Unfortunately Fallout 4 keeps a local copy of functions that haven't completed inside the save itself so that they can finish running before updating to the new variation of the function.Hmm... Okay, there is another way to do this. If you were to sabotage the UpdateMaintenanceCosts function (remove it, change the number of arguments, etc), it would cause the thread to error out and stop the next time that function would be called.
I've had poor experiences with deleting active scripts with FallrimTools (unloadable saves), so I recommend right-clicking each of those simsettlements:simparentscript entries and selecting "Terminate" instead. The game engine will clear them out as soon as you load the save.So would I proceed to click on Clean up top and select Kill Listed? Would that be all that'd need to be done before saving it? Also, should I have this done before I load up the game with your recently uploaded hotfix?
That shouldn't be the case with nested function calls like that, otherwise the game engine would have to cache absolutely massive quantities of code into save files: every single possible code branch would have to be stored - as smkviper would probably tell you, that way lies madness. It will save things like function name and variable count, as I mentioned, and Papyrus gets really upset if the cached function calls doesn't match what's in the current scripts, which I do believe will cause the old threads to error and die.Unfortunately Fallout 4 keeps a local copy of functions that haven't completed inside the save itself so that they can finish running before updating to the new variation of the function.
Only partially true. Look at this:If you take a look at an ActiveScript in FallrimTools you can see it actually stores the byte code for every function in the stack of that call.
I noticed the scrap all function leaves pictures that where hanging on walls behind. Is this an issue to be concerned about?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.
No, it just means we didn't notice them when creating our scrap profile. A handful of our testers went through each settlement and manually scrapped everything they could find so that we could have a safe scrap method, definitely possible a few things were missed.I noticed the scrap all function leaves pictures that where hanging on walls behind. Is this an issue to be concerned about?
So does this maintenance bug affect everyone regardless of whether we had maintenance costs enabled in our options? I thought they were disabled by default ever since 3.01. For example, I know for sure that before I updated to 3.03a last night I had the Involvement setting at "Low" which should mean no maintenance--which I also would have thought meant no scripts of that nature running--do I still need to do that ReSaver cleanup?
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