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!

SS2 Playthrough Test(2022-09-15)...

Mystical Panda

Well-Known Member
Messages
1,732
This is my current playthrough testing for SS2. It is a fairly modded game, so I'll try to keep that in mind while posting potential issues as they develop. Generally I don't really have problems with the mods I use though some are listed on 'can cause crashes' Buffout 4 list, though there is the occasional plugin record conflict(which I'll tackle as time permits). Later, I'll come back this the initial post here and put more information on the mods I'm using and why.

For openers, I'm attaching the current load order along with most mods I'm currently using(since the Mod Manager I'm working on is under development and some of the folders and files listed in the [Available] and [Downloads] sections won't be 100% complete or in the correct order- but close. And some, even though flagged as 'active' aren't really 'installed'- so please take that part with a 'grain of salt' until I have more time to address it. So, the install order is basically what I added as I directly modded the game.

The second is a list of F4SE plugins that's currently being used. If you notice two of the Baka plugins are ".disabled", so they're not loaded by F4SE. This was mostly due to the fact I use Buffout 4's calls to the OS for dynamic memory allocation rather than Baka's fixed amount.

With this playthrough I decided to just add settlers to a single settlement and no more(at least not for awhile) in an attempt to see how, and/or when, settlement resource values would become an issue. Though, I've acquired around 8-10 or so, there's only one that's populated with settlers.
 

Attachments

  • loadorder.txt
    68.8 KB · Views: 11
  • pluginlist.html.txt
    4.2 KB · Views: 5
Last edited:
The attacks after "Hostile Takeover" is meant to be one attack every ~24 ingame hours, and there should be no penalty for just ignoring them. Several people have described this as being 'spammed' with attacks, though, and SKK Settlement Attacks has come up in those discussions frequently - as I understand it, they're actually separate systems entirely that just happen to look like they're doing the same thing to the end user, so it SHOULDN'T be interfering in any way, but I'm not up to there again myself yet to say for sure.
The SS2 ones are also supposed to "prefer" built up settlements, but I haven't done that sequence again myself since that was changed so I can't verify either way.

I can't tell which settlement that is you sent Stodge and Pals to - Zimonja, I think? - but they should've built a Caravan Plot to enable it to connect to the trade network. The City Plans that the mod ships with (which is what that quest forces you to make - although if you don't select "tear it all down" when it prompts you, you can complete the quest without building one) should all have one of those.
You're not the first person to mention funky numbers for Defense etc though...
One of the things I liked about SKK Settlement Attack System is: it will hold off on the assault until you're actually in your settlement. This way if I'm busy doing something else, like on a quest or working my way through a building, I don't have to stop...head out...deal with the attack...come back to what I was doing. I just complete what I'm doing, then deal with the onslaught.
 
Working on HQ quests at the moment but am going to need to switch over to some coding work for the evening. There hasn't been any issues so far with that, and I really enjoyed the way the HQ assault was designed- excellent work!, though the micro-management of HQ was confusing at first.

On the lighter side... good ol' Bucky Bunton is another npc running around 'in the rip'... let me see if I can hunt him something up... less... ghoulish.
 
Ok, just noticed this now... I have npcs in the game from "Interesting NPCS" and as I've come across them, I've sent them to Sanctuary as settlers. When approached and clicked on(to ask for trade) they bring up their original dialog options like when I first found them asking if they want to come work for me (though they're wandering around Sanctuary).

Another poster surmised that the problem with settlers(or settlement numbers) might be that they were losing the settlement they were assigned to. So looking at what's happening here, whatever variable the NPCs dialog is looking at in "Interesting NPCS" when displaying "wanna come work for me" is getting reset in some way(losing settlement assignment), but not all of the variables as they still think Sanctuary is their 'home' base(they didn't return to where I first found them).

After asking them to come work for me again(while in Sanctuary) they go back to their SS2 assignment(or another, don't know for sure what they were before) show an SS2 HUD and trade options once again.

I wonder, if, when SS2 'balances' the settlers it's doing it in a way to shift settlers assignments and somehow losing those it doesn't know what to do with atm. The settlement was manually built by me and shows 19/30 settlers. Maybe it's that that's causing the issue?

PS: According to the pipboy, the number of settlers doesn't change when this happens.
 
One of the things I liked about SKK Settlement Attack System is: it will hold off on the assault until you're actually in your settlement. This way if I'm busy doing something else, like on a quest or working my way through a building, I don't have to stop...head out...deal with the attack...come back to what I was doing. I just complete what I'm doing, then deal with the onslaught.
The SS2 ones (which you can spot by the fact they make a 'full quest', not just a 'misc objective' in that tab in your Pipboy) are meant to be able to be ignored - there's supposed to not be any form of penalty if you never do it, it'll just sit in your quest log forever until you go there again and get jumped by a dozen Gunners.

(At least, that's how it is meant to be working right now - if Chapter 3 does some of what I expect it to, that might change)
 
I'm wondering... since this is a test playthrough if I remove Rename Anything Enhanced from my game, exit out, clean the game save, load it back up. Save it again. Then put the new version back in, if that would clear the previous script from 'game save'(esp stack frames)? allowing the new script to be executed?
You could try but I wouldn't be too optimistic. There really is no such thing as a clean save with FO4. You end up with orphaned junk in the save.

I should have time to look at your save today. The issues is strange as there should not be anything preventing the spreadsheet data from importing. Have you looked at the papyrus.log file? Any script errors should be logged there. You can search for MS: to find any errors logged from my scripts.
 
Have you looked at the papyrus.log file? Any script errors should be logged there. You can search for MS: to find any errors logged from my scripts.
That's a good idea. I'll do there here in just a bit and see if something comes up- I'll go through the process of reimporting them again then post the results. It worked great awhile back but then, for some reason 'broke' or was 'broken' by something else.
 
@msalaba Here's what I searched out of the papyrus log when I tried to reload the data via the holo-tape, then console execute the two cqf commands. I checked a few previous logs before this one and there wasn't anything showing up when searching for "ms_ar".

Edit: I added the second file with the "ms:" search which does show some additional messages.
 

Attachments

  • renameanythingpapyrus.html.txt
    7.4 KB · Views: 1
  • renameanythingpapyrus-2.html.txt
    8.3 KB · Views: 1
Last edited:
@msalaba Here's what I searched out of the papyrus log when I tried to reload the data via the holo-tape, then console execute the two cqf commands. I checked a few previous logs before this one and there wasn't anything showing up when searching for "ms_ar".

Edit: I added the second file with the "ms:" search which does show some additional messages.
The attached log files do not tell me much. Can you attach the originals?

I finally got a chance to load your save. I ran the rebuild option in the holotape and the whitelist arrays were built properly.
20221006114836_1.jpg
I released v1.0.7, give it a try and see if is solves the issue.
 
Here's another log from my current test-playthrough filtering for "ms:" in the papyrus log.
ms:asamutilities is not from my mod. Its from Sim Settlements 2 Settlement Management Terminal
@cbrgamer2 You might want to look at this. It seems you have some invalid properties set.
 
ms:asamutilities is not from my mod. Its from Sim Settlements 2 Settlement Management Terminal
@cbrgamer2 You might want to look at this. It seems you have some invalid properties set.
It's a global search function that just returns any items with the specified string("ms:") from a specified 'list', which in this case is a papyrus log file.

Interesting, I can't open your save with resaver! :scratchhead
View attachment 18370
That one is strange- I don't have that particular problem here. I've attached a screenshot of where it loaded successfully and shows the version of Resaver I'm using. Though I have seen that error message awhile back on another test-playthrough.

The attached log files do not tell me much. Can you attach the originals?
Absolutely, give me a bit here to locate the right files, and I'll post them up.
 

Attachments

  • resaver.jpg
    resaver.jpg
    554.6 KB · Views: 2
Last edited:
Top