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  1. EyeDeck

    I would like to see my network's numbers and how much is being used on a daily basis

    Alright, well, here's a quick Python script to reformat the log more usefully: You can either save that to a .py file and run it, or just pasting it directly into the python interpreter works provided you've run the interpreter while in a directory with an "IDEKsLogisticsStation2.0.log" file in...
  2. EyeDeck

    I would like to see my network's numbers and how much is being used on a daily basis

    You might as well just look at the Papyrus log then, you'll see the same numbers with a small fraction of the effort.
  3. EyeDeck

    I would like to see my network's numbers and how much is being used on a daily basis

    The numbers I'm seeing in my own game aren't anything like that; the internal required values for food and water range between roughly the population count to population * 3 depending on how developed the settlement is, which seems accurate enough, and then the deficit/surplus (delta) display is...
  4. EyeDeck

    Unloaded Settlements consistently show negative food rating.

    The data shown in the pip-boy is correct, the data stored on the workbenches is what gets corrupted. For this, there are two main causes: Settlements not being 100% loaded when a settlement recaches resource data (runs the native ObjectReference.RecalculateResources() function on the...
  5. EyeDeck

    caravan service - how does it work?

    Currently I have it so my algorithm will override the SS2 one when used with SS2's native caravan plots, so they'll always link regardless of range just like they used to, and still using my fancy routing algorithms—but, this link is only for vanilla supply lines, and will not link up SS2's...
  6. EyeDeck

    CTD When Approaching All-Robot Settlement

    If you want crash logging, you'll need Buffout 4. The crash logs are only necessarily meaningful to someone good at reverse engineering, but often there'll be a useful clue somewhere in the stack to look at.
  7. EyeDeck

    Mod suggestions for SS2 Playthrough

    That's not even remotely close to true. It was before version 3.2 or so, but it's been subject to so much feature creep that it now edits to nearly every weapon and armor in the game + dozens of cells + dozens of leveled lists + dozens of NPC records, adds a bunch of new component types, adds...
  8. EyeDeck

    Bug Consistent crash with a 'Mega Pack - Year Two' plot

    Save file Pared my load order down to just UFO4P, WSFW, SS, ILS and the SS year two megapack. Running north into Hangman's Alley crashes me out 100% of the time after all models load in. (The save's obviously a wreck otherwise, since I just deactivated like 200 mods, but it still shows what I...
  9. EyeDeck

    Question Xbox - Conflict with Place Anywhere

    I wish it worked that way. Extra activation options are added via a perk entry point (Activate / Add Activate Choice); the condition functions for the entry point are evaluated for every object you run your crosshair over. If the condition functions for more than one such entry point (typically...
  10. EyeDeck

    Question Wonky Food Production

    Sure, let me just remember how to use git. I noticed a few other miscellaneous (probably inconsequential) bugs that my nonstandard compiler picked out that I ought to fix too, while I'm at it. Edit: Done. Edit 2: While I was at it, since I haven't used git in years, I went ahead and published...
  11. EyeDeck

    Question Wonky Food Production

    Sorry for the triple post (running into the 10k character limit lol), but here's a "formalized" UFO4P report: https://afktrack.afkmods.com/index.php?a=issues&i=29148 I think the fix is actually super simple, after I stared at the code a little harder, but I'd like if someone with more experience...
  12. EyeDeck

    Question Wonky Food Production

    Okay, made some progress. I eventually coerced WSFW's version of WorkshopScript into compiling (not a trivial task), and got this in the log—less a stack dump from like 200 SS-related OnLoad events firing at once, and hundred-or-so lines of SS failing to None check stuff before trying to call...
  13. EyeDeck

    Question Wonky Food Production

    For what it's worth about the settler population thing, I was experimenting with this a few weeks ago with the following code (irrelevant parts removed): Function ForceUpdateAllWorkshopStats(var ref) ObjectReference strt = GetStation(ref).parentPlot for int i = 0 to...
  14. EyeDeck

    Old Post IDEK's Logistics Station integration

    The ILS/Salvage Beacons integration only kicks in at level 2 when the station gets a radio tower. Or that was the idea anyway, it works with the level 2/3 interior plot too despite it never getting a radio tower (for obvious reasons). Nope, it goes in the workbench. All ILS does is "trick"...
  15. EyeDeck

    IDEK's Logistics Station scripts running amok

    Yeah, it was definitely the spin lock getting stuck. The reason the mod isn't working after clearing the spin lock has to do with some additional thread safety code; basically, ILS has a few functions that have a tendency to (try to) queue up in the main spin lock several times in a row, for...
  16. EyeDeck

    IDEK's Logistics Station scripts running amok

    Yeah, it occurred to me that it would be a good idea for me to put a manual [Clear Script Lock] button into ILS's menu somewhere. I have never had anyone report an issue with this before, but if for any reason ILS's edit lock variable gets stuck on, the whole mod will completely lock up until...
  17. EyeDeck

    Papyrus log, cause of CTD?

    The only time Papyrus logs can help diagnose a crash is if the script engine reaches the warning threshold for too many scripts running simultaneously and starts dumping stacks to the log, in which case you might be able to work out what script(s) are doing something stupid and use that...
  18. EyeDeck

    IDEK's Logistics Station scripts running amok

    I recommend trying the command I posted first. ILS's scripts are structured so that any thread prematurely terminating has a pretty good chance of causing a deadlock that will never clear without running that console command.
  19. EyeDeck

    IDEK's Logistics Station scripts running amok

    If you could send me your save I could at least take a look at what it's doing, I've never had anyone have those sort of problems with my scripts before. ILS has the potential to spin up a ton of simultaneous Papyrus threads, but none of them should ever run for more than a few seconds. Chances...
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