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Patch 3.0.3 - Community Exterminators

kinggath

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Patch 3.0.3 is available now!

Requires an update to Sim Settlements and Rise of the Commonwealth

- Tons of bug fixes, balance changes, and quality of life improvements.

- Swaps the City Planner's Desk terminal to the right so you can place and use it anywhere you like without the terminal being blocked.

Click here for the full patch notes.
 
Will be pushing 3.0.3a shortly to fix the desk issue. The wrong model was uploaded for the desk itself, so the actual file cabinet is still on the right, even though the drawer will update to the left.

Definitely an optional download if you don't mind the strange positioning until 3.0.4.
 
Interessting what you mentionned at the end of the video regarding fast travel crash.

I'm not sure about the others, but i do get that annoying thing sometimes. But it's pretty random. Sometimes it wont happen for quite some times, sometimes it will happen once, restart the game and no problems. And on occasion until i actually move manually to the settlement there's just nothing to do (the latest is rarer though) and after that it seems to correct itself.
 
Did a clean save. Went to Sanctuary after picking up the city manager module and did a scrap all as per the video. About 30sec into the scrap all process the game crashes. Tried this twice.
 
Did a clean save. Went to Sanctuary after picking up the city manager module and did a scrap all as per the video. About 30sec into the scrap all process the game crashes. Tried this twice.
Do you have any other mods that edit/alter that cell/area?
Before you did the clean save, did Sim Settlement work OK for you?
 
Weightless junk is the only other mod running alongside rotc. Experienced a few light crashes (dropped me to the desktop) going to a couple different settlements after the patch. I was able to get back to those a bit later without incident. After that I decided to clean save and went to Sanctuary straight away. Decided to scrap all and start clean then the two crashes ( hard, froze screen). I stopped playing that toon and moved over to my new one. I always use the game menu for the update.
 
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Did a clean save. Is the holotape missing from the Museum of Freedom for anyone else? I verified the mod is activated and everything.
 
sounds like you got hit by a weird issue with settlement menu manager. try disabling it, see if the holotape is there, if so grab and activate it, then reenable smm.

let us know if that doesnt work but hopefully it will.
 
No luck. Disabled SMM and it still didn't show up.

edit: Is there a log or some info I can dig up to help diagnose the issue? I can also provide a save file if that helps.
 
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There appears to be a very serious issue with the update script in this version, specifically SimSettlements:SimParentScript.SetupCurrentMaintenanceCosts()

I would recommend hotfixing this asap, because short of backing up the WorkshopParent.Workshops array, nuking it, then restoring it, any save that's ever loaded 3.0.3 will be stuck in this loop forever (without manual fixing using FallrimTools, anyway). I guess having to do that wouldn't be that bad, but directly modifying the master Workshops array like that is still something I would try to avoid at all costs.
wtf-simsettlements.png

The first while loop does not have any exit conditions because I is never incremented. This was causing something like 1MB/s of errors to pile up in my Papyrus log file, which I only noticed because I was doing some stress testing of a heavily scripted mod I'm planning to release soon and decided to investigate what was going on.
 
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Oh crap, good thing I didn't yet start the game after upgrading. Guess downgrading to 3.0.2 it is.
Bugs like these are evil, I had one of these in immersive teleportation, too, once >.<
 
Gotta love Papyrus and its lack of for loops... there's a reason that I do all of my scripting using the language extensions provided by Caprica these days.

To be clear, this problem shouldn't bork saves or anything because it is possible to break the loop with a special update script. I would still recommend holding off on updating to 3.0.3 for a bit, however. Otherwise, you'll have a pretty heavy Papyrus thread bogging down the Papyrus VM, and producing gigabytes of Papyrus log errors if you have logging enabled.
 
I am wondering now what is Kinggath is planning to do with @EyeDeck findings, paused playing FO4 for now :> and i could do downgrade but i do not want to :)
 
I am wondering now what is Kinggath is planning to do with @EyeDeck findings, paused playing FO4 for now :> and i could do downgrade but i do not want to :)

I've pinged him on it in our support chat, this would explain the crash watch errors that cropped up as well. The hard part is stopping that infinite loop without Fallrim Tools.
 
I pinged him as well, a lot may depend on what time he checks his messages too.
 
There appears to be a very serious issue with the update script in this version, specifically SimSettlements:SimParentScript.SetupCurrentMaintenanceCosts()

I would recommend hotfixing this asap, because short of backing up the WorkshopParent.Workshops array, nuking it, then restoring it, any save that's ever loaded 3.0.3 will be stuck in this loop forever (without manual fixing using FallrimTools, anyway). I guess having to do that wouldn't be that bad, but directly modifying the master Workshops array like that is still something I would try to avoid at all costs.
wtf-simsettlements.png

The first while loop does not have any exit conditions because I is never incremented. This was causing something like 1MB/s of errors to pile up in my Papyrus log file, which I only noticed because I was doing some stress testing of a heavily scripted mod I'm planning to release soon and decided to investigate what was going on.
Hey there I think I caught this bug, none of my settlements are producing tax income now, could this be the cause, if so how to I kill this bug with the script equivalent of a mini nuke?
 
Hey there I think I caught this bug, none of my settlements are producing tax income now, could this be the cause, if so how to I kill this bug with the script equivalent of a mini nuke?

This could be the cause of a lot of script related issues as it could stop the script thread it is part of from progressing, we'll know more once kinggath has a look.

The only way I'm aware of to fix it is with Fallrim Tools, you can go and kill an active script
 
... directly modifying the master Workshops array like that is still something I would try to avoid at all costs.

Just an FYI, this is not modifying the master workshops array, it's only iterating over them as a counter. Good find on the infinite loop, I'm resolving it now.

Fortunately, this was a "harmless" loop. It will only break the maintenance costs system, and won't lock up your entire save. Regardless, if you haven't gotten very far since 3.0.3/3.0.3a, I recommend rolling back your save to pre 3.0.3 after you install 3.0.3b which is uploading right this second.

UPDATE: Ok, not entirely harmless, it can slow down the SimParent quest quite a bit. So definitely worth rolling back or terminating the SetupCurrentMaintenanceCosts script.
 
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Just an FYI, this is not modifying the master workshops array, it's only iterating over them as a counter.
I was referring to the only way to programatically kill this loop. To fix 3.0.3 saves with an update script, you'd need a chunk of script like
Code:
WorkshopScript[] workshopBackup = new WorkshopScript[WorkshopParent.Workshops.Length]
int i = 0
while (i < WorkshopParent.Workshops.Length)
  workshopBackup[I] = WorkshopParent.Workshops
   i += 1
endwhile
Utility.Wait(10) ; wait for the looping thread to clear out
WorkshopParent.Workshops = new WorkshopScript[workshopBackup.Length]
i = 0
while (i < workshopBackup.Length)
  WorkshopParent.Workshops[i] = workshopBackup[i]
  i += 1
endwhile
...which I consider a bad idea, but the options are that, make everyone learn to use FallrimTools (good luck), or tell them to roll back their save.
 
Yeah, I think the Fallrim Tools or roll back are the only realistic options. I definitely don't want to mess with the workshop array.
 
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