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Patch 2.0.2 - Get Extended is now live!

Since the last update this material file won't open correctly (Fallout 4\Data\Materials\SS2\Clothes\OldPaul\Raider04.BGSM) in the material editor. It produces an error, which is causing the crashes. Meaning any area or scene where Old Paul is present will CTD. As stated by OldBlindDog the previous version of the material file opens/works fine.
Two things:

  • I'm unable to replicate this crash - so fixing it becomes tougher, but I'll start by figuring out why this bgsm is not loading.
  • This has not been changed in any version of 2.0.2, so it's curious this is suddenly coming up. It was last changed in 2.0.1.
 
To his majesty @kinggath, I wonder if you might possibly, maybe, consider streamlining the base mod, as well as the chapters, and put off for a while updates, patches and work on Chapter 3? I think the radroaches are proliferating...
There's a common meme among coders

HTisMpC.jpeg


We unfortunately don't have the resources to put the entire system through thorough bug testing every time we make a change. We have a lot of people who test the patches, but there's just so much content, it's nearly impossible to check it all each patch. On top of that, none of them are getting paid, so we can't put the same onerous expectations a game company might on their testers (and even those big companies will frequently patch in new bugs or bring back old ones).

It's the nature of complex software unfortunately.

My solution to this problem is being willing to stop what I'm doing and hotfix the worst issues. Looking into the crashing right now in-fact, as that's the number one criminal bug type that needs to be smashed at all costs!
 
With the Old Paul's clothing problem, would extracting his nif and bgsm files from a the 2.0.1a or earlier archive and installing them as a loose file while keeping the 2.0.2b main files help troubleshoot that issue?
 
Since the last update this material file won't open correctly (Fallout 4\Data\Materials\SS2\Clothes\OldPaul\Raider04.BGSM) in the material editor. It produces an error, which is causing the crashes. Meaning any area or scene where Old Paul is present will CTD. As stated by OldBlindDog the previous version of the material file opens/works fine.
I can actually open the master version in the material editor, looks like this is actually a ba2 corruption, so I can just regenerate that and post a hotfix!

The ba2 file corruption also explains how this file we hadn't changed would suddenly be problematic. Also a bummer that Bethesda's archive tool can create corrupt files...

picard-meme-facepalm.jpg
 
Another interesting bit. This crash doesn't happen for me when I switch to using the live files from 2.0.2b, instead his suspenders just go invisible. So I wonder if this is an XBox or certain graphics card only thing - would explain why something so basic didn't get caught by testers.
 
I can actually open the master version in the material editor, looks like this is actually a ba2 corruption, so I can just regenerate that and post a hotfix!

The ba2 file corruption also explains how this file we hadn't changed would suddenly be problematic. Also a bummer that Bethesda's archive tool can create corrupt files...

picard-meme-facepalm.jpg
Classic...
 
Another interesting bit. This crash doesn't happen for me when I switch to using the live files from 2.0.2b, instead his suspenders just go invisible. So I wonder if this is an XBox or certain graphics card only thing - would explain why something so basic didn't get caught by testers.
I wonder what we'd get if we compared the two files(the corrupted and working one) using a binary diff utility? Another thing to see is if the 'bad' .nif can be loaded into something like Blender(or will it report an error), resaved and re-checked for the same problem? Was it isolated to the .bgsm or .nif file?

Sorry was doing some coding and not thinking... NifSkope, not Blender.
 
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As far as I can tell the issue was only the bgsm.

Hotfix 2.0.0c updates it. I confirmed I can extract from the ba2 and open it successfully, and the suspenders render as expected using it.
 
As far as I can tell the issue was only the bgsm.

Hotfix 2.0.0c updates it. I confirmed I can extract from the ba2 and open it successfully, and the suspenders render as expected using it.
is it possible to make hotfixs that are small add on files? i always would love to have a fixed mod, but ive downloaded the full 1.9 gig files 3 times today lol...
 
Unfortunately not without making a mess of your install directory and complicating future updates.

I will say that for folks who have limited bandwidth (and also anyone who just finds it really irritating to have to keep updating), I'd recommend holding off on download our patches day 1. It won't be uncommon for a hotfix to drop within a day or two of a patch. Especially when things like this can happen (a file is being corrupted by the official tools is not something we can really prepare for).
 
I wonder what we'd get if we compared the two files(the corrupted and working one) using a binary diff utility? Another thing to see is if the 'bad' .nif can be loaded into something like Blender(or will it report an error), resaved and re-checked for the same problem? Was it isolated to the .bgsm or .nif file?

Sorry was doing some coding and not thinking... NifSkope, not Blender.
The outfit mesh (.nif) was fine. It was the bsgm. Most of Old Paul's outfit uses vanilla textures and they of course use vanilla bsgm, the only exception were the suspenders which was the problem bsgm. Trying to open the material file once extracted with Material Editor popped up with an error message and just opened to a blank file. I've never had NifSkope report a bad mesh. Maybe others have. It will report errors when you are trying to mash up meshes that don't have the same and/or missing bones, but that's when you are using it. This was something that happened once the files were packed which is kind of nerve-racking on it's own.
 
I am about done, version PC number 48 will not even work longer enough to get me to the vault, at all.

Any ideas, or are yall just tired of me complaining?
Dude just try using Bethesda.net for Xbox downloads and Nexus/Vortex for your new MSI laptop. Also don't forget to update workshop framework and all that. The crashes lately were from Old Paul's clothing, which is fixed now. On nexus, v2.0.2c.
 
Dude just try using Bethesda.net for Xbox downloads and Nexus/Vortex for your new MSI laptop. Also don't forget to update workshop framework and all that. The crashes lately were from Old Paul's clothing, which is fixed now. On nexus, v2.0.2c.
Will give it a try... I am new to the nexus process so maybe I'll learn a thing or two.
 
hello,
with the latest C version, I no longer have the resource panel. When I use the holotape, under The HUD autohide settings, it only lists ”always hidden”.
Can someone tell me how to allow the resource panel to show up again?

thank you
 
Can you now skip the last quest? least to the ending (not TO the last quest, it is to SKIP the last quest)
 
The outfit mesh (.nif) was fine. It was the bsgm. Most of Old Paul's outfit uses vanilla textures and they of course use vanilla bsgm, the only exception were the suspenders which was the problem bsgm. Trying to open the material file once extracted with Material Editor popped up with an error message and just opened to a blank file. I've never had NifSkope report a bad mesh. Maybe others have. It will report errors when you are trying to mash up meshes that don't have the same and/or missing bones, but that's when you are using it. This was something that happened once the files were packed which is kind of nerve-racking on it's own.
Thanks for helping me with that- nice work on the debugging! That's true, it is nerve-racking. Strange that it somehow had gotten corrupted when it was packed which adds even more to the 'things you have to check' list, since the data is either compressed or not and the file usually is just some header info, file indexing with offsets to the raw or compressed data and associated flags- they should just write the memory block out "as is".
 
Thanks for helping me with that- nice work on the debugging! That's true, it is nerve-racking. Strange that it somehow had gotten corrupted when it was packed which adds even more to the 'things you have to check' list, since the data is either compressed or not and the file usually is just some header info, file indexing with offsets to the raw or compressed data and associated flags- they should just write the memory block out "as is".
Thanks but OldBlindDog deserves the credit. Without their input I wouldn't have known where to look. Yep. You would think it wouldn't have to for something so small as far as file size is concerned (1kb). It bothered me enough that I checked the rest of the clothing and some of the other plot material files to make sure they were okay.
 
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