemadeSaiga.esp
[FE: AB] DakHomemadeVityaz.esp
[FE: AC] HandmadeLeverActionSG.esp
[FE: AD] skewer.esp
[FE: AE] DakProtoAA12.esp
[FE: AF] Disruptor.esp
[FE: B0] DakDeagle.esp
[FE: B1] DakLindaPistol.esp
[FE: B2] F4NV 44 Vanilla Leveled List Patch.esp
[FE: B3] DakFAL.esp
[FE: B4] CM9_PartyFavors_Chuckit.esp
[FE: B5] Better Power Armor and Community Fixes Merged Patch.esp
[FE: B6] Power Armor Hud - No Transparency - Version 4 Lens.esp
[FE: B7] Better Dials for Power Armor.esp
[FE: B8] Power Armor Remesh.esp
[FE: B9] Enemies Fear Power Armor.esp
[FE: BA] CagebreakerPowerArmor.esp
[FE: BB] UltracitePA_BOS.esp
[FE: BC] T65PA_BOS.esp
[FE: BD] CoAPowerArmor.esp
[FE: BE] SynthPA.esp
[FE: BF] Knightmare Batman.esp
[FE: C0] Knightmare Batman SPID.esp
[FE: C1] Enhanced Night Sky - Improved Visible Galaxy Framework.esp
[FE: C2] Visible Galaxy.esp
[FE: C3] HD Moon with Phases.esp
[FE: C4] Realistic Stars.esp
[FE: C5] FAR.esp
[FE: C6] VividFallout - AiO - BestChoice.esp
[FE: C7] Vivid Fallout - LOD.esp
[FE: C8] Vivid Fallout - Nuka World LOD.esp
[FE: C9] Vivid Fallout - Far Harbor LOD.esp
[FE: CA] Easy lockpicking by nikitalolo.esp
[FE: CB] Nina's Proper Pipe Guns Replacer.esp
[FE: CC] Grognak's Axe 4K.esp
[FE: CD] ODT - Raider Armors Retextured.esp
[FE: CE] Ivy HD Recolour.esp
[FE: CF] Better Leaf Piles.esp
[FE: D0] CC's FUHD Sanctuary Bridge.esp
[FE: D1] DiamondCityExpansion-eXoPatch.esp
[FE: D2] FallonsBasementOverhaul.esp
[FE: D3] Vault4-eXoPatch.esp
[FE: D4] VanillaSecurity - DCGuard_Overhaul.esp
[FE: D5] Diamond City Guards Face Overhaul.esp
[FE: D6] SF Diamond City.esp
[FE: D7] GunForHire-eXoPatch.esp
[FE: D8] GunForHire-eXoPatch-SS2DoorRestoration.esp
[FE: D9] REPatch_CrimeAndPunishmentGunForHire.esp
[FE: DA] ss2c23dnpcpatch.esp
[FE: DB] 3DNPC_FO4Settler FaceGen.esp
[FE: DC] 3DNPC_FO4 FaceGen.esp
[FE: DD] StoryWealthLocation-DiamondCity.esp
[FE: DE] DCGuard_Overhaull-3DNPC_FO4Settler.esp
[FE: DF] DCGuard_Overhaul-SS2.esp
[FE: E0] GN Overhaul _ Vanilla Outfits.esp
[FE: E1] NoDinerDoorPatch.esp
[FE: E2] SF Goodneighbor.esp
[FE: E3] Fallout 4 AI Overhaul.esp
[FE: E4] Fallout 4 AI Overhaul - Welcome to Fallon's Revisited Patch.esp
[FE: E5] Fallout 4 AI Overhaul - Better Goodneighbor Patch.esp
[FE: E6] FO3 And FO4 Ghouls.esp
[FE: E7] CompanionIvy_Josie_Replacer.esp
[FE: E8] Gunners Synthetic Facelift Jenny Patch.esp
[FE: E9] DiscreteFemaleSkeleton.esp
[FE: EA] Silver Shroud Enhancement and Tactical Reload Patch.esp
[FE: EB] BlackLipStickFix_LMCC_only.esp
[FE: EC] Sinister Ambient Sound.esp
[FE: ED] PRP.esp
[FE: EE] MNGNExterior[Previs-PRP69].esp
[FE: EF] MNGNInterior[Previs-PRP69].esp
[FE: F0] DiamondCity-PreVis.esp
[FE: F1] PRP-SS2-Fixes-Ch1.esp
[FE: F2] PRP-SS2-Fixes-Ch2.esp
[FE: F3] PRP-SS2.esp
[FE: F4] PRP-SS2-Ch3-CR.esp
My first guess is that the file is corrupted (this happens when downloading via Mod Manager - .csg and .cdx files tend to corrupt, which is why I recommend a manual download and then installing it to the Mod manager via drag and drop. Can you try that? If it still does not work, can you then please send me the original crash log as a google drive file? I need something I can download and scan. This type of crash happens when you have conflicting leveled lists and broken precombine data (which goes back to the files in question).