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!

Solved Crash When Approaching Settlements

KennedyMadeIt

Member
Patreon Supporter
Messages
46
Game configurations:
  • New game
  • Sim Settlements Three-in-One v4.0.10
  • Sim Settlements - Conqueror v4.0.10
  • Workshop Framework v 1.1.6
  • No additional city plans. Only using optimized RotC plans.
  • Only have settlements pre-built by Conqueror.
  • Running on hardware that is more than capable of running Fallout 4.
  • Papyrus memory settings are set in Fallout4Custom.ini.
Issue:

Some settlements consistently cause a crash when they are approached. The effected settlements in my current game are Graygarden and Oberland Station. Both are not yet conquered. Other large settlements (containing many objects) such as Starlight Drive-In and Outpost Zimonja load perfectly fine when approached.

I've also tested while doing following:
  • Disabling all add-on packs.
  • Disabling all Sim Settlements performance options.
  • Disabling multi-threading.
All settlements in my game are pre-built by Conquer and use the optimized city plans included with RotC. I don't have any additional city plans installed. I haven't manually placed any additional objects in any city. I haven't increased the build limit for any city. I'm not using any other mod outside of the realm of Sim Settlements that effects settlements. I always thoroughly check for conflicts before committing to using a mod. No mod is conflicting with Sim Settlements or it's peer mods. The papyrus logs, as expected, don't provide any context for the crash.
 
Style Wagon is an interior commercial plot that comes with Sim Settlements.

Also keep in mind that the settlements that are crashing are pre-built by Conquer. I haven't tested manually building a Style Wagon in a settlement that I own.

yeah, that is exactly what I want to check is the plot. I don't think the pre-building would be the issue.

this smells a lot like an issue we had with the caps general.

https://simsettlements.com/site/ind...ral-interior-commercial-ctd.10145/#post-70604
 
I will say, that the script footprint of SS is very compact now. It does a lot, but I have everything spaced out on timers, and threads to avoid getting anywhere close to the limit. If you find that your save files in Resaver show ActiveScripts piling up from SS, definitely send me those saves as they'll point me to things I can further optimize.

My own recent LP has been a great testament to how resilient this game engine can be. I have what would now be considered a moderate gaming computer and I have Sanctuary running with 50 settlers and 100 plots without crashes... just the expected FPS drop.
Hello sir, absolutely no slight intended on your code quality. I am just one of those who operates within 'boundaries'.

I'm watching and enjoying your lets play currently and it's a definite highlight for me to see what you're going to do next.

The Sanctuary build you have created shows the quality of your code 'live' so to speak, but I am also very concious of my own machine and it's limitations, hence i disable as much as i can to try and prolong the gameplay.

In my next play through, I may tweak a few dials and ramp it up a little. :)

Keep on keeping on - what you do is amazing.
 
Ha - I took no offense - I'm much more critical of my own work than anyone else is!

I was more making that as a statement about how people shouldn't fear the mod's scripts - there are plenty of mods out there, and SS was one in the past, that overdo it with scripts and cause all sorts of issues for save files.

From what I'm finding as we get further into SS's life is that almost every crash issue remaining has to do with model files, and rendering limitations of the engine itself. The former I can resolve at the mod level, the latter is definitely a per machine thing... so your plan is a good one - know your system limits and play accordingly.
 
@kinggath May we know your performance settings? also you said you had a mid range machine for testing SS, what I consider mid range right now is close to a GTX 1080, 16GB ram and a 6th/7th gen i7 , correct?
 
I have figured out exactly what was causing the crash. The mannequin at Style Wagon is not compatible with the meshes from Forever Standing Mannequins.

https://www.nexusmods.com/fallout4/mods/17630

I apologize if I have wasted anyone's time, but I do hope this exercise helps other people track down and fix what is causing crashes in their game.

Good - Good and more good. Thank you for coming back and posting this :clap
 
With as many different mods as people tend to run you never know what combo aint gonna work. Neither mod is really responsible, it just and unknown combination, then you can hopefully bring it to the modders attention and they can work on a solution. Even though there was some modders are like "my mod works fine, their mod is @#$%, make them fix it."

I have a double vanilla issues causing a crash nearing my raider base.

The first vanilla issue is the fact that settlements do NOT like to be approached while it is in combat. I had seen this crash MANY times playing strictly vanilla for my first 3k hours. So I know it aint strictly a mod issue.

Now the second vanilla issue is related to the first. The cage script has gone to @#$%. This is a REALLY rare bug, but I have encountered it frequently while playing vanilla. Even if you scrap or remove the dog cages you still get spawns of dogs in the settlements daily. It is even worse if you used something like a mirelurk cage, because then it is daily settlement attacks (my first Far Harbor run had this issue, it sucked.)

I have been working around it a bit by using the moveto command to go directly to the settlement fast travel style. This kinda works because when you fast travel you have the load screen while everything is done loading, manual running in you have to wait for the all settlement objects to load.

I do have some weird CTDs going in my current game script I think. I had a CTD today while the game was paused (like wtf a first) and then another after moveto Piper in her office.

We need like a big library/knowledge base going that people can put all the CTD issues they found and people can read through them and see if any apply. Then they can either hopefully find a solution, or a workaround (like saving before defending that settlement.)
 
@kinggath May we know your performance settings? also you said you had a mid range machine for testing SS, what I consider mid range right now is close to a GTX 1080, 16GB ram and a 6th/7th gen i7 , correct?
I play with all settings on max.

Yeah, those are about my specs - except I have a 1070 rather than a 1080.
 
I play with all settings on max.

Yeah, those are about my specs - except I have a 1070 rather than a 1080.

Can texture files also conflict this way with plots? MO reports Snappy House Kit has the same windowbroken01_fix.dds and reswindowsheetfix_d.dds with the MegaPack year One .

MO also repots that the file from conqueror "PersistantSubgraphInfoAndOffsetData" in meshes is getting overwritten by my weapon merge mods and two other weapon mods, im very curious now if this could be a source for crashes... what does that file do kinggath? if you don't mind telling
 
The Subgraph data handles custom animations, likely if its being overwritten it might just mess with the handful of custom animations we have for things like drinking Nuka Cola melon, or passing out during the Distillery quest start.

Doubtful either of those things would cause crashing.
 
Top