ModOrganizer2 / modorganizer

Mod manager for various PC games. Discord Server: https://discord.gg/ewUVAqyrQX if you would like to be more involved
http://www.nexusmods.com/skyrimspecialedition/mods/6194
GNU General Public License v3.0
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F4SE crashes when launched from MO2 #675

Closed Esynthesis closed 5 years ago

Esynthesis commented 5 years ago

The problem:

Since Bethesda's most recent update, the according update of F4SE crashes when loaded from MO2, CTD before the main menu. Any help would be appreciated.

To Reproduce:

  1. Launching F4SE from MO2 with mods enabled causes a crash before the main menu.
  2. Launching F4SE from MO2 without any mods enabled causes the same crash.
  3. Launching f4se_loader.exe "manually" results in no crash (but also no mods loaded).
  4. Launching non-script-extended FO4 from MO2 also results in no crash (but mods dependent on F4SE breaking)

Environment:

Details:

Issue started after having updated F4SE, and three dependent mods (LookMenu, RenameAnything, MCM)

Link to Mod Organizer logs:

USVFS:

Sorry, browser (Vivaldi in my case) always crashes upon submission of my larger USVFS file (with unlabeled bird icon). I have no way of uploading anything but the smaller one.

https://gist.github.com/Esynthesis/ca6c7a1f55f4e2e4341ff3554e52ddc3

MO Interface:

https://gist.github.com/Esynthesis/481d3540713971a7f000260bb277bb1a

LostDragonist commented 5 years ago

See if it keeps happening in a new empty profile: If this fixes it, it could be related to one of the INI settings in an old profile.

Esynthesis commented 5 years ago

LostDragonist, thank you for replying so quickly. That did, in fact, solve the issue (which is surprising, since I don't use the profile functionality--my previous solution was to disable all the mods on the existing profile, and that made no difference).

I've never even looked at the profile INI settings, do you know I would need to do next to get F4SE working again? I should add I attempted reinstalling the latest F4SE package multiple times (in the Steam install directory).

(I suppose there's at least the last ditch option that I could recreate the whole profile, mod by mod, and hope that my save doesn't refuse to play nicely.)

LostDragonist commented 5 years ago

The easier method would be to copy your INI settings from the new profile to the old profile. You can access the profile folder using the folder icon here: image

You might want to go line by line in the INI files to check for differences as that can sometimes affect save games as well.

Esynthesis commented 5 years ago

Sorry, as I mentioned I'm really new in this area--if I do this, I'll need to re-activate my mods again, one by one, right? The testing profile has no mods activated (much less in the correct order). This is going from the (working) "Test Profile" to the (broken original) "Default".

LostDragonist commented 5 years ago

Go back to your old profile. Open the profile folder. Right-click fallout.ini and select copy.

Go to the new profile. Open the profile folder. Right-click fallout.ini and select rename. Name it fallout_old.ini. Right-click empty space in the folder and paste.

Go back to the old profile.

Now you have your mod list with the reset INI settings and it should work. Probably. Maybe.

Esynthesis commented 5 years ago

Thanks for your patience with this, I'm sure I sound very dumb. So transferring the default profile's INI data to the testing profile INI...didn't change anything (so it wasn't automatically broken). So, I copied the testing profile's INI file on top of the default profile's (I've backed everything up) and F4SE still crashes on launching from Mod Organizer.

Unless I'm mistaken, that would rule out the INI file at least.

LostDragonist commented 5 years ago

Hmm, okay. The other thing you could do is grab your plugins.txt, modlist.txt, and loadorder.txt from your old profile and copy them to the new profile. Those contain all the information about the mod and plugin state (order and activations).

Esynthesis commented 5 years ago

That's good to know. I copied over loadorder, lockorder (I do have a few locked mods), modlist, and plugins.

The testing profile crashed upon launching, the same way the default did (getting past ENB, right before reaching the menu). I guess that's another way to do it wrong, at least.

For the sake of comprehensiveness, I took my default profile, and launched Fallout 4 (and not F4SE) from MO2. Just as before, not only did it load up to the menu, it even loaded up a save (which was immediately unplayable, I assume because of Script-dependent Enhanced Lighting).

Esynthesis commented 5 years ago

Well, thank you for your patience and help so far, LostDragonist. At the very least I'm being forced to learn something about the configuration behind the profiles...and I suppose the worse case scenario is I can start with a new profile, and add mods in a few at a time, until something breaks or I can load up my save. If you can think of anything else, by all means let me know.

(I've already lost a +100 hour character in FO4 and restarted, I don't think I could convince myself to start a third time.)

Al12rs commented 5 years ago

Hey, you mentioned you just updated F4SE due to the new patch of the game, did you make sure all the F4SE plugins have also been updated to work with the new version?

Updating the script extender is just the first step, then authors need to update the plugins that use it as well.

You can either play without all your F4SE plugins or roll back the update and wait all the mods to be updated before upgrading again.

Esynthesis commented 5 years ago

Hey, you mentioned you just updated F4SE due to the new patch of the game, did you make sure all the F4SE plugins have also been updated to work with the new version?

Updating the script extender is just the first step, then authors need to update the plugins that use it as well.

You can either play without all your F4SE plugins or roll back the update and wait all the mods to be updated before upgrading again.

No, I had not--or at least, I don't think so. In my desperation of reinstalling F4SE a third time, I did delete F4SE's own files rather than just overwriting them. I don't think I have that many mods that run F4SE plugins, though I might have a few that generate them (in which case, I should probably just delete all those generated files, and if the mod breaks, well I can just reinstall them). Where should I go? Is there a specific folder for them? I know there's a place you drop F4SE-using face presets in F4EE, but that's it.

Esynthesis commented 5 years ago

So, I updated almost every mod--certainly every mod reliant on F4SE that had an update--and got the same outcome. Though it was a good idea to update them, one would assume.

The next step, I guess, is to check each mod for script extender files (presumably, they'll be in a folder called 'F4SE' for each mod) and...delete them and reinstall the mod?

As before, thank you for your help, but I should ask--I don't suppose there's some FO4 crash log tool I could turn to in this case?

OH, I just realized--in MO2 there are filters for mods containing scripts, script extender, and script extender files. Which I am mildly surprised are different categories. Well, that's a place to start.

Al12rs commented 5 years ago

No, you don't simply reinstall the mods that have not been updated, you simply canr use them untill the author releases an update for them. you simply uncheck thebmods in the left pane that have a dll file in them. This is why people are so upset about game updates, it makes a lot of mods unplayable until they get updated by the authors.

Here is the masterlist of updated plugins and corresponding game version: https://www.reddit.com/r/skyrimmods/comments/9lpdsr/skse64_plugin_update_status_masterlist/

Al12rs commented 5 years ago

Since this does not swem to be a Mo2 issue Im closing for organization. You can still post messages if you need

Esynthesis commented 5 years ago

Oh, I didn't know about that list.

As it happened, turning off all Script Extender mods removed the issue. From there, it was very easy to isolate it from seven mods (Knockout Framework). Which, if I had guessed earlier, wouldn't have surprised me.

So it was not an MO2 issue, though MO2 was remarkably useful in isolating the issue. I wish I'd known that earlier (or even just guessed correctly), and I could've saved a few hours of work.

Thank you very much for all your help.

Al12rs commented 5 years ago

You are welcome 🍻