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Normal number of Active Scripts for a save file?

nzane

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I am using Sim Settlements Three in One + Conqueror, and my active scripts are always between 190-220 with several workshopscript and dlc06vaultworkshop entries , previous save files without these mods were about 40 active scripts , I was using only sim settlements , this most likely started with Conqueror :(, the active scripts section in Fallrim Tools is literally spammed with these two, only a few other scripts are different, any leads as to what can be causing this?


EDIT: I found out that some mod called BoxOfficeAppartments.esp was overriding workshopscript.pex in MO2, I tried removing this and im about to test if something gets fixed
 
Active scripts should be around 20 or less.

It also sounds like things have gotten backed up. I would find a corner of a settlement and place my player there and let the game run for 20 min+ do nothing, no running, no building, just let the character stand there. After about 20mins "real time" then test again and see if it goes down closer to a normal range.
 
Are you using the 4.0.0a hotfix for Three-in-One? There was a bug in SS 4.0.0 that could trigger under certain circumstances after you got through a bunch of Jammer's quest. That hotfix will retroactively clear up any script backup caused by the bug.
 
I tried what RayBo sugguested, I left my player in home plate in a corner for 30 minutes , but nothing.

I did start this savefile when Conqueror first came out, but I applied the Hotfix days ago, and I did notice it slowly bloated from 20 megs to almost 60 MB now, so I guess the hotfix did not do much :(

I removed BoxOfficeAppartments because it was using workshopscript.pex and now Workshop Framework works correctly (it used to not work at all) but the scripts are still there, here's a picture of the save file

This is the save file with SS 3in1 + Conqueror

56MsjC0.png

Its around 58MB and look at the script spam, the list is full of these workshopscript, workshopnpcscript and DLC06workshop scripts, all from the workshop though.
This save was after I did the 30 minute in the corner method to see if the scripts cleaned up, they didn't apparently :(

Here's the last save I did before creating a new character for Conqureor , but still using ONLY Sim Settlements Three in One up until the last version released before Conqueror came out. (and I even re visited the save with Conqueror on, and re saved, but none of the settlements got processed ofcourse, its just the esp is enabled for that save now as well, here's a picture:

otSe9h6.png


As you can see, this save is only 47 MB, ( an almost 20 MB difference ) , this is a four day save though, Conqueror's save is only 1 day old and a few hours, as you can see this one still apparently has what it seems to be stuck threads? (A bunch of spam from a mod) but this is from ESP Explorer rather than the workshop scripts, and the number of Active Scripts is significantly lower than Conqueror's save, which btw for some reason does not have these ESPe_launchplayerscriptalias, in fact, these entries do not show up in Conqueror's save at all for some reason, but I guess that's non relevant , it was just for comparison sake, something got stuck on the save apparently and its not cleaning up at all :(
 
Update: After fast travelling a bit and using the workshop on the un bloated save it went up to 58 megs (from 44MB to 58M:cool: again in no time, also I disabled the ESP Explorer 's esp and now my scripts went down to 11, but the save size incremented a lot after literally just 30 seconds loaded in to fast travel and scrap something then re saving at sanctuary's basement.

bEsCYwR.png


You can see, no more Workshop spam though. This is the save that didn't start with Conqueror but still has the esp enabled on it.

So my guess is I did have the Script Backup issue when Conqueror came out, but didn't get cleaned up when I installed Hotfix, also im crashing a lot on that save every few minutes after doing stuff/ fast travelling, I guess due to the number of scripts that are stuck?

One thing I did note this new playthrough with Conqueror enabled, was that Raiders/Gunners/Minutemen/Settlers really anything that was an NPC was not de spawning from the world when killed, causing it to even refresh contents in their corpses sometimes, and the workshops slowly stopped producing stuff, I thought it was a problem with the mod : "Uncapped Settlement Surplus" so I removed it using the mod's uninstaller then disabling the esp as the author specified.

I haven't tested much yet after that because the save keeps crashing after a few minutes all the time but as far as I've went through it workshops no longer spawn in resources like food, caps, water , etc.

The max number of Active Scripts i've seen in Save #1 (Conqueror's save) is about 285 active scripts, it seems to lower and increase randomly, or depending of the area i currently am in, however even in Sanctuary's Basement / Homeplate im still getting a minimum of 190 active scripts in Save#1 as seen in picture #1 which is inside Homeplate with nothing built on it/ no mods modifying that particular cell.

I also went ahead and removed a bunch of mods that appear to conflict with SS/Conqueror using the same workshop scripts (workshopnpcscript,workshopscript etc.) I ended up removing :

Far Harbor Story by Seddo (modifies workshopnpcscript)
BoxHouseAppartment which is a mod from loverslab that places a workshop in the sanctuary penthouse area (modifies the workshopscript.pex)

I'm sure I removed a few more, but no matter, I made sure only Sim Settlements was using that data in MO2's Data tab, this fixed Workshop Framework but not the Active Scripts :/
 
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Unfortunately, because you had mods with conflicting versions of workshop scripts, the calls were almost certainly getting stuck because they weren't getting the results they expected, and probably got WorkshopParent stuck in an infinite loop.

You can try doing a little save surgery here though!

Try this: Right-click on ActiveScripts in the bad save and hit Terminate All.

Next: Load up your game with your now fixed mod load order (so sans the mods that were overwriting the workshop related scripts), and run this console command:

cqf WorkshopParent UFO4P_ReleaseLock

This will tell WorkshopFramework to just pretend those scripts you terminated can be ignored, and it will attempt to continue on as normal. Then make a manual save from there, exit, and reload that save. This will trigger SS and WSFW to run their startup maintenance which will hopefully cleanup any issues caused by terminating all of those scripts. Then wait it out and see if it crashes.

The save bloat is pretty normal with Sim Settlements, just by having it installed your save will probably jump 35 MB or so. Fallout 4 stores any script data from mods in your save file, so that can add up to 64 MB to your save, and SS Three-in-One plus Conqueror uses about 30 MB right now. It won't cause crashing, but can cause saving to take longer if you're not on an SSD.
 
Kinggath, you're god, thank you ^^! The steps above worked, the active script count is now only 4!!! a single digit, yay xD.

Also, 2 other threads still show up with TERMINATED before them, im guessing these are from other mods that are probably going to be broken on this save from now on? XD , no grudge against that but just wondering

By the way thanks again man, hopefully this will get rid of the random CTDs!!
 
Keep an eye out that everything gets back on track. Terminating all scripts is kind of a nuclear option, and doesn't always resolve things long term.

My hope is that after patch 4.0.1 (this evening), any horrendous bugs are gone so that people don't have to keep restarting their saves...
 
Keep an eye out that everything gets back on track. Terminating all scripts is kind of a nuclear option, and doesn't always resolve things long term.

My hope is that after patch 4.0.1 (this evening), any horrendous bugs are gone so that people don't have to keep restarting their saves...

So far it's been stable ish, I still get ocasional CTD or Freezes when popping the pipboy out but it sure isn't as bad as it was before , also I think those are my PC struggling to load the 250 plugins load order I have :P

Only those two scripts I mentioned still show up in the save file as TERMINATED , but I didn't do much on this save other than raiding settlements to test the mod xD
 
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