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Closed beta 3.1.0 immediate CTD

Mark Durstewitz

New Member
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16
I attempted to load the game, and as soon as it started, before I could do a manual save it crashed. I didn't even move the character.

My character was standing outside Acadia in Far Harbor when I saved it yesterday.

I restarted the game and went back to an earlier save, and that immediately crashes to desktop too.
 
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Resolved - his particular issue was a series of backed up scripts all trying to alter the same value at once - the game did not like that.
 
Resolved - his particular issue was a series of backed up scripts all trying to alter the same value at once - the game did not like that.

Can you elaborate please. I uninstalled this beta due to CTDs as well, I would get maybe 1-4 minutes before crash.
 
I checked his save in Fallrim Tools and found over 30 copies of the same script under ActiveScripts. Terminating those resolved it.
 
I checked his save in Fallrim Tools and found over 30 copies of the same script under ActiveScripts. Terminating those resolved it.
Since I had just terminated all active scripts using ReSaver when I updated to 3.0.3b, and idea why so many copies of the same script would have been generated? Just curious.
 
Imagine you have a machine set up to feed your cat a can of food every day while you're on vacation, but the cat got locked in the basement. Every day the machine keeps opening cans of food, but there's no cat there to eat them, so they just pile up.

So you basically had scripts piling up with nothing to eat them, so they just stayed there. The cat in this case is the workshop system - it can get stuck in a lock and the only way to free it up sometimes is to kill the scripts. It's actually amazing to me that we ever lived without Fallrim Tools while playing with mods!
 
Imagine you have a machine set up to feed your cat a can of food every day while you're on vacation, but the cat got locked in the basement. Every day the machine keeps opening cans of food, but there's no cat there to eat them, so they just pile up.

So you basically had scripts piling up with nothing to eat them, so they just stayed there. The cat in this case is the workshop system - it can get stuck in a lock and the only way to free it up sometimes is to kill the scripts. It's actually amazing to me that we ever lived without Fallrim Tools while playing with mods!
Great analogy! I used ReSaver on my latest save file (the one I posted on DropBox) and cleared out all the active scripts. Then I reinstalled 3.1.0 and ran the game for about an hour. After that, I used ReSaver again and found another 25 active workshop scripts. Do you have any idea what is causing the workshop system to get stuck?
 
Can you expand ActiveScripts and post a screenshot? The scripts that are piling up might shed some light on what's getting stuck.
 
Ran the game for another hour last night. Stopped all active scripts first, and after saving the game, checked with ReSaver and had 55 more active workshop scripts.
 
I think I might have a solution for you. Looking at your scripts, I'm fairly certain it's your workshop scripts that are going haywire.

In this thread, do steps 1 through 6: https://simsettlements.com/site/ind...ign-to-anything-except-plots.3019/#post-23297 Important to note though, in the post with the steps, the attached file is only for if you have the Unofficial Patch, otherwise you should scroll down a few posts and grab the other version of that script.
 
I think I might have a solution for you. Looking at your scripts, I'm fairly certain it's your workshop scripts that are going haywire.

In this thread, do steps 1 through 6: https://simsettlements.com/site/ind...ign-to-anything-except-plots.3019/#post-23297 Important to note though, in the post with the steps, the attached file is only for if you have the Unofficial Patch, otherwise you should scroll down a few posts and grab the other version of that script.

I did steps 1-6 and ran the game for about 20 minutes after typing cqf workshopparent cleareditlock in the console. I then saved and exited and ran resaver again. Bingo! Only one script that still shows terminated-sb_salvagebeacon_trigger_rewrite (0060685D) 3 frames (zero attached 00000000000000), and no active scripts.
I did have to go back and grab the city manager holotape from the Museum of Freedom again, but that was easy. Not sure what's up with salvage beacons, but I'll go back in and try to activate one. Thanks very much for your help!!!

upload_2018-1-22_21-33-5.png
 
Make sure you delete that copy of WorkshopParent.pex that you downloaded from the thread, or at least store it somewhere else until you need it again. You generally should use whatever version is included with the base game or the unofficial patch.

Salvage Beacon's scripts remain running until they are delivered. This is something I have to redesign to avoid - which will happen at some point.
 
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