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Primary Bug Report Crashing - How to help us solve them

I checked and simsettlements:simparrentscript isn't an active script. Still CTD trying to get into sanctuary
 
I am getting crashing when i try and upgrade the city via the planner desk.... sanctuary lvl 1 into level 2, runs for about 6 minutes, then CTD
 
Getting crashes seemingly at random times when building at Starlight Drive-in. Tried a new game and had no problem until I started building a settlement at Starlight and it crashed when I slept for 12 hours and woke up (perhaps when a Residential plot was finishing construction). Here is the Papyrus log for that last crash on the new game:

[01/19/2018 - 06:00:34PM] CP Spawn (bp index 736): 28946 from plugin: SimSettlements.esm
 
Thanks for asking for feedback. I hope this is where I should post this.

I am getting a 100% reproducible CTD when I attempt to upgrade Tenpines Bluff from L1 -> L2.

Background
I have Preston at City Leader. It is entirely vanilla from city 0. EXCEPT for bunk beds from Homemaker. Originally it was low in beds so I placed them INSIDE of residential plots thinking to provide extra covered beds. I then found the bed numbers wonky so I tried to delete them with Workshop and got CTD. My solution was to use the command line delete to remove the beds. And everything was fine. A while later the town was ready to upgrade and now I am getting this.

I was getting a CTD so I tried upgrade once and managed to survive enough to zone out and save. Now I cannot zone in, walk in, or re load and upgrade to the city.

[02/25/2018 - 07:23:00AM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (09013005)>]: CP Spawn (bp index 1032): 48068 from plugin: SimSettlements.esm
[02/25/2018 - 07:23:00AM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (09013005)>]: Successfully spawned (bp index 1032): 48068 from plugin: SimSettlements.esm, Created Reference = [kghelpers:wpmobject < (FF014514)>]
[02/25/2018 - 07:23:01AM] error: Cannot call getDistance() on a None object, aborting function call
stack:
[EDNAAutomatronThinkQuest (2C00178D)].EDNACompatibleScript.OnTimer() - "C:\Users\RETDESKTOP\AppData\Local\Temp\PapyrusTemp\EDNACompatibleScript.psc" Line 53



I am quite new to to this. Lot of other confusing papyrus logs of course.

What I have tried:
  • Tried using the remote detonation new in 3.1.2 . I found the zone line by CTD walking in? But the tool never found a settlement for me to reset.
  • Disabling Sim Set., Ind Rev. RoTC, IDEK mod and load. CTD
  • Disabling Homemaker CTD
  • Disabling Visible Affinity mod (had a bunch of papyrus logs about that) CTD
  • I had 21 unattached instances (delete all of them. and tried to zone in. Still CTD)
  • I have only 1 active script?


I would prefer to save the progress (complete level 1 city) but welcome any advice.

Any ideas?

Thanks so very much.

Sincerely,

~Daithi
 
Not sure if this is the right place to report a crash that is not "Rise of the Commonwealth" related?

Rise of the Commonwealth is installed but haven't used it yet (no leader assigned to any settlement). Industrial Revolution is installed and used, as well as many add-on packs found on Nexus.

Anyway. When I approach Warwich Homestead of FT to it, my PC crashes to desktop. I tried to disable almost every mod installed (yes, I have a lot of mods) but it didn't help.

I can approach the settlement close enough to see plots loading, but getting closer or FT will always crash.

I already had this issue previously, I solved it by loading a much older save where the settlement was already built but plots were not level 3. Exported the settlement using Transfer Settlement mod, destroyed the settlement using the Sim Settlement holotape function, then re-imported the settlement via Transfer Settlement (only plots, not leveled buildings).
Once the import was finished I made sure to refresh all plots.

Unfortunately after a few days of game play, the issue is back. I guess it is caused by some building reaching level 3. :(

I have a PC with a Ryzen 7 1700x, 16GB RAM and NVIDIA GeForce GTX 1080.

Here's a link to Papyrus scripts and save: https://www.dropbox.com/sh/ohonbfolik0jtet/AADXQEqRpElLkL-Zd9jief4na?dl=0

Thanks!! :)
 
I keep seeing people referring to logs but I can not find any log folder anywhere. Where is the folder located at? I use steam PC version of the game. If I had logs to look at maybe i could have figured out what was/is causing my game to ctd repeatedly

I am on my 4th restart now 1 I had almost 300 hours on and one I had almost 150 hours on. ended up getting rid most of my mods including some sim addon's as well. If this game starts crashing on me again after a few days. I will try without any mods even though it wont be worth much to play it without sim settlements mods.
 
I keep seeing people referring to logs but I can not find any log folder anywhere. Where is the folder located at? I use steam PC version of the game. If I had logs to look at maybe i could have figured out what was/is causing my game to ctd repeatedly.

The link on the first post: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging says "Log output from Papyrus will be written to ..\Documents\My Games\Fallout 4\Logs\Script\Papyrus.0.log or ..\Documents\My Games\Fallout 4\Logs\Script\User\ if you have configured a user log." but I have no logs there even with the ini edits.

EDIT:
I had to manually create the dirs then I ended up with papayrus and an idek log. No CS Spawn lines though...

EDIT2:
I did find some weird lines:
Code:
stack:
    [ (0019D36B)].ObjectReference.PlayGamebryoAnimation() - "<native>" Line ?
    [ (00187B0F)].inst305RadioRackSlotScript.updateLights() - "g:\_F4\Art\Raw\Scripts\inst305RadioRackSlotScript.psc" Line 219
    [ (00187B0F)].inst305RadioRackSlotScript.::remote_Actor_OnPlayerLoadGame() - "g:\_F4\Art\Raw\Scripts\inst305RadioRackSlotScript.psc" Line 51
[02/26/2018 - 07:36:12PM] error:  (FF02B8D5): does not have any 3d and so cannot be moved to.
stack:
    [ (FF02B8AC)].ObjectReference.MoveToNode() - "<native>" Line ?
    [ (FF02B8A0)].akatrackingspotlightscript.setBehavior() - "C:\Users\Akarnan\AppData\Local\Temp\PapyrusTemp\AkaTrackingSpotlightScript.psc" Line 255
    [ (FF02B8A0)].akatrackingspotlightscript.initBehaviors() - "C:\Users\Akarnan\AppData\Local\Temp\PapyrusTemp\AkaTrackingSpotlightScript.psc" Line 245
    [ (FF02B8A0)].akatrackingspotlightscript.::remote_AkaSingerQuestScript_onGameLoaded() - "C:\Users\Akarnan\AppData\Local\Temp\PapyrusTemp\AkaTrackingSpotlightScript.psc" Line 124
[02/26/2018 - 07:36:12PM] [CompanionStatusScript] Widget loaded!

I don't have a user named Akarnan and I have nothing game related on my "G" drive.

Also:
[02/26/2018 - 07:36:10PM] error: Unbound scripts cannot start timers
stack:
    [None].SimSettlements:AddOnScript.StartTimer() - "<native>" Line ?
    [None].SimSettlements:AddOnScript.Maintenance() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\AddOnScript.psc" Line 245
    [None].SimSettlements:AddOnScript.::remote_Actor_OnPlayerLoadGame() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\AddOnScript.psc" Line 184

and

[02/26/2018 - 07:41:17PM] error: Cannot unregister for an event from a None object
stack:
    [ (FF023878)].SimSettlements:ProtectronPodSpawn.UnregisterForRemoteEvent() - "<native>" Line ?
    [ (FF023878)].SimSettlements:ProtectronPodSpawn.ClearOwner() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ProtectronPodSpawn.psc" Line 103
    [ (FF023878)].SimSettlements:ProtectronPodSpawn.CleanUp() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ProtectronPodSpawn.psc" Line 121
    [ (FF023878)].SimSettlements:ProtectronPodSpawn.OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ProtectronPodSpawn.psc" Line 15
[02/26/2018 - 07:41:17PM] error: Cannot unregister for an event from a None object

Both repeat

Then right before it dumps:

[02/26/2018 - 07:41:22PM] Count of running and suspended stacks is over our warning threshold, dumping stacks:
[02/26/2018 - 07:41:22PM] VM is freezing...
[02/26/2018 - 07:41:22PM] VM is frozen
[02/26/2018 - 07:41:22PM] Dumping stack 27654860:
[02/26/2018 - 07:41:22PM]     Frame count: 0 (Page count: 0)
[02/26/2018 - 07:41:22PM]     State: Running (Freeze state: Freezing)
[02/26/2018 - 07:41:22PM]     Type: Normal
[02/26/2018 - 07:41:22PM]     Return register: None
[02/26/2018 - 07:41:22PM]     Has stack callback: No
[02/26/2018 - 07:41:22PM]     Has unbind object: No
[02/26/2018 - 07:41:22PM]     Stack trace:
[02/26/2018 - 07:41:22PM]         [ (FF03D6EA)].SimSettlements:ASAMSensor.OnTimer() - (requested call)
[02/26/2018 - 07:41:22PM]             [param 0]: 0


EDIT3:
Akarnan is the author of the singing settlers mod; I'm guessing he messed up making his mod if it's looking for his path. I have no idea about the "g' drive lines but there are a lot of them.
 
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Nope but you do have to edit a file or two and maybe create directories.

Ok I did that and tested it with a old save. But of course that save is from the last play through that I could not continue because of ctds and since then I deleted a lot of the mods i was using and doubt that the old save and the papyrus log will be fo no use. Unless you want the old save for some wtf giggles
 
Ok I did that and tested it with a old save. But of course that save is from the last play through that I could not continue because of ctds and since then I deleted a lot of the mods i was using and doubt that the old save and the papyrus log will be fo no use. Unless you want the old save for some wtf giggles

I think they want the part of the log from a CTD that has "CS SPAWN" and the lines jst before and after. I'm not sure what, exactly, they're looking for but my log, after the CTD, didn't have those lines.
 
I got CS SPAWN in a log finally, hope it helps:

Code:
[02/27/2018 - 05:23:46PM] error:  (FF057772): the animation graph (Workshop) cannot currently process event "TurnOn".
stack:
    [ (FF057772)].SimSettlements:ASAMSensor.PlayAnimation() - "<native>" Line ?
    [ (FF057772)].SimSettlements:ASAMSensor.OnPowerOn() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ASAMSensor.psc" Line 36
    [ (FF050F45)].simsettlements:simplot.ObjectSpawned() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 1036
    [ (FF050F45)].simsettlements:simplot.UpdateIndicators() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1580
    [ (FF050F45)].autobuilder:autobuildplot.SetLevel() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 3722
   
    <truncated stack>
[02/27/2018 - 05:23:46PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (0A013005)>]: CP Spawn (bp index 139): 516752 from plugin: Fallout4.esm
[02/27/2018 - 05:23:46PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (0A013005)>]: Successfully spawned (bp index 139): 516752 from plugin: Fallout4.esm, Created Reference = [ObjectReference < (FF05777F)>]
[02/27/2018 - 05:23:48PM] error: Cannot call GetActorRefOwner() on a None object, aborting function call

Let me know if you need other logs like IDEK's or autobuilder. I also have .dmp files but I don't know how to get useful info out of them.

EDIT:
It looks like there were many more; if you need the whole 22MB log let me know...
 
Last edited:
I got CS SPAWN in a log finally, hope it helps:

Code:
[02/27/2018 - 05:23:46PM] error:  (FF057772): the animation graph (Workshop) cannot currently process event "TurnOn".
stack:
    [ (FF057772)].SimSettlements:ASAMSensor.PlayAnimation() - "<native>" Line ?
    [ (FF057772)].SimSettlements:ASAMSensor.OnPowerOn() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ASAMSensor.psc" Line 36
    [ (FF050F45)].simsettlements:simplot.ObjectSpawned() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 1036
    [ (FF050F45)].simsettlements:simplot.UpdateIndicators() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1580
    [ (FF050F45)].autobuilder:autobuildplot.SetLevel() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 3722
  
    <truncated stack>
[02/27/2018 - 05:23:46PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (0A013005)>]: CP Spawn (bp index 139): 516752 from plugin: Fallout4.esm
[02/27/2018 - 05:23:46PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (0A013005)>]: Successfully spawned (bp index 139): 516752 from plugin: Fallout4.esm, Created Reference = [ObjectReference < (FF05777F)>]
[02/27/2018 - 05:23:48PM] error: Cannot call GetActorRefOwner() on a None object, aborting function call

Let me know if you need other logs like IDEK's or autobuilder. I also have .dmp files but I don't know how to get useful info out of them.

EDIT:
It looks like there were many more; if you need the whole 22MB log let me know...
I just got a ctd fast travel from Finch to Sanctuary as soon as i saw Sanctuary it turned into my desktop I think i saw sanctuary for about maybe 1/2 second. my papyrus file is too large to upload here its only about 1.8 meg. But this is a new play through. all mods are up to date except RD Buildings (can not find version 2 only version 1)
 
I just got a ctd fast travel from Finch to Sanctuary as soon as i saw Sanctuary it turned into my desktop I think i saw sanctuary for about maybe 1/2 second. my papyrus file is too large to upload here its only about 1.8 meg. But this is a new play through. all mods are up to date except RD Buildings (can not find version 2 only version 1)

You can search the log and paste a bit of the info or you can make the file available online (dropbox, web server, ftp, whatever) for the devs to look at.
 
You can search the log and paste a bit of the info or you can make the file available online (dropbox, web server, ftp, whatever) for the devs to look at.
Already got dropbox and have a folder set up so i can just dump the files in there and sent a link to Kinggath so he can just go there and do what he wants with them. But he gets tons of messages and who knows if or when he will even look at my message with the link.
Already had 2 ctd on this new play through the last one I got to mid to upper 30 level before everything went wacko. on my 2nd play through i got about 250 hours play time n before things started to go crappy. But i figured it was mod conflicts cause i was adding and removing mods trying them out. And for some stupid reason steam decided to install HR Pack which really messed up my game. come to think of it that is when everything started to go down hill. until then I did not have any ctd's. I already removed all mods and deleted local content and reinstalled FO4 without the HR Pack and reinstalled a much reduced list of mods.
 
Already got dropbox and have a folder set up so i can just dump the files in there and sent a link to Kinggath so he can just go there and do what he wants with them. But he gets tons of messages and who knows if or when he will even look at my message with the link.
Already had 2 ctd on this new play through the last one I got to mid to upper 30 level before everything went wacko. on my 2nd play through i got about 250 hours play time n before things started to go crappy. But i figured it was mod conflicts cause i was adding and removing mods trying them out. And for some stupid reason steam decided to install HR Pack which really messed up my game. come to think of it that is when everything started to go down hill. until then I did not have any ctd's. I already removed all mods and deleted local content and reinstalled FO4 without the HR Pack and reinstalled a much reduced list of mods.

I ran the HR pack for years, I didn't start having CTDs until ROTC...YMMV...
 
Hello! I have reproducible crashes but have no CP spawn in my latest logs. Is there anything else I can do? My crashes are related to Starlight, they happen as soon as I store or scrap any element, and also when I place an interior plot of any kind. Others work fine.
 
With the patch 3.1.5, I have the same issue, is it worth that I send you the log files? Is the problem is known, and are you working on it ? I would help you if you tell me so, but now I'll go back to pure vanilla. I'll keep my saves just in case it's needed.
 
Hello, i get a crash in Starlight, i try all i see in the forums, but always i get a crash. i try to wait near around 15 minutes. but nothing.

I enable papyrus log, i upload 2 files to dropbox:

Papyrus.0.log
Autobuilder.0.log

i cant see "CS SPAWN" words in my logs files, so i cant upload this.

I read in other that i can summit a ticket, but where?.

EDIT: i cant post anything with links. How i can upload them?

This the end of the log file:
Code:
    [ (FF03007A)].workshopobjectscript.PlayAnimation() - "<native>" Line ?
    [kgSIM_ObjectSpawner4 (09013009)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 83
[03/11/2018 - 04:09:59PM] error:  (FF037384): the animation graph (WorkshopNoTransitions) cannot currently process event "Reset".
stack:
    [ (FF037384)].ObjectReference.PlayAnimation() - "<native>" Line ?
    [kgSIM_ObjectSpawner5 (0901300A)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 83
[03/11/2018 - 04:09:59PM] error:  (FF0374BB): the animation graph (WorkshopNoTransitions) cannot currently process event "Reset".
stack:
    [ (FF0374BB)].ObjectReference.PlayAnimation() - "<native>" Line ?
    [kgSIM_ObjectSpawner4 (09013009)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 83
[03/11/2018 - 04:09:59PM] error:  (FF0301D7): the animation graph (WorkshopNoTransitions) cannot currently process event "Reset".
stack:
    [ (FF0301D7)].ObjectReference.PlayAnimation() - "<native>" Line ?
    [kgSIM_ObjectSpawner5 (0901300A)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 83
[03/11/2018 - 04:09:59PM] error:  (FF03734C): the animation graph (WorkshopNoTransitions) cannot currently process event "Reset".
stack:
    [ (FF03734C)].ObjectReference.PlayAnimation() - "<native>" Line ?
    [kgSIM_ObjectSpawner5 (0901300A)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 83
[03/11/2018 - 04:09:59PM] error:  (FF037345): the animation graph (WorkshopNoTransitions) cannot currently process event "Reset".
stack:
    [ (FF037345)].ObjectReference.PlayAnimation() - "<native>" Line ?
    [kgSIM_ObjectSpawner5 (0901300A)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 83

Im looking the log file i see some error, but its strangle, it call a script in the hard drive "G", i dont have this hard drive, this is the end of the log file:

[03/11/2018 - 08:31:12PM] error: Cannot call spawnBird() on a None object, aborting function call
stack:
[ (0020D75F)].birdspawnerscript.spawnBird() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 122
[ (0020D75F)].birdspawnerscript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 51
[03/11/2018 - 08:31:43PM] error: Unable to bind script simsettlements:beerrecipe to (FF009DB8) because their base types do not match
[03/11/2018 - 08:31:43PM] error: Unable to bind script simsettlements:beerrecipe to (FF009DBA) because their base types do not match
[03/11/2018 - 08:31:53PM] error: Item 1 in container (001977AE): cannot enable a deleted object.
stack:
[Item 1 in container (001977AE)].ObjectReference.Enable() - "<native>" Line ?
[LegendaryItemQuest (001CCDA5)].legendaryitemquestscript.GenerateLegendaryItem() - "g:\_F4\Art\Raw\ScriptsMilestone\LegendaryItemQuestScript.psc" Line 131
[Active effect 2 on (001977AE)].LegendaryCreatureItemEffectScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\LegendaryCreatureItemEffectScript.psc" Line 23




Thanks, too many thanks.
 
Last edited:
Settlement: Sanctuary led by Codsworth
Info: Crash occurs during RotC upgrade from L0 -> L1

Papyrus.0.log:

[03/12/2018 - 02:36:17PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner5 (0C01300A)>]: CP Spawn (bp index 1643): 56813 from plugin: SimSettlements.esm
[03/12/2018 - 02:36:17PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner5 (0C01300A)>]: Successfully spawned (bp index 1643): 56813 from plugin: SimSettlements.esm, Created Reference = [ObjectReference < (FF01D7DF)>]

[03/12/2018 - 02:36:17PM] error: (FF01D95F): the animation graph (Workshop) cannot currently process event "Reset".
stack:

[ (FF01D95F)].workshopobjectscript.PlayAnimation() - "<native>" Line ?
[kgSIM_ObjectSpawner3 (0C013008)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 83

[03/12/2018 - 02:36:17PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (0C013005)>]: CP Spawn (bp index 1611): 28792 from plugin: SimSettlements.esm
[03/12/2018 - 02:36:17PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner1 (0C013005)>]: Successfully spawned (bp index 1611): 28792 from plugin: SimSettlements.esm, Created Reference = [ObjectReference < (FF01D969)>]

Log ends, game crashes.

Notes:
  • Crash is consistent
  • Crash occurs about 3 minutes into the upgrade.
 
Last edited:
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