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  1. Ok, so I wanted to confirm the theory about scappig mole-rat mounds. - I started my game with all my current mods installed (including Scrap-Everything), but with the savegame I made when I had left Vault 111 for the first time. I went to Sanctuary Hills, did the tour with Codsworth and proceeded to Red Rocket, where I killed all the Molerats and cleaned out that cave underneath. No freeze. - I then made a hard-save, cleaned up some stuff but not the molerat mounds, and went to Fairlane Hills, where there is the Gamblers Bunker from the mod "Wild Wasteland". I made a hard save just before I entered the Bunker. Quit Fallout to Desktop, restarted Fallout 4 (in order to give to bug time to bake itself into the save-game file), and went down into the Bunker, killed the molerats, hit the Qucksave-Button, and no freeze. - I proceeded to Shamrocks Taphouse, did another hard-save, quit Fallout 4 again, restarted and went into the Taphouse where I killed the molerats in the basement - no freeze So far so good, now I had to just prove the opposite. so I loaded my save from before I cleaned up some stuff at Red-Rocket. This time I made sure I scapped ALL the mole-mounds as well. Then I proceeded EXACTLY like above......and I didn't encounter any freezes or problems. Sigh..........However, when I first went into the Gamblers-Bunker without having reloaded the game, the mole-rats didn't trigger at all. Grrr, I can honestly say that I meanwhile loathe that mole-rat attack script.
  2. Yep, you are completely right somethingbrite. Scrap Everything allows you to scrap molerat-mounds, as well as (certain) ambush-markers. And guess what I usually do after I have defeted my first mole-rats in the tunnel underneath the red rocket (the only molerats that don't freeze for me), and activated the workbench there? I scap the red-rocket area INCLUSIVE those mole-rat mounds!! I will have to start a new re-run though to confirm your theory. Ah, and not using SimSettlements here as well, and Fallrim Tools says I have only like 6 active scripts in my save-game. I kind of get confirmed though in my belief that this particular script is so excruciatingly badly written that it gets corrupted by looking crossed-eyed at a daffodyl.
  3. I wanted to add my latest findings here: 1) Yes, I can confirm that Mad-Mulligans Mine in Nuka-World is another place where the bug occurs. I just set myself to work through Vault81 again, for the first time in this play-through (where I already encountered the Mole-Rat freezing bug). So I made a hard-save at just the place where you can save for the last time when you enter the secret part of the vault. I then unloaded all my plugins and started to fight the first group of Vault81-Mole rats, always starting from the same hard-save and, wearingthe same Vanilla Armor and using the same Vanilla Weapon. Here is what I found; 2) It became already clear during the play-through if the game would freeze during saving or not. If the save would work, the mole-rats were much much more agressive and active. 3) There wasn't a specific plugin responsible, for the freeze to happen. It was more a matter of plugin load and plugin combination. If I reached around 62 esp-Plugins, the freeze would occur with almost any additional plugin I would add, as long as the plugin was a workshop/building-mod. For example, adding SMM (Settlement Menu Manager) was no problem, but adding Snappy House-Kit or Settlement Object Expansion, would then trigger the freeze. 4) However; running all the plugins which in that moment would trigger the freeze (in my load order that happened to be workshop/building mods like Settlement Object Expansion Pack, Snappy House-Kit, Snap-Beds, Thematic and Practical....) by themselves or as a big workshop package (just with the vanilla esm's and all the esl's plus all my other workshop mods) would not cause the freeze. 5) Moving the first specific plugin that caused the freeze (in my case Settlement Object Expansion Pack) in the load order from last to the top just right below the esm's/esl's did not solve the freeze either. Not related to load order? 6) After that 62 esp-Plugin-Boarder, I could not load any more Workshop/Building mods before the freeze would happen 7) Unloading all esm's that had to do with workshop/building did not change that fact that the previously problematic building mods would still trigger the freeze 8) Unloading all other esm's as well as the Unofficial Patch, did not solve the freeze either, in combination with one or more of the problematic workshop mods 9) However, I still could load Quest-Mods (even huge ones like Fusion City rising), and Weapon- and Armor-Mods, withouth triggering the freezing 10) Upon further testing I found that the freezing problem is caused by a combination of several mods, which do not seem to be 100% compatible with each other (for example "Commonwealth Cleanup" with some of my Building mods), However, there are more mods involved (likely around 10 mods in my load order) and even after x-reloads, I haven't found out the exact culprits yet. ..... and now I am at an even greater loss than before. What in the hell have the indoor critter-attacks to do with the workshop mods? Is this really a conflict between the workshop mods and other mods, which is not load-order related??? I run over 30 workshop mods alone, and trying to find out what is going with what and what is not, will be short of impossible (not even trying to calculate the possible combinations here) well.......that was a sunday well spent..... (sarcasm off)
  4. I am currently at another play-through, and I have that bug again. Yes, you are correct if you say that the cave underneath Red-Rocket is an exception, as I observed exactly the same. I didn't encounter the bug there. And even though I haven't installed a single new mod since I killed those mole-rats at the Red-Rocket cave, I now have to deal with this bug again. And I don't have Sim-Settlements installed either (never had in this play-through). I am not so sure about your theory about the bug being related to specific locations, as the bug also affects mole-rats from mods: Wild-Wasteland: - the R.O.U.S-mole rats at the gambling bunker South of the Sea: - the mole-rat just to your right when you leave Necropolis And the bug also occurs in the Vim-Pop-Factory from the Far-Harbor DLC. ....of course there is also the possibility that the modders copy-pasted that buggy mole-rat script as well. That could also explain the "missing activator" or "activator set to attack furniture" from Gentester's link above. If the modders just copied one of the mole-rats which did have a faulty activator, then that could account for the bug showing up in mods as well. So the bug may not be due to a universal buggy script, but to single individual buggy mole-rats that get copied-pasted all over the place (still doesn't explain as to why it occurs only in indoor-cells and not above ground as I assume that indoor and outdoor mole-rats are identical). Unfortunately I have only understood about half of what Gentester wrote in his post, and I currently don't have enough knowledge of CK in order to apply those fixes he described.
  5. Hi there somethingbrite, you are definitively not alone with this bug. It is mentioned on steam a couple of times: https://steamcommunity.com/app/377160/discussions/0/144513248282521815/ https://steamcommunity.com/app/377160/discussions/0/360670708776433033/ And I think I have seen discussions about it on Reddit as well, although no one has ever found a real solution for it. I just wanted to thank you for the trick with "tDetect". I have been dealing with this bug for months now, and I have been researching all over the internet but unfortunately haven't found a real solution yet. Until now I always just used the "killall" command before I have even seen the molerats. However your work-around seems to be a bit more immersive. If you ever find a better and more permanent fix for this, I would be glad you could share this here. Edit: I just noticed something weird. If I use tdetect and my NPC's trigger the molerat-aggression (not me, as they can't detect me), then the bug doesn't occur either. Other observations; - the bug only occurs if the molerats are in an indoor cell, not if they are outdoors - however, when playing through "South of the Sea" I found that it also affects radscorpions that are encountered underground (they aren't found underground in Vanilla Fallout 4) - for me disabling Scrap Everything didn't solve the problem, and I also didn't have the faulty mesh from CBBE. So the same bug can be triggered by various causes. Thinking out loudly: - do both molerats and radscorpions have the same attack script? - is that script different if triggered underground? - is that script so badly written that it can corrupt at a whim? - potential for streamlining that script?

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