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Updated settlement recovery process? (added crash log)

Lloyd

New Member
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21
Is there an updated version of this process from SS1?

The Settlement Recovery Procedure - Instructions for Recovering a Problem Settlement

Been progressing through the game just fine, all the way up to Hi-Tech stuff, but at some point Egret Marina became a problem because I CTD whenever I approach it. I can only think of one building I've put at Egret and nowhere else, a 2x2 commercial plot that's a weapons vendor (can't remember its name, it's like "Backwoods Weapons" or something, has the tail of a crashed plane coming out the roof). Other than that single vendor I've got all the same plots at my other settlements.

Just downloaded the hot off the presses SS2 and SS2 Chapt 2 updates, but that did not resolve the issue. Would welcome ideas, Egret is one of my favorites.
 
Tried a couple of things:

  • Some of the actions in the old guide, like turning down number of threads.
  • Parked my character for like an hour and read a book to let scripts process, I saw a factory and entertainment upgrade at Egret, so it's processing, but still CTD during both fast travel and running in from a nearby area.
It's driving me crazy--this is how close I can get, definitely within the settlement cell. I can target settlers via VATS, I'm watching them interact with SS2 objects, but another 5 feet and I CTD.

1645835415878.png
 
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Do you have Buffout 4 installed? If not, look into getting that installed. The next time you crash, look at the crash log to see what caused the crash. As for the recovery process, it looks like the only way is through WorkshopFramework. There isn't anything through SS2 currently for a recovery process.
 
Do you have Buffout 4 installed? If not, look into getting that installed. The next time you crash, look at the crash log to see what caused the crash. As for the recovery process, it looks like the only way is through WorkshopFramework. There isn't anything through SS2 currently for a recovery process.
I do, but it's not dumping logs to where it's supposed to, not sure what's going on (never noticed til now)--went into Documents\My Games\Fallout4\F4SE folder expecting to see crash-date-and-time.log, but no joy. Trying to fix it.

For what it's worth I also have Baka installed, and then under buffout4.toml I made these changes:

BSTextureStreamerLocalHeap = false # Replaces the texture streamer's local heap with os allocators
HavokMemorySystem = false # Replaces the havok memory system with os allocators
MemoryManager = false # Replaces the global memory manager with os allocators
ScaleformAllocator = false # Replaces the scaleform memory allocator with os allocators
SmallBlockAllocator = false # Replaces the small block memory allocators with os allocators
 
Here are the results:

Checking for Grid Scrap Crash.............CULPRIT FOUND!
Priority Level: [5] | Detected number of GridAdjacencyMapNode | PowerUtils : 4 | 4

FOUND [3C] SCRAP EVERYTHING!
-----
CAUTION: ANY ABOVE DETECTED MODS HAVE A MUCH HIGHER CHANCE TO CRASH YOUR GAME!
You can disable any/all of them temporarily to confirm they caused this crash.
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
  • [0A] SS2.esm
  • [3C] Scrap Everything - Ultimate Edition.esp
These Plugins were caught by Buffout 4 and some of them might be responsible for this crash.
You can try disabling any listed plugins and recheck your game, though this method is unreliable.
-----
LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 000002D0
Form ID: 0A01A35A
Form ID: FF023461
Form ID: FF02E0D6
Form ID: 000C1AEB
Form ID: 00164321
Form ID: 0A018400
Form ID: FF025DC6
Form ID: 0000003C
Form ID: 0000E638
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.
 
Here are the results:

Checking for Grid Scrap Crash.............CULPRIT FOUND!


FOUND [3C] SCRAP EVERYTHING!
-----
CAUTION: ANY ABOVE DETECTED MODS HAVE A MUCH HIGHER CHANCE TO CRASH YOUR GAME!
You can disable any/all of them temporarily to confirm they caused this crash.
LIST OF (POSSIBLE) PLUGIN CULRIPTS:
  • [0A] SS2.esm
  • [3C] Scrap Everything - Ultimate Edition.esp
These Plugins were caught by Buffout 4 and some of them might be responsible for this crash.
You can try disabling any listed plugins and recheck your game, though this method is unreliable.
-----
LIST OF (POSSIBLE) FORM ID CULRIPTS:
Form ID: 000002D0
Form ID: 0A01A35A
Form ID: FF023461
Form ID: FF02E0D6
Form ID: 000C1AEB
Form ID: 00164321
Form ID: 0A018400
Form ID: FF025DC6
Form ID: 0000003C
Form ID: 0000E638
-----
These Form IDs were caught by Buffout 4 and some of them might be related to this crash.
You can try searching any listed Form IDs in FO4Edit and see if they lead to relevant records.

You caught me, I do have Scrap Everything installed and in (heavy) use, despite the warnings, although Egret Marina had been running a while before the CTD started happening, population 18 with a bunch of stuff scrapped and built.

Should my focus be the Form IDs then?

Edit: 00164321 is the workshop bench at Egret: EgretToursMarinaWorkshopREF [REFR:00164321] (places WorkshopWorkbench "Workshop" [CONT:000C1AEB] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]) at -8,-16)\

The rest are all references to world spaces or common elements in a mod, i.e. 0A01A35A is the street lamp power pole used in SS2.

I wonder if I can reset a workbench?
 
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[RSP+198 ] 0xE4845FF030 (std::_Func_impl<std::_Callable_obj<<lambda_8ecb0e8b234fd35dc5ae505953507ccb>,0>,std::allocator<std::_Func_class<BSContainer::ForEachResult,PowerUtils::GridAdjacencyMapNode &,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil> >,BSContainer::ForEachResult,PowerUtils::GridAdjacencyMapNode &,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil,std::_Nil>*)
So with the latest crashes I've been having have been with bad power grids. I have something very similar in my crash logs. My suggestion is to use WSFW and use the remote recovery option in there to see if you can repair any of your settlement power grids that are giving you CTDs. It will tell you if something is really wrong and can't repair them.
 
So with the latest crashes I've been having have been with bad power grids. I have something very similar in my crash logs. My suggestion is to use WSFW and use the remote recovery option in there to see if you can repair any of your settlement power grids that are giving you CTDs. It will tell you if something is really wrong and can't repair them.
I'll try to get close enough to repair Egret's.

I will say that ALL of my settlements have been power issues--I'll be tooling around at Starlight and suddenly there's no power, but Carne Asada is still standing right there working on the lot. I've seen a few other posts about it as well.
 
So with the latest crashes I've been having have been with bad power grids. I have something very similar in my crash logs. My suggestion is to use WSFW and use the remote recovery option in there to see if you can repair any of your settlement power grids that are giving you CTDs. It will tell you if something is really wrong and can't repair them.
You beautiful bastard, I got close to Egret, I used the power grid repair tool and now I'm back in business!
 
The biggest problem I've seen with city plans like RoTC (and maybe others) is... if I don't turn off 'respect build limits' before it's gets 'hit' from an auto-build there's going to be problems with that Settlement. From what I can tell by just observing it, 'respect build limit' is stopping the city plan from continuing like it should but doesn't consider where it's at in the build process- which can result in things being 'broken'. It might be in the middle of connecting something and just halts progress while the game actually says "if this object exists, it should be connected" kind of thing.

Which is why I started using MCM Settings Manager. This let's me restore all my MCM mod settings in just a few clicks.
 
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