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Hotfix 3.2.0a

kinggath

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- Fixes a bug where a City Upgrade would display the message that it was starting, but would never actually start.

Thanks to everyone who reported this ASAP and @Karyusan for finding the details I needed to solve it quickly!

For those wondering how this slipped through the cracks, it's because the console commands we use for testing happened to bypass the issue... doh!
 
Was hoping this patch would solve Abernathy and Sunshine Tidings which upgraded to L3 on last patch. But have no beds and poorly furnished rooms (interior and exterior) and no agricultural plot plants (but has chickens etc) Refreshed city plots to no avail. Waited for 10 mins and nothing. Should i nuke city back to 0. Just noticed TV in Abernathy has pink screen!! Wondering if i should Manually download and update. No ctd's which is great. Hud displays beds as there.
 
I'm trying to upgrade Greygarden to level three. It starts the spinning animation and runs it for a couple minutes before crashing. Haven't had any crashes while upgrading before.
 
Try disabling Cinematic Mode - it’s pretty intense on the system as it forces your game to do a lot of rendering very quickly.
 
Try disabling Cinematic Mode - it’s pretty intense on the system as it forces your game to do a lot of rendering very quickly.
That worked, Greygarden finished upgrading to 3. Time to upgrade some computer parts! Thanks a bunch.
 
The active script count has gone way up after 3.2.0 with some stability issues. I have over 100 active scripts after leaving a small settlement and a save from within a large settlement had over 400 active scripts. Mostly they're instances of mrkscriptpreexistingmanager.::remote_WorkshopParentScript_WorkshopActorAssignedToWork().

Is this expected? I checked in FallrimTools because saves seemed to be taking a long time.
 
The active script count has gone way up after 3.2.0 with some stability issues. I have over 100 active scripts after leaving a small settlement and a save from within a large settlement had over 400 active scripts. Mostly they're instances of mrkscriptpreexistingmanager.::remote_WorkshopParentScript_WorkshopActorAssignedToWork().

Is this expected? I checked in FallrimTools because saves seemed to be taking a long time.
all my save dont have all those script running.
 
mrkscriptpreexistingmanager isn't from Sim Settlements. Possibly an addon-pack? I'll ask around.
 
Ok, I'll do a file search and see. I figured it was related to SS because it was related to settler assignment.
 
I've really been pushing my luck with lots of merges and too many mods so I'm probably an outlier. However, so far my issues have happened to other people so maybe this will help anyway. I merge things like weapons, mods changing variables, Valdacil tag changes, etc. I did check the save with Fallrimtools before loading 3.2.0 though and it was clean. I haven't been having crashing issues regularly unless I create/delete an object too quickly in the workshop before 3.2.0. I started having the CTD on fast travel or fast approach but can work around that. I think it's from exiting and entering multiple cells too quickly before the related scripts complete in my case. If I retry and do it more slowly I avoid that.

fyi - mrkscriptpreexistingmanager is probably in an archive so searching will take a while.

Active Mod Files:
00 Fallout4.esm
01 DLCRobot.esm
02 DLCworkshop01.esm
03 DLCCoast.esm
04 DLCWorkshop02.esm
05 DLCWorkshop03.esm
06 DLCNukaWorld.esm
07 ccBGSFO4014-PipBoy(White).esl
08 ccBGSFO4018-GaussRiflePrototype.esl
09 ccBGSFO4020-PowerArmorSkin(Black).esl
0A ccBGSFO4023-PowerArmorSkin(Camo02).esl
0B ccBGSFO4033-PowerArmorSkinWhite.esl
0C ccBGSFO4038-HorseArmor.esl
0D ccFSVFO4002-MidCenturyModern.esl
0E ccBGSFO4045-AdvArcCab.esl
0F ccFSVFO4003-Slocum.esl
10 ccGCAFO4010-FactionWS10RR.esl
11 ccGCAFO4011-FactionWS11VT.esl
12 ccGCAFO4023-FactionAS12Army.esl
13 Unofficial Fallout 4 Patch.esp [Version 2.0.3]
14 HUDFramework.esm
15 SimSettlements.esm [Version 3.2.0]
16 Arbitration - Resources.esm
17 ArmorKeywords.esm
18 Homemaker.esm [Version 1.54]
19 TrueStormsFO4.esm
1A SettlementKeywords.esm [Version 1.56]
1B EthreonMasterPlan.esp
1C Snap'n Build.esm
1D EthreonMasterPlan.esm
1E VotWMaster.esm
1F XDI.esm
20 CROSS_BreakActionLaser.esl
21 SimSettlements_IDEKsLogisticsStation.esl
22 SpawnSettlerButton.esl
23 AMS.esl
24 Ground_Vanilla.esp [Version 1.5.0]
25 TruBy9.esp
26 AtomicRadio.esp
27 AutoDoors.esp
28 Snappy_HouseK.esp
29 VanillaExtensions.esp
2A WareHouseExt.esp
2B SettlementPrivacy.esp
2C WWE.esp
2D CleanSettlement.esp
2E WWE_Garage.esp
2F Craftable Cats.esp
30 Dont Throw Stones.esp
31 TurretStands.esp
32 FilledBrahminFeedTroughs.esp
33 DLCLetters2xStandalone.esp
34 DogBed.esp
35 BetterJunkFences.esp
36 HandsOff.esp
37 TheFridgeWireless.esp [Version 1.6]
38 EvilViking13_WastelandWalls.esp
39 Evan_Modular Kitchen.esp
3A Provisioner Tracker.esp
3B WWP - PC.esp
3C AD_DLC.esp
3D Homemaker - Streetlights Use Passive Power.esp [Version 1.54]
3E Homemaker - Unlocked Institute Objects.esp [Version 1.54]
3F Farm.esp [Version 1.2.9]
40 Ground_Farm.esp
41 Snappy_HouseK-AutodoorsPatch.esp
42 IMP.esp
43 OverseerDesktopTerminal.esp
44 Snappy_DLC03.esp
45 AES_Renovated Furniture.esp
46 Glazing.esp
47 TransferSettlements.esp
48 HZS Office and Stores.esp
49 HZS Easy Homebuilder and Working Double Beds.esp
4A EHB&WDB Autodoor Patch.esp
4B WareHouseExtAutoDoorPatch.esp
4C SLR.esp
4D Boats.esp
4E EvilViking13_MinutemenMorale.esp
4F VaultPlus_Railings.esp
50 VaultPlus.esp
51 xA_Vault88Extras.esp
52 MoreVaultRooms.esp
53 VaultPlus_MVR.esp
54 V88-Light_And_Tunnel_Mod.esp
55 Vault-tec brighter lights.esp
56 CleanSettlement Snap'n Build.esp
57 PowerMerge.esp
58 PCDugTriangularRevolution.esp
59 PCDugWedges.esp
5A HZS NavMesh Fixer.esp
5B CWSS Redux.esp
5C NDLWarehouseGreenhouse.esp
5D CastleInTheSky.esp
5E CabinInTheWoods.esp
5F SalvageBeacons.esp [Version 1.0.2]
60 ModularVault.esp
61 ModularVault_MVR.esp
62 Crafting Workbench.esp
63 Crafting Workbenches - Merged.esp
64 Craftable Armor Size.esp
65 Craftable Armor Size - Fix Material Requirements.esp
66 NoMoreRandomTurretMks.esp
67 WorkshopRearranged.esp
68 ClutterMerges.esp
69 NukaWorldRedRocketEx.esp
6A SimSettlements_XPAC_IndustrialRevolution.esp [Version 3.2.0]
6B SimSettlements_XPAC_RiseOfTheCommonwealth.esp [Version 3.2.0]
6C IndustrialCity_Sim_Settlements_Addon.esp
6D IndustrialCity_Sim_Settlements_Dispatcher_Radio_Optional.esp
6E AnotherBrickInTheWall.esp
6F Altairp's Animal Farm.esp
70 JibsResidentialAddOnPack.esp
71 SimSettlements_AddOnPack_AwsomeTown.esp
72 B84sThemedResidentials.esp
73 SimSettlements_AddOnPack_Defences_Brae.esp
74 SS_AddOn_CbC_AIO.esp
75 TrailerParkDreams.esp
76 JunkTown.esp [Version 9]
77 ohSIM_Sim_Settlements_Scrappers_Addon.esp
78 SimSettlements_MegaPack_YearOne.esp [Version 1.0.3]
79 home_improvement_all.esp
7A JT-Fences.esp
7B ruined_simsettlement_addonpack.esp
7C MJC_Sim_Settlements_Addon.esp [Version FREE1.3.2]
7D WVSimSAddon.esp [Version 1.0.0]
7E SimHomestead.esp
7F VISify Altairp's Animal Farm.esp
80 SimSettlements_AddOnPack_Foundations_JtBryant.esp
81 PCDugSIMAddon.esp
82 SimSettlements_AddOnPack_SimTowers_JtBryant.esp
83 SimSettlements_AddOnPack_Utilities_JtBryant.esp
84 RS_Sim_AddOn.esp
85 SS MegaPackOneYear-Previews.esp
86 SimSettlements Previews Newest.esp
87 SK_Leaders1.esp
88 mso_sms.esp
89 wys_rr_aggro.esp
8A SettlementMenuManager.esp
8B SettlementMenuManager_VIS_Patch.esp
8C The Collector's Guides AIO.esp
8D CartographersMerge.esp
8E RRTV_CommonwealthRoadMap-RedRocket.esp
8F LootableCrates.esp
90 LootableCrates MergedDLCs.esp
91 AA HotC - Standalone - SE - WE.esp
92 subwayrunnnerdynamiclighting.esp
93 nvvault1080.esp
94 ImmersiveDrumlinDiner.esp
95 Stm_DiamondCityExpansion.esp
96 atlanticofficesf23.esp
97 The Sanctuary Bridge.esp
98 AA HotC - Standalone WE.esp
99 DWUK_LexingtonInteriors.esp
9A BostonFPSFixAIO.esp
9B BTInteriors_Project.esp
9C BTInteriors_Project_Sorting.esp
9D BTInt_Optimization.esp
9E GlowingSeaEXPANDED.esp
9F SalemEXPANDED.esp
A0 HagenEXPANDED.esp
A1 AA Subways of the Commonwealth.esp
A2 WorkshopRearranged_Patches.esp
A3 WorkshopRearranged_MidCentury_Patch.esp
A4 WorkshopRearranged_ArcadeCabinets_Patch.esp
A5 WorkshopRearranged_SlocumsJoe_Patch.esp
A6 AirshipHome.esp
A7 Snappy_Scrap.esp
A8 ImmersiveScrapping_SeasonPass.esp
A9 ImmersiveScrapping_ScrapPowerArmor.esp
AA SKKScrapper.esp
AB CommonwealthChooksAndBunnies.esp
AC MoreVariedCreatureShapes.esp
AD 3DNPC_FO4.esp
AE Cannibal.esp
AF 3DNPC_FO4_DLC.esp
B0 SimSettlements_LeaderPack_3DNPC.esp
B1 FO4Hotkeys.esp
B2 ProtectedNamedSettlers.esp
B3 BeastWhisperer.esp
B4 Spare Railroad as Institute.esp
B5 NoVanillaRadiantDLCLocations.esp
B6 Delay DLC - NukaWorld.esp
B7 Delay DLC - Automatron.esp
B8 Delay DLC - Far Harbor.esp
B9 CROSS Gore Crits Merged.esp
BA Farm_CP_BeastMaster.esp
BB GeneratorOverhaul.esp
BC extendedLightsWS.esp
BD ccMidCenturyLights.esp
BE VotWPosters.esp
BF WorkshopRearranged_VotW_Patch.esp
C0 GameplayMerges.esp
C1 VotWStarlightDriveIn.esp
C2 WET.esp
C3 FO4 NPCs Travel.esp
C4 Kor_Highlight.esp [Version 3.0.0]
C5 VotWSpecialVideos.esp
C6 grenarc-solo.esp
C7 companion_Cait_HFSM.esp
C8 My_Minutemen.esp
C9 AmazingFollowerTweaks.esp
CA AmazingFollowerTweaks_XDI_FIX.esp
CB RadiantBirdsv05.esp
CC Reverb and Ambiance Overhaul.esp
CD Vertibird Faction Paint Schemes.esp
CE Lots More Facial Hair.esp
CF Lots More Male Hairstyles.esp
D0 AzarPonytailHairstyles.esp
D1 detailedferalghouls.esp
D2 FAR.esp
D3 TrueStormsMerged.esp
D4 DarkerNightsDetection.esp
D5 EnhancedLightsandFX.esp
D6 Better Settlement Defence.esp
D7 AGOMBz.esp [Version 1.1.4]
D8 ASEFarHarbor.esp
D9 AllSetsExtended.esp
DA Marmo1233 - Immersive Settlers.esp
DB VTO Redux.esp
DC Settler Sandbox Overhaul.esp
DD Better Cooking Stations Merged.esp
DE AGOMBz_CP_ASE_ASEFH_ASENW.esp
DF ValdicilsMerged.esp
E0 MoreVariedBodyShapesAndSkins.esp
E1 JaneBod.esp
E2 LegendaryModification.esp
E3 LegendaryModification2LM.esp
E4 LegendaryModification2LMAKPatch.esp
E5 LegendaryModificationMisc.esp
E6 WeaponsMerged.esp
E7 Eli_Armour_Compendium.esp
E8 SubmersiblePowerArmorRedux.esp
E9 Power_Armors_Redone.esp
EA BetterSettlersMerge.esp
EB UltimateAssortment.esp
EC Binoculars.esp
ED UniqueUniques.esp
EE Armorsmith Extended.esp
EF My_Minutemen - AE - Valdacils Item Sorting Patch .esp
F0 Armorsmith All DLCs Patch.esp
F1 Eli Armor Compendium AE VIS Patch.esp
F2 WearablesMerged.esp
F3 RadroseMerged.esp
F4 VHCE.esp
F5 The Eyes Of Beauty.esp
F6 TheEyesOfBeauty.esp
F7 LooksMenu.esp
F8 LooksMenu Customization Compendium.esp
F9 UniquePlayer.esp
FA CustomNora.esp
FB Scrap Everything - Ultimate Edition.esp
FC ScrapUpdate - Ultimate.esp
FD Farm_CP_ScrapEverything_UE.esp
FE FO4Merged.esp
FF Bashed Patch, 0.esp
 
The 400 active scripts is probably the issue, once the stack gets that backed up, it's really easy to crash the game. So as soon as we can find that script mod, you should have a better experience.
 
mrkscriptpreexistingmanager is actually from Invisible Marker Pack (IMP) by "ghzfba" which ... is gone. This mod contains most idle markers for man, beast, and robot.

Does the new SS version assign settlers in a thread while the player is not actually in the settlement? Maybe the IMP markers don't work right now or something. I can easily uninstall it I think since I mostly use it for additional robot markers to give them something to do besides stand in the same place.
 
SS only assigns settlers to plots and things placed by the City Plans, it doesn't interact with objects you place yourself.

If you can, upload that save to dropbox.com and make it public, I'll send a link to ghzfba so he can troubleshoot his script. Do you know roughly how many of the markers you had created?

After you upload that save, definitely try disabling the mod to see if it starts clearing up your issues.
 
It's only a few dozen markers I'm sure. Some cows to try to keep them out of my living room, a few settler idles, and lots of robots idles in Greygarden because otherwise they just stand in one spot. I didn't use them in the RotC settlements. I can upload a save but I have so many mods how useful is it?

I uploaded the 100 active script version which is outside of a settlement to Dropbox.

Edit: I used the IMP holotape uninstall option, saved, uninstalled IMP, loaded the game and ran for a few minutes, saved, ran Fallrim Tools to clean up ~ 24 unattached instances left over which weren't there previously and then reloaded. This made a huge difference.

I think the active script issue with IMP was keeping me from seeing the true wonder that is 3.2.0 haha. 10 active scripts inside of Sanctuary. I'll take a tour to see if I have any more incomplete plots where I previously had issues but my framerates went up alot. I still have all of the display settings down low though which I did before installing 3.2.0 just in case. I'll try putting those back up after checking things out.

Thanks to you and your team for all of the hard work!
 
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It's only a few dozen markers I'm sure. Some cows to try to keep them out of my living room, a few settler idles, and lots of robots idles in Greygarden because otherwise they just stand in one spot. I didn't use them in the RotC settlements. I can upload a save but I have so many mods how useful is it?

I uploaded the 100 active script version which is outside of a settlement to Dropbox.

Edit: I used the IMP holotape uninstall option, saved, uninstalled IMP, loaded the game and ran for a few minutes, saved, ran Fallrim Tools to clean up ~ 24 unattached instances left over which weren't there previously and then reloaded. This made a huge difference.

I think the active script issue with IMP was keeping me from seeing the true wonder that is 3.2.0 haha. 10 active scripts inside of Sanctuary. I'll take a tour to see if I have any more incomplete plots where I previously had issues but my framerates went up alot. I still have all of the display settings down low though which I did before installing 3.2.0 just in case. I'll try putting those back up after checking things out.

Thanks to you and your team for all of the hard work!

FYI, IMP is a required mod for some city plans, so if it is causing this issue it might be a good idea to investigate and let those city plan authors know (I'm fairly sure it was used in 1 or 2 of Jose's plans)
 
I had to get rid of IMP shortly after first trying it out because anytime I switched over to RotC plans in a settlement it would go nuts asking me if I really wanted to delete the default markers already present.

They might have fixed it in a later patch but I've been gunshy of touching it again ever since, especially now that Project Blueprint includes animation markers anyhow.
 
I always just used Invisible Furniture. Never noticed issues with it.
 
I always just used Invisible Furniture. Never noticed issues with it.

Yeah never had a problem with IF. I remember thinking IMP might be a cool upgrade because it would show built-in vanilla animation spots and allow you to move or delete them, i.e. you could have no more hammering parties in Sanctuary. But I think precisely because of that it didn't play well with the SimSettlements cleanup functions. I could be wrong and/or it could have nothing to do with the scripting issues noted above, but I personally decided it wasn't worth the trouble.

ADDENDUM: In particular I remember for any place that had crops I planted (or were already there), IMP would show the "gathering" animation marker for every single one, which looked ultra spammy... and when I used the destruct option it would give me over a dozen dialog boxes asking me to confirm or deny wiping them. Could possibly lead to situations like deleting the plant but not deleting the associated animation, or vice-versa, and I don't know what effects that might have on the game.
 
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