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Settlements crash when scrapping

SneakyDevil

New Member
Messages
18
Heres the full log

[07/12/2017 - 09:38:54PM] error: (FF027264): the animation graph (Workshop) cannot currently process event "Reset".
stack:
[ (FF027264)].SimSettlements:ASAMSensor.PlayAnimation() - "<native>" Line ?
[ (FF023E77)].simsettlements:simplot.DisconnectFromGrid() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 1657
[ (FF023E77)].simsettlements:simplot.ObjectSpawned() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 745
[ (FF023E77)].simsettlements:simplot.UpdateIndicators() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1528
[ (FF023E77)].autobuilder:autobuildplot.ClearOwner() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1997

<truncated stack>
[07/12/2017 - 09:38:54PM] error: (FF027264): the animation graph (Workshop) cannot currently process event "TurnOn".
stack:
[ (FF027264)].SimSettlements:ASAMSensor.PlayAnimation() - "<native>" Line ?
[ (FF027264)].SimSettlements:ASAMSensor.OnPowerOn() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ASAMSensor.psc" Line 22
[ (FF023E77)].simsettlements:simplot.ObjectSpawned() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 754
[ (FF023E77)].simsettlements:simplot.UpdateIndicators() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1528
[ (FF023E77)].autobuilder:autobuildplot.ClearOwner() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1997

<truncated stack>
[07/12/2017 - 09:38:57PM] error: (FF027147): the animation graph (Workshop) cannot currently process event "Reset".
stack:
[ (FF027147)].SimSettlements:ASAMSensor.PlayAnimation() - "<native>" Line ?
[ (FF024D66)].simsettlements:simplot.DisconnectFromGrid() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 1657
[ (FF024D66)].simsettlements:simplot.ObjectSpawned() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 745
[ (FF024D66)].simsettlements:simplot.UpdateIndicators() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1528
[ (FF024D66)].simsettlements:simplot.WorkerArrived() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1879

<truncated stack>

Basically whenever I scrap a plot the game CTDs.
 
Try changing your load order a bit, then try again. You can rearrange some, uncheck some, anything like that should cause a change. Scrap crashes usually mean the game is trying to re-organize the hex id's of your save, which are controlled by the order your mods load up.
 
First thing I'd check is if OCDecorator is in your mod list, if it is, make sure the vending machine esp loads AFTER the main esp for it.

Easiest way to do this in Loot is leave the main piece alone and set the global priority on the vending machine part to a number bigger than 1
 
Hrmm, Ive changed the position of SIM to the start instead of the end of my load order. Still getting the same CTD, however, the logs have changed. I do not have OCDecorator, or any other settlement modifying mods besides scrap everything and SIM.

Full log

Auto builder log
 
The log unfortunately only tells us what the scripting engine is doing. Scrapping is handled by the game engine, which we don't get a log for.

If rearranging doesn't help, you can try temporarily disabling some mods. The mods you disable won't be the direct cause of the crashes though, so you'll be able to enable them again (they will probably just need to be somewhere else in the load order)
 
Usually, I get the scrapping CTD when I have a mod that edits cells, doesn't usually have anything to do with the item or mod I CTD on, but the cell edit mod causing the issues, but that might just be me :)
 
Hrmm...does disabling scrap everything put everything that has been scrapped back into the game? That's the only mod that I have that would be anywhere close to cell edits.

Would it help if I said that my WorkshopMaxDraw appears to be 8003000 and my WorkshopCurrentDraw is 990?(In the sanctuary workshop)
 
"LOOT" = bad karma....

Load order I am careful to arrange so the latest mod which overwrites something, like a cell, seems critical to my CTD's being non-existence... example... sanctuary bunker if after the Build high would disrupt the build high - which I use to CTD while scrapping in sanctuary. Bunker first then the borders modification - ... swapped and CTD gone - for me...

Non-existent meaning outside of the known and report location vanilla game items... CIT Institute building likes to CTD on me and my sons... eh, no mods for that... just that location is one to walk into, not fast travel...

john
 
Only mods that edit things in world are Better Third Rail, Beter Goodneighbor, Better Atom Cats Garage, Fusion City, Insignificant Object Remover, and Leveler's Bunker. I'm not sure how scrap everything works but I also have that.
 
I think Scrap Everything always needs to be the very last mod.
 
I always set scrap everything to global priority 255 in LOOT, that way no matter how I rearrange things, it's going to be last after everything else, I do my settlement changer mods at priority 200 so they're near the bottom and Neeher's expansion mod sits at 250
 
Try disabling Fusion City and see if that solves it, someone had reported the other big mod by that team was causing crashes. Might have just been coincidence - but worth a shot.
 
@SneakyDevil Can you try re-enabling it and see if the crashes continue? It would be nice to have a repeatable example to give them in case there's a problem with the way that team is building their mods.
 
Did you have Fusion City Rising and HotC? I'm wondering if it's just one or the other.
 
At the bottom of my load order i have anything that does major things like fixes on buildings etc or shrub removers and scrap fallout 3 or 4 spots above them and that works for me, all my SS are all up near the top under the main SS file.
 
I have both fusion rising and outcasts, as well as hotC. I haven't experience scrapping issues...

Though I haven't gotten far enough in game yet to trigger those mods. HotC I have and no issues with that one.

John
 
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