tldr; I'm unable to get SS2 to a playable state, mostly down to plot assignment failures, manual and automatic; send help.
After a long hiatus from FO4, I put together a fresh mod list and replaced everything SS1 with SS2 (started with 1.1.0b, current as of posting). I've since spent long evenings this last week trying to get SS2 to behave with even the smallest and simplest settlements.
I tried the SS2 main quest a few times and was eventually able to progress to the where the stranger finds his crate of toys in USAF Satellite Station Olivia. But wow did it take a bunch of fiddling, consoling, reloading earlier saves, and even a few complete restarts from Vault 111 to get all the way to Olivia without the dialogue and/or quest stages getting stuck on something new each time. I've since moved on and now use the holotape to cheat all plots, items, etc., into the game so I can focus on just trying to get SS2 working (without starting or skipping any quests, just the "add stuff" cheat commands).
I've narrowed down the actual symptoms seen so far to:
Here's the "core" load order:
Papyrus logs do show these errors fairly often, which may be related (granted "errors" from Papyrus can be quite normal and not indicative of an actual root cause):
Here are a couple screenshots from a current attempt with only one unlocked settlement with two settlers, one L1 agri plot (Ruined World's Two Step Garden), one L1 industrial (Gath's Materials Shed), and one L1 residential with two beds (Ohno's Skyline Apartments)*. The settlement shows 13 water from one hand pump and one electrical and has 6 electrical (2 remaining) from two vanilla windmills.
I'm basically out of ideas and feeling beaten and defeated by SS2 in ways SS1, even in its early rough days, never inflicted. Any ideas or suggestions for things to check to try to shine light on the root cause(s) will be very appreciated. Heck, even knowing "this is just how SS2 is today" so I know to stick with SS1 for one more winter's evening entertainment.
* Note in the this attempt and others I've tried many different plots, sometimes only those from add ons, sometimes pure King Gath, sometimes mixed. I've also tried no residential and vanilla beds and only single-bed residentials. Symptoms don't change.
** Specifically to test delayed scripts I've spent real and game time outside settlements, both waiting to advance the game clock and just adventuring normally for multiple days.I've also tried the recalculate production command from the settlement desk. More than once.
After a long hiatus from FO4, I put together a fresh mod list and replaced everything SS1 with SS2 (started with 1.1.0b, current as of posting). I've since spent long evenings this last week trying to get SS2 to behave with even the smallest and simplest settlements.
I tried the SS2 main quest a few times and was eventually able to progress to the where the stranger finds his crate of toys in USAF Satellite Station Olivia. But wow did it take a bunch of fiddling, consoling, reloading earlier saves, and even a few complete restarts from Vault 111 to get all the way to Olivia without the dialogue and/or quest stages getting stuck on something new each time. I've since moved on and now use the holotape to cheat all plots, items, etc., into the game so I can focus on just trying to get SS2 working (without starting or skipping any quests, just the "add stuff" cheat commands).
I've narrowed down the actual symptoms seen so far to:
- I've confused many instances of things working fine but SS2 giving no player feedback for things not working, e.g., not enough aluminum in the stock pile for an agricultural plot to produce food, not enough homes for a commercial plot to build. There's probably still a fair few of these I've yet to figure out. It does feel bad fighting through these inscrutabilities though and not my happy place for an evening's fun.
- Most actual problems seem to trace back to settler to plot assignment often (but not always) failing for me (manual and automatic). The most common thing I see is a settler showing as assigned (hovering over them outlines their plot, track items quests show correct markers from the settler side and from the plot side, and the plot status is "Operational". But their plot's "AR" GUI (floating plot icons) shows a red assignment and their plot produces nothing according to both the SS2 report UI nor the workshop UIs across the top and the bars on the left. Far more rarely, but non-zero, I also see the reverse where settlers are unassigned by all indicators, but a plot shows a green assignment indicator. Multi-bed residentials seem to have problems all their own (mainly that SS2 seems to consider them work assignments rather than home assignments). Assignment, manual and automatic, to vanilla items like beds and harvestable plants work without issue and immediately update the UI.
Here's the "core" load order:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
XDI.esm
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
CanarySaveFileMonitor.esl
WorkshopPlus.esp
SS2Extended.esp
SS2_XDI Patch.esp
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
XDI.esm
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
CanarySaveFileMonitor.esl
WorkshopPlus.esp
SS2Extended.esp
SS2_XDI Patch.esp
Papyrus logs do show these errors fairly often, which may be related (granted "errors" from Papyrus can be quite normal and not indicative of an actual root cause):
[10/23/2021 - 08:49:03AM] error: Property WorkshopContainerType not found on workshopobjectscript. Aborting call and returning None
stack:
[WSFW_ProductionManager (0C007AF].workshopframework:workshopproductionmanager.::remote_WorkshopParentScript_WorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] error: Property sCustomVendorID not found on workshopobjectscript. Aborting call and returning None
stack:
[WorkshopParent (0002058E)].workshopparentscript.UnassignObject_Private() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectFromWorkshop() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectPUBLIC() - "<unknown file>" Line ?
[ (00054BAE)].workshopscript.OnWorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] warning: Assigning None to a non-object variable named "::temp723"
stack:
[WorkshopParent (0002058E)].workshopparentscript.UnassignObject_Private() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectFromWorkshop() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectPUBLIC() - "<unknown file>" Line ?
[ (00054BAE)].workshopscript.OnWorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] error: Property WorkshopContainerType not found on workshopobjectscript. Aborting call and returning None
stack:
[WSFW_ProductionManager (0C007AF].workshopframework:workshopproductionmanager.::remote_WorkshopParentScript_WorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] error: Cannot call UpdateInternalData() on a None object, aborting function call
stack:
[WSFW_ProductionManager (0C007AF].workshopframework:workshopproductionmanager.::remote_WorkshopParentScript_WorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] error: Property sCustomVendorID not found on workshopobjectscript. Aborting call and returning None
stack:
[WorkshopParent (0002058E)].workshopparentscript.UnassignObject_Private() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectFromWorkshop() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectPUBLIC() - "<unknown file>" Line ?
[ (00054BAE)].workshopscript.OnWorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] warning: Assigning None to a non-object variable named "::temp723"
stack:
[WorkshopParent (0002058E)].workshopparentscript.UnassignObject_Private() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectFromWorkshop() - "<unknown file>" Line ?
[WorkshopParent (0002058E)].workshopparentscript.RemoveObjectPUBLIC() - "<unknown file>" Line ?
[ (00054BAE)].workshopscript.OnWorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] error: Property WorkshopContainerType not found on workshopobjectscript. Aborting call and returning None
stack:
[WSFW_ProductionManager (0C007AF].workshopframework:workshopproductionmanager.::remote_WorkshopParentScript_WorkshopObjectDestroyed() - "<unknown file>" Line ?
[10/23/2021 - 08:49:04AM] error: Cannot call UpdateInternalData() on a None object, aborting function call
Here are a couple screenshots from a current attempt with only one unlocked settlement with two settlers, one L1 agri plot (Ruined World's Two Step Garden), one L1 industrial (Gath's Materials Shed), and one L1 residential with two beds (Ohno's Skyline Apartments)*. The settlement shows 13 water from one hand pump and one electrical and has 6 electrical (2 remaining) from two vanilla windmills.
I'm basically out of ideas and feeling beaten and defeated by SS2 in ways SS1, even in its early rough days, never inflicted. Any ideas or suggestions for things to check to try to shine light on the root cause(s) will be very appreciated. Heck, even knowing "this is just how SS2 is today" so I know to stick with SS1 for one more winter's evening entertainment.
* Note in the this attempt and others I've tried many different plots, sometimes only those from add ons, sometimes pure King Gath, sometimes mixed. I've also tried no residential and vanilla beds and only single-bed residentials. Symptoms don't change.
** Specifically to test delayed scripts I've spent real and game time outside settlements, both waiting to advance the game clock and just adventuring normally for multiple days.I've also tried the recalculate production command from the settlement desk. More than once.