the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Bug Fix Bounties - $1000

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,185
The long save issue and HQ cell resets are what I consider existential threats to the mod - they are shaking players' confidence in the mod, and until they are resolved, I can't in good conscience begin coding additional features for SS2.

So it's time to get help - I'm putting out $1,000.00 bounties on each of these issues. I'm happy to work with anyone who believes they have a fix integrated into a public beta so we can push it out for confirmation. See next post in this thread for details on bounty.

Bug #1: The Long Save - Since the 2.0.0 patch of SS2, many users are experiencing saves that are excruciatingly long, multiple minutes even. So far, the running theory is that script traffic is the culprit here, though I'm not convinced this is the case - but its a thread worth pursuing. To complicate matters further, Workshop Framework had an update as well on the day the 2.0.0 patch of SS2 was released, and it may be involved in this new issue.

To help with researching this, I'm attaching copies of the 1.1.0 and the 2.0.0 code bases to this thread. Feel free to do what you need with these, but please do not repost them anywhere publicly accessible (for example, if you need to create a private git repo to use its tools for analysis, you are welcome to - but don't make that repo public). Workshop Framework has a public repo already where you can find the source.

The most promising information on this problem can be found here: https://www.simsettlements.com/site/index.php?threads/long-save-research-tool.21059/ - this includes an F4SE plugin that can dump out

Solved! - Pending Verification - Bug #2: HQ Reset - As part of Chapter 2's story, the player is given a new base to build up, it is an interior cell with complex mechanics, but from the engine perspective, it is effectively a settlement. Settlements, even interior ones, are designed not to reset - yet it is happening to many players. Though based on conversations I've had with Bethesda staff, it's not actually a cell reset, because they insist a papyrus event would fire, and multiple players with this issue have confirmed that the debug pop-up I put in to catch an OnReset event is not occurring.

I've started a thread here for this issue, though there hasn't been a ton of useful information gathered yet. I've also uploaded a set of save files from our alpha tests where this issue had occurred once - we had incorrectly assumed the issue was fixed, as it never occurred again in future builds until after we released.


Good Luck, Hunters!

-kinggath
 

Attachments

  • SimSettlementsV2-Source_August2021_Version110.7z
    673.4 KB · Views: 28
  • SimSettlementsV2-Source_December2021_Version200.7z
    653.8 KB · Views: 28
Last edited:
Bounties and money can get messy - but they can get results too. Please remember that we're not a big company here, so I'm going to do my best to be fair about these - but ultimately we only have limited funds to get this done, and at the end of the day I think we all just want to be able to play a cool game that works.

Bounty will be paid via Paypal after 4 weeks of publicly releasing the patch including the changes, assuming the fix is confirmed working by the community (since these issues are intermittent its going to take crowd-sourcing to confirm they are fixed). Given our limited funds, we can't pay out for "information leading to a fix" as a company may pay out - it has to be an actual fix I can merge in. If multiple of you work together on a fix, you can sort out how to divide the funds among yourselves. I'm obviously happy to assist with information, and will work on merging the changes safely - but a finished fix as the finish line should eliminate any grey area about who contributed what to the solution.

I know some of you have been grinding away at these problems for awhile now, with no expectation of compensation, and I hope you'll continue. The funds are coming from our generous patrons who also want to see this fixed, but lack the technical skills to assist. My hope with the large bounties is we may be able to attract some folks with skillsets beyond ours, as I think solving these might require debugging at the engine level.
 
Last edited:
This post in this thread will be where I start compiling confirmed information about the Long Save issue.

  • The issue does not require Chapter 2 installed to occur
  • It appears to be most common while in a settlement with SS2 plots built
 
This post in this thread will be where I start compiling confirmed information about the HQ Reset issue.

This save can reliably reproduce the issue for me: https://drive.google.com/file/d/1lZlw_cnQ5G3iL5tx_-hsA_NTsRZL3kZ_/view?usp=sharing
- When you load this save, if you immediately ran coc SS2C2HQMain, you'd arrive in a fully functional HQ.
- If you instead wait about 30 seconds after loading the save and coc to the cell, you'll witness a reset HQ.
 
Last edited:
Do you plan on releasing patches for the time being on OTHER bug fixes? (specifically the city plan objects being cloned into HQ?)
 
Do you plan on releasing patches for the time being on OTHER bug fixes? (specifically the city plan objects being cloned into HQ?)
Yeah I'm still working on patches with fixes, those two issues though make it very hard for me to commit any time to the QoL stuff.

The city plan objects in HQ means your save file is overloaded with scripts. Any time a City Plan upgrades remotely, if the game is bogged down it can misreport location data and cause items to end up in the wrong cell. There's really no fixing it at the code level other than with one off tools I could add to the holotape.

I recommend anyone experiencing that issue turn off auto upgrades on City Plans, and always wait at a settlement during city plan construction/upgrades for them to finish.
 
There's really no fixing it at the code level other than with one off tools I could add to the holotape.
I'm down with that. I think adding some bug cheats into the holo is fine for a lot of us. We've got a bunch of those for regular settlements now but not so much for HQ.

I recommend anyone experiencing that issue turn off auto upgrades on City Plans, and always wait at a settlement during city plan construction/upgrades for them to finish.

I would recommend making auto upgrades OFF by default in the MCM then. Most players will stick with your defaults to avoid bugs since they trust your suggestions over their own experimental ideas that could introduce more bugs. Myself included in that category.
 
Is there a bounty pool we can donate to, or should we just use the standard donate button?
Yeah the Paypal link would be the way to go - thanks!
 
Thank you Kinggath for this great idea ! i'm glad me and the other patreons supports are helping giving you flexibility in your options to solve problems.
I hope we'll one day get you guys enough money for hiring vanilla F4 voice actors :giver: but it's something i can dream of happening patiently compared to these big issues that can annoy many players (me I'm good so far about these luckily). As always, you have my support at 200% :agree:
 
@kinggath looking at the merges I have a few ideas. The first thing that comes to mind is commenting out the pollution system. Most of the time I have a problem is just after building industrial or power buildings and looking at the code to things that are plot-related, the pollution system is the only new thing from 1.1.0 to 2.0.0.

EDIT: I had mentioned before something about the sorting algorithm... nvm, after looking closely at the code I understand why it is coded the way it is :) it's n squared in time and 2n in space, but not much that can be done in that particular situation. Just to be clear, I'm talking about SortReferencesByDistanceToRef in the UtilityFunctions script.
 
Last edited:
I don't have the skillset to dig into this bug but $20 headed your way for the bounty-fund. I'm continually impressed at just how professional and well run this mod team is — kudos to all!
Am I mising where to donate with paypal? I only see patreon which isn't doable for me right now.
 
Could we have a seperate page or discord channel where to do some brainstorming about the reset bug as i atm cant seem to find a opening into trying to troubleshoot!
i noticed in game that the repairs dont reset and the rooms revert to cleared but not build graphicaly, yet when u refresh they do rebuild the level u where on before bug just wierdly enough the stats like available rooms or resources dont reset to there pre bug values!
And i also am not sure wether or not any builds in hq u do past the bug like in the office level do again increase the room and storage numbers!
So normaly spoken the mod remembers wat the room state should be just did not reload the right version of it and if we could find why then there should normaly spoken not be to much tweaking needed?
Its a bit like a mod i made for F3 where i had some sections of a interiour cel spawning afther u done the initial quest and them being linked to a reference that u trigger when u leave the cell afther completing the quest !

to me its just a puzzle to figure out why it bugs but i know from previous moments that this kind of brainstorming could let u find the bug some folks just have more know how about one section of modding / programing then the other!
 
Last edited:
If I can make one suggestion -
You could also run a Checkbox Survey ( not a fill in ) only for those experiencing Long Saves

That will help narrow down a Common Denominator - with everyone having the issue.
You can use the Data to plot a possible culprit
I am sure you can think of better questions - since you would be the expert.
Though I suggest not going overly specific the first round.

Things like;
1. SDD or HDD installation
2. Are you running Only SS2 Mod + S2
3. Do you have S2 Installed? ( To see if issue is related to s2 specifically or base mod or workshop framework )
4. How Long is Average Save time? ( Select one )
Less than 30s \ 30s to 60s \ 60s - 120s \ more than 2mins
5. Are you using a City Plan?
6. Is it a modded City Plan?
7. If So - Which
8. Do Long Saves Happen in ( Check all Applicable ) Settlements \ Indoors \ Open World ( not in Settlements ) \
9. Do you notice any Settlement Change notifications while long save happens?
10. How many Active Sim Settlements do you have?
11. After which Sim Settlements Quest do you start noticing long saves happening [ Drop down box ]
12. Have you met the Nightingales or Police before Long Saves Occurred?
 
Are there differences between an interior settlement and HQ?
Primarily that we changed out most of the keywords so the player can't build like usual and the default HUD doesn't appear. As far as the engine is concerned, its just an interior settlement.

Though uniquely, it has World LOD and Exterior weather enabled - which perhaps those are related to the issue (would be a bummer because they really bring the place to life!)
 
Top