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Question Reaching the Script Limit - Maybe?

BelGarion

Member
Messages
106
So. On my current run I have a bunch less mods than on my last, but on this I have Conqueror with the BoS Faction Pack. I made it to level 19, almost 20, hardly any problems. I install The Machine and Her quest mod and then I started to have issues. It keeps crashing with a "Fallout4.exe has stopped working" Windows error. Over on the TMaH Discord the general consensus is that I am running into the script memory limit and that Conqueror is the cause.

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tipekToday at 11:09 PM
Someone correct me if I'm wrong but if its freezing like this instead of a good ol' CTD, it means you're hitting the script data usage cap

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BelGarionToday at 11:09 PM
I had way more mods installed on my last run with out crashing.

I had TMaH, Outcast and Remenants (my own version with the loose files packed properly) , Chaotic Sun, etc

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tipekToday at 11:10 PM
Do you have any script heavy mods? Things like Sim Settlements, or AI behavior overhauls like Pack Attack for instance?

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BelGarionToday at 11:11 PM
Always use SS with Workshop Framework, this run I have Conqueror with the BoS Faction Pack.

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tipekToday at 11:11 PM
Conqueror with the premade cities can hit the cap on it's own
81be662a9bb9f2cfa8b7c8ac2f9dfcd6.svg


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BelGarionToday at 11:12 PM
Oy, so 16 gigs of system memory isn't enough? O.o

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tipekToday at 11:12 PM
It's not your rig, theres a hard cap within the game engine itself for script usage(edited)

64Mb I think

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DagooniteToday at 11:13 PM
Yeah, that's why I can't run Conqueror. It's a good mod, but it wrecks my game hardcore.

So. Two questions. One, are they right, and two * if * they are right how do I fix it? I would hate to have to start over at level 20 just so I can uninstall Conqueror and the BoS Faction Pack *just* to get my game stable again. >.<

My Mods and Mod Order
GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
SpringCleaning.esm=1
Companion Infinite Ammo and Unbreakable Power Armour.esm=1
TrueStormsFO4.esm=1
ArmorKeywords.esm=1
HUDFramework.esm=1
Homemaker.esm=1
WorkshopFramework.esm=1
SimSettlements.esm=1
SettlementMenuManager.esp=1
SaveManager.esp=1
ChemBenchAmmo.esp=1
No Junk Comments.esp=1
EveryonesBestFriend.esp=1
SC_ExpandedScrapList.esp=1
Craftable Vault 81 Cure (Earned).esp=1
Armorsmith Extended.esp=1
ValdacilsItemSorting-Mods.esp=1
clothingoverhaul.esp=1
ValdacilsItemSorting-ZY-DLCAutomatron-Weightless.esp=1
ValdacilsItemSorting-ZY-DLCNukaWorld-Weightless.esp=1
ValdacilsItemSorting-ZY-DLCFarHarbor-Weightless.esp=1
300%NoShadows.esp=1
SPECIAL-056.esp=1
X01_Galahad.esp=1
ValdacilsItemSorting-AidWeightless.esp=1
ValdacilsItemSorting-JunkWeightless+DEF_INV.esp=1
ValdacilsItemSorting-Misc.esp=1
ValdacilsItemSorting-AmmoWeightless.esp=1
ValdacilsItemSorting-ZZ-DLCCosmeticsByTypeOverride.esp=1
ValdacilsItemSorting-CosmeticsByType.esp=1
ValdacilsItemSorting-NotJunkJustMoney.esp=1
ValdacilsItemSorting-Perks.esp=1
ValdacilsItemSorting-ZY-DLCContraptions-Weightless.esp=1
ValdacilsItemSorting-ZY-DLCVaultTec-Weightless.esp=1
RaiderOverhaul.esp=1
AWKCRPowerArmorPaintEdit.esp=1
X1_BOS_LS.esp=1
AzarPonytailHairstyles.esp=1
More Power Armour Mods - Automatron.esp=1
EnclaveX02.esp=1
EnclaveX02 Patch.esp=1
AlootHomePlate.esp=1
EasyHacking.esp=1
EasyLockpicking.esp=1
DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
SimSettlements_CityPlanPack_ContestEntries.esp=1
AWKCR - Mod Power Armor Engine Glitch Fix.esp=1
ClothingOverhaulSP_XB1_PC.esp=1
CrazyEarlsWeaponMods.esp=1
Homemaker - Unlocked Institute Objects.esp=1
AdvSettleTurretSet.esp=1
ImmersiveLoversEmbraceRemastered.esp=1
ImmersiveLoversEmbraceMagnolia.esp=1
VisibleCompanionAffinity.esp=1
ValdacilsItemSorting - Raider Overhaul TAGS - AE.esp=1
Integration.esp=1
Minutemenoverhaul.esp=1
CMRQL.esp=1
ValdacilsItemSorting-ZZ-DLCWeaponsOverride.esp=1
ValdacilsItemSorting-Weapons.esp=1
ValdacilsItemSorting-ArmorByClass.esp=1
ValdacilsItemSorting-ZZ-DLCArmorByClassOverride.esp=1
Personal Jetpack.esp=1
MarchingBag.esp=1
CBBE.esp=1
Lacy Underwear.esp=1
DX Chem I Care Outfit.esp=1
AGNISNikaCola01.esp=1
AGNISNikaCola01_VIS-G_Patch.esp=1
00HowitzerCo.esp=1
SimSettlements_XPAC_Conqueror.esp=1
MikeMooresMCAM.esp=1
ValdacilsItemSorting - Minutemen Overhaul TAGS.esp=1
ValdacilsItemSorting-ExplosivesSortBottom.esp=1
Eli_Rockin Red Rocket.esp=1
Vivid Waters.esp=1
T45 in Sanctuary.esp=1
llamaCompanionHeather.esp=1
AWKCR Goodies Footlocker.esp=1
llamaCompanionHeather-VIS - AE Patch.esp=1
Gabriel's Wrath - Laser Weapon with Incinerate.esp=1
Nuka-World Collectable Markers.esp=1
Nuka World Bottle Fix.esp=1
CommonwealthSurvivalist.esp=1
tkzBOS_FactionPack.esp=1
BoSKnightRelayGrenade.esp=1
PIP-Pad.esp=1
Pip-Boy Flashlight.esp=1
PIP-Pad_Pip-BoyFlashlight.esp=1
X-02 PipboyLight Patch.esp=1
TrueStormsFO4-FarHarbor.esp=1
TrueStormsFO4-GlowingSeaExtraRads.esp=1
TrueStormsFO4-FarHarborExtraRads.esp=1
TrueStormsFO4-EarlierSunsets.esp=1
TrueStormsFO4-EarlierSunsetsFH.esp=1
TrueStormsFO4-NukaWorld-FH-Compat.esp=1
Better LOD.esp=1
FO4 Seasons - Winter - AllDLC.esp=1
Bashed Patch, 0.esp=1
 
Ok. I don't see the flaw. It's pretty cut and dried cause and effect. If never visiting Greygarden saves are fine and post visiting Greygarden saves are wrecked then logic would dictate visiting Greygarden caused the save games to be wrecked. At least with out having some system to record game memory moment by moment during that one minute walk from Arcjet to Greygarden to pin point the exact moment things went sideways. Let me see... Expanding Suspended Stacks. I see a lot of "STACK autobuilder: autobuilderparentscript " ... *hmm* Bah, I wish I could export this list so you see what I see. Unless I share the save games with you. Which I could do I suppose. Let me see...

https://1drv.ms/u/s!AiU63J5FHKNwhEbhVlhBX9XkaEUB?e=gdqt1k

Note to self, One Drive links are weird. But that's to a Rar with my current saves in it.
 
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I'm not going to get into an argument here. I can only give you advice, if you choose to ignore it then that's fine. I'm not twisting your arm.
Good luck with your game.
 
It's pretty cut and dried cause and effect


Why do you persist in making claims when you haven't a notion what your talking about?
Let me break it down for you......
SS is in the top 25 downloaded mods on the nexus, if saves just went to shit all of a sudden once you got near a settlement this forum, the nexus and numerous discords would be flooded with reports.
Cause and effect means jack shit when talking about code as it can take plenty of time for something broken to have an effect. A perfect example of this is if you uninstall a mod that adds settlements from a game it will have no immediate effect, it takes time for the constant loops to build up enough to wreck the save.
You have already said that you removed mods while playing but don't think that matters but somehow SS is the problem.

I'm saying no more on the matter, sort it out for yourself as you're so sure what the problem is fixing it should be easy for you.
 
A sudden spike in scripts near a settlement..... Which greygarden and Oberland are fairly close......

You've got 3 "personalities" in greygarden alone, a quest that hasn't been started, probably SS plots that are checking to see if they are ready for upgrades in 2 settlements that are fairly close to each other, the crashed UFO sequence, radio frequency check, am I missing any other scripts that might pop up in the area?

Don't mind me, I have no clue what I'm saying
 
Ok, I gave you my saves, take them apart, make them give up their secrets, look at what I am seeing. Most of the 200 "unrecoverable" SS is 'autobuilder" and as Conqueror autobuilds settlements and Greygarden is an autobuild settlement...
 
Ok, I gave you my saves, take them apart, make them give up their secrets, look at what I am seeing. Most of the 200 "unrecoverable" SS is 'autobuilder" and as Conqueror autobuilds settlements and Greygarden is an autobuild settlement...

You aren't understanding.

Bethesda scripts (even vanilla) tries to prioritize scripts based on your current location.
You specifically said that according to the save, this was the first time you went to greygarden, which push all the scripts that have not been run yet in the area to the front of (greygarden, Oberland, and I think even the junk yard above the hill) the line. Which is why it is always advised to "sit" in a settlement to allow all scripts to finish settling in. Again, this even happens in vanilla, mods just have a tendency to push the boundaries a bit more.

To avoid possible script issues, it is always recommended not to change your mod list once you have begun a playthrough. That means no adding, no subtracting, and usually best not to mess with load order as much as possible.

We as the players don't fully understand what goes on behind the scenes of most mods, so instead of trying to learn best practices, we just play the blame game when things don't go as expected. I get it, I did it for the longest time.

By the way, if I am wrong in any of this, you guys can tell me so, I won't get butthurt, lol.
 
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Ok, though not adding mods later is impractical if you use something like the PipPad or quest mods. Or removing mods to increase performance, like Outcast and Remenants, as that mod adds over 800 mb of loose files. Though I did fix that by packing that lot up and making my own .rar file.Or removing mods to diagnose a conflict like I did when I fixed Skyrim's Dark Brotherhood quest being wrecked and when I removed the unofficial Skyrim patch, ho, everything started to work. Actually it's been working flawlessly, or as flawlessly a Beth game can, with out the unofficial patch. So...

Also I was going off of what Phil was saying, which was that because my last save, the crashy one, has 200 suspended stacks, it's screwed and unrecoverable. Well, now I have to figure out *why* it got to that unrecoverable point. I load up the saves in sequence, all looks good, until that save at Greygarden and then the SS spikes. I expect active scripts to spike, yes, it's a settlement, but if I take Phil's statement that 200 SS is unrecoverable and my game is wrecked then I have to think "Well, it got there when I visited Greygarden, as it didn't get there anywhere else, and my game was just fine until that visit to Greygarden." . This bears out with the 'unrecoverable' SS are mostly labeled 'autobuilder', I had Conquest autobuild my settlements so it would, at least to me, make sense that the script would be called autobuilder, it would be named by what it does. So why is autobuilder producing so many unrecoverable SS that wrecked my game? Why only at Greygarden and not Sanctuary, Tenpines, Red Rocket, etc? Why in a previous post I gave a link to my save files, let someone smarter than me tear them apart and go "Oh, there's your problem." ..

In the mean time since my game is wrecked, I've already started the process of starting a new game, one without Conquest. My last run was without and by almost level 80 I had few problems, none unrecoverable. A few CTDs but no "Fallout4.exe has stopped responding" crashes.
 
Having a lot of active scripts near a settlement is normal. A save is a snapshot of where you are in game currently, if there is a lot going on the save will reflect that.
I'm not getting something. Must be obtuse. If a file or a string of save files is corrupt or suffers from performance issues, seems like a replay is in order... after some housecleaning. if the issue re-emerges, then it's been replicated. Pain the arse as Cait might say but trying to rescue save files seems to have unpredictable return on investment (time/sweat/braincells/etc)
 
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I'm not getting something. Must be obtuse. If a file or a string of save files is corrupt or suffers from performance issues, seems like a replay is in order... after some housecleaning. if the issue re-emerges, then it's been replicated. Pain the arse as Cait might say but trying to rescue save files seems to have unpredictable return on investement (time/sweat/braincells/etc)

Yep.

Sometimes rolling back will be enough.
Sometimes not.
Often, because you can't figure out where the glitch is without deleting stuff and this will / can destroy the integrity of a save file. Even if you save the patient, he'll probably end up brain dead, then hang on for a while until you pull the save off of life support.

The failure is in not understanding that we see here is probably just the symptom, not the disease.

The glitch or corruption could have happened 20 hours ago by something as simple as breaking the quest dialogue with an NPC then coming back and that one little stick has now dammed the river.

Of course, you will see the settlement scripts backed up. They are near always running when construction is happening. The hard part is if you are still able to identify the one that backed everything else up. Sometimes you can get lucky, sometimes not.

Even then, it is probably an indication you are headed south with the save file.

Most games have 2-5ish active scripts that will always be there. Good to take a screenshot of them at the start of a game.

If you do attempt to clean best to know what those 2-5ish are, it should look something like this.

2019-10-16_13-37-03.jpg



Everything else should be perfect.
 
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Ok. I *do* know the "Auto Build" that starts during the opening sequence (Talking to the Vault Tec sales rep, fun time with the baby to get him to calm down, the nukes, etc) was taking an excessive amount of time. I had gotten though all that, escaped Vault 111, built up Sanctuary in prep for the Quincy 5, built up a little at Red Rocket and greeted the dog, gotten though Concord and the Museum and it was still on screen as auto building the settlements when I got called away and had to save and quit at Red Rocket. Seems auto building settlements is a bad thing, maybe? At least at the start, once conquered a settlement will auto build pretty quickly while your flying around like some ghost.
 
Ok. I *do* know the "Auto Build" that starts during the opening sequence (Talking to the Vault Tec sales rep, fun time with the baby to get him to calm down, the nukes, etc) was taking an excessive amount of time. I had gotten though all that, escaped Vault 111, built up Sanctuary in prep for the Quincy 5, built up a little at Red Rocket and greeted the dog, gotten though Concord and the Museum and it was still on screen as auto building the settlements when I got called away and had to save and quit at Red Rocket. Seems auto building settlements is a bad thing, maybe? At least at the start, once conquered a settlement will auto build pretty quickly while your flying around like some ghost.

This is actually one of the most important things to do. You must always let the prebuild finish before doing anything else.

I autobuild all the time. I do not leave the vault until autobuild is complete. On my Xbox, autobuilding all main farms to level 3, takes about 3 hours. Which is why I make a save right after the autobuild is done so I can restart from that spot whenever I decide to start a new game.

But this, along with many things, are things I learned as I went along with the mod.
 
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it was still on screen as auto building the settlements when I got called away and had to save and quit at Red Rocket.

Best practice is never enter the game world/ stay in vault 111, until the entire and lengthy prebuilt process finishes. It doesn't take an excessive amount of time, it just takes the time it needs. You can't rush the stew.
 
Best practice is never enter the game world/ stay in vault 111, until the entire and lengthy prebuilt process finishes. It doesn't take an excessive amount of time, it just takes the time it needs. You can't rush the stew.
First time, I ran SS-C w Start Me Up. Left the bathroom (not knowing when SMU triggered). Cut to me being outside vault 111. Moved a tidbit. CTD. Won’t make that mistake again
 
Gold tip. Never, NEVER, under any circumstances install a mod in mid-playthrough. As much as a description says that you "shouldn't" have a problem, DISTRUST. Many things tend to break when you do this. So I like to always create a new savegame when I add a plugin.
EDIT.: Diamond tip. AVOID alternative start MODs they mess up a lot of things too.
 
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