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HangCrash on Look at Point Lookout First Aid Kits (SOLVED)

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
bromega
Posts: 14
Joined: Tue Mar 20, 2018 11:19 pm

update for those interested:

Post by bromega » Thu Mar 22, 2018 9:59 pm

update for those interested:


uninstalled all mods and loaded the ttw clean save with Steven.  COC'd to PL and had no issues with the boxes. 


installed all mods and had them again.


 


Now here is the interesting part: i am going through 1 by 1 in a meticulous way to find out what the culprit is that it would affect even a clean, brand new save.  What's interesting is I may have "solved" it in a rudimentary way. Now, instead of crashing the game, it hangs for about 1 second and then opens.  The same 0000000 error in call script shows up in the console yet doesn't hang the game. 


This was done by unchecking ttw_clean delux and, unfortunately, jsawyers.


so here's my hypothesis: using jsawyers expired stimpak script probably ran the very second that i looked at the first aid kit, and the script may have failed because of a number of reasons, number one being that it was never meant for ttw in the first place.  thoughts?



bromega
Posts: 14
Joined: Tue Mar 20, 2018 11:19 pm

Okay admins and moderators of

Post by bromega » Thu Mar 22, 2018 10:25 pm

Okay admins and moderators of TTW we can tag this as solved: JSawyer Ultimate Edition Expired Stimpak script was somehow not able to run well in Point Lookout. 


Removing it entirely has completely eliminated the crash on first aid box crash I originally reported, and given that it does change items within medboxes, it makes sense in retrospect.


Now, having solved this , does anybody have insight as to why the call script would fail in Point Lookout and nowhere else?  What is different about the dlc that running the Expired Stimpak feature could chug the resources so much as to kill the game?



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

JSUE is incompatible with TTW

Post by RoyBatty » Fri Mar 23, 2018 12:56 am

JSUE is incompatible with TTW, we have that in the FAQ and he has that in the mod description.


Image

bromega
Posts: 14
Joined: Tue Mar 20, 2018 11:19 pm

RoyBatty wrote:JSUE is

Post by bromega » Fri Mar 23, 2018 2:38 am

[quote=RoyBatty]

JSUE is incompatible with TTW, we have that in the FAQ and he has that in the mod description.

[/quote]

Understood. At this point i cant turn back, fully uninstalling Jsawyer is going to lead to having to scrap my whole save file due to the way xp and other things have been calculated until now, so im just turning off the expired stimpak feature and hoping for the best. Like I said its been an otherwise very stable playthrough.

Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

http://taleoftwowastelands

Post by Lyndi » Fri Mar 23, 2018 3:40 am

http://taleoftwowastelands.com/content/faq#whatfnvmodswork


For future reference JSUE isn't actually the JSawyer mod and isn't related to Josh Sawyer at all. There's a link in the FAQ to the actual JSawyer mod. Patches for the real JSawyer mod are floating around here and it works just fine.


That doesn't help you in your current play through but it might be something to consider in the future.


Produces the programming equivalent of coffee stains.

bromega
Posts: 14
Joined: Tue Mar 20, 2018 11:19 pm

Lyndi wrote:http:/

Post by bromega » Fri Mar 23, 2018 11:08 am

[quote=Lyndi]

http://taleoftwowastelands.com/content/faq#whatfnvmodswork


For future reference JSUE isn't actually the JSawyer mod and isn't related to Josh Sawyer at all. There's a link in the FAQ to the actual JSawyer mod. Patches for the real JSawyer mod are floating around here and it works just fine.


That doesn't help you in your current play through but it might be something to consider in the future.

[/quote]

I actually thought, despite the patch, that the jsue 's mcm feature would make it more stable as i had every single feature turned off except the stimpak one. Thanks for the tip.

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