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CTD approaching Warwick. Script error?

Dman883

Member
Messages
35
I CTD whenever I try to go to Warwick. Started after I set up SS2 station. Not immediately though. Doesn't matter how I try to get there; walking, fast travel, coc. Here's a list of papyrus errors just prior to the CTD. I saw the last entry was for SS2. Could that be the issue? Attached mod list.


[<nullptr alias> (0) on <nullptr quest> (00000000)].IdleHandsPlayerScript.OnMenuOpenCloseEvent() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: (00140D16): armor cannot be equipped by the passed in actor's race.
stack:
[ (00193786)].MirelurkAmbushArtScript.EquipItem() - "<native>" Line ?
[ (00193786)].MirelurkAmbushArtScript.OnLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot access an element of a None array
stack:
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot access an element of a None array
stack:
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot call X() on a None object, aborting function call
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] warning: Assigning None to a non-object variable named "::temp81"
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot call Y() on a None object, aborting function call
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] warning: Assigning None to a non-object variable named "::temp82"
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot call Z() on a None object, aborting function call
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] warning: Assigning None to a non-object variable named "::temp83"
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot call GetAngleX() on a None object, aborting function call
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] warning: Assigning None to a non-object variable named "::temp84"
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot call GetAngleY() on a None object, aborting function call
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] warning: Assigning None to a non-object variable named "::temp85"
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: Cannot call GetAngleZ() on a None object, aborting function call
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] warning: Assigning None to a non-object variable named "::temp86"
stack:
[ (FF03658A)].ObjectReference.TranslateToRef() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.SetupDefault() - "<unknown file>" Line ?
[ (FF03FA16)].SimSettlementsV2:ObjectReferences:kgSIM_Spotlight.active.OnCellLoad() - "<unknown file>" Line ?
[02/24/2021 - 09:10:04AM] error: (FF03F798): the animation graph (GenericFurniture) cannot currently process event "Occupied".
stack:
[ (FF03F798)].SimSettlementsV2:ObjectReferences:ProtectronPodSpawn.PlayAnimation() - "<native>" Line ?
[Active effect 1 on (FF055153)].abProtectronRaceScript.OnEffectStart() - "<unknown file>" Line ?
 

Attachments

  • mods.txt
    26.4 KB · Views: 1
It is actually an overall log, not just an error log - and unfortunalty, papyrus issues rarely cause CTDs.
(if they did, the log would be more useful).

I went ahead and traveled to warwick in my heavily modded game, as I had not yet been there in my ss2 playthrough, and unfortunatly I did not have a CTD.

I tried approaching from a few angles, and got the same.

A few comments on your modlist;

Many people have issues with Armorsmith extended - it is generally avoided by a lot of experienced mod users.
You have a LOT of big reaching mods in there (depravity, valkyrie, Frost, etc.) I would be concerned with some of those stepping on one another or other mods in your list.
Not saying anyone of those mods is the issue, just some thoughts.
Also, you have a bunch of SS1 mods in there - NONE of those are compatible with SS2.

Here is my generic CTD advice, which...I post very often (mostly on reddit - sometimes multiple times a day).
Hopefully it will give you some ideas.

Crashes are usually caused by a few reasons;
  • More than one mod changes the same asset, and they conflict in how they do it. The same piece of armor, the same mailbox, the same building.
  • Mod authors not correctly removing objects from the game - either specific objects or even terrain elements (navmeshes) - this is not good as when the base game or another mod accesses these objects - instant CTD.
  • Removing mods from a save - the game does not like it when mod that alter game mechanics are removed - this can lead to save corruption over time

Now, usually these issues are focused around specific objects, npcs or locations.

Most crashes are not really random - there was a fixed object (like a tree, building, etc.) or a non-fixed object that had an issue (an npc with issues, or even with a specific weapon that the npc might have in their inventory, etc.).

With some combos of mods, it might even layered even more complexly (like only crashing at night due to lighting mods, or only when approaching a location from a specific direction, etc.)
So it helps to think about what the player was doing - who was near, what common assets, sounds etc. Then think about what mods might do that.
("I keep crashing when running to gunners"....then look at gunner or armor overhaul mods, etc.)

Also, if a crash can eventually be tied to a specific item or object, examine that object in the console - you can get an id, or even a mod name which will help in investigation.


Brute Force Approach
If you can't identify a specific mod easily, the brute for approach may be necessary;

Turn off all mods and use clean save or console start (from loading screen use the console to start in an area - coc sanctuaryext for example will place a test character in sanctuary) to see if your base game is messed up.

In skyrim, you would use COC riverwood, or coc whiterun to go to those locations.

Then add mods back in groups to see when crash happens (I add about 10 or 20 at time, then add one or two to find issues).

Then you an check the comments sections for those mods, or if you are good with Fo4 edit, look at them yourself.

Rarely, but possible crashes can also happen at starting the game when some mods have missing components or other issues.

Another (almost) Common Cause
Ok, there is one more scenario - that is becoming more common - especially with bigger script heavy mods (even well written ones) being more popular.
Internal memory issues. Not the memory of your pc (although that can be an issue too) but the internal memory management in F4. Both SS and Panpc have notes on making settings changes to help manage memory issues.
Too many UI mods can overtax the system that keeps track of display objects on the screen. Multiple mods that do a lot of scripting (sim settlements, or pack attack) can at times overtax the games internal engine.

Good Tools

Finally, there occasionally may be a driver issue or some other system incompatibility (incredibly rare, but can happen in F4 Try googling your video card or try turning off your enb; for example, supposedly there is an issue with Nvidia 20xx series cards and "weapon debris" settings).

A good mod manager helps in finding issues and turning mods on and off;
  • Vortex is powerful, somewhat easy to use, and well supported.
  • Mod organizer 2 is very powerful, not as easy to use, and well supported.

Both are used successfully by tens of thousands of users.
Check on youtube for tutorials by gamerpoets on successful installation.

(this text has been posted 153 times)

Best of luck, and sorry I could not help more.
 
Thanks. That mod list might include all mods on all profiles. Frost is not active on this play nor should any SS1. I did an output of the mod folder since Vortex STILL doesn't have a way to generate a simple mod list. I was hoping the papyrus log might have pointed at the culprit. Guess not. My thinking was that there's an object or npc in Warwick that's causing the issue. Just no way for me to figure out which. Might just have to abandon it. Is there any way via console to reset an area? Just clear it out back to stock?
 
Thanks. That mod list might include all mods on all profiles. Frost is not active on this play nor should any SS1. I did an output of the mod folder since Vortex STILL doesn't have a way to generate a simple mod list. I was hoping the papyrus log might have pointed at the culprit. Guess not. My thinking was that there's an object or npc in Warwick that's causing the issue. Just no way for me to figure out which. Might just have to abandon it. Is there any way via console to reset an area? Just clear it out back to stock?
I did not recognize any mods on that list that add new items to settlements (I could just be ignorant of them - you have quite a few mods I don't recognize :(

I suspect it is one of the mods that manipulate settlers or their potential gear. Maybe some of those are conflicting.

I would maybe create a profile with only a few mods - then start a game and head to warwick.

Do you have a clean save just either inside or outside the vault?
(i.e. a save with no mods?). Here is a link to one on nexus.

Exit the vault, then use the console to go to warwick or one of the surrounding cells.
(a cell is a piece of the game world, as defined by the game - it loads the cells around you when you move around in the game world. Often if there is an issue in a cell, this causes a crash).


Open the console with the tilde key ` it is usually to the left of the number 1 on most keyboards.
use the "center on cell" console command, and the name of the cell you want to go to.

coc WarwickHomesteadExt



Here are some of the other cells in the area.

WarwickHomesteadExt02
WarwickHomesteadExt03
POISC18

Again, sorry I don't have any better suggestions - BUT this at least will make it easier for you to determine what the issue is.
 
I know the issue isn't Warwick itself. I had no trouble establishing the settlement, so a clean save is certainly going to work. I confident it's an item or object that got f'd somehow. If I could do a scrapall or something remotely without entering the zone it might fix it.
 
I know the issue isn't Warwick itself. I had no trouble establishing the settlement, so a clean save is certainly going to work. I confident it's an item or object that got f'd somehow. If I could do a scrapall or something remotely without entering the zone it might fix it.
Ahhhh...... I misunderstood. I thought from your post that it was before you got a chance to build anything.

ok, here is a really long shot.... IF it is something that is having a texture/model/graphics issue...this might work.

Approach it from first person, but by only looking down at your feet. Maneuver there as best you can.
Don't let the game engine draw anything from the settlement.
Once you get close enough, use scrapall.

best of luck.
 
So, I had to resort to a limited nuclear option. Searching for "remotely scrap a settlement," I found an app called Cell Ripper. This allowed me to load my save, select Warwick Settlement, and pretty much reset it back to vanilla. I can now travel to it and build without a problem. The only issue is that it's kind of borked now. It's Schroedinger's settlement in that it is and is not a settlement at the same time. Workshop and SS2 works fine but neither FO4 nor the Warwick dipshits realize it is a settlement. There's no "send to" option for settlers and the Warwick clan just stands around. If I can trigger the settlement quest via console that should fix it. Not really too concerned about it. At least there's no longer a CTD. I replaced Strong as the leader. Maybe his dumb ass broke it. I refreshed the settlement via manager's desk. We'll see if it builds something my game doesn't like and begins crashing again. Since scrapping fixed the problem, I am more confident that it was a SS2 building that my particular game didn't like or conflicted with one of my mods.
 
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