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Question Soldier Manager script spam

eldiabs

Member
Messages
64
Getting tens of these on a regular basis now after playing the game for a while. Combination of 12 or 13 outposts/vassals (I forget). Results in pretty major script lag. Sluggish menus when selecting roles, etc. Most times assaults end up triggering out of sync or taking 10+ minutes to initiate. Usually the soldiers never even show up, just the quest marker. The SoldierManager scripts are the only scripts tying up a majority of the resources from what I've seen. Every once in a great while if I do something WAYYY outside of any settlements for a few hours they will drop down to 5 or so, but come right back as soon as I start making rounds through outposts.

https://imgur.com/a/36u8ixP
LiJWC5a


Any way around this?

Absolutely killer dlc sized mod btw. This is how I always wanted to play fallout 4. Much thanks.
 
That script activity is totally normal. A save is a snapshot in time and you will absolutely have that many active scripts if you save in a settlement.
As you say if you are away from a settlement the activity drops way down, which means everything is working as intended.
The lag you are experiencing could well be the engine running other things.
Dismiss any companions you have and go idle in an empty internal cell for a few hours, sit your character down if you can.
 
Thank you for the response. I'm aware of the internal cell suggestion, but unfortunately the issue is in regards to how these scripts are interfering with the assault quests properly triggering. Edit: And since you have to be in a settlement to initiate an assault...you can not really get away (in game) from these soldiermanager scripts popping up everywhere.

They are taking up more time than any of the other SS scripts combined. I know this because if I do the last resort nuke option of terminating a majority of the soldiermanager scripts on redundant/backup saves, everything becomes responsive again. They are the sole cause of my game's script lag. I'm sure of it. By terminating these scripts and having the assault quests become responsive again, it would seem logical that these scripts are what is causing the script lag, yes? There is almost nothing else running but a couple of inert companion quest scripts and the occasional SS or workshop script.

I have taken great care in eliminating all of the more troublesome mods long ago. Although I'm thinking wasteland codex gets a little funky now and then, but nothing serious that does iron out quickly enough. I get a CTD maybe once every 24 game hours of play (almost always due to fallout bugs that were never fixed).
 
There are several threads on here about assault quests never firing. It sounds like you have found a way to nuke the scripts so they can start over. May I ask, as one who's game has an un-fired assault that won't go away and prevents new ones from starting, how did you nuke the scripts?
I have recently installed Fallrim tools but I'm afraid to do much in it because of my ignorance of what I may be nuking.
 
There are several threads on here about assault quests never firing. It sounds like you have found a way to nuke the scripts so they can start over. May I ask, as one who's game has an un-fired assault that won't go away and prevents new ones from starting, how did you nuke the scripts?
I have recently installed Fallrim tools but I'm afraid to do much in it because of my ignorance of what I may be nuking.

Right click script in fallrim and select terminate. Keep in mind that some of the soldiermanager scripts do not like it when you do this. I do not know why some terminate without a problem and some result in infinite loading screen. Kill a handful at a time, create new save, test that game will load before terminating more of them. Back up the original save you are editing first. If you're like me you'll have plenty of saves to try this on. ;]
 
I'm uploading it now. I have DSL so if the fat gerbil gets stuck in the tubes of the interweb... well, it's not fast is all I'm saying.
 
Phil, here's a thread where I transcribed what appeared to be relevant data from sqo console command.
https://simsettlements.com/site/index.php?threads/cant-launch-assaults-anymore.11983/#post-82770
Currently the Castle is my Outpost and I tried to launch a Vassal raid against Warwick Homestead.
Along with several Defend the Castle quest objectives, one of them is not like the others (now is when I really wish you could copy / paste out of the console)
== Defend the Castle ==
(Instance 18)
21 Subdue the remaining defenders DORMANT
10 Join the Assault DORMANT
15 Wipe out Warwick Homestead DORMANT
16 Subdue Warwick Homestead DORMANT
17 Defend Warwick Homestead DORMANT
20 Kill the remaining defenders DORMANT
21 Subdue the remaining defenders DORMANT
22 Kill the remaining attackers DORMANT

So that strikes me as wicked odd. Maybe these quests are supposed to be tied together like that when you're launching a raid. Can someone please run the sqo command when they're participating in a raid that is progress to see if it looks similar to what I've posted above? If it does, than this is a red herring.

Edit: There's no 'Assault' quest hiding in there anywhere so I can't manually kill it. I've slept / done stuff / slept some more well past the 24 hour period but the raid board is telling me that there's still a raid in progress. But I can't find it anywhere with console commands.​
 
Here is mine as well.

https://www.dropbox.com/s/8zudfqzsndgf8bn/saves.zip?dl=0

I put 4 of them into a zip. Titled as follows.
beforenuke - 70 scripts active. Vast majority are the soldiermanager scripts. Basically impossible to get assault quest to fire correctly. UI will most likely come up after the quest marker fires screwing up the quest. Takes forevvvverrrrrrrrr.
afternukegalleria - After terminating over half of the soldiermanager scripts
assaultstart - Started an assault (raid management script is running in this one) UI choices complete and it fired correctly before the quest marker. Took less than a minute for the UI to pop up. Would be faster if I removed even more of the soldiermanager scripts.
assaultqueststarted - Assault quest marker added to pipboy (raid management script no longer running). Good to go until more of those soldiermanager scripts starting queuing up. ;]

Hope this helps!
 
Apologies I set this save up in a mod added settlement, but the last one I was in was in the machanist lair and the quest markers kept disappearing...might be a bug in itself with going through doors and assault raiders getting confused, but I don't want to bring that up until I'm sure it's an issue. I can initiate from another settlement if needed, but it'll be the same outcome.
 
I had that thought after realizing that it's always about me. Marcia, Marcia, Marcia!
But more than 1 test case is a bonus.
I've seen and been involved in several threads here about assault script lag and eventual breaking so maybe I'm a bit over eager to help. :)
 
I can initiate from another settlement if needed, but it'll be the same outcome.
I think that would be helpful of you don't mind.
More samples to troubleshoot is good.
(Part of my day job is supporting software. More cases are better than 1 in my experience)
 
Here is a zip with two more from different vanilla settlements. Machinist Lair and whatever that raider outpost with the fatman is called (think that save was right after I dealt with a double assault due to the raid not firing until I was in the middle of the base...that was interesting). Just the script spam saves. Easy enough to initiate the terminate tests from.

https://www.dropbox.com/s/1edjd2mik285yya/twomore.zip?dl=0
 
Follow up on this. Did more tests with other assaults and conqueror mechanics. Varying levels of soldiermanager script spam.

Terminating all soldiermanager scripts that did not bring about a ctd or infinite loading screen resulted in near instant responses in pretty much every other area of conqueror options. Collaring dogs, changing roles and outposts of raiders, checking settlement information through the conqueror desk, etc. And most importantly, no reverse order of settlement assault quest or lag whatsoever in how the raid gets set up.

When 10 or more soldiermanager scripts were running all of these conqueror mechanics became sluggish. The more soldiermanager scripts, the more lag. To the eventual point where it becomes unplayable.

Good news is terminating most of those scripts doesn't appear to have any negative outcome. Bad news is I have no idea if I did something silly in the dozens of hours of play or selected some setting in the conqueror options that resulted in this issue appearing. It also appears as if one or two of those scripts is important at times, and if you terminate the script that is actually important, you'll get a ctd or infinite load screen.

So if anyone else has issues with unresponsive assaults and such, and you want to try what I'm doing, back up your saves before terminating scripts, and don't overwrite important saves. The usual stuff.
 
Terminating scripts is a false economy, unless you are removing the problem they will return pretty quick. Whatever is causing the problem will keep causing it and is likely to get worse as the game goes on.
I run some pretty script heavy mods so spend a lot of time looking at save files and while I have had over 200 active scripts on more than one occasion, never have many of them been SoliderManager Scripts.
There is something conflicting with CQ or some save damage.
 
Terminating scripts is a false economy, unless you are removing the problem they will return pretty quick. Whatever is causing the problem will keep causing it and is likely to get worse as the game goes on.
I run some pretty script heavy mods so spend a lot of time looking at save files and while I have had over 200 active scripts on more than one occasion, never have many of them been SoliderManager Scripts.
There is something conflicting with CQ or some save damage.

That's the issue. Don't know what is causing them to stack up and return like that. I can't think of any mod that would cause it. Every other script based mod I use runs with zero lag whatsoever. That said, I'm not the only one experiencing the assault lag, so I just put my experience here so that others may take a look and see if these scripts are jamming up for them as well. If that's the case, perhaps the issue can be further narrowed down. If not, my experience can be ruled out and things go on.

If I were to hazard an uneducated guess I would say my issue is linked to the number of raiders I have and how they are constantly being checked for their weapons and armor with all of the armories I have in various outposts. And since it was my first run through with conqueror, I went back and forth with how different raiders were affected by armory options. Some are disabled and have custom gear, some are not. I've disabled and enabled the conqueror settings numerous times over the course of this playthrough. Wouldn't even know where to begin with over 200 raiders, 60 of which are warriors. Some of that may very well have led up to something going completely bonkers.

BTW, no way would my game even run with 200 active scripts. That's very much indicative of a severely broken game or wayyyy too many scripted mods running. I average between 5 - 10 active almost all the time when the soldiermanager scripts aren't popping off.
 
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