Strange CTD

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I'm at the point where Takemura calls me to tell me he found an old friend from Arasaka, the well-connected guy you eventually meet near the docks. Now when Takemura calls to tell me all of this I always get a CTD during his dialog. I've been trying to figure out how could this be happening since my mods are mostly clothing, cars, and accessories but up to now I've come up empty.

I've tried waiting 24 hours, quicksaved, quickloaded, loaded a previous save, nothing insofar works and because of that I can't move forward.

Help?
 
Hi,
I guess it's likely because of a mod, but yes it could be tricky to figure out which one(s) and why...

Maybe you already try, but what I would do :
- Check on the page of all the mods you're using to see if such issue was already reported by other players. With a bit of luck, other players already encountered the same issue and reported it on the mod page.
- Disable all mods, load your save (cross your fingers the absence of your mods don't cause other issue) and check if still crash. Also instead of disabling all mods at once, you can test disabling them one by one. Maybe you could find the one who cause the issue.

> If the game do no longer crash : Enable your mods and keep playing.
> If the game still crash : Perform a clean install of the game, load your save (still cross your fingers the absence of mods don't cause other issue) and see if the game still crash. If you'r elucky, you will be able to receive the call without crashing. Then you can install your mods again.

 
I'm currently running a second playthrough and I'll check if Takemura's phone call behaves the same. But damn, if it's a mod... I have, let's say, an extensive list. *Sigh*

Edit: Found out this previous playthrough already had the phone call from Takemura. So it's a mod I installed after. Looks like I have *tons* of digging to do...
 
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I'm currently running a second playthrough and I'll check if Takemura's phone call behaves the same. But damn, if it's a mod... I have, let's say, an extensive list. *Sigh*
If you have a lot of mods, I would try disabling all mods at first. With a bit of luck the game won't crash and you will simply have to enable them all just after the call.
And check the least popular first, because I doesn't seem to be a common issue (if it was due to core mods or very popular ones, such issue would have been already reported and likely fixed by the modders).
The "worst" would be if it's due to mods activated together (i.e two mods who work perfectly fine "alone" who cause issue when activated together). To figure out which ones would be a nightmare...
 
I'm at the point where Takemura calls me to tell me he found an old friend from Arasaka, the well-connected guy you eventually meet near the docks. Now when Takemura calls to tell me all of this I always get a CTD during his dialog. I've been trying to figure out how could this be happening since my mods are mostly clothing, cars, and accessories but up to now I've come up empty.

I've tried waiting 24 hours, quicksaved, quickloaded, loaded a previous save, nothing insofar works and because of that I can't move forward.

Help?
Assuming you're on the latest version of the game, try the following;

- Update all dependency mods
- Temporary remove all vehicle mods
- Clear script cache
Cyberpunk 2077/r6/cache
Cyberpunk 2077/r6/scripts
(Only the cache files)
- Load a save from BEFORE the call triggers
- Move to a different district
- Wait 24h
- Let the call happen again

See if this helps.
 
Assuming you're on the latest version of the game, try the following;

- Update all dependency mods
- Temporary remove all vehicle mods
- Clear script cache
Cyberpunk 2077/r6/cache
Cyberpunk 2077/r6/scripts
(Only the cache files)
- Load a save from BEFORE the call triggers
- Move to a different district
- Wait 24h
- Let the call happen again

See if this helps.


Wow... and we use to think that a clean uninstall of Oblivion mods was a pain in the backside! Eventually a save game cleaner was made. But I do not see anything like that made theses days for today's games. I supposes it is becasue of how much more complicated the file branches and dependencies are now.
 
Wow... and we use to think that a clean uninstall of Oblivion mods was a pain in the backside! Eventually a save game cleaner was made. But I do not see anything like that made theses days for today's games. I supposes it is becasue of how much more complicated the file branches and dependencies are now.
I think it's more that Beth games, and the Gamebryo/Creation engines were specifically built with mods in mind. It's how those engines work at their core. Hence modders got better and better at pushing what mods could do.

Not all engines are built that way, though. So now, mod authors have delved even into engines that are not inherently modular and managed to get mods working there, too. But it's definitely not "user-friendly / plug-n-play" to do so.


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On the OP's situation, here's how I avoid things like that with mods.

If I mod a game, I do the following (unless I'm already very familiar with the mods/games: )

1.) Back up all saved games, put them in a folder on a separate SSD/HDD, or save to an external device (flash drive, external HDD, etc.)

2.) Install mods, play around. See if I like them, etc.

3.) Keep eyes peeled for any sort of weirdness. If it happens, and I can't figure out for sure what's going on, DO NOT CONTINUE PLAYING. Immediately exit the game, delete any new saves back to the point I'm mostly sure things were working correctly and play through again. See what happens.

4.) If I detect a repeating or ongoing issue (meaning issues like progression, NPCs not working, broken mechanics, etc. -- anything that matters for gameplay,) I exit the game. Delete the entire saved-game folder. Remove absolutely all mods. COPY -- do not move -- a backed-up saved game file into the save-game directory. Then, start the game and run it in vanilla, creating a new save in a new slot.

5.) I'm now back to 100% vanilla, and I can once again start adding mods to the game without worrying about whether or not there's corrupted reference data in my save.

^ Now, all o' that might sound like a huge pile of needless complexity, but it's not. It's absolutely required if I want to avoid future problems and ensure I don't lose too much progress if something goes wrong with mods. I always have 100% vanilla backups ready to go.

It's also a process that takes less than 5 minutes (in most cases) once you're used to doing it. Fast, easy, and vital to correct mod issues if they arise.


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The important thing to remember is to keep your backups "pure." The instant I save a game with even 1 mod running, the possibility of reference data becoming part of the save file is effectively absolute. At that point, my file is no longer vanilla and never will be again -- it's not possible to remove reference data from the file. It will be there forever.

It's actually removing mods that causes many if not most of the severe problems people encounter. Having data references that no longer point to any data (because the mod itself if no longer there) can result in massive issues, up to and including CTDs when launching or playing the game. Once that happens, any level of fix will be hit or miss.
 
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