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!

Getting Some CTD building

MrJacean

Member
Banned
Messages
14
Seems to happen mostly when using items from SOE for whatever reason (I've noticed a number of CTD caused by their Water Fx as well) but this was just placing simple bunker walls. Posting most relevant chunk of logs from right before crash.

from Pap1

Edited to log in next post​
 
Last edited:
Happened again after hopping on. I know technically it should be framework and not plus that could possibly cause these issues, but the script referenced every time it's crashing is workshopplus, so posting here.

Again, for frame of reference, this time, placing a vanilla colored light in a non-vanilla settlement location.
 

Attachments

  • Papyrus0.txt
    475.9 KB · Views: 1
  • Papyrus1.txt
    580.8 KB · Views: 0
From the Papyrus logs, it sounds like you're missing the BA2 file for Workshop Framework - as Workshop Plus depends on the framework for a lot of its scripts.

Can you try re-installing Workshop Framework? That way we can be sure Workshop Plus has all the files it needs.
 
Sure. So I deleted workshop framework and reinstalled via NMM in admin mode to make sure nothing got missed. I'll let you know if that fixes it or if we have any additional issues.
 
Unfortunately happened again. This time in workshop mode but not placing or adding any item, simply walking but exceeding settlement area boundaries. Moment the "leaving workshop area" message popped up. CTD again.
 

Attachments

  • Papyrus0.txt
    322 KB · Views: 3
  • Papyrus1.txt
    570.8 KB · Views: 1
For reference, also tried manual install after this crash at the suggestion of another developer. All files were actually there already after previous install but I'm trying it on manual and seeing if this fixes it.
 
You also have a ton of errors from SOE..
try moving Workshop+ to the bottom of your load order, just above any scrap mod.
Not saying it will work.. but that's how I run it and SOE doesn't throw errors.
 
You also have a ton of errors from SOE..
try moving Workshop+ to the bottom of your load order, just above any scrap mod.
Not saying it will work.. but that's how I run it and SOE doesn't throw errors.

Workshop + is actually pretty close to the bottom mod, 179 of 181. 180 is a previs disabler and 181 is alternate start
 
All of your Papyrus errors are still basically saying that you are missing script files.

There's something very strange going on here with either the install or your save. Can you try your luck on a new character and see if you still have problems?

You only need to run for a few minutes and then search your Papyrus log file for this:

"Unable to link type of variable"

You should never see any of those lines if all script files are present in the correct locations.
 
All of your Papyrus errors are still basically saying that you are missing script files.

There's something very strange going on here with either the install or your save. Can you try your luck on a new character and see if you still have problems?

You only need to run for a few minutes and then search your Papyrus log file for this:

"Unable to link type of variable"

You should never see any of those lines if all script files are present in the correct locations.

Trying that now. After deep review, something that could otherwise be missed not knowing my system is that there's this line "[ (FF009A7F)].workshopobjectactorscript.OnCellLoad() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\workshopobjectactorscript.psc" Line 10"

Except... Users\Dr. Peter Haas\ does not exist on my system. I am not peter haas, there's no user on this system named that. This didn't happen until installing the three recent files for workshop plus (worshop framework, plus, mod configuration) could one of these mods somehow installed an overwrite over where user files/scripts are stored? Because if it's looking for a user that doesn't exist on my system that had to come from somewhere.
 
This is also wrong - [ (FF01327E)].SOEPackTimeDisplayScript.updateTime() - "C:\Program Files\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\SOEPackTimeDisplayScript.psc" Line 85

as my system is set to C:\Program Files (x86)\Steam\steamapps\

So something rewrote location defaults somehow, perhaps an INI override? or could NMM install have somehow done something crazy?
 
Upon further research, this has come up more than once, though doesn't look like a resolution was found?

I was trying to post a link but due to a new account it's not letting me, but a google search for ""Dr. Peter Haas" Fallout 4 shows a number of nexusmod and steam users having the same problem with CTD and it doesn't appear like a resolution was found.
 
The Save that this was being tested on was actually the Starter Save for Project Blueprint that I installed to be able to try that out on oberland station. If that makes any difference. I ran Fallrim as this also seemed similar to the Hotfix 3.0.3.b issues some also started experiencing with file bloat and long running scripts. Killed off those scripts and currently have not had a CTD.

Trying new save now and will update on logs once Vortex finishes transferring everything as I still had the old NMM and updating to vortex as another attempt to get the "mods in sync" and see about why it had incorrect location information.
 
Those weird things with Dr. Peter Haas are from the source files, they are just telling the programmers where to find the original scripts.
 
Like KG said.. just ignore any file path info as it's totally irrelevant to us users. hehehe

If you're trying to migrate to Vortex, I'd suggest a clean install of Fallout 4.. lot less issues. ;)
 
Okay, yeah, looks like even on a new game this is spitting out all sorts of issues. I decided to skip the vortex install once I saw how much it was only going to mess things up further.

Had to break the Pap0 into two files due to file upload limitations.
 

Attachments

  • Papyrus1.txt
    432 KB · Views: 0
  • Papyrus2.txt
    49.4 KB · Views: 0
  • Papyrus3.txt
    374.2 KB · Views: 0
  • Papyrus01st.txt
    743.4 KB · Views: 1
  • Papyrus02nd.txt
    510.5 KB · Views: 0
on initial game, with only the latest update to sim settlements and g2m updating, almost immediate CTD due to autobuilder crash

[kgSim_AutoBuildParent (08000F9D)].autobuilder:autobuildparentscript.CreateDataStore() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildParentScript.psc" Line 1048
[kgSim_AutoBuildParent (08000F9D)].autobuilder:autobuildparentscript.UpdateWorkshopDynamicDataStore() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildParentScript.psc" Line 1034
[kgSim_AutoBuildParent (08000F9D)].autobuilder:autobuildparentscript.Maintenance() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildParentScript.psc" Line 826
[kgSim_AutoBuildParent (08000F9D)].autobuilder:autobuildparentscript.OnQuestInit() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildParentScript.psc" Line 417
 
These logs are stating you're missing tons and tons of base game scripts.

I'd recommend having Steam revalidate your game files. If you're using F4SE, I would reinstall that as well.
 
Game validated fine, reinstalled latest F4SE. I think we've narrowed down the issues on the Workshop Framework post though still not sure what caused this particular problem in the first place.
 
Top