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  1. FlyingFreely
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    Hi and thanks for offering this mod, as well as your others. I recently installed your Random Encounter Framework, Commonwealth Encounter pack, and Story Encounter Booster mods. I noticed on the playthrough I was in that the encounter in Concord, headed east by the cooking station never changed from the initial state (a guy complaining about indigestion - re: Mystery Meat side quest). I returned about ten times over the next 15 levels, and the same NPC was there with the same story. Given the other material you've put out, I find it hard to believe that your mod is involved with this glitch, but I'm wondering if you have any insight into this. Note that I installed the following patches: America Rising 2, Crime and Punishment, Game Configuration Menu, Gun for Hire, The Fens Sheriff's Department. I just realized I accidently also downloaded the patch for America Rising (which I don't have because America 2 superseded and is incompatible with it). The only other mods I see that might be related are RobCo Patcher (unlikely culprit), Tales from the Commonwealth & Settlers of the Commonwealth (also unlikely culprits), Thuggysmurf's quest mods (Fusion City, Outcasts & Remnants, Project Valkyrie & Depravity, as well as Settler & Companion Dialogue Overhall (but I can't imagine these causing a problem that you wouldn't catch), the Machine and Her, Lima outpost, Subway Runner Revival OE, Repopulate Military Checkpoints (pretty specific, so don't really see it interfering), Nuka-World Plus 1.1 (don't know enough about this one to make guesses), Lost Souls Expanded, RL Recruit Framework, a couple of mods you already said are compatible, a bunch of settlements (some yours, which I enjoy, thank you for offering them to the community) and settler adjustments (e.g., rsm000rsm's Atom Cat Settlers, Bunker Hill Workers are Settlers, Recruit Rotten Landfill Scavengers, Diverse Wasteland, etc.), Encounter Zone Recalculation (don't know much about what it does or how it does it, other than levels previously accessed encounters to current level when revisited), some retexture mods, clothes, unique companions (Heather, Darlene & Ellen), & some mods that seem unrelated to random encounters or dialogue changes (such as NEO/LEO/ECO and Discover Nearby Collectables, which by the way is fairly "undiscovered" and really nice, since it adds quest markers to the map to show where collectables are). I don't even have AFT or Scrap Everything installed anymore (sort of joking because they seem to cause problems if anyone even browses their Nexus pages). One more - I'm using Unlimited Companion Framework, although I suspect that it's bugged the minuteman questline, so I'm planning to uninstall it (don't see how it is related to random encounters, but who knows what lurks in the hearts of mods?). Also, I'm using the NextGen update (which you clarified iss compatible). Again, I have no idea if the stuck random encounter has anything to do with your mods (this one or Story Encounter Booster), but if you've heard of any similar problem, I'd definitely appreciate a comment. I am also considering checking out the brand new (posted April 3, 2025) Vanilla Locations Plus by Jurrtu (adds internal locations in "unused" areas), but I have more than enough extra places to explore as it is. Thanks.
    1. Glitchfinder
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      That is a bug with the random encounter set up by the quest RECampKMK_DN079A. It was fixed in v2.0.2 of the unofficial patch, but I encountered the same issue recently and have yet to investigate it. The potential source of the issue should be:

      • Something is overwriting the quest RECampKMK_DN079A
      • Something is overwriting the script Scripts/Fragments/Quests/QF_RECampKMK_DN079A_0014CE5F

      That's essentially it. One or both of those would be enough to prevent the fix from working.
    2. FlyingFreely
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      Thank you for your response. I know this is all on your personal time, and I appreciate you sharing. I'm glad you recognized the problem and offered insight into it.  While I've been playing FO4 for a while, I've been slow on the uptake with scripts (science and teaching take up a lot of time), so can you offer some insight about what my next step is? I've avoided FO4edit because I'm intimindated by the learning curve, but if it's time to bite the bullet, I will delve into it. Paparys seems like nuclear physics, something I know exists, but is out of my reach as a common mortal. Can you recommend a good way to proceed (but, ugh, the thought of removing mods and adding them back one at a time makes me want to chop my finger off, well amost). Thanks in advance.
    3. Glitchfinder
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      There isn't really a good way to be sure. I would like to note that if you keep passing through the area to check on it, you could actually be preventing it from resetting by catching the specific times that the random encounter parent quest verifies whether or not it is unloaded and therefore safe to remove. I went back to check in my own save and found that it had actually gone away like it should, for example.

      If you want to be sure it isn't that, I recommend you go do something else (such as maybe some questing in Far Harbor), and occasionally check with the console command "SQV RECampKMK_DN079A". If the status is "Running", then the encounter is still active. If it changes to "Stopped", then the parent quest cleaned it up.

      In the most extreme case, you can shut down the encounter by leaving the area and running the command "StopQuest RECampKMK_DN079A" in console. That is actually how the game shuts down most (but not all, so don't do this in other cases) random encounters. This encounter is one that would normally be stopped that way, so it's fine to do here.
    4. FlyingFreely
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      Thank you for your response again. I appreciate your detailed and specific suggestion, and I'm going to do what you suggest. I'll post my results to give you feedback. 
  2. AdmiralDaala
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    Is this NGU Compatible?
    1. Glitchfinder
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      Assuming NGU is next-gen update, yes it is.
  3. vladp6
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    Hi Glithfinder. Something strange happens in my last walkthrough. I have installed both this mod and one by SKK for adjusting random encounters. I've enabled Base Game RE Spawn in the SKK tape. Now I see a lot of encounters including those I have never seen before (which is great). However, I see some weird artifacts such as markers in a form of big boxes from robots. This particular marker appeared under the bridge near Starlight with six bodyless markers. I just unloaded them in the tape control menu and they disappeared. I also see many encounter markers on the map, but when I come there, there is no encounter and nothing happens, just a big marker. The installation order is first the SKK mods, and then - yours. I started a new game. Any help is appreciated. At the moment, I consider removing the REF and patches and stay only with the SKK mods, as before.
    1. Glitchfinder
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      That's impressively weird. Markers like that are normally hidden by the game engine. They're all pre-placed markers, you're actually seeing the spawn points Bethesda placed for the random encounter system. If I was having that problem in my game, the first thing I would check are mods that affect rendering (such as shader mods like ENB) and mods that inject code into the game engine (such as F4SE plugins).
    2. vladp6
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      I have everything, ENB, shaders, F4SE plugins. I've played this game many times, the mods and load order are pretty the same and checked many times. This time, I've added only REF, REF Patches for the installed mods (from the Patch Hub) and Story Encounter Booster (all 4 files). They are actually at the end of the load order, so they dominate everything.
    3. Glitchfinder
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      Just to be sure, what you saw ingame looks something like this? Probably without the white lines radiating out?
    4. vladp6
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      It's a Mr. Handy Box with big blue marker shaped as a pyramid over it. And around it other 6 floating markers looking as blue pyramids. I cannot now reproduce it as I disabled REF with your relating encounter mods and patches and started a new game to check that it's not from my installation. 
    5. Glitchfinder
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      Fascinating. That definitely sounds like a mod is setting those up to make the markers visible, possibly to indicate they're currently in use. Is there a setting in SKK's mods that might do it?
    6. Glitchfinder
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      All right, I did some more digging on what you said. Does what you saw look like this?
      If so, that's from Random Encounter Manager by SKK. The box is placed by the menu option to configure nearest random encounter, and the cones are placed by another option to load movable spawn markers.
    7. vladp6
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      Exactly! Just the cones were blue. I've now removed the SKK's REM mod, bringing back all your RE mods and patches. We'll see how it goes. Thanks!
  4. DrVonBoogie
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    I hope you or someone else can help. I'm on old gen and this mod is causing an infinite loading screen. I have no idea how to resolve this issue. What am I doing wrong?

    NVM. I fixed it.
    1. Glitchfinder
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      This mod should not be capable of causing infinite loadscreens on its own, and I use it quite a bit on v1.10.163.0. Can you get me the specific version of fallout 4 you're running? You can do that by right clicking Fallout4.exe, selecting "Properties", and then getting the "File Version from the "Details" tab.

      Another possibility is an extreme conflict with another mod. Are you using any mods I patched in my Random Encounter Framework Patch Hub, and if so, does installing the patch help? Are there any other mods you're using that might be adding or editing encounters?
    2. DrVonBoogie
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      So, after I had encountered this issue with BakaFramework and still encountering the same issue after I turned them both off I went through a VERY lengthy troubleshooting session. Turning off a number of different mods to see if I could fix the issues. I decided to look up and see if anyone else had the same issue and resolved it and I did find a solution but man... do I feel stupid.

      For anyone else who might be having the same issue and think it might be this or another mod causing an infinite loading screen here is what I did. So, basically, I would always encounter this issue when starting a new game (I didn't load a previous save the entire time because I thought that it too would be affected) then on a whim just decided to try the solution I saw online.... I pressed a button.... That was it.... Someone theorized that a mod was causing an issue preventing the dialogue box that first appears when booting into the character creator. I don't know what mod is causing that issue but it "works" for now.

      Sorry if I wasted you time on this but also thank you for taking the time to offer me help.
    3. Glitchfinder
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      Oh, that issue where the "War never changes" video takes forever to load and you can skip it by pressing a button? Yeah, I run into that one sometimes too. Super annoying every time it happens, and I can understand why you would assume it was an issue with a recently installed mod.
    4. Bungarusk
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      Ty for this i was having the same problem after a long time disabling mods idk why it gives an infinite load screen but you save my life bro 
  5. Xelleak
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    I was following The Midnight Ride modding guide for Fallout 4, and when I get to this mod in the guide, it doesn't work properly. When I click download and redirect it to MO2, it doesn't download, the speed saying 0.0 B/s. If I try and cancel, it glitches out.

    EDIT: It ended up downloading after I deleted and retried. It didn't do that the first time, but I'm not complaining.
    1. Glitchfinder
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      Yeah, not really anything I can do about nexus and their download servers. Glad to see it sorted itself out on your second try.
    2. Darksoku
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      Yes, the download issue is due to Nexus servers and not the Mod Manager itself. I've experienced this before. To ensure the download works in case of problems, restart your Mod Manager and download the mod directly as the first action. I've noticed this kind of issue happens with smaller files.
      So the solution for this: Restart the Mod Manager and restart the mod download. 😉
  6. Conifer
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    May have nothing to do with your mod, but the encounter where a couple are in a stand-off with a synth (Fred Angie and Jules) that's been traveling with them. The player can talk the guy down and save the synth or otherwise.

    Anyway, this encounter is always completed without my intervention by the time I get to the location. I hear gunshots when when I approach, and when I arrive Jules is dead, Fred and Angie are sandboxing. I've never seen this occur prior to the installation of REF. 

    I'm on game version 1.10.163 (Never upgraded to NG)
    UFO4P for the above version
    Fens Sheriff Department installed
    Multiple NPC cosmetic mods but none touch the three NPCs or their template NPC
    No AAF

    I can't think of any other mods relevant to the bug
    Hope you're having a great 2025.
    1. Glitchfinder
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      Ah, that one. RESceneLC01, named "Synth versus Synth" by the developer who made it. It's super awkward because it tends to show up repeatedly for the player. I'm not aware of any mods that edit it. In looking at the quest itself, it's supposed to start when the player is pretty close. Apparently it also has a lot of broken aspects to it, such as the fact that it was designed to set a variable that prevents it from showing up again but never does that.

      Unfortunately, I'm not sure where I could point you for a solution to the issue you've run into. The initial wait has always worked for me and this mod doesn't edit the quest at all. I'm definitely making a note to investigate this one in detail though, since this quest seems like it's not working as intended anyway.
    2. Conifer
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      Thank you kindly.
  7. Refermaned
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    Is there a limit to how many mods can use this framework at once? I've noticed my game crashing on startup with them. Disabling them or this mod seems to work???
    1. Glitchfinder
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      There is not a limit to how many mods can use this framework. That said, crashing on startup that goes away when you disable some mods is typically a sign that you are at or beyond the BA2 limit. Depending on your situation, it may also be possible to resolve the issue by extracting the BA2 archives for some mods and/or merge the archives together.
  8. rover440
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    This isn't caused by your mod, but I'd be grateful if you could give me some troubleshooting advice. Lately my game has been taking an absurdly long time to load in encounters.

    I'll be peacefully exploring and all of a sudden find myself caught in a crossfire between raiders and scavengers, or I'll be listening to the ambient soundtrack and suddenly hear a cacophany of NPCs dying, look around to see what the f*#@ just happened, and realize the game had just finished up spawning in some corpses for me to investigate.

    I recently upgraded to an SSD from an HDD, so I was hoping that would change it, but that did nothing. I tried increasing MaxPapyrusOpsPerFrame in Buffout 4 NG from 500 to 1000, and then to 2000, and that made no difference either. This issue has sort of crept up on me, so when I look at my mods I can't say that it coincides with any one of them in particular. 

    Do you know what causes this or what I could do to give Fallout 4 some more headroom?
    1. Glitchfinder
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      Oof, that's an issue I ran into a lot while playing Skyrim. I'm pretty sure that you're on the right track with Papyrus, as what it sounds like is that your Papyrus VM is overburdened. Unfortunately, depending on the specific cause it may require rebuilding your load order and/or creating a new save, neither of which are desirable if you've sunk a lot of time into the save already.

      For a quick check, I'd recommend poking SKK's script lag latency detector to see what that reports. Chances are it's going to report a lot of lag.
    2. rover440
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      That tool looks great, ty
  9. cajetethaog
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    Man, I wish Nexus had some feature where I can tell what versions of the game a mod is compatible with-- without having to scour comments or risk asking redundantly out of ignorance. Forgive me in advance-- does it work with NG?
    1. Glitchfinder
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      Yes, it works with NG.
    2. MickFXA1
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      On a related matter, I'm currently using a downgrader to run my Fallout 4 game. I was wondering what you think is better performance wise: downgrading or using X-Cell and its related fixes? 
    3. Glitchfinder
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      I can't really answer that, unfortunately. I haven't done any performance testing to compare the two, aside from verifying the performance issues that X-Cell addresses.
    4. MickFXA1
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      Thanks for the reply! And for verifying that X-Cell actually works. I know it says so on their mod page but I'm a guy who values a second opinion. Thank you again! 
  10. ilusaodigital
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    @Glitchfinder, I followed your basic random encounter tutorial available in the Articles Section but I have a question: Will the encounters I create be added to Triggers already set by Bethesda (like the one under the Iron Bridge northeast of the Starlight Drive-iN) or can I set (i.e. add) my own Triggers in areas that don't have triggers pre-positioned by Bethesda?
    Also, could you reupload the video from file 2 that shows the basics of creating a new random encounter? It is unavailable. I believe it will be an additional help to future modders.
    1. bp42s
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      they will be added to triggers already set by bethesda. you can add your own triggers, but it's very complex and delicate to do so
    2. Glitchfinder
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      To continue on from what bp42s said, it is not difficult to add new random encounter points (you literally just drag and drop a pack-in into the game world using the editor), but the game makes some assumptions about the terrain for those points and they work best when the terrain is as flat as possible.

      As for that video, I can't reupload it unfortunately. It was a tutorial I found online while making my own tutorial, and the original creator has since hidden or removed it.