Dave Hedgehog Posted November 27, 2025 Posted November 27, 2025 There seems to be an issue with the newest unofficial patch and (probably) the CC bundle for anniversary edition - While doing the neon winter quest for the home in Goodneighbour I found my game locking up when entering the immediate area of the Electrical Hobbyists Club. Starting a fresh instance in MO2, I started adding mods till the problem reoccured (just running my cl1 char to that location). The unofficial patch was the one that started the problem again, and removing it allows me to continue play. I also noted in both games the potential to have effectively infinite loading screens on first game load from restarting the exe, which have also vanished without the patch in my loadorder. I'm pretty inexperienced in mod bug hunting, but happy to help/provide more if you cannot reproduce your end. I should add, this occurs with and without any updated f4se mods in use.
Dave Hedgehog Posted November 28, 2025 Posted November 28, 2025 Additional - I tried the test again with the new addon plugnins installed, but the lockup still happens at the hobbyst club.
lmstearn Posted November 28, 2025 Posted November 28, 2025 (edited) 19 hours ago, Dave Hedgehog said: There seems to be an issue with the newest unofficial patch and (probably) the CC bundle for anniversary edition ... Hi @Dave, it does look like the patch causes these things when it's removed like that - trust me on this the patch itself isn't the cause of this particular issue. The instability could be due to a faulty mod which has edits based on a record edited by the patch, those edits (and effects of those edits) are nullified by the patch removal. One would rather not to uninstall (esp. higher order) mods mid-game either, using any resultant saves. Freezing or infinite loading screens imply something is seriously wrong - possibly with the save game as well. Do you get a crash log? Best to keep older saves handy too. See the following guide for hints: Steam Community :: Guide :: Let's Fix Fallout 4! Please start another thread in the following area with your load order in a spoiler tag: https://www.afkmods.com/index.php?/forum/387-mod-support-and-discussions Edited November 28, 2025 by lmstearn
Dave Hedgehog Posted November 28, 2025 Posted November 28, 2025 30 minutes ago, lmstearn said: Hi @Dave, it does look like the patch causes these things when it's removed like that - trust me on this the patch itself isn't the cause of this particular issue. The instability could be due to a faulty mod which has edits based on a record edited by the patch, those edits (and effects of those edits) are nullified by the patch removal. One would rather not to uninstall (esp. higher order) mods mid-game either, using any resultant saves. Freezing or infinite loading screens imply something is seriously wrong - possibly with the save game as well. Do you get a crash log? Best to keep older saves handy too. See the following guide for hints: Steam Community :: Guide :: Let's Fix Fallout 4! Please start another thread in the following area with your load order in a spoiler tag: https://www.afkmods.com/index.php?/forum/387-mod-support-and-discussions I only removed it as a test - it was installed in the test game from start (no quick start mods, just tolerated the vault) and the lock up happened. i removed unofficial and it stopped happening - this is a crucial distinction. a second test with the new optional files included showed the same behaviour with no mods in use that are not part of the CC bundles of goty and ae. Going to the location on a fresh game with no mods bar the CC bundles does not lock up. my current game, newly made with all my old load order except Unofficial also behaves as expected.
lmstearn Posted November 28, 2025 Posted November 28, 2025 (edited) If you believe this is a genuine issue with the patch, reproduce it from a vanilla setup with vanilla saves and report it to AFKTrack. As explained, lower order mods can overwrite patch edits and exhibit different behaviours when their masters are removed/disabled. It's likely the current save is corrupted somehow - and if it has, attribute it to a fault in the game engine. Uninstalling a mod doesn't remove its data from the save, and the mod's scripts and objects (baked) in the save still operate in the game. We don't have the tools for any reliable save game analysis, using save game editors is at own risk. Also see this thread: Also avoid console commands as suggested in the above link I posted when intending to use them in a future saved game. OTOH, just ignore what we say, and go and play the game without the patch. Why not? There could be as much as two or three hours of game play before the save becomes unusable. Edited November 28, 2025 by lmstearn
Dave Hedgehog Posted November 28, 2025 Posted November 28, 2025 (edited) 2 hours ago, lmstearn said: If you believe this is a genuine issue with the patch, reproduce it from a vanilla setup with vanilla saves and report it to AFKTrack. As explained, lower order mods can overwrite patch edits and exhibit different behaviours when their masters are removed/disabled. It's likely the current save is corrupted somehow - and if it has, attribute it to a fault in the game engine. Uninstalling a mod doesn't remove its data from the save, and the mod's scripts and objects (baked) in the save still operate in the game. We don't have the tools for any reliable save game analysis, using save game editors is at own risk. Also see this thread: Also avoid console commands as suggested in the above link I posted when intending to use them in a future saved game. OTOH, just ignore what we say, and go and play the game without the patch. Why not? There could be as much as two or three hours of game play before the save becomes unusable. As written above, it is reproduceable with just the Unofficial patch (i think I was clear? Maybe not) and thanks for the tracker link as I didn't know that was a thing - I'm new here, never needed to post before let alone bug report. The tracker won't let me log in despite a verified login, maybe because I'm so new. If you would like to check a save, PC/Steam game, Nov 25th update applied, CC bundle active + UF4P and optionals as the only other mods see: https://drive.google.com/drive/folders/1qY9vNRYVaoIu8462VK97qCuHB6sojwlb?usp=sharing Just walk forward a few meters to the Electrical Hobbyists Club and, on my game, it locks up. there's no CTD, no crash report, just frozen screen and I have to tab out to task manager to kill the game. I've verified the main game files via Steam and all are reported as good. For clarity - the save provided is a fresh new game, just ran the vault and came to the known broken location. Doing the same start without Unofficial the lockup does not happen. The lockup is 100% repeatable. I'll add this to the tracker properly as soon as I am able. Edited November 28, 2025 by Dave Hedgehog added some detail, corrected terrible typing lmstearn 1
lmstearn Posted November 29, 2025 Posted November 29, 2025 Good-ho, you did check all the load-order, content and versioning of the setup is latest? Game freezes are the worst as there is so little to go on. Did once come across the Canary Save File Monitor - can't verify its efficacy - could be a thing to follow up on. Toggling various things godrays/menus/blood in the console with console commands prior to the freeze event most likely won't make a difference - (if ever putting the game into a "safe mode" would be of any use). If you have time, use the console SetConsoleOutputFile <output.txt> and then list quests, inventory, characters, settlements or anything else you feel is relevant. Out of interest did you try to repro with any older saves?
Dave Hedgehog Posted November 29, 2025 Posted November 29, 2025 (edited) 3 hours ago, lmstearn said: Good-ho, you did check all the load-order, content and versioning of the setup is latest? Game freezes are the worst as there is so little to go on. Did once come across the Canary Save File Monitor - can't verify its efficacy - could be a thing to follow up on. Toggling various things godrays/menus/blood in the console with console commands prior to the freeze event most likely won't make a difference - (if ever putting the game into a "safe mode" would be of any use). If you have time, use the console SetConsoleOutputFile <output.txt> and then list quests, inventory, characters, settlements or anything else you feel is relevant. Out of interest did you try to repro with any older saves? I won't have an old save that doesn't have so many mods that have potentially broken from AE changes that I could get a reasonable test on. As for Canary, yeah I'm aware of it, but honestly, with a save that's as old as the time needed to speed run the vault and go to the location (what 15-20 mins?) it hasnt had mods added after game start/removed mid game or other daft player behaviour effects to really go bad. As I've done nothing in the test game but travel to the test location, and the only difference between working and broken is the presence of Unofficial, the case, for me, is pretty cut and dried. I like to put effort into isolating a badly behaving mod, mostly so I'm not screaming into the void at Beth for something that isn't (well in this case anyway) their fault. Other mods I like may still need to go, but for this nasty issue the contender is a field of one. That isn't intended to be a negative on the patch team, I've used this from the start of my fo4 play, and use the relevant version in my Starfield play too, it's long been a solid anchor to my LO. Versions and LO - I use MO2 as my mod manager, the 2.5.3b2 version needed to starfield to work correctly. Bundle is auto downloaded by the game, Unofficial and optionals from Nexus, confirmed latest version. I follow the prescribd load order: *Beth/bundle stuff *Unofficial *Optionals *(nothing more to see for the clean game tests) You mentioned infinite loads being a bad sign of something corrupted - this can be repeatably generated with the provided save (at least my side) by loading and trying to fast travel to the Hobbyist club; again with just the installed game, cc bundle + unofficial + new optionals. Something is going very wrong in that location, so far I havent seen it elsewhere but thats no certainty it's an isolated issue. Edited November 29, 2025 by Dave Hedgehog
lmstearn Posted November 29, 2025 Posted November 29, 2025 2 hours ago, Dave Hedgehog said: I won't have an old save that doesn't have so many mods that have potentially broken from AE changes that I could get a reasonable test on... So... what mods were they?
Dave Hedgehog Posted November 29, 2025 Posted November 29, 2025 Many and varied, there's no real need to post large LO I no longer use here. Try the issue yourself. takes maybe 20 minutes; I'm assuming you are part of the team. If not, we can leave it here and stop clogging up the threadÂ
lmstearn Posted November 29, 2025 Posted November 29, 2025 Good idea, as one would imagine the team would by now have a pretty good idea of what you are on about.
Arthmoor Posted December 1, 2025 Author Posted December 1, 2025 Cause has been identified: tl;dr - corrupted navmesh data. Neon Flats was not the cause, but at least pointed to a location to test things in. The long version: The 1.11.137 CK appears to have a bug that causes Cover Mapping data to get scrambled when a .esp file is saved. Resaving the .esp is a routine process we perform on every update, and it had been done on the 2.1.9 release as well. Why 2.2.0 caused a freeze in this area is anyone's guess, but reverting the navmesh edits back to what was in 2.1.9 has resolved the issue in local testing. This means it's an issue at the game and CK level for any mods being made with the current CK that include navmeshes. Look for the 2.2.0a update shortly. You should be able to continue on toward the quest location regardless of how close you are to it. smr1957 1
Dave Hedgehog Posted December 1, 2025 Posted December 1, 2025 Great news, thanks for looking into it. Let's hope Beth can get the fix done their end.
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