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Hotfix 3.0.3b

Okay, so basically I need to start an entirely new save again. Would a save with SS and ROTC on it already but no cities or structures built still work for the new update, or is a new game/character the only way to go? I ask because the new character I have been using has had SS and ROTC on it from the very beginning of the game.
Me too, i start a new game, but still don't build nothing, will i need to clean the savegame?
 
Yeah, unfortunately it was part of the patch code which runs as soon as you start your game.

@ralfetas Since you're on PC, the first post in this thread has steps you can do to fix your save file.
 
Thank you all so much for your prompt feedback! I truly appreciate all the hard work you are doing for us out in the community with this amazing mod!
 
Boy, Tessa (my test character) is getting a workout! I'll delete and start fresh once more. I think I'll just grab the holotape and ASAM sensors from the Museum and leave the Quincy 5 to the mercy of the raiders! (I'm sick to death of doing that initial "meet & greet" scene with Preston!)

Question: When it asks if I want to lead the settlement myself, does that mean I can appoint myself as the Leader and the whole cinematic tear down and rebuild will start without needing a follower?
 
Question: When it asks if I want to lead the settlement myself, does that mean I can appoint myself as the Leader and the whole cinematic tear down and rebuild will start without needing a follower?

No, that means you're saying you want to handle the construction and you don't want them to scrap the place.
 
Yeah, unfortunately it was part of the patch code which runs as soon as you start your game.

@ralfetas Since you're on PC, the first post in this thread has steps you can do to fix your save file.

Huge thanks for the fast reply Kinggath.
I check the resaver, and i have no script running on my savegame, maybe is because i still don't build nothing?

On Active Scripts i have EMSystemTurfScript... and evanpoxmkcategoriesinstallerscript.... nothing related to SS.

Related to SS scripts, i found just "Scripts" (33) and "Scripts Instances" (1383).
 
That means you probably never used the bad version. It was only 3.0.3 and 3.0.3a specifically that had the bug. Any patch before or after those would be fine.
 
Is there a holo or console command I can use to blow up Spectacle island settlements without visiting it (since I freeze or crash going there - 120 settlers in a totally built up place)?
 
Unfortunately no. A cell has to be loaded in order to scrap the objects in it even with code.
 
Is there a holo or console command I can use to blow up Spectacle island settlements without visiting it (since I freeze or crash going there - 120 settlers in a totally built up place)?
have you tried using a mod like settlement management software to move the settlers to other place before going there?
 
Just used fallrim tools and eventually found my last save file. It showed i had 14 active scripts but no records of SimSettlements:SimSettlementParentScript at all. But i know i did all the updates to date (16/1/18) on the fallout mod page. Do i have the problem. I let the sim mod handle all updates and management etc. My PC is older spec Win 7, AMD A10-5800K, 16GB ram, GeForce GTX 660. So i do expect the occupational crash as an occupational hazard ;)
I do not use the nuxus mod loader ( Maybe i should ?)
Is there anything i should be doing? Or not play until the next bug fix. Can i manually download and install your beta updates?
Life was simpler way back on the old Speccy 48 :).

And i would like to thank you and all the gifted programmers who have kept this game refreshed, alive, and kicking. Love the sim mods :)

Geoff
 
I had asked this in Help but no response yet, and I know some gurus are watching this thread, so... is the "PCB" (Purge Cell Buffer) console command something that would be of any use in helping alleviate memory problems like ones folks are having? It seems like people used to even set up mods to automate it running every ten minutes or so of gameplay, but I don't know if that's woefully obsolete information and it would have no effect on SS or possibly just make things worse.
 
I had asked this in Help but no response yet, and I know some gurus are watching this thread, so... is the "PCB" (Purge Cell Buffer) console command something that would be of any use in helping alleviate memory problems like ones folks are having? It seems like people used to even set up mods to automate it running every ten minutes or so of gameplay, but I don't know if that's woefully obsolete information and it would have no effect on SS or possibly just make things worse.
Purging the cell buffer just clears the RAM that is being used to preempt the the next cell area load and was needed when PC' s where running limited ram in the old XP OS that only allowed you 3Gb of effective ram regardless of the amount of ram your PC had. Today with most entry level PC's having at least 4Gb with most gaming PC's having at least 8Gb running 64 bit OS Purging Cell Buffers is an obsolete practice. Even with games like FO3 &FONV the automated PCB scripts never really worked anyway in exterior cells although it sometimes worked for interior cells.
 
Today with most entry level PC's having at least 4Gb with most gaming PC's having at least 8Gb running 64 bit OS Purging Cell Buffers is an obsolete practice. Even with games like FO3 &FONV the automated PCB scripts never really worked anyway in exterior cells although it sometimes worked for interior cells.

Thanks! Figured that's why no one was bringing it up but I ran across it in a list of console commands and was curious.
 
Hi, I terminated 47 of 66 active scripts which have "SetupCurrentMaintenanceCosts", isn't that too much??
 
Hi, I terminated 47 of 66 active scripts which have "SetupCurrentMaintenanceCosts", isn't that too much??
The script prior to 3.0.3b could never complete, so each time you loaded your game it would try to run again. As long as you installed the new update, you should no longer find those in your ActiveScripts if you were to check again.

If you do find it again, Nexus Mod Manager may have failed to update the mod correctly - which you can take care of with a quick manual install: https://simsettlements.com/web/wiki/index.php?title=Install#Manual_Installation
 
The script prior to 3.0.3b could never complete, so each time you loaded your game it would try to run again. As long as you installed the new update, you should no longer find those in your ActiveScripts if you were to check again.

If you do find it again, Nexus Mod Manager may have failed to update the mod correctly - which you can take care of with a quick manual install: https://simsettlements.com/web/wiki/index.php?title=Install#Manual_Installation

I did not suffer long loading times of Asam Sensor or Plaque options, so I did it correctly then.

Edit: Everything seems to work right..
 
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That's weird, I have the crashes, but Fallrim tools tell me I have zero active scripts running. Is that even a thing?
 
That's weird, I have the crashes, but Fallrim tools tell me I have zero active scripts running. Is that even a thing?

Yeah, I frequently have 0 running. Paused threads don't seem to count on the list.
 
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