Thank you so much!! This mod is amazing. It fixed the ever occuring issue with "Xorberax's Attack-Cancelling" where occasionally when you draw your weapon after entering a new cell the game would CTD, but with this installed that no longer happens.
I am curious before breaking anything is this compatible with 'Simple BP Mod Loader'?
I have the scripts folder placed inside that and it's unclear (I forget honestly) if BP Mod Loader also requires the script folder to be inside that folder. I presume if that's the case then these two mods are incompatible with each other.
You're a f'king hero Qualmeru, I kept crashing on fast travel, going in and out of buildings, and from adding too many mods to a pre-existing save, but this absolutely saved it, I don't have to make a new character now, I can even see this thing catching and stopping like 30 pop ups behind the game window during cell transfer, it's amazing. It's like watching a CIWS shoot down target after target, it's such a game saver for people like me that constantly try and remove new mods, I cannot thank you enough! For anyone wondering, I'm running at max res, with tons of graphic mods and a heavy reshade. This fixed problems that no other solution that I could find would fix.
no issues after playing for a bit (while also having the ue4ss console enabled for some NPCmanager mod shenanigans) also using a version of the same engine.ini tweaks - thanks once again 👍
its automatic, i did not add a main.lua, i split into smaller pieces so its easier to overlook, just install and it should work, no need to attach anything, just plug-in and play, you can use vortex, i'm not sure if it works with MO2
So mostly script that uses ue4ss but mine used to crash all the time sense i have over 300+ mods so this should help with that, btw it will not show in the log if it did not crash, just the usual log [Edit]: i made some examples of logged errors below in the locked post
Still useful. But I was hoping that there was a log that showed the prevented crashes, so that they can be fixed. Ideally, your mod wouldn't be needed at all.
Im sorry i have a summary of the examples of what the log when my mod prevented a crash 1. UFunction Call Failure(Prevents crash from invalid UFunction calls) [SafetyBelt] UFunction on CorruptedNPC failed: attempt to call method 'GetHealth' (a nil value) Scenario: A mod tries to call .GetHealth() on an NPC that was garbage-collected. 2. Object Loading Failure(Prevents crash from missing assets) [SafetyBelt] Failed LoadObject: /Game/Items/BrokenSword Scenario: A mod tries to load a deleted/renamed asset (BrokenSword). 3. Invalid Actor Spawning(Prevents crash from invalid spawn attempts) [SafetyBelt] SpawnActor called with nil class Scenario: A script tries to spawn an actor without specifying a valid class. or [SafetyBelt] SpawnActor error for BP_Crasher_C Scenario: The spawn process fails due to corrupted class data. 4. Unsafe Type Cast(Prevents invalid cast crashes) [SafetyBelt] Cast to BP_Player_Car_C failed Scenario: Attempting to cast a Character object to a Vehicle class. 5. Coroutine Crash(Catches Lua coroutine errors) [SafetyBelt] coroutine.resume error: .../Mods/RiskyMod/init.lua:42: attempt to perform arithmetic on a nil value Scenario: A mod's coroutine fails due to a Lua math error. 6. Expired Timer Callback(Prevents callbacks on dead objects) [SafetyBelt] timer callback on invalid handle Scenario: A timer tries to trigger on an object that was destroyed. 7. UI Preload Success(Reduces runtime hitches) [UIAssets] Preloaded: /Game/UI/Textures/T_MapBackground (Not a crash prevention log, but shows asset preloading) 8. UI Construction Failure(Catches widget initialization issues) [UIConstruct] Failed to load: /Game/UI/WBP_BrokenWidget_C Scenario: A corrupted UI widget fails to load during pre-construction.
This sounds promising, but MO2 does not recognize it as a valid mod so it may not work with it... how can we tell its working? Is there somewhere we can see the errors its catching? The download also includes some '_folder managed by Vortex' files that shouldn't be there
In MO2 I just built the game root folder and subfolders and it recognizes it as avalid mod now. But yeah, some sort of feedback via a log file or something similar could be useful
So i have tried the CrashNoMore but i still had some issues, my mod try to prevent those other places when a crash can happen for example when loading an area or using a function or spell, so yes it will work together with CrashNoMore.
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Basically just saying to make sure the files are located there.
I have the scripts folder placed inside that and it's unclear (I forget honestly) if BP Mod Loader also requires the script folder to be inside that folder. I presume if that's the case then these two mods are incompatible with each other.
(i7-6700k, 1070, 32gb ram)
regardless thank you!
also using a version of the same engine.ini tweaks - thanks once again 👍
"Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\UE4SS.log"
btw it will not show in the log if it did not crash, just the usual log [Edit]: imade some examples of logged errors below in the locked post
1. UFunction Call Failure(Prevents crash from invalid UFunction calls)
[SafetyBelt] UFunction on CorruptedNPC failed: attempt to call method 'GetHealth' (a nil value)
Scenario: A mod tries to call
.GetHealth()
on an NPC that was garbage-collected.2. Object Loading Failure(Prevents crash from missing assets)
[SafetyBelt] Failed LoadObject: /Game/Items/BrokenSword
Scenario: A mod tries to load a deleted/renamed asset (
BrokenSword
).3. Invalid Actor Spawning(Prevents crash from invalid spawn attempts)
[SafetyBelt] SpawnActor called with nil class
Scenario: A script tries to spawn an actor without specifying a valid class.
or
[SafetyBelt] SpawnActor error for BP_Crasher_C
Scenario: The spawn process fails due to corrupted class data.
4. Unsafe Type Cast(Prevents invalid cast crashes)
[SafetyBelt] Cast to BP_Player_Car_C failed
Scenario: Attempting to cast a
Character
object to aVehicle
class.5. Coroutine Crash(Catches Lua coroutine errors)
[SafetyBelt] coroutine.resume error: .../Mods/RiskyMod/init.lua:42: attempt to perform arithmetic on a nil value
Scenario: A mod's coroutine fails due to a Lua math error.
6. Expired Timer Callback(Prevents callbacks on dead objects)
[SafetyBelt] timer callback on invalid handle
Scenario: A timer tries to trigger on an object that was destroyed.
7. UI Preload Success(Reduces runtime hitches)
[UIAssets] Preloaded: /Game/UI/Textures/T_MapBackground
(Not a crash prevention log, but shows asset preloading)
8. UI Construction Failure(Catches widget initialization issues)
[UIConstruct] Failed to load: /Game/UI/WBP_BrokenWidget_C
Scenario: A corrupted UI widget fails to load during pre-construction.