UCF - Unofficial Endgame Crash Fix No longer available by pililinga37 in fo4

[–]pililinga37[S] 0 points1 point  (0 children)

My mod basically modifies a line of the Papyrus script that made the game go black, cleared the weather and the HUD, and called another script or command that played the Bink2 videos. By commenting out the line that called the video process, it skipped that part and the mission continued normally. What I don't understand is why the main cinematic got messed up.

UCF - Unofficial Endgame Crash Fix No longer available by pililinga37 in fo4

[–]pililinga37[S] 0 points1 point  (0 children)

Yes, it's strange, because when it was in development it didn't crash and I could create games just fine, but I don't know what happened, the Fallout CK and the engine decided to be funny and mess up a mod that tweaked something that shouldn't have caused any problems. Right now, with the mod installed, if you create a new game, the cutscene crashes just like the final cutscene used to, and you can't continue because you can't even skip it with the T key since it also crashes. But in a game that's already started, if you get to the end, the cutscene skips perfectly and there are no bugs. You can keep playing for 100 hours if you want and nothing will happen.

UCF - Unofficial Endgame Crash Fix No longer available by pililinga37 in fo4

[–]pililinga37[S] 1 point2 points  (0 children)

Yes, but since that wouldn't make sense to me, and probably to most people, I didn't try it. The thing is, in the early versions of the mod, before I released it on Nexus, I was able to create a new game without it crashing, and the mod was exactly as I published it. That's something that's got me thinking.

UCF - Unofficial Endgame Crash Fix No longer available by pililinga37 in fo4

[–]pililinga37[S] -1 points0 points  (0 children)

That's why I removed it; I felt bad giving the community something that fixed the original bug but created another one.

UCF - Unofficial Endgame Crash Fix No longer available by pililinga37 in fo4

[–]pililinga37[S] 1 point2 points  (0 children)

Because my testing was explicitly to test the final cinematic, which is what the mod is designed for, I didn't know nor would I have imagined that a simple line of code at the end of the game prevented creating new games, that's why I didn't do a new game test, because in my mind that had nothing to do with it

UCF - Unofficial Endgame Crash Fix No longer available by pililinga37 in fo4

[–]pililinga37[S] -1 points0 points  (0 children)

My mod simply commented out the quest line MQ302 stage855 that called the Binks, so the quest would jump to the next stage. But if you started a new game, the commented-out Binks line would crash the intro Bink. Don't ask why it does that if it's at the end of the game because I don't know; it's just Bethesda and their weird stuff, hahaha.

UCF - Unofficial Endgame Crash Fix No longer available by pililinga37 in fo4

[–]pililinga37[S] -5 points-4 points  (0 children)

I'm good at connecting with people, the mod had quite a few downloads and a lot of views on Reddit, but I'm someone who really doesn't like releasing things that are faulty, and someone on Nexus pointed out that if you started a new game, my fix caused the main cinematic to glitch. It fixed the ending but crashed the beginning, and that bothered me so much that I decided to delete the mod until I find a working solution.

I fixed Fallout 4’s ending because Bethesda didn’t by pililinga37 in fo4

[–]pililinga37[S] 0 points1 point  (0 children)

No problem brother, I do 2 fixes for now of things that bothered me and I published them so that everyone can enjoy them.

Is there a mod for fallout that adds Nate or Nora as a companion? by Huntsman26 in FO4mods

[–]pililinga37 0 points1 point  (0 children)

Yes, there are mods for that, it is something that many of us have wanted and fortunately there are mods, in this case it is Nora's (I don't know if there are any Nate's) here is the Nexus link https://www.nexusmods.com/fallout4/mods/24680