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Qualmeru

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Qualmeru

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35 comments

  1. kaionlriuv2
    kaionlriuv2
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    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. 
  2. SunjahKahn
    SunjahKahn
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    3. Ensure the scripts live under:  
    ue4ss\Mods\CrashShield\Scripue4ss\Mods\CrashShield\Scripts\
    What does this mean?  How do you "ensure the scripts are live..."
    1. SuperSupermario24
      SuperSupermario24
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      It's "live" (present tense verb), not "are live" (adjective).

      Basically just saying to make sure the files are located there.
  3. tricksonafixed
    tricksonafixed
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    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.
  4. JormungandM3
    JormungandM3
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    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.
  5. EvokerSenpai
    EvokerSenpai
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    is this cpu intensive? asking for all my fellow potato pc users lol
    (i7-6700k, 1070, 32gb ram)

    regardless thank you!
    1. Qualmeru
      Qualmeru
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      I am running a 980 ti, it should work, if you are still are having problems, try to use it with this: link
    2. EvokerSenpai
      EvokerSenpai
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      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 👍
  6. lavigne77
    lavigne77
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    How does this work? there is no main.lua or enabled.txt file? how is it automatically hooked?
    1. Qualmeru
      Qualmeru
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      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
    2. Dingenskirchen
      Dingenskirchen
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      You'll need Root Builder Plugin for MO2 use, otherwise your mod isn't recognized by MO2.
    3. lavigne77
      lavigne77
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      I'm not using vortex nor MO2, manually installing does nothing.
  7. Zanderat
    Zanderat
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    Installed.  Thanks!  Where are the logs kept?
    1. Qualmeru
      Qualmeru
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      so i did not add my own logs for this mod but they end up in 
      "Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\UE4SS.log"
    2. Zanderat
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      OK.  Will the UE4SS.log show which mods that your mod prevented from crashing?  Thanks.
    3. Qualmeru
      Qualmeru
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      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
    4. Zanderat
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      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.
    5. Qualmeru
      Qualmeru
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      Locked
      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.
    6. Zanderat
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      Ok.  Thanks again.
  8. BellaDovah
    BellaDovah
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    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
    1. lilebolio
      lilebolio
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      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
    2. Qualmeru
      Qualmeru
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      i forgot to remove _folder when i re-uploaded the files, i have made a new version of it, thanks
  9. JohnYeslove
    JohnYeslove
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    Is it ok, that I have file "__folder_managed_by_vortex" instead of "enabled.txt" like other ue4ss mods?
    1. Qualmeru
      Qualmeru
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      i forgot to remove _folder when i re-uploaded the files, i have made a new version of it, thanks
  10. Luwust
    Luwust
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    Is this like CrashNoMore but for UE specifically? I'm curious if it'd be redundant or beneficial to run both side by side?
    1. Qualmeru
      Qualmeru
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      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.
    2. Luwust
      Luwust
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      You rock, really appreciate this contribution <3