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j3ssential

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Apologies if there is information anywhere else, I searched high and low but could only find information regarding SS1, and none of the fixes/workarounds/commands for that work.
Basically, my game has been stuck on plotting the future since launch, even through all of the betas, but the 1.0.1 release finally fixed it! I restarted the questline and was doing it from Sunshine Tidings Co-Op, and decided to go around to all of my settlements and build them up with city planner desks. However, as I approached Red Rocket and Sanctuary, I CTD every single time. I am unable to fast travel to either settlement, and while I can wander Concord just fine and get fairly close to RR, I am unable to get to what I am assuming is the Sanctuary loading barrier (about halfway up the road to RR), this includes also the direction from Abernathy. I was able to make it into the RR garage by running all the way from Abernathy before everything finished loading, but it CTDd once everything did.
I should note, also: everything else is working swimmingly in every single other settlement that I've come across.
Thanks so much for all of the help!
 
Chiming in to say that I'm having exactly the same issue. I remember there being some useful tools in the Holotape from SS1. I remember a few occasions of backing slowly into the Sanctuary Hills boundaries, refreshing the plots and City Plan, and no longer having a problem. Unfortunately, those appear to have either been trimmed, or just not worked into SS2 yet. I look forward to a solution. I've been enjoying SS2 quite a bit.
 
This is something to try, I find it works fairly often regarding CTDs approaching settlements.

If you had been playing a while when the first CTD occurred then whenever you load that last save and it constantly CTDs then you should create another save and load the new one.

Triangle of Death
Also keep in mind the Triangle of Death (Abernathy, Red Rocket, and Sanctuary) these settlements do not like co-existing with each other the bigger they get. This is because they are too close standing in any one of the three settlements will load the other two. So you are basically trying to load three settlements at once.

Vanilla: In vanilla (no mods) you would get partially loaded settlements. Each settlement is made up of four cells. Vanilla would only load those cells in range and then your settlement "inventory" would get updated with "bad data" like missing beds, etc.

UOF4P and Workshop Framework corrected the above bad behavior by forcing all the settlements to load if any of them loaded. So this creates a significant strain when it does this.

So you need to stay on the light side if building up all three. There is plenty of spaced out settlements out there ya aint gotta cram everything into the one. This is also why Starlight Drive has become one of my favorites because it is a large settlement you can pile into without running into nearby settlement issues.
 
As I said; I had only just gotten SS2 to work (after getting stuck on the plotting the future bug) and was going to Sanctuary to use a City Plan. Same re: Abernathy and RR. There was some random bits and bobs (maybe a generator or two) but that was it--I had been using Sanctuary as my prime base before recently moving to Covenant and was able to do so fine despite building out a personal player home with tons of weapons on display and armor racks and etc. Now at that time I did have SS2 but wasn't actively using it due to get stuck in Plotting the Future in versions E-L. Switching from version L to non-beta 1.0.1 definitely fixed it playability wise but seems to have also somehow broken the Sanctuary cell.
While looking it up, I did see several options for resetting the cell entirely, which I'd be totally ok with doing, but none that seem to be functional in SS2.
 
Rolling back to a save when it was working correctly is your best bet.
also check if you have other issues with fallrim:
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also see:
then: "This one may help?" I still recommend rolling back.
also
 
Yeah I did a Fallrim check on my save where RR and Abernathy were filing for a divorce and I had 2 unattached scripts. One was MQ17 or something and the other had no info. I think I had about the same 5-6 active scripts you had in the video.

I want to say I think the issue falls more into trying to run scripts on items that just aint loaded or something. Kinda like the mods say load this cell and the game engine says no screw you its still too far out. So then the papyrus script says screw you guys I'm going home.

Then while I think the holiday decorations are cool and all, but I think they may be the culprit because unnecessary plot refreshes and script lag associated with them changing. Kind of a shame though because I did like the decorations.
 
All of these solutions (except for "roll back to a working save") do not work; I tried these before I made this thread, but they are all for Sim Settlements 1, not 2. The console script isn't recognized by my game and there is no option on the Holotape (or the City Manager desk) to fix them.
 
I also have a CTD whenever Sanctuary loads (fast travel, normal approach). My last save before that was several hours ago, so to not lose it I tried a few things.

After installing Buffout 4, I get a crash log with the following info:
Code:
PROBABLE CALL STACK:
    [ 0] 0x7FF649D0C1A8      Fallout4.exe+01FC1A8 -> 210626+0x68
    [ 1] 0x7FF649D0C36E      Fallout4.exe+01FC36E -> 887716+0xE
    [ 2] 0x7FF649D12FE9      Fallout4.exe+0202FE9 -> 617603+0x29
    [ 3] 0x7FF649D34EDB      Fallout4.exe+0224EDB -> 1460305+0x8B
    [ 4] 0x7FF649D20560      Fallout4.exe+0210560 -> 304789+0xE0
    [ 5] 0x7FF649D0455E      Fallout4.exe+01F455E -> 939220+0x8E
    [ 6] 0x7FF64A871C82      Fallout4.exe+0D61C82 -> 1546751+0x1842
    [ 7] 0x7FF64A8680DB      Fallout4.exe+0D580DB -> 882638+0x13B
    [ 8] 0x7FFF514B75FC f4se_1_10_163.dll+00175FC
    [ 9] 0x7FF64A84B503      Fallout4.exe+0D3B503 -> 338354+0x23
    [10] 0x7FF64B660F26      Fallout4.exe+1B50F26 -> 329005+0xC6
    [11] 0x7FF64B661432      Fallout4.exe+1B51432 -> 194800+0x202
    [12] 0x7FF64B663F67      Fallout4.exe+1B53F67 -> 1492866+0x67
    [13] 0x7FF64B62CFED      Fallout4.exe+1B1CFED -> 1079791+0x3D
    [14] 0x7FFFBD217034      KERNEL32.DLL+0017034
    [15] 0x7FFFBD47CEC1         ntdll.dll+004CEC1

The stack trace is consistent everytime, so it's not a "random" crash, but probably corrupted data.

Further down, the following info shows up (the form IDs are consistent everytime):
Code:
REGISTERS:
    RAX 0x7FF64F3DFFF0     (void* -> Fallout4.exe+58CFFF0)
    RCX 0x18199F34158      (void*)
    RDX 0x180874E5B40      (ActorValueInfo*)
        File:
        Flags: 0x00000008
        Form ID: 0x000002D0
        Full Name:
    RBX 0x18199F34158      (void*)
    RSP 0x5B1B5FEE50       (void*)
    RBP 0x5B1B5FEF79       (void*)
    RSI 0x1817DB13C40      (void*)
    RDI 0x18199F34150      (BGSPreviewTransform*)
    R8  0x0                (size_t)
    R9  0x4570B89F         (size_t)
    R10 0xFF00             (size_t)
    R11 0x5B1B5FEEC8       (void*)
    R12 0x5B1B5FF530       (void*)
    R13 0x305F7297E72      (size_t)
    R14 0x5B1B5FEF58       (void*)
    R15 0x0                (size_t)

STACK:
    [RSP+0   ] 0x1818379DFD0      (TESObjectREFR*)
        File:
        Flags: 0x00400408
        Form ID: 0xFF0014E6
    [RSP+8   ] 0x18199F34150      (BGSPreviewTransform*)
    [RSP+10  ] 0x0                (size_t)
    [RSP+18  ] 0x0                (size_t)
    [RSP+20  ] 0x40A00000         (size_t)
    [RSP+28  ] 0x0                (size_t)
    [RSP+30  ] 0x18199F34100      (TESNPC*)
        File:
        Flags: 0x00000008
        Form ID: 0xFF008502
        Full Name: Settler
    [RSP+38  ] 0x7FF649D0C36E     (void* -> Fallout4.exe+01FC36E)
    [RSP+40  ] 0x18199F34100      (TESNPC*)
        File:
        Flags: 0x00000008
        Form ID: 0xFF008502
        Full Name: Settler

Looking up the Form ID highest on the stack (0xFF0014E6) in my save using ReSaver, I see that it's a SS2 object:
1605445687928.png
1605445702396.png

1605445731503.png
Since I have NO CLUE about FO4 modding, I have no idea if this is of any help :-|

EDIT:
I looked further down in the stack trace and found this ref:
Code:
    [RSP+180] 0x17921A35300      (TESObjectREFR*)
        File: 
        Flags: 0x00400408
        Form ID: 0xFF004D1A

Upon further investigation in the save, this was a municipal power switch (?). I took a leap of faith and deleted both the REF/ScriptInstance from the save, and this fixed my CTD. No idea what other damage this did to the save though...
1605446654959.png
1605446637139.png
 
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The switchbox does not seem to be the actual root cause of my crash though. After deleting had fixed it, I went and refreshed the city plan. It went back to CTD on approach once it was done rebuilding.
I still had a municipal power switchbox on the stack in the crashlog, but it keeps crashing even after deleting that (now the switchbox has been replaced with a ref to a television).
 
I still had a municipal power switchbox on the stack in the crashlog, but it keeps crashing even after deleting that (now the switchbox has been replaced with a ref to a television).
From my understanding the vanilla radios and TVs have a issue of causing papyrus to zero out and/or crash when you get far enough away when the sound it turned off due to your distance. Of course people playing without fast travel see this issue, while those fast traveling away usually avoided it by fast traveling to an interior cell first and then fast a second time to their destination.

I had originally ruled the theory as brahminshit, but after I removed all radios and TVs from my settlements my workshop data become dramatically more stable. Then one day I had one of the machine gun turrets get their sound stuck, as soon as I got far enough away I checked my pipboy workshop data and the values had crashed for the settlement.
 
It might just be any object that causes the power grid to refresh, really (I have no idea how the internals work, though).
That's my hunch from stack-frames like this:
[RSP+118] 0x8EC11FF420 (std::_Func_impl<[...],BSContainer::ForEachResult,PowerUtils::GridAdjacencyMapNode [...]>*)

And then the problem may be actually somewhere else in the power grid.
Also: Why is there a settler on the stack :-| I can't find any reference to it in the save:
Code:
    [RSP+40 ] 0x250280FC480      (TESNPC*)
        File: 
        Flags: 0x00000008
        Form ID: 0xFF008502
        Full Name: Settler

And I don't know where to look for that Form ID otherwise.
 
That was totally it!
1605452665257.png
Now it was able to finish rebuilding the plan while I was standing in the settlement without crashing.

p.s.: Although I don't know how I would have been able to run this without entering the settlement (which I was only able to do after messing with the save manually)
 
That was totally it!
View attachment 10476
Now it was able to finish rebuilding the plan while I was standing in the settlement without crashing.

p.s.: Although I don't know how I would have been able to run this without entering the settlement (which I was only able to do after messing with the save manually)
Yeah sometimes just creating a new save point and thne loading from it is enough to bypass a CTD that a previous save got consistently. No idea why that works, lol.
 
Manually saving/loading that save was not sufficient in this case. I did have to delete an object from the save using ReSave that was apparently causing the power grid to refresh everytime I was entering the settlement. I also observed that cleaning the power grid was not enough. After the plan finished refreshing, "cpg" showed that the grid had errors again. Argh!
 
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The only real fix for the power issue would be for ss2 to not reply on the games settlement mechanics and go to a virtual power like they are doing with the resources. Basically have a plot produce x amount of power that can be used to power z amount of plots and anything over the amount would need additional power producing plots to be built. You could also potentially use this to power light poles probably not any stock workshop power requiring things though.

this would end the reliance on Fo4’s built in engine limitations around power grids. When you upgrade a current plot with the virtual resource system it’s just taking an amount of the virtual numbers and that’s broken down into multiple categories so:adding power to that isn’t something impossible it would just be a constant number draw against a constant supply number.
 
I would like to add that my CTDs are spreading. I can now no longer go to either Tenpines Bluff or, oddly, The National Guard Training Yard. Apparently this was an issue in SS1?
 
I would like to add that my CTDs are spreading. I can now no longer go to either Tenpines Bluff or, oddly, The National Guard Training Yard. Apparently this was an issue in SS1?
Honestly, the only consistent problematic CTD settlements should be the Triangle (Red Rocket, Sanctuary, and Abernathy) which is due to their close proximity.
Any other settlement it should only be a rare occurrence (happens even without mods) and not consistent through reloads.

If you are consistently experiencing the CTD elsewhere then you should start looking at possible mod conflicts or mods that may have CTD issue. If you are unsure if a mod has a known issue go to the Nexus page and glance through their forums to see if others are reporting similar issues.

Myself personally I avoid any mods that affect settlement cells, as I had way too many extra CTDs, graphics errors, etc wiht ones that I tried. Which means the only settlement cell mod I use is Place Everywhere.
 
So i have been having this problem in my last 2 saves and from what im hearing there is no real fix to this power grid issue. I need to use the tool in the settlement and i cant enter the settlement on these saves. For me its Red rocket that seems to be the problem. Its a real bummer crashing is killing my enthusiasm for this game i came back for SS2 but im a modaholic that doesnt know how to quit.
 
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