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Patch 3.1.1 - Come On In, The Water's Fine

Updating F4SE can cause a bit of upheaval if the mods depending on it isn't up to speed. Check your mods that depend on F4SE if they support the version you're using. (Tip of trade, turn off auto-update of FO4 in Steam. Everytime the game updates, so must F4SE, and then must all mods that depends on F4SE. This normally takes a couple of weeks after a game update.)

(That's one of the reasons Kinggath have refrained from using F4SE.)

(Tip #2, if you're already is using F4SE, and are a fan of building settlements, you really should download Place Everywhere. It's a game changer.)
 
Ok, I just disabled all my mods except Sim Settlements and RotC, dismissed both my companions (they both remained my companions after disabling Everybody's Best Friend) and again half way across the bridge BOOM.

If it's any help, my f4se.log again:
Code:
F4SE runtime: initialize (version = 0.6.5 010A0400 01D3962125E6368E, os = 6.2 (9200))
imagebase = 00007FF745E10000
reloc mgr imagebase = 00007FF745E10000
plugin directory = C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\
checking plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\achievements.dll
plugin C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\\achievements.dll (00000001 ACNT 00000001) loaded correctly
config path = C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\F4SE\f4se.ini
init complete
RegisterPapyrusFunctions_Hook
save name is Save27_DF59DF63_4469616E61_Commonwealth_041815_20180125210812_40_2
full save path: X:\Users\Ted\Documents\My Games\Fallout4\Saves\\Save27_DF59DF63_4469616E61_Commonwealth_041815_20180125210812_40_2.f4se
cleared save path
save name is Save27_DF59DF63_4469616E61_Commonwealth_041815_20180125210812_40_2
full save path: X:\Users\Ted\Documents\My Games\Fallout4\Saves\\Save27_DF59DF63_4469616E61_Commonwealth_041815_20180125210812_40_2.f4se
loading co-save
Loading mod list:
    (0 -> 0)    Fallout4.esm
    (1 -> 1)    DLCRobot.esm
    (2 -> 2)    DLCworkshop01.esm
    (3 -> 3)    DLCCoast.esm
    (4 -> 4)    DLCworkshop02.esm
    (5 -> 5)    DLCworkshop03.esm
    (6 -> 6)    DLCNukaWorld.esm
    (7 -> 7)    SimSettlements.esm
    (8 -> 255)    manufacturingextended.esp
    (9 -> 255)    manufacturingextended - meatmod.esp
    (10 -> 255)    ManufacturingExtended - Renamed.esp
    (11 -> 8)    SimSettlements_XPAC_RiseOfTheCommonwealth.esp
Loading light mod list:
    (0 -> 0)    ccbgsfo4001-pipboy(black).esl
    (1 -> 1)    ccbgsfo4006-pipboy(chrome).esl
    (2 -> 2)    ccbgsfo4005-bluecamo.esl
    (3 -> 3)    ccbgsfo4020-powerarmorskin(black).esl
    (4 -> 4)    ccbgsfo4023-powerarmorskin(camo02).esl
    (5 -> 5)    ccbgsfo4024-pacamo03.esl
    (6 -> 6)    ccgcafo4003-factionws03bos.esl
Loading key input event registrations...
Loading control input event registrations...
Loading external event registrations...
Loading camera event registrations...
Loading furniture event registrations...
Loading F4SEPersistentObjectStorage data...
Loading F4SEDelayFunctorManager data...
cleared save path

(manufacturingextended - meatmod, and ManufacturingExtended - Renamed are all my own edits of the Manufacturing Extended mod.)
 
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Choose your side!

That's a weird issue - might be worth posting a list of your mods in the Help section to see if anyone else has had this Blake vs Dogmeat issue.

Well, the Abernathys *are* cat people...
 
I also rolled back to FO4 v 1.10.50 and the corrisponding F4SE version. Still the same. Cross the bridge - kill the universe. :skull

I also have now tried turning off multi-threading and all the other performance options (animations, sounds, etc.) still get a CTD when crossing over into the build zone.

There's nothing in there except Preston Garvey is the leader. So now I'm wondering if there's a way I can just scrap the whole settlement remotely. I hate to loose all the stuff I built myself (several purifiers, generators, a warehouse around the generators, and turrets) but better then never being able to go there again.
 
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So I tried something else... I disabled all Sim Settlements mods and went to Sanctuary. Once there I exited, creating a save. Of course all the SS Plots were gone but the walls floors and so on were still in place. I then re-enabled the mods and restarted the game. Again, I'm in sanctuary, but there are no plots or desks around. As I am walking around assessing what changed, a "settler" approaches me with a "We really need your help" plea, and when I ask whats wrong he gives me a sad story about Raiders from USAF Olivia.

Dunno if that's pertinent or not.

Also, there was a Protectron police robot looking deactivated and trapped below a flat roofed prefab on the south side of the street at the entrance to the built up part of Sanctuary.
 
@TG626 So disabling Sim Settlements allows you to enter Sanctuary again? If so, can you upload the last .fos save file you had with this issue to dropbox.com and PM me a link?
 
Thank you for the patch (again)!

Xbox - is there any point to having multithreading on but limited to one thread? At two it's still crashing a lot for me. Thanks!
 
I had my first crash walking into Sanctuary now with 20 settlers and everything built for them.
I always save before I enter a settlement, so I reloaded the save, tried to walk exactly like I did the time it crashed, and now I entered successfully and no crash.
Random FO4 crashes are annoying, this is just a random crash cause game failed to render all the stuff for whatever reason, but the second time it worked even though the engine had the exact same number of objects to render.

Kinda dumb, and probably impossible to solve unless Bethesda decides to release a fix to their engine somehow, which I very much doubt will happen.
This is the kind of crashes most people have, and the weaker system and more mods you have the more likely they are to happen when entering a cell with lots of "stuff". Maybe instead of it working 1/2 times or similar like for me, it works 1/10 times for people with weaker systems so you may have to try 20 times or more if you are unlucky before you can actually enter the settlement succesfully without CTD.
 
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I am curious if trying the papyrus optimizations from the wiki make you more or less prone to crashing in this manner. It could also be simply number of cells loaded at the time of crash was higher than just after the reload.
 
I am curious if trying the papyrus optimizations from the wiki make you more or less prone to crashing in this manner. It could also be simply number of cells loaded at the time of crash was higher than just after the reload.

Hard to say, I have had these random crashes with the papyrus optimizations and without them, I am currently running with them cause I do think they do more good than harm in the end on a fairly powerful system.
But it is important to realize that these crashes aren't really caused by SS, or well they are indirectly caused by SS because you fill the settlement with alot of cool stuff and settlers with SS, but you are equally likely to crash in the vanilla game with the same amount of stuff and settlers built.

If it was a crash that happened 100% of the time with absolutely no way to enter the settlement ever I would say SS was the problem, in my case it isn't it's just random engine failures.
 
I am crashing also going over the bridge into Sanctuary (level 3) or fast traveling in. Have tried changing the new sets from 1 -20 and still crash. Seems okay if I go to Oberland station. (only other place I have tested)
 
I am crashing also going over the bridge into Sanctuary (level 3) or fast traveling in. Have tried changing the new sets from 1 -20 and still crash. Seems okay if I go to Oberland station. (only other place I have tested)

If you try walking in backwards into Sanctuary, does that help?
 
If you try walking in backwards into Sanctuary, does that help?

Will give that a try next time I try to go there... At Greentop nursery at moment not problems fast traveling from Oberland to there.. been there 10 mins no crashes so far..
 
Will give that a try next time I try to go there... At Greentop nursery at moment not problems fast traveling from Oberland to there.. been there 10 mins no crashes so far..
ok can go to Tenpines (level 3) Greentop (level 2) Oberland Station (level 1) via fast travel. If I walk to Red Rocket (level 2) no crash but fast travel crashes. Sanctuary crashs no matter which way I try to travel - fast - walking (crashs at Sanctuary side of bridge or even if you wall thought the river) - walking backwards. I have tired with and without F4se same outcome.. I am happy to stay out of Sanctuary at the moment till something is sorted.
 
By the way, I can confirm that there is still an issue with the Ranch Hand when visitors are enabled.

Tonight she was attacking my Provisioner's Brahmin at Starlight Drive-In. The Provisioner did not react and the Brahmin just ran away until it was out of range so she stopped. But she's still aggressive to some things for no seeming reason.
 
This visitors bug is the weirdest thing, I can understand it on my end, my problem always comes from the same female yellow ghoul, so probably that base npc has some quest related aggression flags (having the "same" body as bobby-no-nose), but you guys always complain about the ranch hand, I've seen several different npcs named ranch hand, so I can't understand why tha particular name is messing up the faction neutrality.
 
ok can go to Tenpines (level 3) Greentop (level 2) Oberland Station (level 1) via fast travel. If I walk to Red Rocket (level 2) no crash but fast travel crashes. Sanctuary crashs no matter which way I try to travel - fast - walking (crashs at Sanctuary side of bridge or even if you wall thought the river) - walking backwards. I have tired with and without F4se same outcome.. I am happy to stay out of Sanctuary at the moment till something is sorted.

I know you said "every way" but just to be sure, have you tried fast traveling to vault 111 (if you can fast travel without crashing, WALK not run to sanctuary)? I crash on the sanctuary bridge too. But after I go this route, I can cross the bridge no problem (no crashes ever since, *fingers crossed*). (Sanctuary Level 1 and a level 3 red rocket nearby with a level 1 abernathy in the surrounding area).
 
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