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  1. If a scrap mod can scrap something then it needs to be listed in that mod. If it's not...it can't. I've probably used more than one scrap and/or build anywhere mod over the years - but I can't see that particular install right now so can't check exactly which ones. I do recall doing some testing with xEdit and I did find references to the mole rat mound as furniture in one of them. But, I think my problems were already baked into the saves by then...
  2. In terms of scrapping. I don't think you need to have scrapped the item itself. It is probably enough that it is listed in a mod and that conflicts or influences the behaviour of another mod, the base game etc.n
  3. It opens an interesting avenue though. When I was getting this bug I had a really heavily modified game and a lot of those were probably script heavy mods. Lots of scripts running increases the chances of a script NOT running properly. And the molerat ambush is a script. But there is a further complicating factor... The molerat mound is a furniture.... Really wish afkmods would chime in on this thread. I think I've seen an old ticket regarding the ambush script and how there was a bug regarding the cleanup of the molerat hole (which is a furnitur
  4. You are so right! I too have experienced this bug at Vim in Far Harbour! (but apparently forgot about it.) And it's the exact same issue. Where does THAT leave us? Mole rats which bug out in Interior locations consistently? - Regarding Red Rocket - I have had a thought.. Is that an ambush or are the rats already active? Because as I recall there are also mole rats in Concord civil defense. (Also an interior location.) There is also the junk-pile south of Starlight Drive In (on the road to 10 Pines Bluff) but I can't remember if the game treats this as an exterior l
  5. Regarding the ambush itself. Interior ambushes of Hole in Wall and Shamrock Taphouse seem very location specific. - different from what I imagine to be proximity triggers for the exterior attacks. However, the cave under Red Rocket is an interior cell with an ambush and that never glitches for me. (As far as I can recall.) - so examination required to check these cells and see if these are different. HOWEVER. The ambush trigger itself doesn't really explain the tDetect workaround. The ambush will trigger just fine - but the mole rats don't become aggressive. So...it must
  6. Yup. Even disabling a mod can crash a game if there are a lot of things that the mod adds or changes which are suddenly not being steered properly. I have never installed Sim Settlements but I have indeed experienced the bug so I'm not 100% it's related. (Although Sim Settlements could likely make changes that could cause this. I've just not looked.)
  7. Interesting research so far. I've never run Sim Settlements and yet I have experienced the bug. Make of that what you will. Indeed I have observed that exterior cell molerat ambushes don't appear to cause the issue, however I guess I thought at the time it must have been because of a different trigger. (Proximity rather than specific location) but this would not explain the tDetect workaround where the specific location triggers the ambush but not being visible to AI means the mobs don't aggrieved and their combat AI kicks in. ...and I am wondering if that's it. If it's actua
  8. Ok. I'm not logging this as a bug yet because I don't know if it is one but... I'm doing Far Harbour before I have completed the FO4 main questline. I receive a quest from Acadia NPC Dejen to track and kill a courser on the island. Which I do. But when I find this courser he remains green, allows me to approach without going aggro and then he addresses me as I am a superior. I know the main quest story but....I haven't even been to the institute yet. Indeed the last thing I did in the commonwealth was find and kill the other courser, so at present I am hypothetically a courser
  9. Yup. Tested last night thoroughly in vault81secret (where the same issue exists) Got a thread specific to this testing posted in the mod support forum here. In short though. Scrap Everything ultimate will cause the issue with 100% repeatability. But... Even with Scrap Everything active if the mole rats don't aggro then the issue does not occur! (which is strange to say the least.) Using console tDetect to test. All mods active. Passing the marker for the ambush does indeed trigger the mole rat ambush, but as the mole rats can not detect anything else they simply st
  10. Whats you line of thought there? I'll give it a try tomorrow and let you know the result. I had thought the issue may be related to their dead bodies (which might reasonably have been included to a scrap mod) and their seems to be a mole rat that starts dead in vault81secret anyway. But if I use tDetect to stop the remaining ones from going into combat mode their standard walking around ai kicks in and it's still possible to save and/or leave the cell even though the ambush has triggered and the mole rats are active. Can't remember at that point if I have then killed them and what the im
  11. OK, so I have observed a situation whereby a molerat ambush triggered during 2 quests so far has resulted in a game freeze. (well, to be accurate the game does not freeze until you either try to save or exit the cell once the trigger has occured.) This occurs in "Hole in the Wall" quest (Vault81Secret cell) and Shamrock Taphouse - when entering the room with the microbrewing protectron. The issue is also described here - https://www.afkmods.com/index.php?/topic/5304-a-problem-with-molerats-not-the-disease-something-else/ I did a bunch of testing and I think I have found at lea
  12. Out of interest... Why would a bad mesh on a CBBE outfit toast an entire cell and the scripts therein? I have actually performed a bunch of testing on this (using vault81secret cell as my test cell. I may extend this to Shamrock Taphouse but I think the results will show the same thing.) I posted my findings here - https://www.afkmods.com/index.php?/topic/5349-mole-rat-game-freeze-bug-is-baffling-me/ However, what I found was that the mod "Scrap Everything" would cause the issue with 100% repeatability if it was active in my load order. All other mods could be
  13. The game freezes when you either try to save (quicksave, named save via console command etc) or when you try to exit the cell (which indeed triggers an autosave) However, this is a symptom of the bug rather than the cause.
  14. I had that with hole in the wall and also shamrock taphouse - same thing, once the molerat ambush triggers there is no way to save or leave the cell without a crash. I just completed the Curie quest with console commands (which is annoying) but played around a bit with Shamrock. In shamrock if you TCL to clip through the wall at the robot end you can collect the password holotape and activate the protectron without triggering the molerats. Then you can save and exit etc without issue. However, if you trigger the molerats - even from outside the room (by shooting through the ho
  15. I've observed an interesting behaviour in the Shamrock Taphouse while performing the Rufus quest to retrieve the micro-brewery protectron. It is possible to explore the entire interior with the exception of the final room without buggy behaviour. However, once you enter that room you cannot save nor leave the cell without the game completely freezing. It just entirely locks up. (Even with a console command save the screen simply locks up) The effect is very similar to something I experienced in Vault 81 during the "Hole in the wall" quest. - exit from there was not possible after a
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