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The long save issue and HQ cell resets are what I consider existential threats to the mod - they are shaking players' confidence in the mod, and until they are resolved, I can't in good conscience begin coding additional features for SS2.
So it's time to get help - I'm putting out $1,000.00 bounties on each of these issues. I'm happy to work with anyone who believes they have a fix integrated into a public beta so we can push it out for confirmation. See next post in this thread for details on bounty.
Bug #1: The Long Save - Since the 2.0.0 patch of SS2, many users are experiencing saves that are excruciatingly long, multiple minutes even. So far, the running theory is that script traffic is the culprit here, though I'm not convinced this is the case - but its a thread worth pursuing. To complicate matters further, Workshop Framework had an update as well on the day the 2.0.0 patch of SS2 was released, and it may be involved in this new issue.
To help with researching this, I'm attaching copies of the 1.1.0 and the 2.0.0 code bases to this thread. Feel free to do what you need with these, but please do not repost them anywhere publicly accessible (for example, if you need to create a private git repo to use its tools for analysis, you are welcome to - but don't make that repo public). Workshop Framework has a public repo already where you can find the source.
The most promising information on this problem can be found here: https://www.simsettlements.com/site/index.php?threads/long-save-research-tool.21059/ - this includes an F4SE plugin that can dump out
Solved! - Pending Verification - Bug #2: HQ Reset - As part of Chapter 2's story, the player is given a new base to build up, it is an interior cell with complex mechanics, but from the engine perspective, it is effectively a settlement. Settlements, even interior ones, are designed not to reset - yet it is happening to many players. Though based on conversations I've had with Bethesda staff, it's not actually a cell reset, because they insist a papyrus event would fire, and multiple players with this issue have confirmed that the debug pop-up I put in to catch an OnReset event is not occurring.
I've started a thread here for this issue, though there hasn't been a ton of useful information gathered yet. I've also uploaded a set of save files from our alpha tests where this issue had occurred once - we had incorrectly assumed the issue was fixed, as it never occurred again in future builds until after we released.
Good Luck, Hunters!
-kinggath
So it's time to get help - I'm putting out $1,000.00 bounties on each of these issues. I'm happy to work with anyone who believes they have a fix integrated into a public beta so we can push it out for confirmation. See next post in this thread for details on bounty.
Bug #1: The Long Save - Since the 2.0.0 patch of SS2, many users are experiencing saves that are excruciatingly long, multiple minutes even. So far, the running theory is that script traffic is the culprit here, though I'm not convinced this is the case - but its a thread worth pursuing. To complicate matters further, Workshop Framework had an update as well on the day the 2.0.0 patch of SS2 was released, and it may be involved in this new issue.
To help with researching this, I'm attaching copies of the 1.1.0 and the 2.0.0 code bases to this thread. Feel free to do what you need with these, but please do not repost them anywhere publicly accessible (for example, if you need to create a private git repo to use its tools for analysis, you are welcome to - but don't make that repo public). Workshop Framework has a public repo already where you can find the source.
The most promising information on this problem can be found here: https://www.simsettlements.com/site/index.php?threads/long-save-research-tool.21059/ - this includes an F4SE plugin that can dump out
Solved! - Pending Verification - Bug #2: HQ Reset - As part of Chapter 2's story, the player is given a new base to build up, it is an interior cell with complex mechanics, but from the engine perspective, it is effectively a settlement. Settlements, even interior ones, are designed not to reset - yet it is happening to many players. Though based on conversations I've had with Bethesda staff, it's not actually a cell reset, because they insist a papyrus event would fire, and multiple players with this issue have confirmed that the debug pop-up I put in to catch an OnReset event is not occurring.
I've started a thread here for this issue, though there hasn't been a ton of useful information gathered yet. I've also uploaded a set of save files from our alpha tests where this issue had occurred once - we had incorrectly assumed the issue was fixed, as it never occurred again in future builds until after we released.
Good Luck, Hunters!
-kinggath
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