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current state of Fallout4 and SS2 system

Roger Bowers

New Member
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14
I'm not sure if you've got ppl keeping track of the current state of the game but I recently did a clean reinstall of Fallout 4 and surprise, surprise, it's working very well with SS2 and most of my pre-2nd gen mods!! However, SS2 seems to not load proper textures for it's components/chars (visually not properly colored or textured). Otherwise the scripts related to SS2 seem to be behaving themselves and functioning very well, perhaps even better than the first gen game before it went 2nd gen. So in conclusion, it seems that the texture files need to be remapped and all will be well again.
 
Ye I'm on Next Gen with a non-trivial load order too (see here for my current load order) and the only "texture issues" I've seen are core engine level glitches that have existed forever, nothing to do with SS2 specifically.
 
Could you post your mod load and conflict resolutions plz?? It would go a long way to trouble shooting my mod load as I am only running around 140 mods currently (posted on Nexus as a collection - https://next.nexusmods.com/fallout4...m_medium=social&utm_campaign=share_collection) this is a customized subset of the Storywealth collection but not downgraded to pre-nextgen. Never mind, found the problem, did a reinstall of the SS2 main file and the problem resolved itself!
 
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I am on next gen too the only problem I have is my game closes down (Not Crashes ) after an hour of play and I have to restart the game, I worked my way through all my mods 1 at a time to find out why this happens without any luck, so if any one has any suggestions that would help I would be grateful as I am about to start chapter 2.
 
I am on next gen too the only problem I have is my game closes down (Not Crashes ) after an hour of play and I have to restart the game, I worked my way through all my mods 1 at a time to find out why this happens without any luck, so if any one has any suggestions that would help I would be grateful as I am about to start chapter 2.
That's really interesting as I am having the same issue.
No crash log and when I restart, I am at the same spot when it shut down.
With SS2 in my line up I get about 1.5 hours, without SS2 I get about 2.5 hours.
I did the same and started with no mods then added them in one by one and it still did the same, even with no mods.
I can't seem to find any information on this issue. :scratchhead
 
That's really interesting as I am having the same issue.
No crash log and when I restart, I am at the same spot when it shut down.
With SS2 in my line up I get about 1.5 hours, without SS2 I get about 2.5 hours.
I did the same and started with no mods then added them in one by one and it still did the same, even with no mods.
I can't seem to find any information on this issue. :scratchhead
I am wondering if it's an issue with Next Gen, there seems to be no reason for it, but I have noticed that the farther I get into the story and the more settlements I have it seems to make playing time shorter before it closes the game. I am playing through Vortex is it possible that Vortex could be adding to the issue or is the issue?
 
It seems to happen for me when fast traveling or exiting an interior location.
There is no crash log generated, so I have been looking at the Papyrus log, and most of the time it says this as the last entry:
[01/11/2025 - 09:18:30PM] VM is freezing...
[01/11/2025 - 09:18:30PM] VM is frozen
[01/11/2025 - 09:18:30PM] Saving game...
[01/11/2025 - 09:18:38PM] VM is thawing...
Since I can't seem to find any info, I'm thinking it's most likely not Next gen.
As far as it being Vortex, I don't think so as I can play New Vegas, or Skyrim without it happening. And those are also on Vortex.
I just keep a timer going and save frequently.
 
I do lots of saves and quick saves, I don't time it anymore I got fed up with doing that, it seems to be an unsolvable problem unless someone finds a fix for it.
 
It seems to happen for me when fast traveling or exiting an interior location.
There is no crash log generated, so I have been looking at the Papyrus log, and most of the time it says this as the last entry:
[01/11/2025 - 09:18:30PM] VM is freezing...
[01/11/2025 - 09:18:30PM] VM is frozen
[01/11/2025 - 09:18:30PM] Saving game...
[01/11/2025 - 09:18:38PM] VM is thawing...
Since I can't seem to find any info, I'm thinking it's most likely not Next gen.
As far as it being Vortex, I don't think so as I can play New Vegas, or Skyrim without it happening. And those are also on Vortex.
I just keep a timer going and save frequently.
That does sound interesting. Something that would be nice from one of(perhaps who has direct code patching knowledge) is to set a flag for a dll that when the game's exit code is called will generate a stack trace. That might help to see where the 'exit' call is coming from. I'm thinking I saw this, or started to see this in the forums, with the Next Gen itertaion of the game engine. Which makes me wonder that it might not be catching something 'new', but mitigating a 'crash' allowing a game to be auto-saved? Perhaps...
 
Something I just found out and am checking to see if it makes a difference.
My system was using a windows Driver for my GPU. It seems that between a Nvidia update and a windows update the Nivida driver quit working.
I now (fingers crossed) have it working and will see if that helps.
 
Something I just found out and am checking to see if it makes a difference.
My system was using a windows Driver for my GPU. It seems that between a Nvidia update and a windows update the Nivida driver quit working.
I now (fingers crossed) have it working and will see if that helps.
Awesome find! Hopefully that solves it. Let me know and I'll add that to my mental db here. I'm fairly certain I've seen this from time to time. If that's not it and your using F4SE plugins- do any of them report anything?
 
No joy. It didn't fix it, but did fix some other issues I was having with things in the distance fading in and out.
I'm not sure what I am looking for in the plugin logs, but most of them look OK.
There is one warning on the XDI log,
"Loading plugin data...
[CWPointLookoutFO4.esm] Warning: could not find formID 00000000 or it is the wrong type.
Plugin data loaded."
And WSFW says 4 workshops don't have power grids, but I think those are the ones I haven't built up yet.
I am going to check to see if they match.
Edit: I guess it is only 2 workshops, they are just listed twice.

Also, MCM says "
Keybind storage could not be opened or does not exist.

Of course I have no idea what any of this means. :grin
 
I'm not sure what I am looking for in the plugin logs, but most of them look OK
I was curious to see if any of the F4SE plugins reported an issue before calling Exit() or something to that nature. I've noticed an up-tick on just exiting to the desktop without any 'fatalities' being logged(either by Buffout or Windows itself via a application exception). This almost makes me think it's in the NG version of the Fallout.exe. Though with a modded Fallout 3 I had one just as I was loading into the game after using FWE to select a 'vault' dweller- I didn't notice that in the other attempts and have upgraded to Windows 11 since then(maybe something in the way the OS is handling something? not sure).
[CWPointLookoutFO4.esm] Warning: could not find formID 00000000 or it is the wrong type.
Plugin data loaded."
Since that's the Capital Wasteland, which should be a ground up recreation of Fallout 3 assets it doesn't seem to point(at least initially) from some type of weird 'drm' at a plugin level to keep plugins from being loaded into a CK- or something else like a way to 'extend' something else outside of the normal game's logic. I would guess it's a missing form(an item in the game as each thing that's defined pretty much has a formid associated with it) or something that's mis-configured or set in the plugins packets(IFF records in the plugin itself).
And WSFW says 4 workshops don't have power grids,
Does this equal the number of settlements where nothing is built? or just 'owned' settlements without a power grid like you were thinking.
Also, MCM says "
Keybind storage could not be opened or does not exist.
This soulds like a user defined keybinding file- where the MCM stores it's custom keyboard shortcuts- maybe.
Of course I have no idea what any of this means. :grin
That makes two of us. :unknwlol
 
I was curious to see if any of the F4SE plugins reported an issue before calling Exit() or something to that nature. I've noticed an up-tick on just exiting to the desktop without any 'fatalities' being logged(either by Buffout or Windows itself via a application exception). This almost makes me think it's in the NG version of the Fallout.exe. Though with a modded Fallout 3 I had one just as I was loading into the game after using FWE to select a 'vault' dweller- I didn't notice that in the other attempts and have upgraded to Windows 11 since then(maybe something in the way the OS is handling something? not sure).

Since that's the Capital Wasteland, which should be a ground up recreation of Fallout 3 assets it doesn't seem to point(at least initially) from some type of weird 'drm' at a plugin level to keep plugins from being loaded into a CK- or something else like a way to 'extend' something else outside of the normal game's logic. I would guess it's a missing form(an item in the game as each thing that's defined pretty much has a formid associated with it) or something that's mis-configured or set in the plugins packets(IFF records in the plugin itself).

Does this equal the number of settlements where nothing is built? or just 'owned' settlements without a power grid like you were thinking.

This soulds like a user defined keybinding file- where the MCM stores it's custom keyboard shortcuts- maybe.

That makes two of us. :unknwlol
Actually, that makes three of us :scratchheadlol
 
I'm still working on stuff. Rolling back the Nvidia drivers, changing the driver settings, removing mods, trying to see if it's a combination of mods.
If you find the reason for the game closing, please let me know as it's an absolute pain in you know what. I was wondering could it be a problem with the script extender?
 
I went through the report for F4SE and only saw a couple of items that I think might be an issue.
I have 3 plugins that say (no verison data)
plugin EscapeFreeze.dll (00000000 00000000) no version data 0 (handle 0)
plugin msdia140.dll (00000000 00000000) no version data 0 (handle 0)
plugin PowerGridTools.dll (00000000 00000000) no version data 0 (handle 0)
At this point I do not know if this means anything or not.
 
At this point I do not know if this means anything or not.
I'm not completely sure but I wonder if... (00000000 00000000) no version data 0 (handle 0) means that the dll doesn't have an internal version(visible by right clicking on the dll and selecting Properties, then looking under Version(maybe 0 means there's no version reference in the dll)), but more importantly (handle 0) to me means there's no handle reference- as if the dll either aren't loaded or an 'entry' point is being properly registered.

A 'handle' is usually an 'entry' point into a structure such as an icon, file, etc.,. Are you sure all the F4SE dlls are being loaded and registered properly? The "PowerGridTools.dll" in my F4SE log(before NE- I haven't used a modded Fallout4 since then) shows:

plugin ~\Fallout 4\Data\F4SE\Plugins\\PowerGridTools.dll (00000001 PowerGridTools 00000004) loaded correctly

: There weren't any entries in the log tha showed a (handle 0).
 
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I'm not completely sure but I wonder if... (00000000 00000000) no version data 0 (handle 0) means that the dll doesn't have an internal version(visible by right clicking on the dll and selecting Properties, then looking under Version(maybe 0 means there's no version reference in the dll)), but more importantly (handle 0) to me means there's no handle reference- as if the dll either aren't loaded or an 'entry' point is being properly registered.

A 'handle' is usually an 'entry' point into a structure such as an icon, file, etc.,. Are you sure all the F4SE dlls are being loaded and registered properly? The "PowerGridTools.dll" in my F4SE log(before NE- I haven't used a modded Fallout4 since then) shows:

plugin ~\Fallout 4\Data\F4SE\Plugins\\PowerGridTools.dll (00000001 PowerGridTools 00000004) loaded correctly

: There weren't any entries in the log tha showed a (handle 0).
I am sorry I do not understand data or script that is beyond my capabilities of making any sense of.
 
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