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Hotfix 2.3.2a - VERY IMPORTANT - Rollback your saves!

kinggath

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2.3.2 did something we haven't run into since my early days of coding in SS1, which is create an infinite loop bug that will wreck your saves.

Highly recommend you install the 2.3.2a update and roll back your save file to a pre2.3.2 save!

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PC Players - you can attempt to terminate scripts using Fallrim Tools, but that may have unintended consequences, so keep an eye on things after you do so before you commit to the save.

My sincerest apologies for letting this bug slip through, I had hoped we'd have found any bugs with the new code over the extended testing period, but this one slipped through the cracks. Hopefully that means it is actually difficult to trigger, but I want to lean on the safe side and warn you all immediately before you lose too much progress.

For 3.0.0, we'll be having the longest test period in Sim Settlements patch history. I don't want this to ever happen again, and please know that I find the sanctity of your save files to be one of the most important drivers of development (just ask anyone on the team about how many hoops I make them go through to make changes to existing content).

-kinggath
 
Which scripts? I didn't use any ASAM sensors, the Vitomatic or Recruitment Clipboard since installing 2.3.2, do I still have to rollback? I checked my last save in Resaver and it reported no problems. Thanks for the heads up.
 
If you hit the bug you would have hundreds of active scripts. The actual bug could trigger whenever any of the health mechanics triggered - which could happen when scanning with the Vitomatic, a settler tried to use a Disease Cure, or when a hospital attempted to cure someone.
 
i don't know if this bug messes something up but i can't send settlers to other settlement
 
no easy way to tell which save is on what mod ver.

can u tell which date u released that ver?
so at least i can chk over the saved game date
 
So if we check with resaver and only have like 20 active scripts we should be bug-free?
 
Load save
Open console
Enter help SS2_ModVersion 3
75 = SS2 v2.3.2

er, i updated the mod
load an old saved, likely during the the mentioned mod, console show 79
because i updated the mod latest?

so that only work if mod not updated?
anyway looks like have to load a very old save
 
according to nexus mod log:
  • 04 Mar 2023, 2:40AM | Action by: kinggath

    File added​

    'Sim Settlements 2 [version 2.3.2]'

my closest save b4 that date is 3/mar (feel lucky enough), hope no gst time screwing with that date info
 
Is there any obvious symptoms that the bug has been activated? The OP mentioned checking with Fallrim Tools.... I have it but have never used it. How obvious would a bunch of active scripts be for a newbie user?
 
er, i updated the mod
load an old saved, likely during the the mentioned mod, console show 79
because i updated the mod latest?

so that only work if mod not updated?
anyway looks like have to load a very old save
My bad... That console command will display the version of the loaded SS2.esm :sorry i.e. the value is not baked into the save...

Let me see if there is a method that can be used via Resaver.
 
How obvious would a bunch of active scripts be for a newbie user?
Get Resaver (linked above)
Use it to open the save file you want to inspect.
In the left pane, look for 'Active Scripts' and 'Suspended Stacks'
Active scripts should be 20 or less depending on the methods used by loaded mods.
Suspended Stacks should be 0. If not there is a good chance something is bombarding the Papyrus VM with more script calls than it can handle.
 
My bad... That console command will display the version of the loaded SS2.esm :sorry i.e. the value is not baked into the save...

Let me see if there is a method that can be used via Resaver.

no need for that.
already using old saved based on date.

i have bad experience using fallrim/resaver.

i didn't missed much, totally fine using old save just missed or redo 1 settlement build, not too much.
 
Thanks - this hotfix and rolling back to an earlier save, fixed my three issues.
 
I don't appear to be having any issues; I can use the Vitomatic and my ASAM sensors are responding. I checked my save using ReSaver and all appears well there aswell.

Are there any other tell-tale hints that would lead to me having to revert my save? I'm on a roll here story-wise (finally), and really am done with repeating stuff in this game in order to get to the narrative goals that I've set myself.
 
I don't appear to be having any issues; I can use the Vitomatic and my ASAM sensors are responding. I checked my save using ReSaver and all appears well there aswell.

Are there any other tell-tale hints that would lead to me having to revert my save? I'm on a roll here story-wise (finally), and really am done with repeating stuff in this game in order to get to the narrative goals that I've set myself.
I also checked my save with Resaver and everything was normal. This means that whatever the trigger was, it didn’t happen in our saves. I say, just keep playing!
 
Anyone else had this happen ? He turns into a ventriloquist with Old Paul too
 

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Anyone else had this happen ? He turns into a ventriloquist with Old Paul too
lol - I was secretly hoping this bug would crop up... I'm fairly certain it should only happen if that quest had already started before the patch was installed. Looking into it to be certain!


(For anyone curious how such a bug could happen - we discovered an engine flaw with talking activators [ie. non-humanoid speaking items] - so to combat it, we're switching many things over to invisible human actors. In this case, if the quest had already started, our invisible Berman doesn't correctly get put in the quest alias, and he's just hanging out in the cell)
 
lol - I was secretly hoping this bug would crop up... I'm fairly certain it should only happen if that quest had already started before the patch was installed. Looking into it to be certain!


(For anyone curious how such a bug could happen - we discovered an engine flaw with talking activators [ie. non-humanoid speaking items] - so to combat it, we're switching many things over to invisible human actors. In this case, if the quest had already started, our invisible Berman doesn't correctly get put in the quest alias, and he's just hanging out in the cell)
IIRC, I didn't start this quest until I had the 2.3.2a Hotfix installed. I've just taken it as some comedic relief
 
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