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Playthrough Test(2022-10-12)...

Mystical Panda

Well-Known Member
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This is a new playthrough test for the latest SS2 release(the last game became unstable after lvl 50+). The load order is the same as last time, with this instance not having any plugins or scripts updated during a current game which I think caused most of the problem(but this is still the test and debug stage).

In this playthrough I'm using the default City Plans that come with SS2 as no other plans are in the load order, and I have Sanctuary, Red Rocket, Abernathy Farm, Starlight DriveIn and Sunshine Tidings Co-op working on their respective level 1. I'll be adding additional beds and push settlers to settlements as they are encountered 'in the wild'.

To start, I'm attaching a text file from the current papyrus log, filtering for 'ss2'. There a few entries at the beginning where a script is missing? or a few properties don't match. Not sure if this will be of use, but your welcome to it.
 

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does 16 line up with the number of settlements you actually do own? i also noticed you had "my campsite" in the first list. is this one of those dynamic settlement mods like Conquest - Build New Settlements and Camping? maybe the nulls you are seeing are the psudo-campsites that haven't been activated yet? removing an entry from the workshop parent script breaks things massively, so i assume that mod just adds all 10 and has some scripting to handle the inactive ones? donno.

now we're getting into real three edged sword of speculation territory: how does this mod i don't understand interact with this vanilla game system i don't fully understand in order to break this other mod i don't fully understand.

also, just like it said in the dialog there, SKK dumps a bunch of logging out to the papyrus debug folder. might be worth reading through that to see if it sees those nulls and can give you a PRID or editor ID to reference and lookup?
 
"my campsite"
If I'm not mistaken, that's added by Advanced Needs 76 where you can drop a workbench and use that to build a 'campsite'(micro settlement, per se
) like with Fallout 76.
removing an entry from the workshop parent script breaks things massively,
Agreed. The only mods that were replaced were the SS2, Chapter 2, WSFW and Workshop Plus. And a few additions like the SKK Settlement Utilities and Feral Infestations(added before the recent posts). As far as I know, none were removed(other than the previous versions of the SS2 packages that I rolled back).
now we're getting into real three edged sword of speculation territory: how does this mod i don't understand interact with this vanilla game system i don't fully understand in order to break this other mod i don't fully understand.
That's two of us. According to SKK's report all the workshop's array elements 'line up' with each other, so nothing shows to be deleted. At least from how I'm reading it, and from what I've know about this current playthrough lines up with that(checking the parent stuff).
SKK dumps a bunch of logging out to the papyrus debug folder.
Oddly enough, I checked all over and can't find that file. It said something about debug enabled, which I assumed was papyrus log and debug which is on(that's how I'm retrieving the papyrus log windows I'm posting for the current test-playthrough). I'll check again and see if something really stands out on the other settlements- of which, I'm curious about Abernathy.
 
Here's another example of a power issue... The hud shows power requirements aren't met(no_power), there's wires connecting the plot->pole->connector but NOT to the generator(not sure if the connector was to radiant within the range of another radiant, no_wire), then I manually added a wire(has_wire), and now the hud shows power requirements are met(has_power), the plot is now building(now_building)- where as before it was stalled without power.

I wonder if some reports of plots not auto-building/upgrading might be this particular problem?
 

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Here's a video showing that I can't run to Abernathy from Red Rocket without a ctd from 'loose filestream', but can directly fast travel there. My only explanation is that the cells closest to me are loading, but not the ones at the far end of the Abernathy settlement and for some reason the power grid is trying to connect them? This settlement has the strange municipal power pylon that has no indicator images and problems connecting power to the plot just left of the main building- so I have no idea if that comes into play or not.

There's a loading section in video that's a bit long- it's unedited, and the HD processing isn't complete.
 
Here's another example of a power issue[...]
this is definitely this known issue about the workshop framework power repair issue. it happens to me very very regularly unless i disable that system, and once i disable that system (and rewire that settlement) i never have it again.

it's never caused a ctd as far as i am aware, however, but power grid issues CAN cause engine problems.

Edit: i didn't see the missing connection between the generator and the first wire. did you wire it up originally? the bug i link above causes wires to fail to pass power, not disappear. i'm not aware of any generators that give radiant power, and even if they did, wires and connectors don't draw radiant power and put it back on the wire. is that a WSFW optional thing?
 
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this is definitely this known issue about the workshop framework power repair issue. it happens to me very very regularly unless i disable that system, and once i disable that system (and rewire that settlement) i never have it again
I have auto-repair and auto-destroy off in the mcm.
i didn't see the missing connection between the generator and the first wire
I connected the generator to the power conduit on the house(the wire that was missing), as everything from the house to the plot was connected. Doing this, attached the plot to power. Having to reduce image size from 5120x1440 to 3840x1080 to upload them loses a lot of fine detail.
 
One of the things I noticed when fast traveling to Abernathy is... some holo-icons will appear then disappear even though I'm not in workshop mode as I just traveled there and the cells have loaded passing that event onto other running scripts, or causing scripts to fire off on objects.
 
As I'm doing this test-playthrough I thought of something that might help...

1) We need a test with WSFW(using auto-repair, if it starts crashing turn it off) only and completely building settlements with vanilla assets.
2) Then another separate test using WSFW and SS2 but don't do the SS2 quests at all and build your own settlements using vanilla assets,
3) Then another separate test again using WSFW and SS2 using just SS2 city plans.

Just to see where it crashes during a 'layered module' approach. The tests will be completely independent of another without updating the module that's currently being used until the test concludes.
 
They do that for me too. I suspect they're actually always there, but a script automagically makes them 'invisible' when you aren't in Build Mode unless you change that setting - Personally I set them to "always show".
That makes sense. I figured it was some 'loose' or un-filtered calls being done script wise on loaded objects- because if the script wasn't expecting them to be there I'm not sure what the expected result would be.

I've loaded into Abernathy and am going to run to Concord(do the death-loop) and see if I get a crash. If not, I'm coming back the other way and see I get a crash in the same spot between Red Rocket and Abernathy. If not, the only possible difference variable wise that I can see is Abernathy did some type of upgrade while I was away from it, and this is the first time I'm running back there. It's definitely a long shot.
 
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Here's the results of that run...

Loading in for the first time at Red Rocket and running to Abernathy = crash. Pretty much every time from the same game save. This could be a script that's currently in the VM stack frame wise, though loading in(same game save) and fast traveling to Abernathy doesn't seem to cause the issue and it doesn't crash.

However, if I load in, fast travel to Abernathy. Then run to Red Rocket, then Concord(all the way to the other end) and back to Red Rocket and then to Abernathy(past where it kept crashing before) there is no crash! As I'm completely in Abernathy now.

In my session log posts there's a ton of crashes where most(if not all) are associated with Abernathy or Concord- I don't really seem to have this problem with other settlements. Though I've just added Croup Manor, so I'll keep an eye out on that.

Here's the next thing I'm going to try. Since I ran from Red Rocket, up the hill past the water tower to Abernathy without a crash. I'm going to head back to Red Rocket. Save my game. Completely exit out. Load back into Red Rocket and see if I can make that run successfully.
 

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There's something going on with Abernathy farm that's for sure as there are two things here...

1) When loading in a game(currently at Red Rocket) for the first time, I'm always getting Abernathy has made some improvements(seems normal right? the scripts doing their thing and upgrading something there...). These are just 3 out of 5 messages, and it's the same 2 settlements(Abernathy and Boston Airport), and same messages. Bear with me for a sec as the first thought is load in the same game = same results, right? But it's not the same game save!... Now to the test... I run to Abernathy and a crash each and every time... but I can fast travel there. Now, once I'm in Abernathy I can run back to Red Rocket then back to Abernathy without a crash.

2) So, when running back without a crash I wait for any messages about Abernathy or Boston Airport doing an upgrade... nothing. So I save and exit. Now, if I load that game save up for the first time, the cycle repeats... the same messages for Abernathy and Boston Airport appear again... and trying to run to Abernathy results in a crash, but fast traveling there is ok(see #1 above).

These are different game saves created AFTER I received the message about upgrading- so technically the same messages shouldn't appear again after the fact with another load in. So I'm wondering if there is a problem with this city plan that's causing SS2 or one of the module scripts to think an upgrade isn't complete(a power issue?) so it takes a 'stab' at the settlement when the game first loads? some script that runs a background check on all settlements. And by running there, not all the cells for the settlement has loaded and there's a 'mesh' crash('loose filestream) because the mesh or material hasn't loaded in yet and it's trying to move the settlers or access an object(that's not fully initialized). But... fast traveling puts me about center... so grid wise the settlement should be fairly loaded and thus results in no crash.
 

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One thing to note here... when I refreshed the settlement layout all the loose items are now 'owned', where as before I could take these without repercussion.
 

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There is definitely something going on with Abernathy... anytime I load in and get within range of it, I crash with 'loose file stream', even trying to fast travel there from just the far side of Wicked Shipping(I'm just past the storage crates). However, if I fast travel to Red Rocket first, I can then fast travel to Abernathy pretty much 100% of the time without crashing. While running there from Red Rocket results in a crash.
 
At this point, I'm going to conclude this test only because I've isolated some repeatable issues with two settlements and want to try just using WSFW with vanilla built settlements to see if there's still an issue. I need to say goodbye to Curie... but... we'll meet... once again.
 
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