the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Creating blueprint with plots may hang

Cranky Cat

Active Member
Patreon Supporter
Community Rockstar
Messages
299
I've been trying to save the blueprints for some buildings I created and ran into an issue where creating a blueprint wouldn't complete. I saw the objects being highlighted and then nothing happened. I wasn't asked to select a name. If I tried to create another blueprint I received a message that another blueprint was already being created. The only fix I found was to go back to a previous backup.

In the log I saw an error like this "error: (FF0845CE): does not have 3d and cannot have an effect shader played on it.". That reference was a "for sale" sign for a plot. I was testing to see if I could include plots in blueprints and whether or not they'd retain the specific plot selected. So, I restored and then deleted the included plots and was able to create a blueprint. I don't believe this always happens and it's possible that hiding and unlinking a layer with plots on it and then unhiding it may have caused an issue with the papyrus generated objects.

Edit: Sometimes there is no error logged and even after plots are deleted the creation of a blueprint hangs. Maybe there are disabled objects it tries to include and they fail when applying the selection highlight? Fast-travel and back to the settlement doesn't do anything.
 
Last edited:
Currently unable to replicate this. I wonder if it's related to the issue you were having with the stack dump. I've also dramatically improved SS, WSFW, and WS+ code since you made this post - so there's a chance I just incidentally fixed it over the past few weeks.

Will mark this as fixed for now. If after the next updates of WSFW and WS+, the problem persists, post again with a save file.
 
Just experienced the same issue. I was not using any building plots, just creating a fairly simply and small structural blueprint (about 20 simple pieces). I was not hiding layers or doing anything unusual at the time. I can look into reading the error log if it would help. I am using the latest versions of all mods.

Amazing work on all of these mods, by the way. Really made building cities much more entertaining again.
 
@dbatty90274 I'm going to be tied up with Conqueror for a bit, but if you can find the steps to replicate it, I'll make sure to fix it.

Primarily you'd need to trigger it and then roll back your save and try following the exact steps to make it happen again. If you can do that and can provide me the steps and your .fos save file, I should be able to fix the issue fairly quickly.
 
Many thanks. Definitely consider this a low priority compared with your work on Conqueror. That looks much more interesting. As long as I'm careful about saving during the build process, I can minimize the amount of lost time due to this bug.

I played with it a bit and created a save file just before the bug kicks in. What is the best way to get it to you? The save file is about 57 MB.

On this particular save (has happened before with slightly different circumstances), if you add any item to Layer 2, then try to create a blueprint, the blueprint creation sequence never finishes. The objects on Layer 2 turn blue as they get scanned but you are never prompted to name the new blueprint. At that point, if you try to create another blueprint (any Layer, any build location, after quitting and restarting, etc.), you get an error message stating you have to wait for the previous blueprint to finish before you can create another one. You can still perform most other functions (building on other layers, moving them, etc.). This happens even if you remove some or all items from Layer 2 (or even clear the entire settlement and build just one object on Layer 2). As soon as you add any object, the blueprint sequence will not complete. If you create a blueprint before the bug kicks in and then build it on Layer 3, the bug does not appear to carryover.

I should also mention that the Layers have been acting a bit quirky in general. As you'll see in "Can't select layer to blueprint" thread I had to force the game to recognize the Layers prior to this problem popping up. Might be related.
 
Last edited:
Top