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Question Broken save?

LoneWolf32

New Member
Messages
10
Hi all
I'm currently in my secound playthrough of conqueror, and i have run into problems. I got a lot of CTD's and it seems i'm not getting any more quest from either Jammer or Ophelia.

I've downloaded the Fallrim tool and checked my save in resaver, and found 8 unattached instances and 9 undefined elements which I cleaned. The biggest concern tho, was that I had 122 active scripts running.
So i started my game, went to Home plate and stared at the wall for a few hours. Checking the save again, and now it was down to 102 active scripts. Checking which scripts was running, and I see there's:
3 Terminated scripts,
3 Kghelpers: masterquestmaintenance scripts
96 simsettlementsConqueror: Soldier manager scripts

Is there anything to do with this scriptload, or is the save utterly broken?
 
Thanks for the tip, but that did'nt do much.
Turned off soldier needs on the pipboy, waited for 15 minutes, and now i'm up to 104 active scripts....
Is it safe to just delete/remove those scripts in resaver?
 
Thanks for the tip, but that did'nt do much.
Turned off soldier needs on the pipboy, waited for 15 minutes, and now i'm up to 104 active scripts....
Is it safe to just delete/remove those scripts in resaver?

@LoneWolf32 it doesn't sound good. :unknw

The only other thing I can think of is when you did all the waiting did you push the threads to 30. This has helped me sometimes. It depends on what is clogging it up. :umnik2

Also, the save may not be broken. Rolling back is good. It is sometimes stuff like saving in a fight or playing forward a respawn after something like that, that gets you into trouble? :sorry

Removing scripts with resaver is "hit and miss drill for most of us. Remove one then test kind of thing. Best when you know exactly which mod is the problem. All the other stuff is just backed up.

Below is a link that has what I have documented on the subject so far:

https://www.simsettlements.com/site/index.php?threads/bags_2-0-bake-a-game-save.11773/#post-81186

it's a bit hidden so I am sure not many folks see it, but it includes the one video that I know of where KG talks about it "very limited scope"

BTY - Cool forums icon/picture.
 
Last edited:
Ah RayBo...The legend :clap Thanks for your reply man.

I have previosly been reading your posts and seen your videos on the subject, and i must admit, i don't put this much work into my modlist as you do. 500 mods and still running flawlessly is absolutley mindblowing:shok

About my game: I have much shorter modlist, about 37 mods, and beside the "necessary" ones, most of them are addons for SS. I mostly let Vortex decide the loadorder, exept the ones that clearly is making a conflict.
I think this "buildup" of active script has been going on for a long time, and to roll back saves, I would loose so much progress that I might as well start a new game.

There are other issues with this save as well:
- All of my raiders complaining about "not enough food", even tho I have a surplus of +300 and something:wacko
- There has been about 30 ingame days or so since the last quest from Jammer or Ophelia (pick up the dead-drop for Ophelia).
- When trying to launch an assault, the "order of battle" gets screwed up, and i ending up doing the assault alone, if triggered at all. Most of the times i get CDT before i even reach the the marker
- And Jammer goes on and on about a new messsage on the board, but there's none...:rtfm
 
Trying some more:

I pushed the number of threads up to 30, waited 20 minutes but still 105 active scripts.

Checking my older saves, and save no 10 had actually only 3 active scripts.
This was back in 7. of march. Save no 11, two days later had 66 active scripts, mostly soldier manager scripts, so something strange must have happened back then.

I tried roll back to save no 10 and start over, but i got an immediate CTD before even launching.
I vagely remember some updates of the SS mods and workshop framework around that time,
so maybe that has something to do with it....:pardon
 
Trying some more:

I pushed the number of threads up to 30, waited 20 minutes but still 105 active scripts.

Checking my older saves, and save no 10 had actually only 3 active scripts.
This was back in 7. of march. Save no 11, two days later had 66 active scripts, mostly soldier manager scripts, so something strange must have happened back then.

I tried roll back to save no 10 and start over, but i got an immediate CTD before even launching.
I vagely remember some updates of the SS mods and workshop framework around that time,
so maybe that has something to do with it....:pardon

yeah, sounds like it goes way back.

If you post your load order before you restart I am sure folks will take a look at it.

Sounds to me like something just got glitched early and baked in.

I am not suggesting this but, let's say you know the 3 primary active scripts in your game from the start that will help if you ever try to delete some of the others..

I always check with fallrim after any long play session or CTD - makes it easy to rollback if a problem comes up. Also, indicates when it is time to idle in-game before things get too out of hand. Idling and walking in Fo4 is kind of like save-file maintenance. You may not know the game-enders it helps to avoid but you will get more mileage out of the game just the same.

With the assaults "dieing - saving from a death respawn - is problematic" I would check fallrim after any assault and idling a while. Replay if the fallrim check looks to be jacked. Always have a good and clear save spot before an assault that you know where to go back to.

Good luck!
 
I gave up on the whole thing, and started over with a new modlist.

I'll sure be keeping a closer eye on the savefiles in my new game,
and deal with any problems at an earlier stage.

Thank you for tips and guidence
 
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