the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Public Beta 1.0.0j

I've seen this Canary save file monitor mentioned before. Is this something advisable to use? I just disabled darker nights reading what I read above. I also have Scrap Everything and Place Everywhere. It's concerning to read about mods that are widely popular (endorsement wise) only to find out they are root causes to a lot of save file issues in the long run. I just found out as well that AE (Armorsmith extended) is also a huge issue causer and I've run that mod through every playthrough. Frustrating not knowing what mods cause long term script issues when you base using certain mods based on Wide popularity and mostly positive reviews.
 
I've seen this Canary save file monitor mentioned before. Is this something advisable to use? I just disabled darker nights reading what I read above. I also have Scrap Everything and Place Everywhere. It's concerning to read about mods that are widely popular (endorsement wise) only to find out they are root causes to a lot of save file issues in the long run. I just found out as well that AE (Armorsmith extended) is also a huge issue causer and I've run that mod through every playthrough. Frustrating not knowing what mods cause long term script issues when you base using certain mods based on Wide popularity and mostly positive reviews.
I also played tons of hours with those mods. Hard to say what is true and what is hearsay
I usually look at the comments of such mods and if it is not flaming hot and I want it, I give it a go...

Some call "You talk too much" is causing problems
But all that mod does is setting global variables to reasonable defaults...
no need to be patched for SS2... go figure...
You talk too much - inside a mod
 
Last edited:
I've seen this Canary save file monitor mentioned before. Is this something advisable to use? I just disabled darker nights reading what I read above. I also have Scrap Everything and Place Everywhere. It's concerning to read about mods that are widely popular (endorsement wise) only to find out they are root causes to a lot of save file issues in the long run. I just found out as well that AE (Armorsmith extended) is also a huge issue causer and I've run that mod through every playthrough. Frustrating not knowing what mods cause long term script issues when you base using certain mods based on Wide popularity and mostly positive reviews.
Canary Save File Monitor was made by the one and only @kinggath to try and track down a F04 core engine bug previously unknown and still unsolved, as is my understanding, and is able to monitor your save files for supported mods. It's a fairly new endeavour and more and more mod authors are adding canary support to their mods. The mystery bug the community is trying to track down this way is causing occasional data loss out of the blue, permanently corrupting save files. It's pretty rare also, I've not yet had a canary error pop up since I started using this.

Most, if not all of the scrapping mods break precombines, which is... basically bad (you can google that if you want to know more about the technicalities). So I completely avoid them. In general I try to check that a particular mod does not break precombines before I use it. I don't care so much if that happens somewhere out in the world, but I really make an effort and try to avoid it in my settlements.

I also avoid AE and anything that depends on it like the plague, these days. This is a touchy subject for some people, I know. Same with def_ui, and VIS or VIS-G. I can't say for sure if they are causing issues since my understanding of all things modding is not deep enough, I'm just personally not using them anymore.

Keep in mind, the modding community has learned a lot since the early days of modding FO4, and is still doing so. The tools have changed, also. Newer mods (sometimes) try to incorporate the experiences made in the meantime, and avoid errors mod authors made in the early days, because they just didn't know better. Some mods have been around for a long time, which of course does NOT necessarily make them bad, not at all. But it CAN mean they are a little outdated, or too bloated, or not optimized. Not everyone is willing and able to take a wildly successful mod and do a complete code re-write for a Version 2... ^^

That being said, I still sometimes intentionally use mods which I know are (potentially) causing issues, just because I like them. That's what mod profiles are for.
But then I expect things to break, sooner or later, and I know not to blame anyone for it.

And since I'm producing another wall ot text already, I'll add this:

I will occasionally remove a mod mid-game for test purposes. But if I want my saves to last, I either keep the mod in question in, or start a new game without said mod alltogether. In other words: Never ever remove a mod from a running game. It does not necessarily cause issues, but it's just a best practice not to do it.

Also, I try to remember not to scrap anything in game which a settler is assigned to (I look at you, buggy Tato plants in Abernathy). And especially not any powered objects, since that can fubar any settlement (ahhh sh... - I think I forgot and did just that yesterday. Crossing my fingers now...)
 
Problems caused by Scrap Everything are what got me involved in the Sim Settlements community in the first place.

It's just trouble. But so seductive. I still miss it sometimes (stupid monkey bars at Sanctuary!), but my games have been decidedly more stable since I stopped using it.
 
Canary Save File Monitor was made by the one and only @kinggath to try and track down a F04 core engine bug previously unknown and still unsolved, as is my understanding, and is able to monitor your save files for supported mods. It's a fairly new endeavour and more and more mod authors are adding canary support to their mods. The mystery bug the community is trying to track down this way is causing occasional data loss out of the blue, permanently corrupting save files. It's pretty rare also, I've not yet had a canary error pop up since I started using this.

Most, if not all of the scrapping mods break precombines, which is... basically bad (you can google that if you want to know more about the technicalities). So I completely avoid them. In general I try to check that a particular mod does not break precombines before I use it. I don't care so much if that happens somewhere out in the world, but I really make an effort and try to avoid it in my settlements.

I also avoid AE and anything that depends on it like the plague, these days. This is a touchy subject for some people, I know. Same with def_ui, and VIS or VIS-G. I can't say for sure if they are causing issues since my understanding of all things modding is not deep enough, I'm just personally not using them anymore.

Keep in mind, the modding community has learned a lot since the early days of modding FO4, and is still doing so. The tools have changed, also. Newer mods (sometimes) try to incorporate the experiences made in the meantime, and avoid errors mod authors made in the early days, because they just didn't know better. Some mods have been around for a long time, which of course does NOT necessarily make them bad, not at all. But it CAN mean they are a little outdated, or too bloated, or not optimized. Not everyone is willing and able to take a wildly successful mod and do a complete code re-write for a Version 2... ^^

That being said, I still sometimes intentionally use mods which I know are (potentially) causing issues, just because I like them. That's what mod profiles are for.
But then I expect things to break, sooner or later, and I know not to blame anyone for it.

And since I'm producing another wall ot text already, I'll add this:

I will occasionally remove a mod mid-game for test purposes. But if I want my saves to last, I either keep the mod in question in, or start a new game without said mod alltogether. In other words: Never ever remove a mod from a running game. It does not necessarily cause issues, but it's just a best practice not to do it.

Also, I try to remember not to scrap anything in game which a settler is assigned to (I look at you, buggy Tato plants in Abernathy). And especially not any powered objects, since that can fubar any settlement (ahhh sh... - I think I forgot and did just that yesterday. Crossing my fingers now...)
With all that said, I know the game as it progresses with mods in particular, tend to corrupt. While I am I don't understand scripting (I don't care to either) entirely, I also don't blame mods for the eventual issues they cause.

The scrapping mods are a necessary for settlement building. At least if you want to build your settlement(s) they way you want. I'll admit, I am unsure if I've ever noticed anything too damaging from the scrap mod I use but then again my lack of understanding of scripts might cause me to overlook the butterfly effect in game. Scrapping a pile of scrap in Sanctuary causing a game crash Drumlin Diner scenario.

So if scrapping mods are that horrendous, what's the work around? No scrapping aside from what the FO4 game engine allows? If the latter is the only way, I suppose I'll have to continue to use it and suffer. I just disabled darker nights. Haven't decided entirely what to do with AE (not even sure if I really use it extensively anyway). I will have to check into that. I personally don't like disabling mods through any playthrough and I am not certainly not starting yet again. I just relatively started a new game since SS2 came out and I did so just to play SS2. I use VIS and Def UI. Just started recently using those and jury out on if I care for them.

I spend so much time in Sanctuary building up the settlement to my desire I rarely have time to deal with other settlements so I don't know much about abernathy farms and buggy tato issues.
 
Can you provide more information about this? I've always used darker nights and had never heard of or experienced any problems with it.
Sorry it’s true nights it does the same thing darker nights does I always mix those 2 up true nights has a memory leak issues darker nights should be fine. For more info on mods with issues you can read up Here on the buffout 4 comments page lots of info about mods that can corrupt or cause issues ctd’s and so on.
 
Problems caused by Scrap Everything are what got me involved in the Sim Settlements community in the first place.

It's just trouble. But so seductive. I still miss it sometimes (stupid monkey bars at Sanctuary!), but my games have been decidedly more stable since I stopped using it.
Not to keep hijacking but this is important I think because it is discussing patches and possible causes with other mods. I have no problems migrating to another place to do so either but since I have you here, what to do about Scrap everything? or nothing at all?
 
I personally don't like disabling mods through any playthrough and I am not certainly not starting yet again.
Absolutely! Don't disable mods mid-playthrough, especially not if they're causing you no trouble. There's a good chance you can enjoy a full playthrough with a suboptimal mod list. (I just realized today my load order is technically "wrong", but I'm for sure not touching that, as long as I don't have any issues!)

Never change a running system...
 
Not to keep hijacking but this is important I think because it is discussing patches and possible causes with other mods. I have no problems migrating to another place to do so either but since I have you here, what to do about Scrap everything? or nothing at all?

Scrap Everything breaks precombines, not just in the settlements, but throughout the worldspace. If all you're doing is building settlements, then you can probably get away with it, but if you want to do much else, such as run through downtown Boston, you're gonna see performance hits at best, and quite possibly holes in the world.
 
Last edited:
scrap everything ,darker nights and scrap dead things you can replace the last 2 with place anywhere. And scrap everything is game breaking . Other then that darker nights has a memory leak and will 100% kill a save file in time. If you run an enb you can decrease the night brightness in the settings.

mod you are using scrap everything to clean settlements replace it with immersive cleaning to has rebuild precombines and removes trash and stuff around the settlements.

Anymore information on the darker nights memory leak thing? I was under the impression it just changed lighting values so I'm confused as to how that would cause a leak. Its also one of my mandatory mods...Is there even an alternative?
 
Some good fellow can tell me if someone got problems with the ASAMs in the W. Everett's basement? I can't take those bastards sensors from the table. Dunno if this is a bug or need to take from other place. The marker dissapear in the map, but the mission is still active in the list.

In Sanctuary (after 3 starts, 3 different versions of SS2), I still got no statistics panels. Any help be welcome
 
Last edited:
@kinggath Are you aware of the issue a number of us are having with Scavver's Delight?
It seems to me the quest isn't picking up that I'm either there or that the raiders have been defeated. My guess is that the range for Jake to see if there are enemies nearby is set too high and because spawn rates are increased and my ugrids are set to 7, Jake is still detecting baddies even though none are around the Sattelite. But I'm not sure. Here is my most recent save file. This has occurred on three separate game saves for me. (Still haven't gotten past it at all yet T_T)

The mods I think may be affecting SS2 are: PANPC, NPCs travel, Zone Recalculation, Arbitration, Valkyrie, Depravity, Old World Radio 1/2, or possibly BLD?

Also I just realized the latest release on Nexus has made it pretty much incompatible with PANPC (at least I think). The issues that were present in SS1 where there would be random crashes due to AI scripts being overloaded by SS and PANPC are back again since that update. (I was so happy it was working before, please tell me it's possible to keep compatibility going).
 
Last edited:
Anymore information on the darker nights memory leak thing? I was under the impression it just changed lighting values so I'm confused as to how that would cause a leak. Its also one of my mandatory mods...Is there even an alternative?
Read a few messages up in his reply to me. @XxA1xX got Darker Nights and True Nights mixed up. Darker Nights is fine. It's True Nights that has an issue.
 
Some good fellow can tell me if someone got problems with the ASAMs in the W. Everett's basement? I can't take those bastards sensors from the table. Dunno if this is a bug or need to take from other place. The marker dissapear in the map, but the mission is still active in the list.

In Sanctuary (after 3 starts, 3 different versions of SS2), I still got no statistics panels. Any help be welcome
You are supposed to get them directly from sickle after doing a short quest to find hammers brother nail at the shacks south of starlight drive in with the bears. If you killed sickle they should be in his inventory. The stuff on the tables is static clutter from what I remember.
 
Read a few messages up in his reply to me. @XxA1xX got Darker Nights and True Nights mixed up. Darker Nights is fine. It's True Nights that has an issue.
Yes my bad on that they do something very similar but true nights is messed up darker nights is fine. It’s hard to keep some mod names sorted off the top of my head.
 
Top