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!

Save File Issue - Potential Fix Here

This could work to our advantage... where it's hanging should the be mod that's potentially causing the problem- let me look into the save file format and one of my saves here in a bit. This should give me some time to 'digest' some the possibilities and see if I can come up with something useful.
Kinggath ran into the problem on last week's stream with about as vanilla as a mod-list as you can get so it's almost certainly not another mod acting up.
 
Kinggath ran into the problem on last week's stream with about as vanilla as a mod-list as you can get so it's almost certainly not another mod acting up.
It's almost for sure related to version 2 of SS2, as people without chap2 installed had reported the long save problem.

I have a few ways to consistently replicate them:
  • building an industrial plot triggers a long save most of the time;
  • building a storage container triggers a long save most of the time;
  • spending long periods crafting (in my case scraping the tons of crap I collect) triggers a long save most of the time;
  • fast travelling to sanctuary specifically triggers a long save most of the time.
What bothers me is the 'most of the time' part! My best guess is that there were made some changes in the virtual storage (VS) code. Probably to accommodate the HQ code. And that broke the serialization, because :todd:. But I cannot say for sure because it's not consistent. Things I tested that had no impact in saving time:
  • expending resources from VS;
  • building residential, agricultural or martial plots (I'm not far enough in this playthrough to report about the rest, I'm taking things really slowly this time);
  • scraping a storage container;
  • destroying a plot;
  • changing settlement leader;
  • fast travel between most of the settlements (see above for the exception);
  • 'conquering' a new settlement.

As for the patches released so far, the actor values helped a lot and the long script names, at least for me, had no noticeable impact.

These are the kind of bugs that drives my OCD crazy and make me lose sleep hours trying to solve it xD good thing I find the metagame 'find the bug' as entertaining as the game itself :party:

EDIT: Forgot to mention that this is MY experience. By the reports in this thread, the problem can be anything, since there are people having problems that didn't even touch the SS2 content (before the stranger appears for MQ1)
 
Last edited:
@nosfsos
I triggered a long save without any industrial plots by placing a few municipal types. Water, power and comms in this case. It could be because power is intended to be redistributed to the HQ just like scrap.
 
@nosfsos
I triggered a long save without any industrial plots by placing a few municipal types. Water, power and comms in this case. It could be because power is intended to be redistributed to the HQ just like scrap.
That's interesting... I assume caravans also go to the HQ? I didn't get there yet. I suppose caravans go there also. Could you see if building a caravan also triggers the long save?
 
It's almost for sure related to version 2 of SS2, as people without chap2 installed had reported the long save problem.

I have a few ways to consistently replicate them:
  • building an industrial plot triggers a long save most of the time;
  • building a storage container triggers a long save most of the time;
  • spending long periods crafting (in my case scraping the tons of crap I collect) triggers a long save most of the time;
  • fast travelling to sanctuary specifically triggers a long save most of the time.
What bothers me is the 'most of the time' part! My best guess is that there were made some changes in the virtual storage (VS) code. Probably to accommodate the HQ code. And that broke the serialization, because :todd:. But I cannot say for sure because it's not consistent. Things I tested that had no impact in saving time:
  • expending resources from VS;
  • building residential, agricultural or martial plots (I'm not far enough in this playthrough to report about the rest, I'm taking things really slowly this time);
  • scraping a storage container;
  • destroying a plot;
  • changing settlement leader;
  • fast travel between most of the settlements (see above for the exception);
  • 'conquering' a new settlement.

As for the patches released so far, the actor values helped a lot and the long script names, at least for me, had no noticeable impact.

These are the kind of bugs that drives my OCD crazy and make me lose sleep hours trying to solve it xD good thing I find the metagame 'find the bug' as entertaining as the game itself :party:

EDIT: Forgot to mention that this is MY experience. By the reports in this thread, the problem can be anything, since there are people having problems that didn't even touch the SS2 content (before the stranger appears for MQ1)
That's interesting. My experience does not match yours. With just HUDFramework, WSFW and SS2 I managed to get long save with only residential plots. Even more confusing, the actor values patch had minimal effect for me, but the long script names patch cut my long saves down to about 1/2 as long as they were and even those happen less often. Reducing max threads to 25 cut those save times by a further half, with no notable effect on how often they happen.

Edit: Not entirely true, the actor values patch did virtually eliminate the occasional random long save I'd get even without going near a settlement, but otherwise no noteworthy effect. Without the patch those happen infrequently enough that I completely forgot they do happen without that patch.
 
That's interesting... I assume caravans also go to the HQ? I didn't get there yet. I suppose caravans go there also. Could you see if building a caravan also triggers the long save?
Building caravan alone doesn't do it. I tried in two different agrarian settlements and in both I can save instantly. I was thinking that in SS1 the same water purification and power generation plots were classified as industrial though. Maybe they still use a similar mode of production.
 
Maybe we are barking at the wrong tree... maybe it has nothing to do with SS2. The reports are so 'random', that maybe we should also consider what SS2 depends to operate. What changed in the workshop framework from version 1 to version 2?

I put this hypothesis cause of all the variance in the long saves. AV had an impact, no doubt about it (at least on the random ones that had nothing to do with settlements). Currently, the long save apparently are restricted to settlements.

Some inside knowledge about this might help us test other things. Or a clear "that's impossible, don't waste your time with that" would do too :)
 
Maybe we are barking at the wrong tree... maybe it has nothing to do with SS2. The reports are so 'random', that maybe we should also consider what SS2 depends to operate. What changed in the workshop framework from version 1 to version 2?

I put this hypothesis cause of all the variance in the long saves. AV had an impact, no doubt about it (at least on the random ones that had nothing to do with settlements). Currently, the long save apparently are restricted to settlements.

Some inside knowledge about this might help us test other things. Or a clear "that's impossible, don't waste your time with that" would do too :)
Apparently, SS2 v 1.1.0b is not compatible with WSFW 2.0.18a. As soon as I build the recruitment beacon I get CTD.
Mod list:
HUDFramework 1.0f
SS2 1.1.b
WSFW 2.0.18a

So it's not some other random mod conflict. It's either WSFW or HUDFramework, pretty sure it's WSFW.

Rolling back WSFW would defeat the whole point.

Edit: Was able to get it working using a clean save with a beacon already built. Playing now.
 
Last edited:
Maybe we are barking at the wrong tree... maybe it has nothing to do with SS2. The reports are so 'random', that maybe we should also consider what SS2 depends to operate. What changed in the workshop framework from version 1 to version 2?

I put this hypothesis cause of all the variance in the long saves. AV had an impact, no doubt about it (at least on the random ones that had nothing to do with settlements). Currently, the long save apparently are restricted to settlements.

Some inside knowledge about this might help us test other things. Or a clear "that's impossible, don't waste your time with that" would do too :)
After a couple hours playing with SS2 1.1.0b and the newest WSFW, I can confidently say it's SS2 2.x update. Had some trouble with CTDs because they're not exactly compatible, but no saves slow enough to cause even a hiccup in play. Built Sanctuary up to 15 pop with assorted plot types after completing the SS2 main quest past "if I had a hammer" and unlocking plot types with cheat.

With all other things the same except SS2 version 2.0.0i I'll get a two or three minute save just finishing "if I had a hammer."
 
After a couple hours playing with SS2 1.1.0b and the newest WSFW, I can confidently say it's SS2 2.x update. Had some trouble with CTDs because they're not exactly compatible, but no saves slow enough to cause even a hiccup in play. Built Sanctuary up to 15 pop with assorted plot types after completing the SS2 main quest past "if I had a hammer" and unlocking plot types with cheat.

With all other things the same except SS2 version 2.0.0i I'll get a two or three minute save just finishing "if I had a hammer."
Great! We are narrowing it down :)
 
On the other hand, "if I had a hammer" finished much smoother and I had no CTDs with 2.0.0i.
 
After a couple hours playing with SS2 1.1.0b and the newest WSFW, I can confidently say it's SS2 2.x update. Had some trouble with CTDs because they're not exactly compatible, but no saves slow enough to cause even a hiccup in play. Built Sanctuary up to 15 pop with assorted plot types after completing the SS2 main quest past "if I had a hammer" and unlocking plot types with cheat.

With all other things the same except SS2 version 2.0.0i I'll get a two or three minute save just finishing "if I had a hammer."
This kind of makes wonder that if the time of the CTD (if it didn't CTD), or just after is where the 'long save' happens or triggers. You didn't experience a 'long save' since the scripting code, or something else (WSFW) for example, crashed before it could make it that far.
 
Possible, but unlikely. CTD was pretty predictable, other than when I tried building a beacon to initiate SS2 it happened exclusively on loading cells. So entering new world space such as the indoor section of Olivia or extended overland travel, getting to Olivia and back took a few tries, interestingly it only happened once on the way to Concord.

As long as I stayed in the same general area it wouldn't have a problem. So, after I gave up trying to do the SS2 quest I built Sanctuary, as long as I didn't go far enough toward the bridge to fully load RR, I could do whatever with no problem. Entering/leaving workshop mode, building, triggering autosave with the pipboy even sleeping and using the town gavel a few times trying to trigger a long save, all without issue.

So, possible, but very unlikely.
 
Top