

[Fo4] Anybody know how to read the buffout crash logs, I have no idea what's wrong
I disabled all mods except script extender and no matter what I still get a crash on the black screen that appears when you boot up the game??
Any help is appreciated.
This is the buffout log from when all the mods are installed:
F4SE runtime: initialize (version = 0.7.8 010B0DD0 01DD09943C6B3B8A, os = 6.2 (9200))
imagebase = 00007FF638DE0000
reloc mgr imagebase = 00007FF638DE0000
plugin directory = E:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\
scanning plugin directory E:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\Plugins\
checking plugin AchievementsModsEnablerLoader.dll
checking plugin BackportedBA2Support.dll
plugin BackportedBA2Support.dll (00000000 00000000) no version data 0 (handle 0)
checking plugin Buffout4.dll
plugin Buffout4.dll (00000000 00000000) no version data 0 (handle 0)
checking plugin BulletCountedReload.dll
checking plugin crafting_highlight_fix.dll
checking plugin f4ee.dll
checking plugin HHS.dll
checking plugin HighFPSPhysicsFix.dll
checking plugin KnockoutFramework.dll
plugin KnockoutFramework.dll (00000000 00000000) no version data 0 (handle 0)
checking plugin mcm.dll
checking plugin RobCoPatcherAE.dll
checking plugin RobCo_Patcher.dll
plugin RobCo_Patcher.dll (00000000 00000000) no version data 0 (handle 0)
checking plugin SprintStutteringFix.dll
checking plugin WeaponDebrisCrashFix.dll
checking plugin XDI.dll
preloading plugin "Fallout 4 Engine Extender"
preinit complete
loading plugin "Achievements Mods Enabler Loader (F4SE, NG)"
loading plugin "BulletCountedReload"
registering plugin listener for F4SE at 2 of 13
loading plugin "crafting_highlight_fix"
registering plugin listener for F4SE at 3 of 13
loading plugin "Fallout 4 Engine Extender"
registering plugin listener for F4SE at 4 of 13
plugin 4 allocated 512 bytes from branch pool
plugin 4 allocated 512 bytes from local pool
loading plugin "HHS"
registering plugin listener for F4SE at 5 of 13
loading plugin "HighFPSPhysicsFix"
plugin 6 allocated 4096 bytes from branch pool
registering plugin listener for F4SE at 6 of 13
loading plugin "F4MCM"
registering plugin listener for F4SE at 7 of 13
loading plugin "RobCoPatcherAE"
registering plugin listener for F4SE at 8 of 13
loading plugin "SprintStutteringFix"
registering plugin listener for F4SE at 9 of 13
loading plugin "WeaponDebrisCrashFix"
plugin 10 allocated 128 bytes from branch pool
registering plugin listener for F4SE at 10 of 13
loading plugin "XDI"
registering plugin listener for F4SE at 11 of 13
plugin AchievementsModsEnablerLoader.dll (00000001 Achievements Mods Enabler Loader (F4SE, NG) 00000001) loaded correctly (handle 1)
plugin BulletCountedReload.dll (00000001 BulletCountedReload 000000CB) loaded correctly (handle 2)
plugin crafting_highlight_fix.dll (00000001 crafting_highlight_fix 00000012) loaded correctly (handle 3)
plugin f4ee.dll (00000001 Fallout 4 Engine Extender 00000002) loaded correctly (handle 4)
plugin HHS.dll (00000001 HHS 00000001) loaded correctly (handle 5)
plugin HighFPSPhysicsFix.dll (00000001 HighFPSPhysicsFix 000800D0) loaded correctly (handle 6)
plugin mcm.dll (00000001 F4MCM 0000000B) loaded correctly (handle 7)
plugin RobCoPatcherAE.dll (00000001 RobCoPatcherAE 04040060) loaded correctly (handle 8)
plugin SprintStutteringFix.dll (00000001 SprintStutteringFix 01050000) loaded correctly (handle 9)
plugin WeaponDebrisCrashFix.dll (00000001 WeaponDebrisCrashFix 01050000) loaded correctly (handle 10)
plugin XDI.dll (00000001 XDI 00000001) loaded correctly (handle 11)
config path = E:\SteamLibrary\steamapps\common\Fallout 4\Data\F4SE\f4se.ini
F4SE allocated 254 bytes from branch pool
F4SE allocated 345 bytes from local pool
init complete
Reading translations from Interface\Translations\Knockout Framework_en.txt...
Reading translations from Interface\Translations\Dank_ECO_en.txt...
Reading translations from Interface\Translations\LooksMenu_en.txt...
I need help with importing a rigged model to Godot
Can anybody help me? When my rigged model gets imported in GODOT some of the armatures are split into Skeleton3D and armature groups instead of the same group and some are also missing?? Why does this happen, anybody got any ideas?