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60MB of save file for Sim Settlements?

The first one, workshopitemkeyword still returns the workshop itself; i.e. 1D0E2 for Starlight's workshop.
 
Looking at the save file I can see the disabled/deleted object with a workshopobjectscript still, like every workshop object has and the script instance is no longer included in the simsettlements:simplot array parameters :kSpawnedWorkshopItems or :kSpawnedItems_var which is as it should be.

I still can't tell why the old objects persist though. Regular workshop objects work as expected if disabled and deleted or scrapped.

I started a new save and just used the console to give me the holotape and some asam sensors just to create a single plot and refresh it. The problem persisted with just the DLCs and Sim Settlements. No scripts and no f4se. Playing like that made me appreciate my mods :)
 
If the first one is returning things, that would explain why it isn't being removed. What's odd is that I don't actually link most things to the workshop on that keyword. Does everything come up linked with workshopitemkeyword?
 
Should the plot child items have it before they are cleared? All plot objects have the workshopitemkeyword.

All I have active are the main game and all of the DLCs + Sim Settlements.

Edit: No DLC and the first plots items (crops) all have the keyword.
 
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Almost none of them should have it. Usually only specific value driven items such as beds or shop markers need it.
 
With no other mods enabled and no scripts folder, no f4se, and it happening with a completely new save what could possibly make the linked reference be added to all of the items? That's pretty darn specific. This seems to have been happening for a long time, possibly since the beginning of my Sim Settlements install. Also, I seem to be the only one this happens to.

Could the cleanup script go through all of the workshop references and find the deleted ones and remove the linked reference and then say how many were removed? Maybe it does happen to someone else out there :)

Otherwise, I guess I'll have to wait for the Resaver update to allow filtering on changeformflags. I've identified which ones are disabled and marked for deletion.

edit: Here's my test settlement with one tato plot from a save with no DLCs or mods other than Sim Settlements 3-in-1. I've already refreshed a few times and deleted and created another plot. Some previous deceased tato plants: FF0016F4, FF0012C5

https://www.dropbox.com/s/wb5evhhwhoyngv6/nodlcsettlement.7z?dl=0
 
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It’s possible that a i have a mistake in the code causing this to happen. Will check into it.
 
Thanks! Sorry to be such a pain!

Also, for my new game test I didn't change the default holotape options except to see if setting the # of threads to 1 would matter (it didn't)
 
So I managed to make a workshop script I could run to remove the linked references but the objects are still persistent.

Sanctuary had 15299 out of 16788 objects with the WorkshopItemKeyword which were deleted. Removing the keyword didn't make them go away :-( I even tried generating a batch to use "fp" on each of those objects but they still persist anyway even if DPPI shows nothing. My save game is over 100MB so I'm probably out until a version of Resaver with a filter by change form flag is released.
 
Try going to a few different worldspaces, such as Far Harbor, and Nukaworld. When I was trying to solve the rotation bug, I found that it could take several fast travels before items unloaded from memory (which is what's required for the game to decide to delete them permanently).
 
Ok, I'll give that a shot. Also, do you use the Unofficial Fallout Patch? That includes a modified workshopobjectscript to correct issues with persistance of crops and damage apparently.
 
I generally do when I'm playing for real, but not when I'm testing SS.
 
Changing worldspaces didn't work. I did try creating a batch file to toggle the persistence with forcepersistence (fp) and discovered that command doesn't happen to do anything when executed from a batch file which is full of dammit.

I then had the hot idea of using my programmable keyboard which for 60,000 objects is as about as much fun as it sounds to watch because you can't go too quickly. So, that runs when split up into 5000 items per execution one line at a time. I had to convert my batch files into keystroke macros with regex... So after about 40 hours of that they'll mostly be cleared out! yay? I leave it running at night.
 
I haven’t been able to replicate everything being linked on workshopitemkeyword, certain things are, like beds, but decorations are not. This has to be why you’re experiencing runaway persistence.

I’m struggling to come up with an explanation for why this is happening to you though. In order for SS to link it that way, the object has to have the workshopobjectscript attached, and certain items- like static decorations- can’t have that script, so SS would never link them.
 
Thanks for trying. I appreciate the effort even if there isn't a solution. It's like every object created in a settlement gets the keyword reference added to it.

I don't suppose there's a way to see active scripts and overrides like there is for objects in the mod files that you know of? i.e. what scripts are active on a workbench and where did they come from?

Crops definitely have the link and also lots of other things like planks, turrets, chairs, etc.

Anyway, I tuned the keyboard macros up reasonably well and removed the persistence on all of those deleted items and most were immediately removed; i.e. "(00000000) is no longer forced to be persistent". That got my save down from 100MB to 82MB so that helped.

I'm not incredibly enthusiastic about deleting the entire thing and reinstalling Steam, Fallout, and all those mods but I guess that's the only alternative to periodically cleaning up the objects.

If I could figure out what makes them persistent maybe I could script my cleanup but forced persistence which continues after the linked reference is removed is only a thing with placement commands I think. Just the console has an explicit force persistence toggle which is odd. Also, some of the changeforms for deleted objects had no workshopobjectscript but most did.

At any rate, unless it happens to other people I guess this is a "closed case" since it's probably some outside influence on your mod's action rather than the mod itself.

Again, I appreciate the help!
 
Items created by a city plan or placed in workshop mode are supposed to be linked with that keyword. Items on plots should generally not get it, though there are exceptions- anything assignable are among them.

In today’s patch, plots now assume everything is linked via workshopitemkeyword and will clear the link on everything. City plan items have always had code to clear the workshopitemkeyword on everything, but it is slightly delayed. In order to make City Plans work faster, the code splits the visual hiding of items from all the processing so it can do the processing in the background slowly over time.
 
Awesome! It'll be great if that helps avoid leftovers when rebuilding plots.
 
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