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Save File Issue - Potential Fix Here

kinggath

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Debunked. This did not fix the issue, we'll keep searching! Thanks for testing it out folks.



------------------------

Any of you on PC dealing with the long save file issues who'd like to be part of an experiment to try and get to the bottom of this, I've got something for you to try.

Several folks have tried this in private, but the results are mixed, so I'm looking for a larger sample group to see if my theory is in the ballpark or not.

Theory

The best theory I have right now is that the long save file times are coming because we added a ton of new ActorValues in the 2.0.0 patch - these are used to store information on references. There are a special type of ActorValue called Resource ActorValues, these automatically transmit their values to the workbench, so they are very powerful - but it's possible having too many of these causes a save to have to record a significantly larger amount of data. Especially after a City Plan is built/upgrades, as a ton of new items would need to be recorded in the save.

This file takes about 75% of our new Resource ActorValues and converts them to normal AVs, which if my theory is correct, will mean they don't have to record a value or be tested for a value unless it has been explicitly set on an item, and none of these particular AVs are used outside of HQ.

Using This

To use this, simply download the attached mod, and enable it your load order, and then go try and trigger the long save file. So go do all the sorts of things that seemed to result in such a save problem with this installed and see if the issue still occurs.

Note that occasional long saves of a minute or so are not unusual after a large number of workshop items have been built (City Plans being a huge source), as workshop items have to be recorded to your save since they are non-temporary objects. 20 minute saves though should never be happening....

Please report back any feedback or anecdotes you have using this.

Warning
Assume this will invalidate your save, and so you should only play with it for the sake of experimenting - when trying to make actual save progress, you should disable this.

If will also break several features in HQ, such as the disease research system - another reason not to use this plugin on a save you plan on making longterm progress on.


Goal

If the majority of folks testing this have a positive experience over the next few days, it will mean I need to recode some things in HQ before I can make this a permanent fix. So assuming my theory is correct, assume the earliest we can have this fix incorporated into the mod will be sometime after Christmas. This is high-priority for me, but this is not something I can just hotfix without considering all the consequences.
 

Attachments

  • SS2_LongSaveResearch.esp
    13.9 KB · Views: 87
Last edited:
I was going to write, that I saw your power issue post and fixing it by turning off the power grid auto fix/destroy options in the workshop MCM would fix it.

Doing this immediately fixed the save issue for me ontop of that once I closed the game and started it back up again. I haven't had a single slow save after.

My theory that some of the long saves could be due to the Workshop updates, and what its trying to calculate with power grid, resources, etc. Since turning these two off immediately fixed both my save game speed, and everything breaking in my settlements.
 
Hey! So I installed your testing patch, fast-traveled to my Sanctuary settlement with about 15 settlers and a lvl 2 city plan - and then I went to sleep. The sleep timer was a little slow (which I have seen others report), but not as bad as it has been some times - but when I woke up the autosave was over 3 min. I do not believe this fixed it.
 
Hey! So I installed your testing patch, fast-traveled to my Sanctuary settlement with about 15 settlers and a lvl 2 city plan - and then I went to sleep. The sleep timer was a little slow (which I have seen others report), but not as bad as it has been some times - but when I woke up the autosave was over 3 min. I do not believe this fixed it.
Can you try turning off these options and trying it?

MCM Menu or holotape

Workshop Framework -> Framework Controls -> Workshop Item Options -> Power Grid Auto Repair / Power Grid Auto Destroy (set both of these to off).

Can you see if that fixes your save time?
 
Can you try turning off these options and trying it?

MCM Menu or holotape

Workshop Framework -> Framework Controls -> Workshop Item Options -> Power Grid Auto Repair / Power Grid Auto Destroy (set both of these to off).

Can you see if that fixes your save time?
They were defaulted to off

EDIT: It says the default is on, maybe I turned it to off at some point and forgot? Regardless, they were off at time of reporting.

EDIT2: The reason I chose to sleep as my test was that it always seems to cause the autosave on wake take along time, and I havnt been able to disable it for whatever reason so...
 
They were defaulted to off
Oops - I probably forgot to update the MCM descriptions. The default is OFF now. Any save started after 2.0.17b of Workshop Framework will find them disabled as there were too many people having trouble with them for me to feel comfortable leaving them on by default.
 
Oops - I probably forgot to update the MCM descriptions. The default is OFF now. Any save started after 2.0.17b of Workshop Framework will find them disabled as there were too many people having trouble with them for me to feel comfortable leaving them on by default.

It's strange because mine were set to On, and I turned them off, and I've yet to have a slow save since.
 
I loaded the research file, changed all the travel auto-settings to off, so those were no longer triggering. I did have one fast travel just prior to turning them off, and it was still a long save. Did several "manual" saves, which were all quite snappy, and then one final one at a workbench after salvaging a bunch of pieces of armor, exiting the workbench triggered another long save. For me on my uber machine, this meant about a 60 second wait. Normal "snappy" saves are at most about a second. Just did a manual save and an exit save before exiting to disable the research mod, and both were between 80 and 90 seconds.

Going to turn the research file off and leave the other settings as I've now changed them. Happy to continue to help. I'm very easily able to reproduce this, basically "on demand" whenever I salvage a bunch of stuff.

Peace, and Happy Holidays.
- ZJ
 
Last edited:
Experience so far, it helps, but doesn't fix it. Instead of saves taking a minute or two, it 30 seconds to a minute. This is just my minimal save, will check with my main game, but it doesn't look great.
 
Just my own anecdotal feedback. Seems to have dealt with the slow slave issues I was having. I haven't turned off auto save on fast travel, and I haven't disabled the power grid rebuild options either. I was getting the slow save pretty much anywhere, not just in settlements. While my current mod load is very low, the general instability that can happen when I'm being more adventurous with mods meant I didn't want to disable the autosave. But to be fair, I was getting slow saves on quick saves as well periodically.
Anyway, for what this datapoint is worth, it seems to have improved things for the couple of hours I've had to play with today.
 
Main game is still the same, it helps, it seems to eliminate long save times outside of settlements completely, and I'm able to visit settlements with only ten or twenty second saves, but open workshop and forget it, anywhere from ten to twenty minute saves.
 
Any of you on PC dealing with the long save file issues who'd like to be part of an experiment to try and get to the bottom of this, I've got something for you to try.

Several folks have tried this in private, but the results are mixed, so I'm looking for a larger sample group to see if my theory is in the ballpark or not.

Theory

The best theory I have right now is that the long save file times are coming because we added a ton of new ActorValues in the 2.0.0 patch - these are used to store information on references. There are a special type of ActorValue called Resource ActorValues, these automatically transmit their values to the workbench, so they are very powerful - but it's possible having too many of these causes a save to have to record a significant larger amount of data. Especially after a City Plan is built/upgrades, as a ton of new items would need to be recorded in the save.

This file takes about 75% of our new Resource ActorValues and converts them to normal AVs, which if my theory is correct, will mean they don't have to record a value or be tested for a value unless it has been explicitly set on an item, and none of these particular AVs are used outside of HQ.

Using This

To use this, simply download the attached mod, and enable it your load order, and then go try and trigger the long save file. So go do all the sorts of things that seemed to result in such a save problem with this installed and see if the issue still occurs.

Note that occasional long saves of a minute or so are not unusual after a large number of workshop items have been built (City Plans being a huge source), as workshop items have to be recorded to your save since they are non-temporary objects. 20 minute saves though should never be happening....

Please report back any feedback or anecdotes you have using this.

Warning
Assume this will invalidate your save, and so you should only play with it for the sake of experimenting - when trying to make actual save progress, you should disable this.

If will also break several features in HQ, such as the disease research system - another reason not to use this plugin on a save you plan on making longterm progress on.


Goal

If the majority of folks testing this have a positive experience over the next few days, it will mean I need to recode some things in HQ before I can make this a permanent fix. So assuming my theory is correct, assume the earliest we can have this fix incorporated into the mod will be sometime after Christmas. This is high-priority for me, but this is not something I can just hotfix without considering all the consequences.
Completely solved the problem here :D


# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
XDI.esm
ArmorKeywords.esm
WorkshopFramework.esm
Overlays.esm
GCM_DLC_Far_Harbor.esl
GCM_DLC_Automatron.esl
DDLL.esl
DamageThresholdFramework.esm
CanarySaveFileMonitor.esl
NPCScaling.esm
MutantMenagerie.esm
SS2.esm
SwansBarAndPitstop.esl
SS2_XPAC_Chapter2.esm
TheMarshland.esm
SS2AOP_VaultTecTools.esp
PiperCaitCurieDialogueOverhaul.esp
M8r_Item_Tags_Vanilla_EN.esp
M8r_Item_Tags_UFO4P_AWKCR_EN.esp
M8r_Item_Tags_AWKCR_EN.esp
Unique NPCs - Creatures and Monsters.esp
SOTS.esp
Ketaros_Treasures.esp
Armorsmith Extended.esp
clothingoverhaul.esp
More Armor Slots - All Dlc.esp
SuperMutantRedux.esp
ClothingOverhaulSP_XB1_PC.esp
OutcastsAndRemnants.esp
sectorv.esp
AGNISNikaCola01.esp
AGNISNikaCola01-XDI patch.esp
SS2_XDI Patch-Basic.esp
SS2Extended.esp
SS2WhisperPowerPlots.esp
SS2WalledGardensAndMore.esp
Buzz_Axe.esp
RaiderOverhaul.esp
Buzz_Axe_LL.esp
SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
Scopes.esp
SS2_CityPlanPack_RiseOfTheCommonwealth.esp
Reasonable Scrapping - AWKCR.esp
RAW INPUT.esp
Quieter Settlements - Contraptions.esp
Quieter Settlements - Vanilla.esp
Quieter Settlements - Wasteland Workshop.esp
AzarPonytailHairstyles.esp
PIP-Pad.esp
NoAffinityCooldown.esp
TheyWantTheD.esp
MoreEnemies.esp
MinutemenPropaganda.esp
Loot Detector.esp
MTM-LaserPlasmaWeaponMods.esp
JunkTown-FENCES2.esp
HillsofCorpses.esp
GCM.esp
Fixed Alpha Map.esp
M8rDisablePipboyEffects.esp
[ARR] Hunter Beta.esp
XP From Companion Kills.esp
Depravity.esp
CROSS_CoA.esp
UCO_LegendaryPatch.esp
CBBE.esp
BetterSettlersNoLollygagging.esp
America Rising - A Tale of the Enclave.esp
Eli_Armour_Compendium.esp
The Deadly Commonwealth Expansion.esp
DT_GunnerOutfitPack.esp
BetterSettlers.esp
CrimeTown.esp
AFSSAB.esp
The Train.esp
Vault4.esp
RecruitableSettlers.esp
WZWildWasteland.esp
W.A.T.Minutemen.esp
DCGuard_Overhaul.esp
The Hollow.esp
TU3SD4Y'S Commonwealth Responders.esp
InstituteSettlements2.esp
EnclaveFactionItems.esp
Hard Legendary Giant Creatures.esp
NPCScaling_BB.esp
Live Dismemberment - Brutal.esp
Live Dismemberment - Insane-o.esp
Live Dismemberment - Liebermode.esp
Live Dismemberment - Mental.esp
Live Dismemberment - Mind-Blowing.esp
Live Dismemberment - POSTAL.esp
Live Dismemberment - Regular.esp
Flashy_CrimeAndPunishment_GunForHire_Addon.esp
MilitarizedMinutemen.esp
SS2_Addon_Favelabulous.esp
SS2_FDK_TinyLiving.esp
RecruitableSettlersFH.esp
RecruitableSettlersLeaders2.esp
MilitarisedMinutemen_PatchesAddon.esp
WATM-MM-MMUPAIA_CustomPatch.esp
W.A.T.M_MM+PA.esp
BLUE WATM-MilM Patch.esp
Extended weapon mods.esp
CraftingFramework.esp
QuickTrade.esp
CraftingFramework_ChipLoot.esp
CraftingFramework_LME.esp
CraftingFramework_MLM.esp
CraftingFrameworkAWKCR2.esp
BossChestsHaveLegendaries.esp
AA 50 Ways To Die.esp
Synth Overhaul.esp
Mercenary.esp
RansackedRelay.esp
MCNexus.esp
VUWR - AlternativeEdition.esp
DOOMMerged.esp
SS2_BleachersDCStory_Patch.esp
ProjectValkyrie.esp
InsideJobs.esp
CrimeTown [PATCH Previs].esp
OldTimeReligion.esp
SwanPond - Settlement.esp
SS2HappyTrails.esp
Respawnable Legendary Bosses.esp
SS2WastelandVenturers.esp
AtomsGloryThreads.esp
[SS2 Addon] SimSettlements SuperStructures.esp
SS2_SIMPDDDD.esp
ECV_Remnants.esp
RU556.esp
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
RM_Mannequin_Raiders.esp
SS2_ruined_simsettlement_addonpack.esp
RU556Armouryprojectv3.esp
LD50_Leaders.esp
JunkTownTwo.esp
SS2-PraRandomAddon.esp
DTFOptionalPlugin.esp
Synth Overhaul - Black Patch.esp
Synth Overhaul - No level requirements Patch.esp
SOTS_AWKCR_AS_Patch.esp
TDCE + AE + Raider Overhaul Patch.esp
Classic Combat Armor.esp
Unique NPCs - Creatures and Monsters - AE Patch.esp
Unique NPCs - Creatures and Monsters_SMR_AE.esp
SuperMutantRedux_ArmorSmithExtended.esp
SS2_LongSaveResearch.esp
StartMeUp.esp
Perks, companions and items massive overhaul.esp


EDIT:
NVM, still got it... as mentioned on other posts, it gets worse after opening the workshop or city planner.
 
Last edited:
Hi this mod is totaly nice it cut my save time from over 20 min in Sanctuary and all my settlements to 2 min in my experimental heavy build i have been in all the settlements where i had long save time with this mod and save all under 1 min just too bad i can`t keep it on, so back to my over 20 min save game it is a sad sad Christmas LOL
 
So, I played for several hours today, first time I've been able to do that since updating to v 2.0.0.

As stated earlier, it almost completely eliminated long save times outside of settlements and only slightly longer than normal inside settlements as long as I don't go into workshop.

I would have to say this fixes a problem, but there is still more to it. Definitely makes the game playable for me now though, so it's a big improvement.
 
Hmm - lots of inconsistent findings. I also just realized that WSFW also added a ton of Resource AVs when it launched and didn't cause any issues - so we may be barking up the wrong tree here.
 
Hmm - lots of inconsistent findings. I also just realized that WSFW also added a ton of Resource AVs when it launched and didn't cause any issues - so we may be barking up the wrong tree here.
Is there anything that could trigger a save on its own? For reference, I have ALL auto-saves turned off. I double checked afterwards. So what happened was I fast traveled, loading screen, then it froze on the black screen with the vault loading logo thing in the corner. It wasn't moving, screen was black but you could hear the music playing and rain. I ended up walking off and making dinner. After about 10-15 minutes it jolted back to my character and when it did it showed it had done an autosave in the message corner of the screen. I'm not sure how that's possible but thought i'd share in case it helps.
 
No go here.

Every test I've tried that resulted in long saves started right after I began placing down SS plots. Before any plots were placed in the game, zero issues. I placed an entire settlement worth of vanilla and modded objects down and the saves worked fine. But as soon as SS plots started going down, either through city plans or manually placed, triggered the long save issue.

Any moderate amount of time spent away from settlements and the saves mostly returned to normal other than an almost seemingly random occasional long save. Whenever I checked those random occasional long saves away from settlements, there would be some type of SS plot manager or other SS related script running. Save again, and it's back to normal. Sometimes with the same scripts, sometimes with one or two less. I've never been able to find a pattern in the SS scripts though so I could be focusing on the wrong thing. But I do know without a doubt the long saves don't happen until SS plots are placed. This is one of the weirdest things I've seen in a bethesda game. It's almost like SS has stumbled upon one of those game engine limitations bethesda didn't think people would hit. Similar to the keyword and esp limits they had to find a workaround to so they could keep selling CC content, or the bsa limit they have not done anything about as of yet. Wonder if whatever crazy awesome thing you've done with SS2 and Chapter 2 finally ran into one of those unforeseen limits?
 
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