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Scripts causing CTD if I move too far while they run

Cranky Cat

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The latest 3.4.2 seemed to make matters worse in some cases for script CTD. I have threads turned up to 30 but it seems like they keep becoming active as I move instead of all at once.

Do scripts which are already running rely on the player's current location instead of saving everything necessary when starting or is it just the number of scripts. The number of scripts didn't seem to be too high when I checked sometimes, less than 30 active Sim Settlements AddOn instances, but I still got CTDs.

I just settled The Slog with < 20 settlers and that has no problems moving around but it isn't too busy.

On the other hand I have Finch Farm with a level 3 city plan including the overpass, etc. This was the pre-simple plan version although I did go through and delete some clutter and whatnot after it finished. It was also affected by whatever caused me to spawn settlers over the limit so I had 12 or 13 unemployed and homeless settlers I needed to move elsewhere. I hadn't had issues with the settlement before although it had been finished for a long time.

When fighting gunners at the nearby overpass, which is across a gap from Finch Farm, I got CTDs when I walked on the Gunner side towards the farm. I couldn't figure out why at first until I saved, paused, and then looked at the FallrimTools edit and saw SS scripts kicking off even from so far away. This definitely didn't cause CTDs before because that dang Gunner base resets immediately after I leave so I've cleared it lots of times.

I'd also get a CTD if I walked farther away from the settlement on the overpass before the script completed.

So, I waited until the scripts completed (save, alt tab, look at FallrimTools) and that seemed to work. Then I needed to go to the settlement and had to repeat the process as I approached the border from the water side.

After I entered the settlement I had another set of scripts kick off and had to wait or CTD.

After that batch ran I moved towards the workshop and got a CTD if I went too far so walk...save...check scripts a couple of times. Eventually all the work was apparently done but I didn't push my luck and left after I did what I had to with settlers and taking items from the workshop inventory and walked away without more CTDs.
 
Sounds like you should roll back the mod and go back to the previous save. Scripts from SS really shouldn't be causing crashing anymore. The only ways scripts can really crash the game is by overloading the stack, which takes about 250 active scripts.

Since you've been having more trouble than most folks, you likely should plan on doing this with every patch. Just test it out for a bit, if things go awry for you, roll back and wait for the next one to try again.

If you are hoping to resolve existing issues, I have to assume you're going to need to attack this from another direction and start experimenting with new characters and testing your load order.

I don't have any leads on any places to change SS from a stability standpoint. Everything left on my list with information I can act on is either quality of life issues, or non-code related things.
 
Thanks for the reply. If it's not a problem anyone else shares then I'll see how it goes. It didn't seem to happen again afterwards though. I never saw a count over 90 or so when saving and checking so I don't think it was strictly script load.
 
Sorry to pester you again but does the on cell load event get fired when the game is reloaded? I've been testing with save, crash, reload, save, crash, reload and testing and I'm wondering if the same active scripts which are already running because of the reload could be getting queued up again by the events that get fired.

Also, can changing gamehour screw up the timers on the scripts/quests? When I was in a build world (from Clone My Shack) I kept resetting the time to 10am so I wouldn't have to stop and go back to a settlement to rest or whatever.
 
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1. Yes, the location change events fire when you load the game. So rapidly loading, saving, exiting, multiple times in a row will definitely queue up a bunch of scripts.

2. Yes, it will cause all script timers to advance. So that would trigger things like the City Plan and Plot upgrade code to run.
 
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