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Large amount of active scripts + other (related?) problems

Sqiurmo

New Member
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1
I have over 200 active scripts in my current save, almost all of which are from Workshop Framework. I have been using v1.0.4 - 1.0.4c for the whole save. I can't post my save file link since I apparently don't meet the requirements to do so.

Some other problems I've been having that may or may not be related are:

A bunch of my mayors unassigned themselves. No idea what the cause was. I tried to re-set Red Rocket's leader, but it just doesn't do anything. Looking at the details says the leader is N/A. I was able to re-assign other settlements leaders however, which makes this weird as it's just Red Rocket.

Some settlements, not all, just don't ever build or assign settlers (they also don't receive supplies from provisioners). I've seen it at Warwick Homestead and Somerville Place. The leader setting and the initial scrapping then building of the settlement works fine. Many of my other settlements appear to function just fine, even if I reset them to level 0 (tested with Kingsport Lighthouse).
 
Are you finding lots of errors in the Papyrus log from WorkshopFramework? I can't see any reason for this script to get stuck.
 
I can't post my log file here as it's almost 21MB, and I can't post a link to it because my account here isn't old enough. Is there another way I can get it to you?

My log did have some stuff about WorkshopFramework, but I'm not sure if it was errors or just Debug.Log functions or something. They were mostly under the "stack:" header. Most of my related errors were from simsettlements.

Stuff like:

[10/16/2018 - 06:06:54AM] error: Property StageModels on script simsettlements:simbuildingplan attached to (2300326B cannot be initialized because the value is the incorrect type
[10/16/2018 - 06:06:54AM] error: Property StageItemSpawns on script simsettlements:simbuildingplan attached to (2300326B cannot be initialized because the value is the incorrect type
[10/16/2018 - 06:06:54AM] error: Property iRequiredExpansions on script simsettlements:cityplan attached to (0A00837E) cannot be initialized because the value is the incorrect type
[10/16/2018 - 06:06:54AM] error: Property StageModels on script simsettlements:simbuildingplan attached to (23003273) cannot be initialized because the value is the incorrect type
[10/16/2018 - 06:06:54AM] error: Property StageItemSpawns on script simsettlements:simbuildingplan attached to (23003273) cannot be initialized because the value is the incorrect type

There's a lot more but i figured it would be a pain to read through them all on a forum post.

Note: Had to remove the ) after each B since it made it into an emote.
 
You can upload the log to dropbox.com and PM me a link.
 
Found the cause! Working on a fix now, should have something ready for Friday.
 
I'm fairly certain I have these issues all worked out, but want to give the testers a bit more time to kick the tires. Current plan is to release 1.0.5 sometime Saturday the 20th.
 
I noticed this happened to me after doing a city self destruct on the castle. Before I have hardly any active scripts and afterwards it just grows constantly.
I did notice the self destruct wasn't catching everything, so I ran it a couple times and eventually it got everything. I assume it was stuck right from this point.
 
You might have already solved this @kinggath but I think I've some more information on what is going on.

I ran into a bug with the old guns quest, I had already used a city build at the castle and my assignment for the artillery wasn't working. (When I manually assigned to artillery, nothing happened) I did a local self destruct (a couple to get everything as it didn't work at first) and now I've a script problem.

That is a long way of saying that I think the script problem came when I tried to assign to the artillery as part of the old guns quest, whilst having a city build.
Does this sound related or do you want a separate bug report? Do you want to see some save files?
 
The City Plan likely shouldn't be used until you complete Old Guns. We've had it working in the past, but there have been reports that the Optimized version screws it up again.

I would recommend rolling back, and if that's not feasible, use console commands to advance the quest.

I'm working on a feature to allow City Plans to have requirements so we can make that quest being completed a requirement to avoid any chance of the quest breaking from a CP.
 
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