Well, sort of.
The game's bricked and that's it; 300+ mods with trial and error removing mods here and there and still no results. Last time confirmed running smooth is that before I got new mods to try out, and THAT was when I managed to reveal the first act of America Rising. I even admired the work the author (Otellino) have put into this mod, though honestly, I always doubted who should we trust with when talking about "which faction should the future of the Commonwealth will accept". Institute being nuked always presume happy ending to the people of the Commonwealth. What they should take into consideration is what faction that they can accept for people's safety. Railroad and Minutemen are always a general trust for the people. Brotherhood of Steel? They seem to doubt their presence, being skeptical. Ik this because the people of the Commonwealth doesn't like their general assumption of "we come in peace" malarkey or some sort. BoS is a sort of organization or faction dedicated to technology preservation with more militaristic action. Citizen control isn't their main expertise.
Though, I can say myself, Brotherhood of Steel is best described as "keep the technology away from people who tried to abuse it; destroy those who tried to exploit it" faction. It might be the best explanation in The Story of Android 100: Future Town short story by me why Android 100 (Boruto Uzumaki II) was so skeptical and anxious about Elder Maxson's intentions. He said, "You never know what we’re going to do after seeing what just happened here. You might gonna end up killing us here, in this airship. I have state-of-the-art technologies that probably not worth sharing with you guys if you’re not a part of the US Armed Forces." (The Story of Android 100: Future Town, p. 379)
It's a mystery why Brotherhood of Steel wanted to restore Android 100, Android 101, and Android 171P back to their former glory of free and independent cyborgs (not a synth, BTW), and I'd like to keep it that way. My one-shot short story that corroborate this, "Open Season", said that what happened in the story that he, as an AI system inside a humanoid robot, encountered, was a dream that came from his accompanying expert system, which is also an AI system.
It might be sense if they were resurrected when there was still Lyons' Pride in the BoS structure (Fallout 3), but again, the resurrection took 60 years after the discovery in 2217 (FO3 story took place in 2277; don't ask about older Fallout games like FO1, FO2, or Fallout: Tactics). There might be some other influence before Owyn Lyons was in control. But... well, you know me. I won't bother digging into it.
With the special yet new gameplay of America Rising mod (even though it was only comprised of Act 1, where you are the enemies against the Brotherhood of Steel), I might gonna consider having the Enclave recovered them first rather than the Brotherhood of Steel, but... it's still an open suggestion before I can consider it a new working mod. Besides, it's still a headache after knowing how I start modding FO4 game.
Back to topic. The bricked game is that I installed mods until I almost touched the limit of 255 non-ESL plugins (FF in hex). Last I touched it was on EB in hex (235 plugins). The worst is at F9 in hex (249 plugins). ESLs aren't a big deal, though, but it can still touch the limit if having too many ESL patches or plugins; 255 is probably the maximum (FE 0FF in hex). Dunno why, but after installing new mods and compiling the ESPs into ESL to save space, this happened. Saving the game isn't a big problem. The main problem lies in (re)loading a save (loading a SPECIFIC save with mods isn't a problem, but reloading mid-game does) and starting a new game. Before this problem I have an issue where the game crashed after 4+ or more hours of playthrough, which caused by missing or black textures that the game stopped rendering for some reason. It wasn't a big deal, but it's an annoying issue if anyone encountered this during a Survival run.
Buffout 4 outputted a crash log that says "EXCEPTION_STACK_OVERFLOW", but the log was incomplete. And the crash is also uncommon, which is similar to the typical application crash that shows "xxx has stopped working", but in Win10, it didn't show up. When it crashed, it doesn't print out the stacks, registers, or any other information pertaining the crash.
On the other hand, after checking the Event Viewer (because the application crash usually followed by application hang and then closed by itself or the system), seems like the reason BO4 can't print out the crash log further is that it followed by "EXCEPTION_ACCESS_VIOLATION" referencing to a system DLL of the crashed Fallout4.exe.
So, I figured, probably the last mod installation bricked it, so I decided to uninstall mods one-by-one. However, taking off plugins won't fix it. It still crashed with that error. Reverting modified plugins made with FO4Edit also didn't work. Loosed files to update animations and all won't do a thing too. And I started to wonder; if not those, what caused it? I was starting to think that the scripts caused it, because there are loose files that contains scripts. "Stack Overflow" in programming is caused by a routine or subprogram that recurses a data too deep or infinitely, which can cause memory to fill up or overload if not controlled or fixed. I'm betting that one of the scripts have caused it, which it shouldn't in normal gameplay. If not, I might as well nuke the installation and install only mods that won't be causing any problem.
Well, to sum up, I'm still trying to figure out what caused FO4 to crash. If nothing is found, I decided to uninstall and reinstall the game, but first... ESMs, ESPs, and ESLs need to be backed up first (excluding the main packages like Fallout4.esm and any underlying DLC ESM files). I might gonna set it up for the America Rising 2.0 mod, when Otellino was ready to release it. This, in fact, is in conjunction with Project Valkyrie + Outcasts and Remnants, or otherwise known as "Thuggyverse mods" (mods that created by Thuggysmurf). For now, I won't be touching FO4 apart from testing whether there are bugs and other unpleasant glitches from mods I used and downloaded.
In the end, I wonder what will the people of the Commonwealth be when the reborn Enclave is in control. I can tell that this mod has a big potential, so does with PV + OAR mods I explained earlier. If PV + OAR can make all factions coexist in peace, and Depravity can nuke every faction you feel like you don't like, then the Enclave in America Rising probably will tilt the odds. We'll see about that, when the 2.0 is out.
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