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Closed Crashing on load

I have a 113 hour save with 0 active scripts running. Granted I'm not using alot of mods (50ish) but there shouldn't really be a need for alot of active scripts to be running.

The important thing is that the number of active scripts decreases, I'm actually unsure what type of mod would require active scripts running at all times. Most scripts are run very fast and ended when called for, or run after a set time has passed. Atleast logically that is how it should work. Having active scripts running at all times sounds horrible for performance since I noticed slowdowns when SS had created 3 active scripts with the loop bug that is now fixed.
 
so far it's looking ok

Something you may have uninstalled may have derfed it off.

I'd just say keep an eye on it occasionally just to be sure but it's keeping up now.
 
I have that papyrus log but I can't post the full log on here and when I tried linking a drop box link it wouldn't let me even tho I was linking yesterday.
 
I kind of can't the game crashes after 5 minutes of play 10 if im lucky
Does this happen on all of your characters? Sometimes this is just a load order issue and moving things around can fix it - if it's a load order problem you'll probably get the crash on every save.

Regarding links - we were under non-stop attack by spammers and I had to crank up the anti-spam measures. I'll slowly be reducing them to try and reach a level of normal that doesn't require a full-time person killing threads. You should be able to PM me the link to your Papyrus log.
 
Does this happen on all of your characters? Sometimes this is just a load order issue and moving things around can fix it - if it's a load order problem you'll probably get the crash on every save.

Regarding links - we were under non-stop attack by spammers and I had to crank up the anti-spam measures. I'll slowly be reducing them to try and reach a level of normal that doesn't require a full-time person killing threads. You should be able to PM me the link to your Papyrus log.

Alright thanks, Im actually about to test a new save with the same load order and do stuff to see if it makes a difference Ill Pm you my log soon
 
Ok, its got to be either a mod or some other external issue. I started a brand new character on a fresh save and got a full computer crash the moment I loaded up into the world space.

Update, im sure it is 99% a mod. King suggested I disable everything and run a save game. So I started a new character with only the start me up mod installed and I just played for almost 30 minutes with no crash. Ill be slowly enableing my load order from when the crash started and update on which mod is causing this horrible issue when I find it

Thank you to everyone who replied and helped me out
 
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Very excited to find out what it was. *crosses fingers - please don't be Sim Settlements!*
 
Just spent the last two and a half hours troubleshooting. I started a new profile on MO and began enabling a small batch of mods starting from the most recent installed playing for 20 minutes then enabling more. I thought this would be fast thinking that the mod has to be recent but ive enabled every mod installed within the time frame of the crashes and beyond. Im half way into my list so far and I haven't triggered the crash.

This is absolutely bazaar. I even began thinking my game fixed itself and loaded my normal profile but then I got a computer crash right after. My only guess is that its a load order issue, or two mod conflict with each other.

So far it has nothing to do with SS, I have the base mod, its EPs and addons all enabled. The time frame of the city leveling up and the crashes was just a coincidence

Ill post my final findings when I get them in case anyone else has this issue and stumbles across this post. This has to be the strangest bug ive seen in a Bethesda game.
 
The 'old' way of editing levelled lists was 'bad' because it needed a bashed patch to resolve conflicts.

The 'new' way of injecting on levelled lists via script is 'bad' because you can have umpteen instances of the script editing the same lists.

Ultimately furnishing the Commonwealth and its denizens with new and shiny toys can have... consequences :D

I have gone back to good old level list editing for many things and putting there just what I think I am going to want to find... kind of kills the suspense because I know what I am going to find where but hey, needs must.
 
So doing a FO4E merged level list patch is a bad idea? Serious question, I don't know jack about this stuff.

Nah, is just a little bit more involved than 'download patch from Nexus and you are done.'

The 'little bit' meant without sarcasm; it is a 5 minute job once you learn how to do it, and learning doesn't take much longer. However it would seem that the average player only likes 'stuff that works out of the box' - which is fair enough, not passing judgement - hence scripted injection became the way to go.

Turns out however that although this method has zero player involvement is not without its drawbacks.

Moreover most modders don't like to just drop shiny stuff into the game, they like to add a bit of backstory usually along with a small quest and a few cell edits to add their own personal flavour to the mod etc which is great don't get me wrong; is nice touch that they make the effort rather than just going 'here, have this weapon and off you go' however if you are a magpie like I am unless you get your hands dirty and start coaxing the mods to play nice with each other it ends up in a circus of vanishing worlds objects that open tears into the dreaded flickering white void, quests that never start, scripts that get stuck in the queue and CTDs.
 
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I'll second and third this. I managed to wipe out the walls in the mechanists' lair one time using some mod that did a cleanup of ingame textures...

Before I took it.

Cleaning that dump out and setting it up as a provisioner's hub without walls made it like fighting a running battle in hyperspace.
 
Very excited to find out what it was. *crosses fingers - please don't be Sim Settlements!*

I just tested this today. I use Mod Organizer 2 so I created a new profile. Copied over my exact mod order and load order. Then disabled all Sim Settlement related mods. Then created a new character with that setup. I have so far managed to play for about 2 hours, all inside Sanctuary, building up the city. On my other save, which was created fresh for RoTC, I could not do this, I would have crashed several times in that time. I also notice significantly less laggyness in the settlement.
 
Ok, so both my new saves and my old save are now safe! I fixed my load order up and not only is the game not crashing (related to this bug) but it seems to be running much better. Just played for 2 hours on my bugged save, everything that wasn't removed by me was pefectly intact.

And the mod that was messing my game up is....I have no fucking clue. I went all the way up my mod list enableing small chucks at once until I got to stuff I downloaded over a year ago. I must have reenabled about 95% of my load order while leaving out a hand full of mods I just didn't need anymore. I just don't feel like going though the hassle of finding that one mod on top of the second conflicting one when my load order is in perfect order so ill just list the ones I left out.

Remote C4
parasite armor pack
colonial marines weapons
UCMC wepons
12.7mm
M1 carbine
True storms <- I plan on reenabling this and will update this post if its TS
AS vektor
spearhead catsuit

If you have a similar issue and have any of these mods installed it is most likely conflicting with a second mod or placed in your load order incorrectly.

Again it was not a Sim Settlement issue in any way. My settlements are exactly the way I left them before but also after this fix and the latest patch my settlements are running much smoother.

Again again, thanks everyone here for the speedy and helpful responses. This whole thing was a huge pain in the ass and without this post and all the replies I most likely would still be scratching my head.
 
I actually built my settlements with True Storms enabled with zero problems.

Everything else is a weapon or an armor pack and those do have a certain notoriety for causing weird stuff to happen (@ApoAlaia can explain why way better than I can)
 
I actually built my settlements with True Storms enabled with zero problems.

Everything else is a weapon or an armor pack and those do have a certain notoriety for causing weird stuff to happen (@ApoAlaia can explain why way better than I can)

I know its most likely not TS I just put it on just incase
 
I actually built my settlements with True Storms enabled with zero problems.

Yeah, you haven't lived until you're trying to build Far Harbor settlements with full Ghoul rush settings on. My happiness is perpetually stuck in the high 60s because some moron settler keeps wandering out of the settlement and dying to a zombie horde.
 
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