Fallout 4 crash in specific area

Post » Fri Nov 27, 2015 8:59 am

So when Bethesda is going to patch this? It's been 5 days to me I'm stuck! and everyday more and more people encounter this problem.

Bethesda, your answer?

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Damien Mulvenna
 
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Post » Fri Nov 27, 2015 1:46 am

I've got a very nasty combo of bugs...

Firstly, water and power in Sanctuary was reduced to 0. Same with beds. It did go back to normal when I travel back though.

But then, game started crashing when I'm nearby Sanctuary.

I suspect that crash has something to do with building mode - it crashes when I enter the area where you can build in Sanctuary.

I have everything there - all items, companions, power armor....do you see how annoying this is? I'm dying to play the game but I can't. I hope Bethesda is reading this, and will patch it.

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[Bounty][Ben]
 
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Post » Fri Nov 27, 2015 10:09 am

Don't bother restarting your game: https://steamcommunity.com/app/377160/discussions/0/496881136901305265/

For starters there is no certainty it won't happen again, since this guy has been there before only to never return ...

Our best chance to get a fast solution is to make more people aware of the bug, all the other issues are minor compared to this since this is game breaking, and those who haven't suffered it yet are more likely too as time goes on.

Its effecting PC, XBOX, and PS4. So get on Facebook, Twitter, reddit, review on steam. Basically spread the word that this is happening until Bethesda discovers this might actually negatively effect their wallet.

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Carolyne Bolt
 
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Post » Fri Nov 27, 2015 1:52 pm

Bump. I am on PC and am experiencing the same issue. I cannot continue the game due to the main story line quest taking you to this area. Restarting is not really an option so I might just use the console commands at this point :/.

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Hella Beast
 
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Post » Fri Nov 27, 2015 6:45 am

Okay so i manage to complete it. Aparently bos quest lines have numbers. BOSR01 is for Cleansing the commonweatlh quest line and BOSR02 is for Quartermastery quest line. So to complete any quartermastery one should write player.setstage BoSR02 40 and for Cleansing the commonwealth one should write player.setstage BoSR01 40. Tested and confirmed. Sadly CTD area is still crashing so now i can confirm that its not BoS quests that are doing it.

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Nuno Castro
 
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Post » Fri Nov 27, 2015 1:08 pm

I've been messing around with it a lot last couple of days. I've tried to find the exact dimensions of the area, but no luck.

For me the area is around the river, I can access the crater, library, plaza, but when I go into the river from the west past bridge, the bridge from the east, about half way between the crater and the river from the north, or when I approach the amphitheater from the south, it crashes.

I played with Free Camera, and Wireframe, and discovered that zones aren't loaded like a grid, but are loaded in a 200-300 meter radius of blocks about 20 square meters each around the player, which explains why I'm unable to pinpoint the exact dimensions.

This seems to point to a single graphical anomaly, but since it crashes, I can't find it.

Several things I tried where:

- Deleting the animations file (resulted in frozen texture, so can't test).

- Deleting meshes (crashed the game on load)

- Deleting sounds (removed all sounds, nothing else, crash in area still happened).

- Deleting all texture files (everything went purple, but still ran, crash at area happened anyway).

One thing I want to try but don't know how, is to significantly reduce the render distance to just a few yards. If I can do that, and I can get to the amphitheater at least, we might be able to use that to pinpoint the exact location of the bug, and maybe port some of the Fallout 3 editor tools to figure out what is there, and purge it.

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Anthony Diaz
 
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Post » Fri Nov 27, 2015 6:58 am

I used noclip to fly around and marked down where I crashed. You can see it in the screenshot here http://imgur. com/DUx9xD1 (red marks the line where you crash if you go beyond it). Just demonstrating that it really is a very specific radius that causes things to crash. Note that you can also use the free flying camera to fly into the crash zone and look around, and nothing crashes. So it is something triggered by your actual character moving into that area. Perhaps someone without the bug could go in there and see what's there? The most obvious feature is that crater in the middle.

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Steph
 
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Post » Fri Nov 27, 2015 4:53 am

Ok, so - I've been having piles and PILES of crash-in-specific area. The Green hills farm, mass fusion storage shed, just outside medtech, all seemingly at random. I've been fuming, and researching as much as I can about this. There are no event logs from crashes, nor error messages, so I decided to look into turning on further logging. It turns out, there's a logger built in that you can activate via the fallout.ini (It claims that it's not a crash logger, but it does log pretty much everything in terms of what's loading, etc.)

[Papyrus]

fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

In order of execution: I first did a File Verification in steam (RIght click on fallout 4 --> Properties, there's an option to verify file integrity) - I then turned the logging on, and executed fallout 4. The first thing I note, is that there is now a TON of input lag every several moments on my PC when running fallout 4. The second thing I note.. is that I am not crashing - I have been trapising around all the areas that crashed me last night for the last 90 minutes, and it has yet to crash. For reference, I'm running win7 x64 with a GTX670 FTW edition (Most recent drivers, upgraded to attempt to fix this, other drivers didn't work either).

And now, rambling.

I have no idea what the frack is going on, but if it crashes... at least i'll have a pile of info when it decides to start exploding again. I can't help but wonder if there's an NPC wandering around (given that all the crashes are in a specific region) That crashes the game when it attempts to load him - this would make sense if he's not in the area at the moment. I'm pondering tearing down all my buildings and resuming to see if that helps things, but there's no way I want to permanently remove my 20 hour sanctuary build.

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Laura Wilson
 
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Post » Fri Nov 27, 2015 5:29 am

SPOILERS

Spoiler
I've found a new quest that does this error. The BATTLE OF BUNKER HILL quest, quest id "inst302". I managed to complete the quest via the 'completequest' command, however as such I could not move on to any other quests on the storyline with the institute, or other affected factions.

I will continue to experiment and attempt to find a workaround.

The affected area is right by the first objective, a courser that you need to speak with in order to begin the fight.

Will update as i find possible work arounds.

EDIT: I have found a workaround however it is not ideal, you can complete the quest and move onto the next one by typing player.setstage inst302 200 However this skips the quest completely, but I have not found a way to do it otherwise.

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Brad Johnson
 
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Post » Fri Nov 27, 2015 12:32 am

Having exactly the same problem here. Was wondering if it occurs with nvidia videocards only?

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joannARRGH
 
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Post » Fri Nov 27, 2015 12:23 pm

Nope, i've read plenty of AMD users having it too, and it's occuring on the PS4 / XB1 as well. Universally annoying issue, hopefully that means it'll get bug-fix-priority

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joseluis perez
 
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Post » Fri Nov 27, 2015 8:33 am

HAHA, your all going to love this, but console "RevertWorld", actually fixes the problem, but god knows how much damage it does to your game. It basically resets everything in the world.

I ran "ToggleScripts", hoping this would eliminate the possibility it was a script issue, but that didn't work, or I didn't use it right.

I'm testing the commands from http://fose.silverlock.org/Fallout3Commands.htmlwhich appear to work in Fallout 4 as well.

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Barbequtie
 
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Post » Fri Nov 27, 2015 10:24 am

will that undo all the settlement building? If so, then [censored] that

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butterfly
 
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Post » Fri Nov 27, 2015 6:07 am

For anyone having issues with the battle of bunker hill quest with this bug, use the code 'player.setstage inst302 200' in order to complete/skip the quest and be able to do the next one. It's not ideal, but I have not found anyways to continue other than this.

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Hayley Bristow
 
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Post » Fri Nov 27, 2015 3:59 am

I can confirm that "RevertWorld" also got rid of the bug for me. But it also seems to screw up all your quests, so it isn't really a fix (not any better than just restarting the game).

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Nice one
 
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Post » Fri Nov 27, 2015 12:28 am

So what EXACTLY does this RevertWorld command do? Reset NPCs, Items, Settlements, eventually changed phased locations? If so, that is not really an option, to be honest... :(

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Greg Swan
 
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Post » Fri Nov 27, 2015 6:22 am

Well, I crashed again, but not in an area that I had been crashing. Here's an excerpt from the error log.
\QF_ActorHello_CIS_Manager_00175B77.psc
Looks like that guy is forking everything up, from what I can tell.
[ (001F79F9)].Default2StateActivator.PlayAnimationAndWait() - "" Line ?
[ (001F79F9)].Default2StateActivator.SetDefaultState() - "g:\_F4\Art\Raw\Scripts\Default2StateActivator.psc" Line 75
[ (001F79F9)].Default2StateActivator.OnLoad() - "g:\_F4\Art\Raw\Scripts\Default2StateActivator.psc" Line 62
[11/15/2015 - 11:20:54AM] VM is freezing...
[11/15/2015 - 11:20:54AM] VM is frozen
[11/15/2015 - 11:20:54AM] Saving game...
[11/15/2015 - 11:20:54AM] VM is thawing...
[11/15/2015 - 11:23:39AM] VM is freezing...
[11/15/2015 - 11:23:39AM] VM is frozen
[11/15/2015 - 11:23:39AM] Saving game...
[11/15/2015 - 11:23:39AM] VM is thawing...
[11/15/2015 - 11:24:54AM] error: Cannot call DoMyThing() on a None object, aborting function call
stack:
[ActorHello_CIS_Manager (00175B77)].Fragments:Quests:QF_ActorHello_CIS_Manager_00175B77.Fragment_Stage_0255_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_ActorHello_CIS_Manager_00175B77.psc" Line 26
[11/15/2015 - 11:24:54AM] warning: Assigning None to a non-object variable named "::temp13"
stack:
[ActorHello_CIS_Manager (00175B77)].Fragments:Quests:QF_ActorHello_CIS_Manager_00175B77.Fragment_Stage_0255_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_ActorHello_CIS_Manager_00175B77.psc" Line 26
[11/15/2015 - 11:24:57AM] error: (001322B4): cannot be moved.
stack:
[ (001322B4)].defaultdisablehavokonload.MoveToMyEditorLocation() - "" Line ?
[ (001322B4)].defaultdisablehavokonload.OnLoad() - "g:\_F4\Art\Raw\Scripts\DefaultDisableHavokOnLoad.psc" Line 27
[11/15/2015 - 11:25:00AM] error: Cannot call DoMyThing() on a None object, aborting function call
stack:
[ActorHello_CIS_Manager (00175B77)].Fragments:Quests:QF_ActorHello_CIS_Manager_00175B77.Fragment_Stage_0255_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_ActorHello_CIS_Manager_00175B77.psc" Line 26
[11/15/2015 - 11:25:00AM] warning: Assigning None to a non-object variable named "::temp13"
stack:
[ActorHello_CIS_Manager (00175B77)].Fragments:Quests:QF_ActorHello_CIS_Manager_00175B77.Fragment_Stage_0255_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_ActorHello_CIS_Manager_00175B77.psc" Line 26
[11/15/2015 - 11:25:31AM] error: Cannot call DoMyThing() on a None object, aborting function call
stack:
[ActorHello_CIS_Manager (00175B77)].Fragments:Quests:QF_ActorHello_CIS_Manager_00175B77.Fragment_Stage_0255_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_ActorHello_CIS_Manager_00175B77.psc" Line 26
[11/15/2015 - 11:25:31AM] warning: Assigning None to a non-object variable named "::temp13"
stack:
[ActorHello_CIS_Manager (00175B77)].Fragments:Quests:QF_ActorHello_CIS_Manager_00175B77.Fragment_Stage_0255_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_ActorHello_CIS_Manager_00175B77.psc" Line 26
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carley moss
 
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Post » Fri Nov 27, 2015 10:59 am

It seems the revertworld command will allow you to erase all progress quest wise, location and settlement wise, etc. But ill do some more experimenting and see how it goes

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Lisa Robb
 
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Post » Fri Nov 27, 2015 5:08 am

what quest/npc?

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Ross
 
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Post » Fri Nov 27, 2015 1:53 pm

I know, its not really an option. However, it clearly removes something in that area, I'm just trying to find out what that is.

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mike
 
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Post » Fri Nov 27, 2015 12:32 pm

Thats a stack trace isn't it? how did you produce it?

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Mel E
 
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Post » Fri Nov 27, 2015 1:10 pm

Uncertain, haven't tracked him down yet. The crash occurred right outside the doughnut factory, beside the Power Armor station in the general proximity of Vault 75.

Edit: Not a stack trace, I wish. Just a script execution log.

I turned on Papyrus logging, I have a post on the previous page. The below entry is in the fallout.ini - but with =0 for the bottom 3 lines, change it to match the below. It's a script log, and it appears to both reduce the number of crashes (I'm guessing conditions must be set in a particular order, logging being turned in introduces lag, and gives the UI time to catch up) - The logs will be in a subdirectory of the fallout.ini directory.

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

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Rachel Cafferty
 
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Post » Thu Nov 26, 2015 11:43 pm

Just a thought: If a RevertWorld fixes the problem, it means reverting a certain thing we dont know, fixes the problem. That said, it can impossibly be something that cannot be patched, so everyone should not have to start over....Right?

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Miguel
 
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Post » Fri Nov 27, 2015 5:06 am

We are theorycrafting at this point. But from what most of us have concluded, there seems to be some kind of trigger in different quests, or decisions you make earlier in the game that may be affecting the scripting of certain area's during certain quests, resulting in this bug we have.

So if a patch were to be released, we would likely need to start over.

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Shirley BEltran
 
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Post » Fri Nov 27, 2015 12:04 am

I'm not sure if the Papyrus logs are helpful. I do see an error pop up in mine, but that error appears whether or not I walk into the crash area (i.e. if I just load a game outside the crash area and don't go in, I see this same stack trace):

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Lexy Dick
 
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