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Primary Bug Report Crashing - How to help us solve them

CP Spawn (bp index 935): 43376 from plugin: SimSettlements.esm
Crash happened as I was in new save starting city in RR. With the recent update I had a crash at Castle too as the Institute attack happened but I did not realize to check the papyrus log at that point. Before RR I did just successfully establish Sanctuary
 
CTD when trying to upgrade Sanctuary to Level 2.

[06/18/2018 - 02:07:23PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner4 (08013009)>]: CP Spawn (bp index 399): 56731 from plugin: SimSettlements.esm
[06/18/2018 - 02:07:23PM] error: (FF00258E): the animation graph (Workshop) cannot currently process event "Reset".
stack:
[ (FF00258E)].workshopobjectscript.PlayAnimation() - "<native>" Line ?
[kgSIM_ObjectSpawner1 (08013005)].simsettlements:objectspawner.::remote_ObjectReference_OnLoad() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 87
[06/18/2018 - 02:07:24PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner4 (08013009)>]: Successfully spawned (bp index 399): 56731 from plugin: SimSettlements.esm, Created Reference = [ObjectReference < (FF002DAE)>]

Have tried disabling all mods (apart from SS obviously) and still doesn't work. Automatically upgrading the city and approaching on foot results in CTD when getting close to the city.

Edit: I've isolated the problem to be a generator I have connected to my recruitment beacon.
- Scrapping the generator = CTD
- Storing the wire between generator and recruitment beacon = CTD
- Scraping recruitment beacon = CTD
- Interacting with recruit beacon = CTD
- Interacting with attached generator = CTD
:( I am assuming that when upgrading the city to level 2, the recruitment beacon gets deleted and re-positioned again causing the crash. CTD when refreshing the city which would also be consistent with that.
 
Last edited:
Wiring up RotC items can launch the CTD power bug... which you did.
It's best to not wire any RotC items.
If possible, roll back to before you wired anything.
 
Wiring up RotC items can launch the CTD power bug... which you did.
It's best to not wire any RotC items.
If possible, roll back to before you wired anything.

Yeah, have since worked that out researching my problem. Unfortunately not able to roll back - have basically just abandoned Sanctuary and moved my base of operations to Red Rocket! No wiring anywhere else! :)
 
[07/11/2018 - 06:56:26PM] [simsettlements:objectspawner <kgSIM_ObjectSpawner3 (0B013008)>]: CP Spawn (bp index 541): 29593 from plugin: SimSettlements.esm

However i am betting it is the wire issue.

If messing with wires can cause a CTD maybe that should be mentioned in the FAQ for RoTC under the do you need to add powerlines.
 
This just started happening today, but if I spend more than a few minutes in any of my settlements, I get a CTD (regardless of which settlement)

Total of 28 hits of "kgSIM_ObjectSpawner", no hits of CP Spawn. I'll link a few here instead of all for brevity, let me know if you want them all or me to upload my papyrus log:

[07/12/2018 - 01:29:36AM] warning: Assigning None to a non-object variable named "::temp780"
stack:
[ (FF01CEA6)].simsettlements:simplot.CreateStageModel() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2493
[ (FF01CEA6)].simsettlements:simplot.ForceBuildingPlanAndStage() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1293
[kgSIM_ObjectSpawner3 (0C013008)].simsettlements:objectspawner.SpawnPlot() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 374
[07/12/2018 - 01:29:36AM] warning: Assigning None to a non-object variable named "::temp975"
stack:
[ (FF017C39)].autobuilder:autobuildplot.UpdateSpawnedObjects() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2855
[ (FF017C39)].simsettlements:simplot.UpdateSpawnedObjects() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 738
[ (FF017C39)].simsettlements:simplot.setStage() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2423
[ (FF017C39)].simsettlements:simplot.AdvanceStage() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2407
[ (FF017C39)].autobuilder:autobuildplot.OnTimer() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 743

<truncated stack>

[07/12/2018 - 01:32:04AM] [kgSIM_ObjectSpawner5 (0C01300A)].simsettlements:objectspawner.SpawnPlot() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 374
[07/12/2018 - 01:32:04AM] IP: 4370 Instruction: 67 Line: 374
[07/12/2018 - 01:32:04AM] [aSpawnMe]: [Activator < (0C009FC4)>]
[07/12/2018 - 01:32:04AM] [aSpawnRecord]: [fRotationX = 0.000000, PlotForm = [Activator < (0C009FC4)>], iBlueprintIndex = 76, BuildingPlanPlugin = "SimSettlements.esm", fPositionY = 67481.476563, fPositionX = -78008.992188, fRotationY = 0.000000, BuildingPlanFormID = 20249, iAvailableAtLevel = 3, fPositionZ = 7521.353027, fRotationZ = -143.179016]
[07/12/2018 - 01:32:04AM] [akWorkshopRef]: [workshopscript < (0006F5C5)>]
[07/12/2018 - 01:32:04AM] [abFromCityPlan]: True
[07/12/2018 - 01:32:04AM] [::nonevar]: None
[07/12/2018 - 01:32:04AM] [::temp115]: -78008.992188
[07/12/2018 - 01:32:04AM] [::temp116]: 67481.476563
[07/12/2018 - 01:32:04AM] [::temp117]: 7521.353027
[07/12/2018 - 01:32:04AM] [::temp118]: [simsettlements:simplot < (FF01CD03)>]
[07/12/2018 - 01:32:04AM] [::temp119]: [simsettlements:simplot < (FF01CD03)>]
[07/12/2018 - 01:32:04AM] [plot]: [simsettlements:simplot < (FF01CD03)>]
[07/12/2018 - 01:32:04AM] [::temp120]: True
[07/12/2018 - 01:32:04AM] [::temp121]: [simsettlements:simplot < (FF01CD03)>]
[07/12/2018 - 01:32:04AM] [::temp122]: [Keyword <workshopItemKeyword (00054BA6)>]
[07/12/2018 - 01:32:04AM] [::temp123]: [workshopscript < (0006F5C5)>]
[07/12/2018 - 01:32:04AM] [::temp124]: 1.000000
[07/12/2018 - 01:32:04AM] [::temp125]: 1.000000
[07/12/2018 - 01:32:04AM] [::temp136]: []
[07/12/2018 - 01:32:04AM] [::temp137]: None
[07/12/2018 - 01:32:04AM] [::temp138]: None
[07/12/2018 - 01:32:04AM] [::temp126]: None
[07/12/2018 - 01:32:04AM] [::temp127]: "SimSettlements.esm"
[07/12/2018 - 01:32:04AM] [::temp128]: "SimSettlements.esm"
[07/12/2018 - 01:32:04AM] [::temp129]: False
[07/12/2018 - 01:32:04AM] [asPlan]: [simsettlements:simbuildingplan < (0C004F19)>]
[07/12/2018 - 01:32:04AM] [::temp130]: ""
[07/12/2018 - 01:32:04AM] [::temp131]: True
[07/12/2018 - 01:32:04AM] [::temp132]: 20249
[07/12/2018 - 01:32:04AM] [::temp133]: "SimSettlements.esm"
[07/12/2018 - 01:32:04AM] [::temp134]: [simsettlements:simbuildingplan < (0C004F19)>]
[07/12/2018 - 01:32:04AM] [::temp135]: [simsettlements:simbuildingplan < (0C004F19)>]
[07/12/2018 - 01:32:04AM] [args]: []


[07/12/2018 - 01:30:10AM] warning: Assigning None to a non-object variable named "::temp780"
stack:
[ (FF0202F3)].simsettlements:simplot.CreateStageModel() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2493
[ (FF0202F3)].simsettlements:simplot.ForceBuildingPlanAndStage() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1293
[kgSIM_ObjectSpawner1 (0C013005)].simsettlements:objectspawner.SpawnPlot() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\ObjectSpawner.psc" Line 374
 
This just started happening today, but if I spend more than a few minutes in any of my settlements, I get a CTD (regardless of which settlement)

UPDATE: After perusing a number of threads here, I was able to salvage my game.

1) I did the basic savegame cleaning to eliminate a small number of unattached instances
2) I went to an interior cell (RR HQ) and let the game just sit there for ~20 minutes
3) I went to the few trouble settlements I knew of and just let the game sit there until the scripts settled down.

How did I know about the scripts settling down? I got this handy, free tool called SnakeTail, pointed it at papyrus.0.log, and just watched for it to settle down. When the scripts have settled down, the "tail" will stop constantly updating with SS messages...
 
Hello, it seems like my game got hit by wiring and or scrap ctd.
I wanted some light in castles corridors so ofc i wired up manual placed and rotc spawned things....

Sanctuary, Red Rocket and Starlight didn't bother having rotc spawns and manual placed objects wired together even while upgrading from 1 through 3. The wires where just out of place.

When I look into papyrus log I don't see CP Spawn anywhere.

Is there a way to save this or do i have to roll back a few days?
 

Attachments

  • Papyrus.0.log.7z
    4.1 KB · Views: 24
Once you trigger the bug.. it's time to roll back.
And don't wire spawned connections. ;)
 
Maybe... or maybe not.
The bug isn't replicatable by a hard set of steps. ie: wire X to Y at 3:41AM on Oct.26 while on 6 shots of Jet and holding a molerat brood mother.
Some people can wire all the settlements without issue..yet.
But you've triggered the bug, which means your installation is more susceptible, so.. I'd just avoid wiring them.
It kind of sucks... cause it is a fun little connect the dots puzzle.
 
Thanks for you replies.
I was able to roll back to an earlier save when i just had finished up wiring the castle at lvl0 and undo it all.
Now I hope this bug doesn't strike my already wired up settlements without me noticing several days later....

Would take back city after it reaches the desired level make all connectors and plots switch to behave the same as manually placed ones or do I have to go through each rotc connector and plot, scrap/store it and replace it with a manually placed version to be safe from this?
 
I honestly have no idea.
I'd just leave them alone.. so no manual wiring changes are made and keep your fingers crossed.
And I don't "think" taking back the city has any effect, since the connectors are code spawned to start with.
 
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