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Nosfsos, you're making me want to learn about coding. I'm just throwing a post in here to say you're doing awesome work, even though I (still) only understand the general shape of this investigation. I don't think I've ever followed a thread so religiously for something I know almost nothing about lol.
 
Nosfsos, you're making me want to learn about coding. I'm just throwing a post in here to say you're doing awesome work, even though I (still) only understand the general shape of this investigation. I don't think I've ever followed a thread so religiously for something I know almost nothing about lol.
Glad to hear :grin

I've been coding for a while now (close to 20 years), so to me is like a second language. If you want some pointers I can give them to you, but when it comes to FO4 and papyrus my knowledge is close to zero. That's why most of my posts end on a question to the devs xD
 
ohhh this game... :explode:

now that I want I can't trigger a long save! I'll keep playing normally and try to actively trigger it and I'll report when/if it happens.

Is any1 else having trouble replicating the error with this mod? I've tried everything that worked for me before and nothing
Open and close your pipboy in a settlement after you have made some changes... it will happen
 
Glad to hear :grin

I've been coding for a while now (close to 20 years), so to me is like a second language. If you want some pointers I can give them to you, but when it comes to FO4 and papyrus my knowledge is close to zero. That's why most of my posts end on a question to the devs xD
Between the kids and work, finding time to level up IRL is a bit tough, though I appreciate the offer! I'm mostly jealous because I have just enough background as an Engineer to see how useful coding is in the modding hobby. That said, I am going to take a courses in Siemens Automation Controls soon-ish. I'm currently in charge of all crane related projects at an auto manufacturing plant and the number of cranes that require full automation is growing every year. I've had enough automation control problems recently that I want to get some direct knowledge on the topic instead of just working with our IT department on it.
 
Between the kids and work, finding time to level up IRL is a bit tough, though I appreciate the offer! I'm mostly jealous because I have just enough background as an Engineer to see how useful coding is in the modding hobby. That said, I am going to take a courses in Siemens Automation Controls soon-ish. I'm currently in charge of all crane related projects at an auto manufacturing plant and the number of cranes that require full automation is growing every year. I've had enough automation control problems recently that I want to get some direct knowledge on the topic instead of just working with our IT department on it.
Pretty impressive :) that's Chinese to me. I mean, I know what automation is, but don't ask me to work with a crane or program one to be automated xD
 
Hello, darkness my old friend...

Well, I installed the M release and... It's baaaaaaaaack! Sorry guys, but it isn't fixed yet. But we'll get there! I never met a bug more stubborn than me! :mad:

1643819379116.png

This was 15 minutes long save. Gonna analyze the GC logs and I'll report back later.

EDIT: This was around 50min play session, with several saves and only one long save. First of all, there are lots of reports on the M release thread that says they have no long save at all. Maybe I did something wrong when updating the mod... especially because the problem is exactly the same as before. I'll try to install again in MO2 and run another test run. No point in wasting time analyzing the logs if they are "wrong".

PS: during this game session plotmanager.GetPlotSubClasses() was called 104.864 times and, as with yesterday report, the long save only happens if the GC is cleaning the structures. Also, this is the config I'm running in the GCBugFix:
1643819775736.png
Edit2: This time I was even near a settlement. I was at Ron's door and was dropping a save before entering cause sometimes I get CTD when loading.
 
Last edited:
Hello, darkness my old friend...

Well, I installed the M release and... It's baaaaaaaaack! Sorry guys, but it isn't fixed yet. But we'll get there! I never met a bug more stubborn than me! :mad:

View attachment 15494

This was 15 minutes long save. Gonna analyze the GC logs and I'll report back later.

EDIT: This was around 50min play session, with several saves and only one long save. First of all, there are lots of reports on the M release thread that says they have no long save at all. Maybe I did something wrong when updating the mod... especially because the problem is exactly the same as before. I'll try to install again in MO2 and run another test run. No point in wasting time analyzing the logs if they are "wrong".

PS: during this game session plotmanager.GetPlotSubClasses() was called 104.864 times and, as with yesterday report, the long save only happens if the GC is cleaning the structures. Also, this is the config I'm running in the GCBugFix:
View attachment 15495
Edit2: This time I was even near a settlement. I was at Ron's door and was dropping a save before entering cause sometimes I get CTD when loading.
But you've got ApplyFix off .... or did you turn that off after the 15 minute save?
 
I have never seen any of those in my logs. Maybe they are from another mod?
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:datastructures#skinitemstruct 0x00000179C69B0780
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:datastructures#skinitemstruct 0x00000179C69B0740
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:datastructures#skinitemstruct 0x00000179C69B0700
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:datastructures#skinitemstruct 0x00000179C69B06C0
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:datastructures#skinitemstruct 0x00000179C69B0680
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CAFC0
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CAEE0
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CAE00
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CAD20
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:hq:library:hqdatastructures#hqresource 0x00000179ADAF85A0
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CAC40
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:hq:library:hqdatastructures#hqenablestatestruct 0x00000179C6970320
[17:32:19:768 TID 17964] Created a struct simsettlementsv2:hq:library:hqdatastructures#hqtransactionitem 0x00000179C69D1DC0
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CAB60
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CAA80
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CA9A0
[17:32:19:768 TID 17964] Created a struct workshopframework:library:datastructures#worldobject 0x00000179C69CA8C0

They are from fallout4.esm which is a master to SS2
I runned the numbers through the CK until I found matches, when the robots popped up together with kgsim objects I assume those are the objects created, released, destroyed.
I don't know if this theory is valid but maybe there is also somewhere a typo involved if I look at the numbers. Or not a typo but priority call, 00 before 02.
Because it would make perfect sense to me if the wsfw would create kgSIM_WH_ShackWallOuter in all kind of colors and not those lootable robots.

whatsmynumber.png
 
But you've got ApplyFix off .... or did you turn that off after the 15 minute save?
I'm testing if 2.0.0m fixed the bug. For that I need to have Nukem's fix off, otherwise, I don't if it's work cause of Nukem's work or cause of kinggath fix ;)
 
I'm testing if 2.0.0m fixed the bug. For that I need to have Nukem's fix off, otherwise, I don't if it's work cause of Nukem's work or cause of kinggath fix ;)
:scratchheadI don't think it's actual in the release yet? :) kinggath mentioned something about releasing it as a seperate plugin or part of buffout.
 
The bulk creation should no longer be happening of the PlotSubClass structures, as now that I fixed the array, the code should be sending back the cached array by reference.

If it's still happening for you, I'd guess you didn't get the SS2.esm update for some reason.
 
The bulk creation should no longer be happening of the PlotSubClass structures, as now that I fixed the array, the code should be sending back the cached array by reference.

If it's still happening for you, I'd guess you didn't get the SS2.esm update for some reason.
Yeah, I know you fix it :) gonna try to uninstall and install again. both SS2 and Chap2 version m.
 
Pretty impressive :) that's Chinese to me. I mean, I know what automation is, but don't ask me to work with a crane or program one to be automated xD
Not really impressive. Like all jobs, it just sounds good on paper, but is largely bullshit in practice. I've been an Engineer for 5 years now and I hardly ever need to use anything I learned in school when getting my Engineering degree. Mostly it's a matter of looking at something and saying "WOW, that's horrendously unsafe, let's fix that" or "Sure, we could do X, but it could get someone killed because the support structure isn't rated for that, so lets try what's behind door #2..."

In terms of automation, it's mostly logic-chain stuff: If hoist A encounters Fault B, spit out warning D and make the alarm howl like a cat in a bathtub.
 
LoL yes :) Let me rephrase, do you play with F4SE? If so, second post.
Sorry, I'm not following. As far as I understand, having the ApplyFix=0 is the same as not having the F4SE plugin fix.. Am I missing something? ^^


If it's still happening for you, I'd guess you didn't get the SS2.esm update for some reason.
1643821661283.png
they say they are version m... if it doesn't work I'll download them again.
 
Whenever a mod manager is involved I get skeptical. You can confirm you have the correct version of the esm in game, by running the console command:

help SS2_ModVersion 3

It should show a value of 51.0 if the esm updated correctly.
 
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