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Patch 3.0.3 - Community Exterminators

Yes, mytigio has it correct - solution at the moment is to do the Resaver steps.
 
I've used the Resaver cleanup on my save and things seems to run alot smoother now? but im still crashing whenever i fast travel to a settlement or place near one. Will we have to wait for a patch for this until we can progress? :/
The crashing is unrelated to this issue. There's one more change I can make to Sim Settlements to ensure it isn't the cause of fast travel crashes, it's not something I can do quickly though, so it will be tested in the next beta.

For some people, Sim Settlements won't be the cause of FT crashing, it will just be a case of having overwhelmed the game - if you happen to be in that camp, some of these changes could eliminate your crashing: https://simsettlements.com/web/wiki/index.php?title=Performance
 
Okay, ReSaver diving it is. I already have it installed and the instructions seem cogent enough. Mental note also to do a non-auto/quick save prior to all SS updates in the future, no matter how decimaled they are.

Question, what were the observed effects of this? The only thing I really noticed last night that was odd was my CPD reports at Hangman's Alley being very slow to process, in one case so slow that the plot readout didn't input the proper variables and was just some generic placeholder messaging. Would that be fallout(heh) from this or should I be bug reporting that as something else?

EDIT: nevermind I just saw the thread in the bug reports and that answers my questions.
 
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The crashing is unrelated to this issue. There's one more change I can make to Sim Settlements to ensure it isn't the cause of fast travel crashes, it's not something I can do quickly though, so it will be tested in the next beta.

For some people, Sim Settlements won't be the cause of FT crashing, it will just be a case of having overwhelmed the game - if you happen to be in that camp, some of these changes could eliminate your crashing: https://simsettlements.com/web/wiki/index.php?title=Performance

Thanks i will try the things you recommended. And yeah im pretty sure i've overwhelmed the game with all the building and settlements i've done. ^^
 
Question, what were the observed effects of this?
As I understand it, Papyrus is only allocated so much time per game frame to do work, and if there's lots of other stuff the game engine has to calculate on the CPU (AI, Havok physics, etc), Papyrus gets an even smaller slice of CPU time to do whatever it needs to do than it would otherwise. Since how much data Papyrus can process is inherently limited in this way (this is in contrast to the F:NV and earlier engine that would just pause the game loop until the script is done), it means that if you have, say, a while loop that processes a lot of data but never waits, other scripts will have to compete for CPU time with that script, and as a result it'll take longer for everything else to do what it wants to do.

The observed effect will be that all scripts are likely to slow down, and since everything in Sim Settlements relies on scripts, everything would just take longer to run in general. Some chunk of code that would only take one frame to run might take 3 frames instead. This often leads to a compounding effect where more and more scripts don't get a chance to do their thing and get stuck waiting in a pool for the Papyrus VM to allow them to run, so those 2 scripts competing for CPU time might turn into 3, which turn into 4, 5, 20... In really bad cases that normally one-frame chunk of code can take literally minutes to run, so everything scripted slowly grinds to a near-halt. Realistically it won't get as bad as this unless you saved and loaded 20+ times on 3.0.3/3.0.3a, however.

But yeah, what you described isn't unlikely to be caused by this issue.
 
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So those of us on Xbox will need to wait for a fix? Or would I be safe to download 3.03b and start a fresh save?
 
Thanks i will try the things you recommended. And yeah im pretty sure i've overwhelmed the game with all the building and settlements i've done. ^^
make sure your not using war of the commonwealth! That mod was causing me to crash when i teleported to settlements
 
Just notice something weird with my saves.
I made a save prior to start using the 3.0.3 beta, so I have no problem not being able to disable "SetupCurrentMaintenanceCosts", but with you guys always talking about Fallrim Tools I decided to check it out. And found something I wasn't expecting!
I can't load any save starting in the beginning of December because I get "invalid plugin index 254". I know I have a lot of mods but NMM says 179 and even Fallrim Tools says on the most recent save I can open, that it only has 103 (and this one was saved 20 minutes real time, before the one where the broken saves start).
I have played like 200 hours since (being unemployed does that to you), and I haven't notice nothing stranger than what was there before.
This was as weird to me as the social security lady telling me she couldn't give me the paper I needed to get a job because I didn't had a job.
 
So those of us on Xbox will need to wait for a fix? Or would I be safe to download 3.03b and start a fresh save?
On Xbox, you need to download 3.0.3b and then either use your last save from before you downloaded 3.0.3, or yeah, you could start a fresh save.
 
I can't load any save starting in the beginning of December because I get "invalid plugin index 254".
FallrimTools 3.0.2 has issues with saves that had any .esl files loaded onto them, it's something to do with light plugins all being shoved into plugin index 254 that FallrimTools doesn't like. The author is aware of the issue, but hasn't released a fix yet. Try 3.0.1 instead, it works fine for me.
 
"invalid plugin index 254"

I believe that was fixed with the latest build of Fallrim Tools - but if you just downloaded it today and are receiving that error, I'm not sure how to resolve it. The error originally was showing up because there was a problem with the new ESL files which use plugin index 254.

UPDATE: Or use 3.0.1 as EyeDeck suggested. Odd that the creator would have re-introduced a bug he fixed.
 
The crashing is unrelated to this issue. There's one more change I can make to Sim Settlements to ensure it isn't the cause of fast travel crashes, it's not something I can do quickly though, so it will be tested in the next beta.

For some people, Sim Settlements won't be the cause of FT crashing, it will just be a case of having overwhelmed the game - if you happen to be in that camp, some of these changes could eliminate your crashing: https://simsettlements.com/web/wiki/index.php?title=Performance

So oddly enough When I try to create a fast travel target in Sanctuary it won’t allow it, so I decided to move the mat that was already there. When I go to move the existing mat there is another one underneath it giving Sanctuary two travel mats in the same location. I split then apart and fast traveled and it took forever to travel. Once I was back I deleted both mats and created a new one on the edge of town and this one worked well. Bug?
 
Try 3.0.1 instead, it works fine for me.
Yup, it's working.
Guess the social security gets to keep the prize for inconsistency of the day.
But now I don't know if should just kill the script or go back to my save and spend more 50 minutes building the ceiling of my vault 88 atrium.
 
I killed the script just to see what would be the immediate change in game. Coincidence or not it fixed the problem I had reported where the costs would be constantly updating and would show different values (between the max and min range of what they could be given what I had in the settlement) for the maintenance costs every time I opened the donation box. I still had this problem before now.
 
I just now stumbled upon this error, and I had been playing for awhile with 3.0.3. About 50 or so hours into my playthrough, I started getting consistent crashing at my settlement. I found this thread, and cleaned my save successfully with FallrimTools (thanks for the support kinggath). I had over 70 active scripts from the simsettlements maintenance script, lol. I'm no longer crashing, and things are really snappy, but my settlers are now reverting to what seem to be vanilla settlers one by one. Their names are reverting to Seamstress, Exterminator, etc, whatever their job is I'm guessing. I also can't select these settlers in the build menu, and each time they revert it looks like it counts as a settler death, plummeting my happiness. Help!

EDIT: Ok, it seems to have only affected 2 or 3 settlers. My pop dropped from 11 to 9, and happiness isn't dropping off anymore. I fast traveled to and from my settlement and waited around a bunch, and everything seems to be in order now, no more vanilla settlers. I'm guessing SS was sort of re-initializing itself or something? Small price to pay to get everything working again.
 
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@Swampfox92 The people named Seamstress, Exterminator, etc are part of the Visitors system. As you build more commercial and recreational, you attract people to come spend money in your settlement.
 
Oh wow I feel stupid. They never showed up before and I guess I just linked my random 2 settler deaths to it, haha. Thanks!
 
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