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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Actors
Assigned To: Nobody
Platform: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By VoodooChild on Apr 26, 2021 5:57 pm
Closed By Arthmoor on Jul 7, 2022 12:15 am
Resolution: Cannot Reproduce

Issue #30539: CTDs Internal Cells - Molerats, Radscorpions, & Bloodworms

 
CTD issue with internal cells that have molerats, radscorpions, and bloodworms so it spans all DLCs as well. They tunnel and seem to fall off the map or out of the cell, which causes a CTD in places like V88, Dry Rock Gulch, VIM Pop Factory, etc. Not exactly sure what can be done to avoid this on your end, or if this was already discussed, but figured I'd mention it. Maybe scripting them to their own group/faction and disabling it group-wise, but I know very little about modding this engine. I use this mod, then I added bloodworms to it with FO4Edit which remediates the issue. This is another one that comes up in forums often, so I direct them the mod. At one point I couldn't make it through certain places like V88 and Dry Rock Gulch so I made a batch that has all refIDs of all tunneling creatures, disables and marks for delete, so if you need a list of refs for either place, let me know. The other places do not have as many so they would be easier to grab refs if you need me to.

https://www.nexusmods.com/fallout4/mods/15642

Comments

5 comment(s) [Closed]
Gentester said:
 
There was a long thread on this issue on AFK forums a couple of years back and pretty sure its been reported in here before.
In my case and for many others it didn't CTD it just totally froze the game if you tried to save or exit the cell.
My game has had the bug for years now. Using any mod which stops these critter teleporting underground in an internal cell fixes it. Personally I use this one https://www.nexusmods.com/fallout4/mods/51563 which just adds a keyword to the relevant tunellers and stops them doing it.
So anyway long story short I can confirm this bug exists - it was also reported by consol users back before consol users had mods.

VoodooChild said:
 
Yes sir. I think this is the one I used as a template and just added Bloodworms and Molerats to it with XEdit.
https://www.nexusmods.com/fallout4/mods/15642

To the team, I have batch files that I used to use before I heard of tdetect working for the issue that would disable all of them so that I could at least clean out the vault and build. Which means, I have all refIDs for pretty much all tunneling enemies in V88, ViM Pop Factory and Dry Rock Gulch if you want them. Not sure if a particular refID could have an override, but I have them if you need them.

BlackPete said:
 
None of us on the project team been able to reproduce CTDs in any of these locations and we haven't seen any evidence that would indicate that the tunneling done by these creatures results in crashing in a vanilla game while only using the UFO4P. Disabling tunneling on these creatures would not be a proper fix anyway, so there's no chance we would consider implementing such changes in the patch. The only connection we've been able to make is that people who claim to be experiencing this problem are using other mods, which likely means something else is either directly or indirectly responsible.

Comment #3 Jul 25, 2021 8:03 pm  Edited by BlackPete on Jul 26, 2021 3:26 am
Gentester said:
 
Yep I know its a hard one to pin down. However when people first started experiencing the bug and were stress testing to find out what was causing it no one was able to pin point any particular mod and in some cases it was consol users before they could even use mods . Very odd one, if I hadn't seen reports from consol users I would put it down to something on a pc set up, a particular driver for example but it was cross platform and not everyone getting it. Once you get it in any playthrough you'll continue to get it on subsequent ones, even if you change out your load order which tends to make me think its something in the set up rather than a specific mod but who knows. Peeps were saying it was Sim settlements but I've never used that and I don't use a scrap mod which was another thing debated as the cause.
I kinda keep hoping one of you in the project team get the bug - even though I wouldn't actually wish the damn thing on anyone. :)

Comment #4 Jul 29, 2021 11:09 am  Edited by Gentester on Jul 29, 2021 11:12 am
Arthmoor said:
 
The problem is that these creatures are intended to be able to tunnel, so disabling that game-wide is not going to happen since it appears the only solution is to mass tag the entire race of several different creature types so none of them tunnel anymore.

Plus, as mentioned, none of us has been able to reproduce this in any of the affected places, which has made it pretty much impossible for us to do anything with this. For myself in particular, these creatures don't even teleport as reported.

Showing Comments 1 - 5 of 5