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SS2 Playthrough Test(2022-09-15)...

Mystical Panda

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This is my current playthrough testing for SS2. It is a fairly modded game, so I'll try to keep that in mind while posting potential issues as they develop. Generally I don't really have problems with the mods I use though some are listed on 'can cause crashes' Buffout 4 list, though there is the occasional plugin record conflict(which I'll tackle as time permits). Later, I'll come back this the initial post here and put more information on the mods I'm using and why.

For openers, I'm attaching the current load order along with most mods I'm currently using(since the Mod Manager I'm working on is under development and some of the folders and files listed in the [Available] and [Downloads] sections won't be 100% complete or in the correct order- but close. And some, even though flagged as 'active' aren't really 'installed'- so please take that part with a 'grain of salt' until I have more time to address it. So, the install order is basically what I added as I directly modded the game.

The second is a list of F4SE plugins that's currently being used. If you notice two of the Baka plugins are ".disabled", so they're not loaded by F4SE. This was mostly due to the fact I use Buffout 4's calls to the OS for dynamic memory allocation rather than Baka's fixed amount.

With this playthrough I decided to just add settlers to a single settlement and no more(at least not for awhile) in an attempt to see how, and/or when, settlement resource values would become an issue. Though, I've acquired around 8-10 or so, there's only one that's populated with settlers.
 

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From what I understand, nether a plot nor city plan will upgrade if that settlement's build limit is maxed. However, there are settings to override this behavior.

When you say resource cap, are you talking about the SS2 virtual resources or workbench junk? For virtual resources, nether a plot nor city plan will upgrade if there are not enough resources within the linked caravan network. However, there are settings to override this behavior. I'm not sure if / when SS2 looks in the settlement workshop for junk. I can't say for certain as the workshop code is a little too complex for me to comprehend.
Yeah, that's what I was wondering about. Let's say the build limit has reached it's max and a city plan isn't complete, also, the virtual resources used to build the city is missing a given resource to complete the city plan level or upgrade... next, the build limit is increased via the workbench but the city plan is still missing virtual resources. Without any extra room for said resources, no resource can be added by the npcs to complete the upgrade without resource storage containers? Would SS2 see this and automatically increase the build limit(not manually using the workbench as I described) to add resource storage containers which would then allow resources to be 'gathered' so the city level would be allowed to complete / upgrade?
 
Here's a quick a-do for logging purposes- So far only 4 CTD's. The ones with "????" preceding them are what Buffout 4 catches, the other two were OS exceptions. The first OS exception happened when manually firing rapidly(the Recharger). The screen visual scaling for See Through Scopes went haywire and everything was bouncing around in normal -> magnified view even when not aiming- it did this for about 3 seconds then tanked itself into oblivion. I'm thinking what happens here is this...

The game's engine is 'extended' and 'patched' using various mods(dlls especially), and this will eventually, given the right circumstances, create a 'mitigation' issue. Where one 'mod' doesn't complete itself and either fires itself off again, or 'mods' start to overlap before completely finishing their task, and a succeeding 'mod' will try and use 'bad' data(as the data hasn't completed, or taken it final form). This isn't a statement against 'mods', their use or limitations, just an observation at best.

The Buffout 4 error catches I'm not totally sure about just yet. I can see the 'loose filestream' starting to occur, and the last one was rapid firing the Recharger when gunners decided to total out the room with a rocket launcher shot towards me. This is the first time I've seen a 'virtual' script crash, and again I'm thinking it's events are firing off too fast for the various 'mods' to cope(or unaccounted for code wise) as the one script that stood out in Resaver was a script attached to an npc by PANPC. There were no null formlists in the save file and I'm continuing to use it now without incident(knock on wood). And PANPC generally is very stable for me.

There seem to be invisible synths running around as I can hear them talk and see magically 'floating' weapons. So that might be the cause of the 'loose filestream'. That'll take more testing and debugging to nail down.

The Buffout 4 errors are stored in a 'history' file which I attached to this post, along with the current game's session history. They're both html table lists with a ".txt" extension so I could upload them here.

A few suggestions for immersion:

1) Instead of 'beaming' data magically to the pip boy, hand the player a note, let the player read it which causes the player to start typing on their pipboy(animation) after exiting the pipboy... then the quest will be added(message being displayed). As if the player typed in the coordinates themselves.

A few coding suggestions:

1) A text file with the relative address of a given function in the fallout 4 and dll code along with a brief description of what it does- basically function mapping. If Windows doesn't 'float' the relative 'boat' in and across the memory pool it would be easier to see which function call was used when the exception happened and maybe help track down the cause much easier.
 

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After killing, taking and reading the note from Boris the quest marker still shows on Boris. This might disappear when I return to talk to Caleb, but should disappear once I take the note.
 

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After killing, taking and reading the note from Boris the quest marker still shows on Boris. This might disappear when I return to talk to Caleb, but should disappear once I take the note.
The CPD and all the Concord quests are all shockers for doing that, if you are even slightly ahead of when the quest tells you what to do it breaks them. I have been saying this since ch2 launched.
 
The CPD and all the Concord quests are all shockers for doing that, if you are even slightly ahead of when the quest tells you what to do it breaks them. I have been saying this since ch2 launched.
I haven't done any initial investigating yet, code wise, but I think this is also the problem with the spider I had attacking MALA. When coding, If I said killed '=' then, if for some reason the kill count went higher than what I was looking for, it would never 'catch'(kept putting what it 'drew' from it's leveled list hat as an opposing npc- a tiny spider, BUT there were half a dozen rad coaches also attacking at the same time). Where the code should be '>=' just in case. Coding around the possibility of other code, rather than just around itself. It'll be a bit but I'll eventually get to where I can easily bring up script code to quickly see what the problem might be- when those functions are designed and coded. It should make things like this MUCH easier. Plus, I want to rule out the essential flag being set on the spider. I don't think that's true as Jake kept killing it over and over again, and the quest kept spawning it right in front of MALA at full health. It wasn't legendary.
 
Another thing I just noticed, and I'm not sure if this is a 'vanilla' thing but... occassionally when I come back to Sanctuary when beds are being removed and remade(when plots upgrade), even though the bed count is at or above 29 I start getting the starting Sanctuary quests kicking out the percentage of beds built again even though this was done long ago. It's almost like if the bed count drops below the settler size(even during a plot upgrade- which I'm assuming upgrade at this pointer since I sent a new settler there and bed count went down a bed or so them back up the more than it was prior. That to me is normal.) it triggers this vanilla script(or fragment) again.

The way I approached this playthrough(just for info) was to manually build the required beds BEFORE starting "Laying Foundations", which included planting crops and setting up defenses. The SS2 plots were added when the vanilla quest was complete. So far, SS2 says I can have 19 settlers max and there are 30- there are more than enough beds. I have residential plots all over the place and some are multi-person homes. The status panel shows the homes as 'full'
 
I tried that, but still nothing. I might have missed this the first time around- is this the problem? Where the vanilla names for the npcs aren't in their respective whitelists? It looks like the gunners/BOS have npc names to search for when renaming but nothing else does?
That's the bug I fixed in v1.0.6. If you updated it should have checked to make sure the data arrays were populated. :todd: Click Rebuild Name Data in the holotape. It will rebuild the name and whitelist arrays. Or you can use the console command cqf ms_ar_renamemanager CheckAllWhitelists to just rebuild the whitelists.

Ok, after looking at my mod update code I found a bug... it didn't check the arrays to make sure they were populated... smh To run the missed function call, enter this console command cqf ms_ar_renamemanager v10004Update or you can just click Rebuild Name Data in the holotape though it will re-init the names arrays.
 
That's the bug I fixed in v1.0.6. If you updated it should have checked to make sure the data arrays were populated. :todd: Click Rebuild Name Data in the holotape. It will rebuild the name and whitelist arrays. Or you can use the console command cqf ms_ar_renamemanager CheckAllWhitelists to just rebuild the whitelists.

Ok, after looking at my mod update code I found a bug... it didn't check the arrays to make sure they were populated... smh To run the missed function call, enter this console command cqf ms_ar_renamemanager v10004Update or you can just click Rebuild Name Data in the holotape though it will re-init the names arrays.
I haven't rolled back SUP to 5.x, but I'll try that here in just a bit, so the remaining bug is more than likely SUP for me. I've tried:

step #1: cqf ms_ar_renamemanager CheckAllWhitelists
step #2: cqf ms_ar_renamemanager v10004Update

...and the whitelists are still empty. Could this be due to the fact the RAE script has been updated mid-game? and variables are baked now?
 
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In regards to resource limits here what I was referring to...

At this settlement I sent the SS2 npc group(it was a quest- Lashes was in the group), and I didn't have an option to build it myself(or maybe I didn't have enough speech to see the option), so they went into auto-build(a city plan tutorial I think). However, at this point, it looks stuck. There is an ample 'build limit', but you can see the virtual resources are maxed. Settlers keep showing up(I don't manage this settlement at all) and the city plan doesn't look like it's upgrading as the settlers are hitting me up to fix it.

Also, the defense seems a bit high for some reason given what's been built so far.
 

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In regards to resource limits here what I was referring to...

At this settlement I sent the SS2 npc group(it was a quest- Lashes was in the group), and I didn't have an option to build it myself(or maybe I didn't have enough speech to see the option), so they went into auto-build(a city plan tutorial I think). However, at this point, it looks stuck. There is an ample 'build limit', but you can see the virtual resources are maxed. Settlers keep showing up(I don't manage this settlement at all) and the city plan doesn't look like it's upgrading as the settlers are hitting me up to fix it.

Also, the defense seems a bit high for some reason given what's been built so far.
To alleviate the bed situation and my aching ears(ok engine, or script stop asking me for beds!) I dropped a residential plot set to a multiplayer house.
 
It seems that once "Hostile Takeover" starts, settlements are bombarded with spam attacks. For me, they're hitting one of two settlements once every in game day(24 hours), not real time but in-game time. Each time I sleep and wake one of the two is under attack. It's a nice way for the settlers to gear up! But man... let me finish at least one other quest before... you know...

I'm using SKK Settlement Attack System to help mitigate that by not allowing an attack to start until I'm actually there. Could this be a script or fragment not getting updated on 'attack is happening'? Where a parent or calling script completes, but the child script thinks we still need to to show 'Hostile Takeover' even though that part of the quest has completed? Like a threaded stage isn't getting the memo?

Design wise, the frequency of attacks should match the number of settlements(with settlers- so empty settlements wouldn't count), and at least allow them to regroup every two to three days(in game time) or so. I can see the quest designer wanted to create a sense of urgency and, as Elrond would say "things are now in motion that cannot be undone', if that is indeed the cause. Since my game is modded, I'm not going to rule that out either including the order I have plugins until I can figure out the cause... I already know the effect. :sad
 
Quest "Red Handed" still shows the quest marker on a synth after the holo-tape has been looted and reviewed(from said synth)/. The quest stage "Search the Synth Bodies For Clues" is still showing as active even though the current quest stage is to search Diamond City for the robot.
 
The attacks after "Hostile Takeover" is meant to be one attack every ~24 ingame hours, and there should be no penalty for just ignoring them. Several people have described this as being 'spammed' with attacks, though, and SKK Settlement Attacks has come up in those discussions frequently - as I understand it, they're actually separate systems entirely that just happen to look like they're doing the same thing to the end user, so it SHOULDN'T be interfering in any way, but I'm not up to there again myself yet to say for sure.
The SS2 ones are also supposed to "prefer" built up settlements, but I haven't done that sequence again myself since that was changed so I can't verify either way.

I can't tell which settlement that is you sent Stodge and Pals to - Zimonja, I think? - but they should've built a Caravan Plot to enable it to connect to the trade network. The City Plans that the mod ships with (which is what that quest forces you to make - although if you don't select "tear it all down" when it prompts you, you can complete the quest without building one) should all have one of those.
You're not the first person to mention funky numbers for Defense etc though...
 
The attacks after "Hostile Takeover" is meant to be one attack every ~24 ingame hours, and there should be no penalty for just ignoring them. Several people have described this as being 'spammed' with attacks, though, and SKK Settlement Attacks has come up in those discussions frequently - as I understand it, they're actually separate systems entirely that just happen to look like they're doing the same thing to the end user, so it SHOULDN'T be interfering in any way, but I'm not up to there again myself yet to say for sure.
The SS2 ones are also supposed to "prefer" built up settlements, but I haven't done that sequence again myself since that was changed so I can't verify either way.

I can't tell which settlement that is you sent Stodge and Pals to - Zimonja, I think? - but they should've built a Caravan Plot to enable it to connect to the trade network. The City Plans that the mod ships with (which is what that quest forces you to make - although if you don't select "tear it all down" when it prompts you, you can complete the quest without building one) should all have one of those.
You're not the first person to mention funky numbers for Defense etc though...
Oh man, just took down the gunner HQ... hopefully all the gunner attacks are over with(except for maybe a few here and there). I was wondering why there was such a difference in the attack 'profile' between a settlement attack by gunners and synths. The SS2 gunner attacks were small with lightly armored(mostly) npcs, while selecting 'Attack Now!' with SKK was an all out 20+ npc assault with mid to high-end synths.
 
An interesting note test wise, though this could be just a coincidence... I've been playtesting for about 10 hours(straight if you can believe that!) now without a crash. The biggest problem I had was when I was nearing Concord it would CTD with a 'loose filestream' error. This was before I could see all the changes that have been done this time around- gates, fences and all manner of objects to turn Concord into a thriving town- where as before there were occupants and a few houses were 'set up', nothing more. Concord will be a nice quest hub, and looking forward to what Annex the Commonwealth can do when it's finally released.

The main difference, with this run is installing the SS2 Beta 2.2.3 and updating Wet Effects mid-game.
 
The woman helping Jake in Concord(I forget her name- the ex Gunner) decided to help take Gunner HQ 'bareback' style! No idea where her clothes went, as she had them in Concord. Definitely can't post a pic of that one!
 
I haven't rolled back SUP to 5.x, but I'll try that here in just a bit, so the remaining bug is more than likely SUP for me. I've tried:

step #1: cqf ms_ar_renamemanager CheckAllWhitelists
step #2: cqf ms_ar_renamemanager v10004Update

...and the whitelists are still empty. Could this be due to the fact the RAE script has been updated mid-game? and variables are baked now?
It shouldn't be a save issue. Originally I defined the path/filename as a string var. If the game changed the case in its string table, SUP F4SE would fail to import sheet data as the sheet name param is case sensitive. So I changed the function calls to use string literals instead. Even if the vars are baked into the save, they would be unused. There is no mention of any changes to the xlsx functions in the SUP F4SE changelog.

./steam/.../fallout 4/data/F4SE/plugins/MS Auto Rename/MS Name Data.xslx Make sure this file exists. Then open it up and make sure there is a Whitelists sheet. The only other thing I can think of is your mod manager didn't actually update the files. You could try help ms_ar 3 this lists globals, but I can't remember if it lists surrent values. Otherwise sqv ms_ar_renamamanager iLastInstalledVersion (if that doesn't work for script vars remove iLastInstalledVersion) iLastInstalledVersion should = 10006 if the script was updated.

If you link a save, I can take a look at it.

As a test, did you try starting a new game to see if the sheet data successfully imported? I made this mod (SS2 compatible) to make new game starts less painful.
 
In regards to city plans, are you using the ones that came with SS2? Those are only one level plans. They do not upgrade. If you are building the base city plan in Outpost Zimonja, that plan didn't have a caravan the last time I built it. You would have to add one so the settlement is connected to the caravan network.

As Yaugie said, during Who Can? ASAM! when the "tear it down" menu appears, you can cancel out of it and the city plan will not be built and the quest will advance.
 
It shouldn't be a save issue. Originally I defined the path/filename as a string var. If the game changed the case in its string table, SUP F4SE would fail to import sheet data as the sheet name param is case sensitive. So I changed the function calls to use string literals instead. Even if the vars are baked into the save, they would be unused. There is no mention of any changes to the xlsx functions in the SUP F4SE changelog.

./steam/.../fallout 4/data/F4SE/plugins/MS Auto Rename/MS Name Data.xslx Make sure this file exists. Then open it up and make sure there is a Whitelists sheet. The only other thing I can think of is your mod manager didn't actually update the files. You could try help ms_ar 3 this lists globals, but I can't remember if it lists surrent values. Otherwise sqv ms_ar_renamamanager iLastInstalledVersion (if that doesn't work for script vars remove iLastInstalledVersion) iLastInstalledVersion should = 10006 if the script was updated.

If you link a save, I can take a look at it.

As a test, did you try starting a new game to see if the sheet data successfully imported? I made this mod (SS2 compatible) to make new game starts less painful.
I haven't tried starting a new game just yet, which could the problem. The spreadsheet is there along with all 3 whitelists, also the version and new holo-tape options check out. Here's the link to the save file: Save File. Thanks for taking a look at this for me.

I'm wondering... since this is a test playthrough if I remove Rename Anything Enhanced from my game, exit out, clean the game save, load it back up. Save it again. Then put the new version back in, if that would clear the previous script from 'game save'(esp stack frames)? allowing the new script to be executed? If that's the problem.
 
In regards to city plans, are you using the ones that came with SS2? Those are only one level plans. They do not upgrade. If you are building the base city plan in Outpost Zimonja, that plan didn't have a caravan the last time I built it. You would have to add one so the settlement is connected to the caravan network.

As Yaugie said, during Who Can? ASAM! when the "tear it down" menu appears, you can cancel out of it and the city plan will not be built and the quest will advance.
That explains it- definitely just using the city plan that came with SS2. Since it's complete(Lvl1), I'll expand the settlement manually with more plots. At least enough to get me through this playthrough-test.
 
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