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Question Instant CTD when anywhere near Sanctuary

Liesmith

New Member
Messages
1
I'm not using a City Plan for Sanctuary, Red Rocket, or Abernathy farm, and I haven't built anything in the latter two at all. I tried fast travelling to Red Rocket and then walking to Sanctuary to see exactly where the failure occurs, and noticed some strange behavior:

While in RR, the settlement needs indicators on the left side of the HUD are all empty (as expected, as there are no settlers, and nothing has been built), but when I start walking towards Sanctuary along the road (I grabbed a quicksave right before it happened; the attached screenshot is taken from that save via ReSave), the indicator bars suddenly start to fill up, even though I'm not actually in Sanctuary, and there is no trade route connecting the two settlements. When the bars fill up, the game instantly crashes without error.

Disabling and systematically re-enabling my mods points to Sim Settlements as the cause of the crash; disabling it solves the problem, but also deletes all the plots I've already manually added to Sanctuary. I'm using actual city plans for a few other settlements, so I don't know how badly broken they'd become if I just disable the mod altogether.

I used Buffout 4 to capture crash logs (attached), but I cannot make heads or tales of it. Here's the error:

Code:
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x00013F96EC97 Fallout4.exe+02FEC97

And here's the top part of the stack (omitted the rest to avoid post length restriction):

Code:
STACK:
    [RSP+0   ] 0x0                (size_t)
    [RSP+8   ] 0x0                (size_t)
    [RSP+10  ] 0xC1F58E68         (TESObjectSTAT*)
        File: "SimSettlements.esm"
        Flags: 0x00000009
        Form ID: 0x0900B55A
        Form Type: 36
    [RSP+18  ] 0x0                (size_t)
    [RSP+20  ] 0x0                (size_t)
    [RSP+28  ] 0x534460           (void*)
    [RSP+30  ] 0x0                (size_t)
    [RSP+38  ] 0x7FEC803372D      (void* -> tbbmalloc.dll+001372D)
    [RSP+40  ] 0x34372E30         (void*)
    [RSP+48  ] 0x0                (size_t)
    [RSP+50  ] 0x3F800000         (void*)
    [RSP+58  ] 0x0                (size_t)
    [RSP+60  ] 0x3F80000000000000 (size_t)
    [RSP+68  ] 0x0                (size_t)
    [RSP+70  ] 0x0                (size_t)
    [RSP+78  ] 0x3F800000         (void*)
    [RSP+80  ] 0x0                (size_t)
    [RSP+88  ] 0x0                (size_t)
    [RSP+90  ] 0x100080000        (void*)
    [RSP+98  ] 0x0                (size_t)
    [RSP+A0  ] 0x1422BA948        (void* -> Fallout4.exe+2C4A948)
    [RSP+A8  ] 0x1246995A8        (void*)
    [RSP+B0  ] 0x7CBBF150         (void*)
    [RSP+B8  ] 0x7CBBEF10         (void*)
    [RSP+C0  ] 0x7CBBEFA0         (void*)
    [RSP+C8  ] 0x7CBBEF60         (void*)
    [RSP+D0  ] 0x8                (size_t)
    [RSP+D8  ] 0xEA1360C0         (NiNode*)
        Name: "TreeSwing01_Root"
    [RSP+E0  ] 0x0                (size_t)
    [RSP+E8  ] 0x142D48CA8        (void* -> Fallout4.exe+36D8CA8)
    [RSP+F0  ] 0x0                (size_t)
    [RSP+F8  ] 0x0                (size_t)
    [RSP+100 ] 0x18               (size_t)
    [RSP+108 ] 0x0                (size_t)
    [RSP+110 ] 0x0                (size_t)
    [RSP+118 ] 0x142D48CAC        (void* -> Fallout4.exe+36D8CAC)
    [RSP+120 ] 0x0                (size_t)
    [RSP+128 ] 0x0                (size_t)
    [RSP+130 ] 0x2400000001       (size_t)
    [RSP+138 ] 0x3F8000003F800000 (size_t)
    [RSP+140 ] 0x3F800000         (void*)
    [RSP+148 ] 0x7FEF0E1432B      (void* -> MSVCR110.dll+002432B)
    [RSP+150 ] 0x7CBBEC60         (void*)
    [RSP+158 ] 0x100000000        (void*)
    [RSP+160 ] 0x18               (size_t)
    [RSP+168 ] 0x732CE150         (void*)
    [RSP+170 ] 0x7CBBEC60         (void*)
    [RSP+178 ] 0x7FEF0E2CF7F      (void* -> MSVCR110.dll+003CF7F)
    [RSP+180 ] 0x0                (size_t)
    [RSP+188 ] 0x1000000EF        (void*)
    [RSP+190 ] 0x2036F17100       (size_t)
    [RSP+198 ] 0x108943900        (Actor*)


I tried to mimic other people's troubleshooting processes for isolating the culprit, but I can't find anything which corresponds to the Form ID on the top of the stack (0x0900B55A). I don't understand the system, though, so I'm probably making some very basic mistakes.

Can anyone offer any insight or advice about how to handle this? I'm hoping that I can just delete the offending object/process/etc with ReSave; this playthrough was working perfectly find for over 24 hours of gametime and only started flipping out yesterday.
 

Attachments

  • fo4_crashpoint.png
    fo4_crashpoint.png
    1.2 MB · Views: 226
  • CrashLogs.zip
    10.1 KB · Views: 128
I'm not using a City Plan for Sanctuary, Red Rocket, or Abernathy farm, and I haven't built anything in the latter two at all. I tried fast travelling to Red Rocket and then walking to Sanctuary to see exactly where the failure occurs, and noticed some strange behavior:

While in RR, the settlement needs indicators on the left side of the HUD are all empty (as expected, as there are no settlers, and nothing has been built), but when I start walking towards Sanctuary along the road (I grabbed a quicksave right before it happened; the attached screenshot is taken from that save via ReSave), the indicator bars suddenly start to fill up, even though I'm not actually in Sanctuary, and there is no trade route connecting the two settlements. When the bars fill up, the game instantly crashes without error.

Disabling and systematically re-enabling my mods points to Sim Settlements as the cause of the crash; disabling it solves the problem, but also deletes all the plots I've already manually added to Sanctuary. I'm using actual city plans for a few other settlements, so I don't know how badly broken they'd become if I just disable the mod altogether.

I used Buffout 4 to capture crash logs (attached), but I cannot make heads or tales of it. Here's the error:

Code:
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x00013F96EC97 Fallout4.exe+02FEC97

And here's the top part of the stack (omitted the rest to avoid post length restriction):

Code:
STACK:
    [RSP+0   ] 0x0                (size_t)
    [RSP+8   ] 0x0                (size_t)
    [RSP+10  ] 0xC1F58E68         (TESObjectSTAT*)
        File: "SimSettlements.esm"
        Flags: 0x00000009
        Form ID: 0x0900B55A
        Form Type: 36
    [RSP+18  ] 0x0                (size_t)
    [RSP+20  ] 0x0                (size_t)
    [RSP+28  ] 0x534460           (void*)
    [RSP+30  ] 0x0                (size_t)
    [RSP+38  ] 0x7FEC803372D      (void* -> tbbmalloc.dll+001372D)
    [RSP+40  ] 0x34372E30         (void*)
    [RSP+48  ] 0x0                (size_t)
    [RSP+50  ] 0x3F800000         (void*)
    [RSP+58  ] 0x0                (size_t)
    [RSP+60  ] 0x3F80000000000000 (size_t)
    [RSP+68  ] 0x0                (size_t)
    [RSP+70  ] 0x0                (size_t)
    [RSP+78  ] 0x3F800000         (void*)
    [RSP+80  ] 0x0                (size_t)
    [RSP+88  ] 0x0                (size_t)
    [RSP+90  ] 0x100080000        (void*)
    [RSP+98  ] 0x0                (size_t)
    [RSP+A0  ] 0x1422BA948        (void* -> Fallout4.exe+2C4A948)
    [RSP+A8  ] 0x1246995A8        (void*)
    [RSP+B0  ] 0x7CBBF150         (void*)
    [RSP+B8  ] 0x7CBBEF10         (void*)
    [RSP+C0  ] 0x7CBBEFA0         (void*)
    [RSP+C8  ] 0x7CBBEF60         (void*)
    [RSP+D0  ] 0x8                (size_t)
    [RSP+D8  ] 0xEA1360C0         (NiNode*)
        Name: "TreeSwing01_Root"
    [RSP+E0  ] 0x0                (size_t)
    [RSP+E8  ] 0x142D48CA8        (void* -> Fallout4.exe+36D8CA8)
    [RSP+F0  ] 0x0                (size_t)
    [RSP+F8  ] 0x0                (size_t)
    [RSP+100 ] 0x18               (size_t)
    [RSP+108 ] 0x0                (size_t)
    [RSP+110 ] 0x0                (size_t)
    [RSP+118 ] 0x142D48CAC        (void* -> Fallout4.exe+36D8CAC)
    [RSP+120 ] 0x0                (size_t)
    [RSP+128 ] 0x0                (size_t)
    [RSP+130 ] 0x2400000001       (size_t)
    [RSP+138 ] 0x3F8000003F800000 (size_t)
    [RSP+140 ] 0x3F800000         (void*)
    [RSP+148 ] 0x7FEF0E1432B      (void* -> MSVCR110.dll+002432B)
    [RSP+150 ] 0x7CBBEC60         (void*)
    [RSP+158 ] 0x100000000        (void*)
    [RSP+160 ] 0x18               (size_t)
    [RSP+168 ] 0x732CE150         (void*)
    [RSP+170 ] 0x7CBBEC60         (void*)
    [RSP+178 ] 0x7FEF0E2CF7F      (void* -> MSVCR110.dll+003CF7F)
    [RSP+180 ] 0x0                (size_t)
    [RSP+188 ] 0x1000000EF        (void*)
    [RSP+190 ] 0x2036F17100       (size_t)
    [RSP+198 ] 0x108943900        (Actor*)


I tried to mimic other people's troubleshooting processes for isolating the culprit, but I can't find anything which corresponds to the Form ID on the top of the stack (0x0900B55A). I don't understand the system, though, so I'm probably making some very basic mistakes.

Can anyone offer any insight or advice about how to handle this? I'm hoping that I can just delete the offending object/process/etc with ReSave; this playthrough was working perfectly find for over 24 hours of gametime and only started flipping out yesterday.
Oh, :scratchhead I would start by checking the save file with fallrim.

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You can post those results here to and more folks will be able to see what might be going on?
 
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