Question Cannot recruit even with soldier needs disabled + over 100 active SS scripts

Discussion in 'Conqueror Help (Mod Questions Here)' started by Lizardo, Dec 2, 2019 at 7:45 PM.

  1. Lizardo

    Lizardo New Member

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    Soldier needs are definitely disabled and I have donated I ton of resources. There's more than enough beds. There is a recruitment center plot in my base. War planner desk reports I have 9 possible recruits but even after sleeping 24 hours several times I'm still stuck with just 7 people, ie, not enough to go on any more raids as two are guards and two are workers. I only have one outpost (my main base) and one vassal.

    Possibly related: I sat in an interior cell (the mole rate cave) and left the game running for about ten minutes outside the pipboy. Quicksaved, then opened my save file in Resaver.

    Resaver says I have, uh, 178 active scripts, and all of them are related to either SS or the workshop system. That... isn't normal, right? I presume something's gotten clogged somewhere that's preventing the recruitment script from working, but since I only see workshop/SS stuff here, how am I supposed to fix it? There's also two unattached instances but I have heard not to touch those in ReSaver when dealing with Fallout 4 instead of Skyrim. Screenshot (101).png
     
    Last edited: Dec 2, 2019 at 11:49 PM
  2. RayBo

    RayBo Well-Known Member Patreon Supporter Community Rockstar Support Team Vault Librarian

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    Ok,

    There is a reason why there are not any YouTube videos or other how too’s on google for doing this and folks are not jumping in on this thread. There isn’t a good answer here or Fallrim solution. That I know of?


    The first thing I would do it try is:

    1. Move the Multi-Thread setting to 30 while in a settlement and do nothing for a very long time “real world” go to the settlement boarder while still being inside looking out “wait.” AT least 30min, then check fallrim.
    You may need to try this in more than one settlement.

    1. Roll back your save to before a point where your game glitched. Checking the saves until you find one not backed up.


    Fixed? – Good

    Not Fixed? these are some other suggestions.

    NOTE: If you have done something like disabled a few mods 20hrs ago and just forgot to mention that, or used a scrap mod, or used save files from the middle of a battle where you were CTD anyway, or broken dialogue with NPC’s while in a settlement, then probably none of this going to help.

    The below is kind of BS and not really practical, but hey? how bad do you want to recover this save at this specific timestamp?

    How much time you spend here is your choice.

    Go questing on the other side of the map or find an interior cell and sleep for a week. “Game time” don’t build anything. Keep that “Multi-Thread” pegged at 30. Check again?

    Still, bad?: See the Educational Vault and start auto-destruction of settlements.

    Or----

    STILL not Fixed?

    OK, THIS IS NOT APPROVED and WILL LIKELY Ruin your save file.

    Make a save and put it somewhere safe. Better yet, pull all your early saves and put them somewhere safe.

    Go to an internal cell. Dismiss all companions. Look at the active scripts and scrap from your settlement any suspicious workshop items that “match” unusual active scripts. Things to look for or try:

    Terminated

    Whirly this or Pack Attack that.

    Turrets - whatever

    Stay away from SS items.

    It might even be a Quest or some other thing “IDK”.

    You are fishing here, in an ocean with a bb-gun.

    Then-

    One-by-One, recording what you did, delete one at a time the odd / questionable active scripts “that is if you know what your normal ones are” and then go back into the game and see “check” if it starts, is the game broken, do things still work, and did it unclog your scripts?

    This can take hours. It is hit or miss. You must be deliberate and record what you have done. It requires that you test to see if you have broken your save and chances are you will be going back to that starting save “a lot.”

    This is trail and error and you will be going in and out of the game, and checking in Resaver to see what works and what it did.

    In thousands of hours and testing hundreds of mods I have maybe fixed an issue like this a handful of times when trying something like this. AND 100% of the time I already knew the troublesome mod I was dealing with.

    This is why - I recommend 1 or 2 above. Even if you have to roll back 10 or 15 hours to a good save you will be better off than doing all this experimenting and have a better chance of not wrecking your save file.

    Above is my absolute best shot at helping you with this. So, good luck!

    below is for example purposes and only if you already know what is wrong. This video is out of date so it is for demonstration purposes of the general concept only:



    the short of it is, if you don’t know which one is backing it up you would have to remove each one and test.
     
    Last edited: Dec 3, 2019 at 1:40 PM
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  3. Lizardo

    Lizardo New Member

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    Thank you so much for your response. After 1 seems to have failed (the number of active scripts did go down to about 70 but not any lower than that) I rolled back to find a save where I only had a few active scripts and sure enough I could recruit just fine.

    However, after playing on this rolled back save today, I checked my current save (derived from the rolled back one) in Resaver and noticed I have 19 active scripts. That seems a little high. Oddly enough... this only seems to have happened AFTER I went to Diamond City for the first time. I am currently testing to see if recruiting still works, but in the meantime... should I be concerned that it might be blowing up again?

    I did as you suggested earlier -- I sat on the edge of a settlement, looking out, and left the game for almost a full hour real-time. When I got back I saved. Now, instead of 19 active scripts, I have 27. It keeps going up even as I'm doing literally nothing.

    At first I thought all of these are from SS but I looked more carefully at the 19-script save and found one workshop script somehow derives from the Nightstriker mod. I terminated the script in ReSaver, but now trying to load this save results in CTD.

    Any ideas?
     

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    Last edited: Dec 3, 2019 at 10:31 PM
  4. RayBo

    RayBo Well-Known Member Patreon Supporter Community Rockstar Support Team Vault Librarian

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    I suggest you post your load order. :good

    Yes, 19 can be on the high side but depends on what you are doing, what is happening, and what activity in-game is generating them. Still, I would expect a mix of mods and not all SS.
    I need to ask, and I am not trying to be a punk or in any way give you the run-around. :friends
    "have you removed any mods from this save file?"

    If so, please let us know.

    I am sure some of us will look at the load order a remark if we see anything regardless.

    But honestly, we are enthusiasts and supporters, not mod scriptwriters, but something doesn't seem right looking at that last file and I really don't want to speculate or troubleshoot more if we are already dealing with previously uninstalled mods. It will just discourage us all in the end. But to me looking at that last file you posted - something does not look right but I am not knowledgable enough to "connect the dots" much less decipher it.

    As-is there isn't much any of us can do here other than to look at the load order and see if anyone can find something that jumps out at'em.

    Normally, I would drop a note to KG on a thread like this one "you have been very helpful and informative" and he might have provided some input, but he is out right now dealing with a very important real-world issue so that isn't an option.

    Still, drop that mod list in the thread as a text file so folks can take a look at it.
     
  5. Lizardo

    Lizardo New Member

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    You've been incredibly helpful and I appreciate it!:)

    After more testing I have a suspicion that the nightstriker mod is the problem, as I found my last good save (only two active scripts) was when Dogmeat was my companion and before I met the companion Nightstriker while my first bad save was after I met the companion Nightstriker and took it along as a companion. But if I terminate that script in the bad save(s), I get a CTD upon trying to load those saves.

    I did once uninstall the Nightstriker mod, but because it must've been added to the leveled lists I got attacked by invisible Nightstrikers I couldn't target in VATS. I reinstalled it a few days ago to fix that problem and the mod seems to work as intended... unless it does indeed turn out to be the actual culprit, I guess?

    Here is my load order. I am using Vortex. "meatypatch.esp" and "meatypatch-manufacturingsoylent.esp" are personal patchs I have made for a few mods that add in raw meat components, in order to sort it in line with VIS-G rules. Those changes do not use scripts, they don't even use keywords, I just slapped [Raw Meat] in front of their names. The only other edit worth noting is that I modified C.R.O.O.K.S. so that it only adds the armors -- it doesn't touch the leveled lists anymore nor does it have any scripts whatsoever; I basically changed it into a cosmetic mod. I made that change before starting this save so I highly doubt that is the problem.

    Fallout4.esm
    DLCRobot.esm
    DLCworkshop01.esm
    DLCCoast.esm
    DLCworkshop02.esm
    DLCworkshop03.esm
    DLCNukaWorld.esm
    ccbgsfo4001-pipboy(black).esl
    ccbgsfo4016-prey.esl
    ccbgsfo4020-powerarmorskin(black).esl
    ccbgsfo4023-powerarmorskin(camo02).esl
    ccbgsfo4038-horsearmor.esl
    ccfrsfo4001-handmadeshotgun.esl
    ccgcafo4004-factionws04gun.esl
    ccgcafo4007-factionws07hrflames.esl
    ccgcafo4008-factionws08inst.esl
    ccgcafo4009-factionws09mm.esl
    ccgcafo4014-factionas03gun.esl
    ccgcafo4017-factionas06inst.esl
    ccgcafo4018-factionas07mm.esl
    ccgcafo4019-factionas08nuk.esl
    ccawnfo4001-brandedattire.esl
    ccswkfo4002-pipnuka.esl
    ccbgsfo4079-pipvim.esl
    ccbgsfo4078-pipreily.esl
    ccbgsfo4008-pipgrn.esl
    ccbgsfo4009-piporan.esl
    ccbgsfo4027-powerarmorskingreen.esl
    ccbgsfo4028-powerarmorskinorange.esl
    ccbgsfo4048-dovah.esl
    ccbgsfo4113-ws_reillysrangers.esl
    ccbgsfo4099-as_reillysrangers.esl
    ccbgsfo4081-pipphenolresin.esl
    cccrsfo4001-pipcoa.esl
    ArmorKeywords.esm
    AutoUnequipPipboy.esm
    CC Handmade Shotgun VIS-G Patch.esl
    HUDFramework.esm
    I'm A Raider Dammit - Explicit.esl
    Region Names on Save Files.esp
    Rusty Face Fix.esl
    SimSettlements.esm
    Sim Settlements VIS-G Patch.esl
    WorkshopFramework.esm
    SimSettlements_Patch_Nukaworld.esl
    TrueStormsFO4.esm
    UnderwearCW.esl
    tooun_Animationpack.esl
    DoYourDamnJobCodsworth.esp
    Boston Natural Surroundings.esp
    LString_Bow.esp
    Better Manufacturing.esp
    BetterModDescriptions.esp
    PiperCaitCurieDialogueOverhaul.esp
    BTInteriors_Project.esp
    Better Landscape Grass - Far Harbor.esp
    BostonFPSFixAIO.esp
    Armorsmith Extended.esp
    Better Locational Damage.esp
    Immersive_Lexington.esp
    BTInt_Optimization.esp
    Boston State Prison.esp
    BTInt_Optimisation - Region Names Patch.esp
    CombatZoneRestored.esp
    AA FusionCityRising.esp
    RadiantBirdsv05.esp
    Reverb and Ambiance Overhaul.esp
    SimSettlements_XPAC_Conqueror.esp
    LushAmbience.esp
    Institute Patch for PRC.esp
    DCGuard_Overhaul.esp
    Scrappable Red Rocket Pump Arms.esp
    SimSettlements_MegaPack_YearTwo.esp
    Backpacks of the Commonwealth.esp
    Boston Pirate Radio.esp
    3DNPC_FO4Settler.esp
    ManufacturingExtended.esp
    Better Manufacturing - Manufacturing Extended Additions.esp
    cartman1975_soylent.esp
    Better Manufacturing - Soylent Green Patch.esp
    Better Manufacturing - Manufacturing Extended Expanded Patch WO.esp
    BOREALIS.esp
    BLD - Leveled Lists - DLC.esp
    WorthlessMod.esp
    BloodMoonRaiders.esp
    ArmaliteRifle.esp
    AzarPonytailHairstyles.esp
    Better Chems - Valdacils Item Sorting.esp
    Better Locational Damage - DLC_Automatron.esp
    Better Locational Damage - DLC_Nuka_World.esp
    RaiderPAChopShop.esp
    YogCrowbar.esp
    evilzeromerge.esp
    Better Locational Damage - DLC_Far_Harbor.esp
    Better Locational Damage - DLC_WWorkshop.esp
    Better Locational Damage - Valdacil's Item Sorting - Patch.esp
    Better Perks - Enhanced.esp
    BetterNightVision.esp
    C.R.O.O.K.S.esp
    CROSS_GoreCrits.esp
    CROSS_GoreCrits_FarHarborPatch.esp
    Campsite.esp
    Chainsaw.esp
    CompanionStatus.esp
    ConceptCentaur.esp
    Crimsomrider's Accessories.esp
    DD_flag_poles.esp
    TrueStormsFO4-FarHarbor.esp
    DarkerNights.esp
    MiscHairstyle.esp
    The Eyes Of Beauty.esp
    FF Cait Dirty.esp
    Faded Glory - Soundtrack Expansion.esp
    Fixed Alpha Map.esp
    Friffy_Holstered Weapons.esp
    Handmade Shotgun Fixes.esp
    HoloTime.esp
    HumanMeat.esp
    JUSovietLeathers.esp
    LooksMenu Customization Compendium.esp
    LooksMenu.esp
    VIS-G Item Sorting.esp
    MoreNoticeableHitEffect_Hardcore.esp
    No more monochrome - Color setting for the Pipboy!.esp
    OutfitSwitcher.esp
    PRC Patch for Enbs.esp
    Project Reality Footsteps FO4.esp
    Sarcastic Sneak.esp
    SettlementMenuManager.esp
    SimSettlements_CityPlanPack_ContestEntries.esp
    SimSettlements_XPAC_IndustrialRevolution.esp
    Smoke-able Cigars.esp
    Swinging Meat Bags.esp
    TheFourHorsemenMasks.esp
    TrueStormsFO4-EarlierSunsets.esp
    TrueStormsFO4-EarlierSunsetsFH.esp
    VisibleWeapons.esp
    WastelandFashion.esp
    WastelandFashionBandanasBlindfolds.esp
    bld-racecustomizer.esp
    bldvis.esp
    humburger.esp
    spacefiddle_Follower-Stealth-Distance-Fixes.esp
    weedypatch.esp
    ProfGood.esp
    Transpartent PA Visors.esp
    LureEnemies.esp
    BetterModDescriptionsAE.esp
    3DNPC_FO4Settler_SimSettlements.esp
    Floaters.esp
    RansackedRelay.esp
    AdvancedNeeds2.esp
    AzarHolsteredWeapons.esp
    DWUK_LexingtonInteriors.esp
    CommonwealthCritters - Both DLC.esp
    LR_Pizza.esp
    SimSettlements_MegaPack_YearOne.esp
    WVSimSAddon.esp
    Altairp's Animal Farm.esp
    Advanced Needs 2 Vis-G.esp
    RU556.esp
    Survivalist.esp
    Bad Dragon Radio.esp
    Journal.esp
    Balaclava.esp
    CommonwealthConifersREDUX.esp
    ManufacturingExtendedFH.esp
    BOREALIS Grasses.esp
    Loot Detector.esp
    meatypatch-manufacturingsoylent.esp
    KillTips_by_tooun.esp
    XM2010_SniperRifle_by_tooun.esp
    Craftable Cats.esp
    RussianAssaultPack.esp
    EnhancedLightsandFX.esp
    Pip-Boy Flashlight.esp
    StartMeUp.esp
    Famished.esp
    NightstrikerCreatureMod.esp
    RedRocketMCS.esp
    Better Landscape Grass.esp
    meatypatch.esp
     
  6. RayBo

    RayBo Well-Known Member Patreon Supporter Community Rockstar Support Team Vault Librarian

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    yeah, removing and adding back in something like the NightstrikerCreatureMod could mess up a save file.

    Still, you have some great mod choices in there.

    Ok, I see several issues some are more important than others.

    The big question is, in what settlements are you running city plans in?
    Mods like:
    RedRocketMCS.esp
    DoYourDamnJobCodsworth.esp
    can really mess up SS if used with a city plan. Anything that alters the scrap in a settlement where city plan is "a bad thing". That tied to a bunch of the scripts in the above file refer to a missing object or "scrap".



    Not really important:
    Region Names on Save Files.esp ? to have it do much you need its patch when running the FPS Fix.
    upload_2019-12-3_23-51-35.png

    I would not recommend running together
    CommonwealthConifersREDUX.esp
    Boston Natural Surroundings.esp

    Armorsmith Extended.esp seems out of place I would move it below Vis-G.

    I would use this save file to configure my loadorder for a more organized restart.

    There is even more things like BOREALIS.esp "which is a beautiful mod" but it is in the wrong place in relation to the other ones.

    All this adds up and taken together isn't a save I would be trying to salvage.

    Take a look at this link.

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

    it has a link to this file:
    LINK to BaGS_2.0 Main File:
    https://1drv.ms/x/s!Ahn6DCFY_XOmgfg6o1E4TjkbnFPfqg?e=CqmPMk

    In that file I have ordered around 480 mods on the other tabs it has Gambit77's load order and a recommended on by Thuggysmurf. I would check your current mod list to that one and try to match up your mod list to theirs.

    Vortex groups would also help:


    An example for Vortex Groups, of course, you don't need this many:
    Groups.jpg

    I would use this save as it is to perfect your current load order and then restart the game.
     
    Last edited: Dec 4, 2019 at 12:19 AM
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  7. Lizardo

    Lizardo New Member

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    First of all -- this is a ton of great information. I thought I knew a lot about this sort of thing but clearly you're a pro. Thank you so much!

    I'm not running any city plans in Red Rocket, I'm using it as a normal (non-conqueror) settlement that currently has a grand total of one settler. No except Codsworth is in Sanctuary because I completely ignored the Quincy Five -- turns out you don't need to complete When Freedom Calls to finish Jammer's request. Likewise, no city plan in Sanctuary. To avoid triangle-of-death I only use city plans on Abernathy. Speaking of scrap, something is breaking precombines/preculling in Concord. It is only Concord, but it's so bad that if I don't use the "tpc" console command then I end up running into wars constantly as they don't load in correctly. I have a holstered weapons mod that adds a trader to Concord and, for some reason, a cigarette machine under the ground (I only found it because the preculling is so bad there it didn't load the road) that contains every holstered weapon the mod adds. I wonder if that's what's breaking the preculling? Could that be an issue here? Honestly I do not care about Concord but I am wondering if it might be connected to my troubles with this save.

    I am running Commonwealth Conifers and Boston Natural Surroundings together because, for some reason, BOREALIS claims to require both of them. But I noticed the template you posted does not have Commonwealth Conifers so I will try removing that one.

    A question about baking a save file... you explain how you have a particular install point for different mods. The problem is, I use an alternative start mod. So, I usually just installing everything at once and then let my computer run Conqueror's prebuilds after the mirror (but before I leave the bathroom). Will that usually work out okay, as long as I am careful about the load order in the way that you suggest? I will try adjusting my load order and make a new save soon.
     
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  8. RayBo

    RayBo Well-Known Member Patreon Supporter Community Rockstar Support Team Vault Librarian

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    Oh-no, ha!
    I am no pro. That even makes me cringe.
    I can’t talk to Alt-Start, I don’t use them.
    Yeah, I see what the author said in Borealis.
    upload_2019-12-4_10-50-33.jpeg

    My advice in regard to Borealis is:
    1. If you must have Mist then Misty Pines looks ok.
    2. Pick a tree mod
    3. Pick a grass mod
    4. Borealis

    READ the Options, you may also need a LOD file.

    Please - Don’t Disable the PreCombines in the ini. Files.


    Lastly, the textures in Borealis will make some of the textures for the Sim Settlements foundations look really goofy.
     
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  9. Lizardo

    Lizardo New Member

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    So I've been trying out your suggestions and I'm having some issues with Vortex. I have set up groups matching that of BAGS, but Vortex's sorting does not seem to be following it.

    For example, I have specific patches as my third-to-last group to load according to the Vortex grouping I set up. I labeled the VIS-G patch for SS as belonging to this group, and VIS-G to be a mod in another group that should load beforehand. And yet, Vortex is loading this patch before it loads VIS-G.

    What's going on? I guess I could figure out this particular patch with Vortex's rule system, but I'm wondering if I'm misunderstanding how groups work.
     

    Attached Files:

    Last edited: Dec 6, 2019 at 12:49 AM
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  10. RayBo

    RayBo Well-Known Member Patreon Supporter Community Rockstar Support Team Vault Librarian

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    This is fine, so you can leave it be.

    The patch you are referring to is an .esl file therefore a master. Probably one that Gambit77 did? It will work as-is. It isn’t common to see an esl as a patch but it does happen. Gambit77 is one of the few that I have seen doing it.

    Vortex will mostly override the groups when it comes to master files. Master files are things like .esm/.esl and some speciel .esp’s like the Fo4-unofficial patch and will always place them up top no matter what you group them as.

    Don’t try to put rules on it to override Vortex here, vortex might get a little angry.

    In this case it is also fine to leave it Grouped as you have and not put any rules on it or you can Group it as a Master Files.

    I like the LOST patches myself for VIS-G and SS as they are .esp-flagged-light and have been updated more recently.

    it might also help avoid some issues with vortex to remove your previous rules before grouping? Best to do rules after Groups, as if “fine-tuning” something. It does look like you have something keeping VIS-G from falling into place but in the screenshot I cannot see far enough to the right to know. Also, you could have a custom rule on another mod that is holding it up.

    Excellent Question BTY!
     
    Last edited: Dec 6, 2019 at 12:36 PM

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