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!

Game keeps crashing with the mod active.

MadladNomad

Member
Messages
44
I recently accidentally deleted all my save files including the one where I had finished the main quests for Sim Settlements 2 and Chapter 2.

Now each time I want to restart SSM2 and SSMC2 I keep crashing to desktop I redownloaded the mod and it changes nothing it still happens its only those mods that cause the crash.

Any advice on what I should do? I love the mod and honestly do not like playing without it ever since I discovered it.
 
Ofcourse the load order I knew I had forgotten something after I redownloaded the mods I will do that later when im on my pc again.
If by any chance you are using mods other than SS2, DO NOT use this mod: 'FC-HiddenCafe'. In my recent play, he crashed my game in downtown Boston and the South Boston Checkpoint, as well as other regions. After I removed it, I've played more than 30 hours without any accidents.
The mod in question allows you to access the hidden room at the top of Diamond City, in the outer area.
 
If by any chance you are using mods other than SS2, DO NOT use this mod: 'FC-HiddenCafe'. In my recent play, he crashed my game in downtown Boston and the South Boston Checkpoint, as well as other regions. After I removed it, I've played more than 30 hours without any accidents.
The mod in question allows you to access the hidden room at the top of Diamond City, in the outer area.
I do not have that mod so it cant be that but ill keep that in mind not to use it thank you
 
If by any chance you are using mods other than SS2, DO NOT use this mod: 'FC-HiddenCafe'. In my recent play, he crashed my game in downtown Boston and the South Boston Checkpoint, as well as other regions. After I removed it, I've played more than 30 hours without any accidents.
The mod in question allows you to access the hidden room at the top of Diamond City, in the outer area.
Incase it helps this is my load order (I cant make the Add Ons higher for some reason. I guess * means enabled and without it means I dont have it enabled?


*unofficial fallout 4 patch.esp
*hudframework.esm
*workshopframework.esm
ss2.esm
ss2_xpac_chapter2.esm
*nb_budgetlimitremover.esl
*kcore's simple - clinic beds and medbay.esl
*factionpipboys.esl
*cclub - modular military backpack.esl
*armorkeywords.esm
ss2extended.esp
ss2_cityplanpack_riseofthecommonwealth.esp
*workshopplus.esp
*settlementmenumanager.esp
*weightless junk.esp
*visiblecompanionaffinity.esp
*modenclavearch38.esp
*p99.esp
*wrvr.esp
*modern firearms.esp
*militarizedminutemen.esp
*the eyes of beauty.esp
*workshopturretpack.esp
*k9tacticalharness.esp
*artilleryv6.esp
*instabell.esp
*evilviking13_minutemenmorale.esp
sophie looksmenu preset test.esp
*manufacturingextended.esp
*improved map with visible roads.esp
*nonegativeaffinity_acceleratedaffinity.esp
*beautiful female settlers v. 2.0 - non replacer.esp
*busty grrl.esp
*companion infinite ammo.esp
*companionhaircut.esp
*cheatterminal.esp
*everyonesbestfriend.esp
*aesammocraftingworkbench.esp
*sleepintimate.esp
primez military fatigues.esp
*_mdcminutemenlabcoat.esp
*nw77_vanillawavingflagpolespack.esp
*r97r colonial duster.esp
*enclave colonel uniform.esp
*spawn items.esp
*atonga's general's gear.esp
*eli_vault-tec outfits.esp
*leeenfieldno4mki.esp
*mre.esp
*vault88expansion.esp
*r97r standalone suits.esp
*survival console.esp
skkfaststartnewgame.esp
*crx_fotnk.esp
*nw77_hibernia.esp
*nw77_unionjack.esp
*nw77_flagsoftheunitedstatesmegapack.esp
*macvaultlooter.esp
*vault 76 theme - for vault-tec workshop.esp
*vault144.esp
*stronger defense.esp
*denim and leather for kate.esp
*misfitink.esp
the castle.esp
*brotherhood of steel overhaul.esp
*america rising - a tale of the enclave.esp
*modsexylingerieopt.esp
*junkwallstallonly_more_snaps.esp
*junkwalls_more_snaps.esp
coastal-cottage-04.esp
*factionbandanas.esp
*egret tours marina minuteman naval base.esp
*0oicmilitaryclutter.esp
*americarising-gearoftheenclave.esp
*food rating equalizer.esp
*_sniper_perk_expanded.esp
*__fortune_finder_leveling.esp
*clean and simple - starlight drive in startup.esp
*eli_faction housing overhaul - aio.esp
*minutemen's vertibirds workshop.esp
clean and simple - red rocket startup.esp
*sanctuaryrebuild orig p13h.esp
*minutemenrelooked.esp
*immersivedecor.esp
*more fortifications.esp
nickoverhaul.esp
*theminutemanpistolstandalone.esp
beveragestation.esp
jm-dogpatch.esp
*hopesarmory.esp
*keep radiants in commonwealth.esp
*minuteman power armor.esp
sanctuary-estates-clean-01.esp
*clean and simple - the castle startup.esp
*sanctuaryparts.esp
*ebitems.esp
*dinoshelf.esp
*creativeclutter.esp
signsofthetimesposters.esp
*decorpack.esp
*settleobjexpandpack.esp
gruffyddssignsandposters.esp
*thedawnoftheminutemen.esp
*azarholsteredweapons.esp
conquest.esp
*clean and simple - spectacle island startup.esp
*settlementcopbot.esp
wdp.esp
stonewarehousewalls.esp
skey_moreguardposts_en.esp
*3dnpc_fo4.esp
*snappy_housek.esp
sanctuary-estates-clean-bos.esp
 
Immediately I would recommend you remove the budget limit remover. You don't need that because Workshop Framework enables you to increase the settlement budget however much you want. It also uses the settlement budget in a lot of its scripts so if you have something that removes it or changes it, it prevents workshop framework from functioning correctly and will cause you no end of problems. To increase the settlement budget in workshop framework, just go to the settlement workbench, select "manage" and select manage settlement budget, and increase it to your heart's content. Also I notice you have something called "food rating equalizer" - don't know what that does but if it messes with food values in the workshop that will also interfere with workshop framework functions and potentially even override its scripts as well. In general, if you install a lot of mods that mess with different aspects of the workshop system, that's going to conflict with workshop framework which is meant to be an all-encompassing overhaul of the workshop system and scripts. Things that add constructible items to the workshop are fine. Things that change how things are calculated in the workshop, how the caravan system works in terms of sharing resources, or things that mess with workshop build budgets are not.

Also I notice a lot of clean and simple settlement mods. I'm not sure if that series breaks precombines, but if it does that could also be the source of your issues with crashing. A lot of mods that flatten out and scrap settlements break precombines and that causes issues with the game engine as it has to load a lot more items. When you put the strain SS2 causes on top of that, it can cause crashing.
 
Last edited:
Immediately I would recommend you remove the budget limit remover. You don't need that because Workshop Framework enables you to increase the settlement budget however much you want. It also uses the settlement budget in a lot of its scripts so if you have something that removes it or changes it, it prevents workshop framework from functioning correctly and will cause you no end of problems. To increase the settlement budget in workshop framework, just go to the settlement workbench, select "manage" and select manage settlement budget, and increase it to your heart's content. Also I notice you have something called "food rating equalizer" - don't know what that does but if it messes with food values in the workshop that will also interfere with workshop framework functions and potentially even override its scripts as well. In general, if you install a lot of mods that mess with different aspects of the workshop system, that's going to conflict with workshop framework which is meant to be an all-encompassing overhaul of the workshop system and scripts. Things that add constructible items to the workshop are fine. Things that change how things are calculated in the workshop, how the caravan system works in terms of sharing resources, or things that mess with workshop build budgets are not.

Also I notice a lot of clean and simple settlement mods. I'm not sure if that series breaks precombines, but if it does that could also be the source of your issues with crashing. A lot of mods that flatten out and scrap settlements break precombines and that causes issues with the game engine as it has to load a lot more items. When you put the strain SS2 causes on top of that, it can cause crashing.
Okay I deleted the mods you spoke about apart from clean and simple the castle and starlight drive in since those 2 before had no issues if it still vrashes ill delete them as well.

Edit: It still crashed so time to delete starlight drive thru.
 
Last edited:
Immediately I would recommend you remove the budget limit remover. You don't need that because Workshop Framework enables you to increase the settlement budget however much you want. It also uses the settlement budget in a lot of its scripts so if you have something that removes it or changes it, it prevents workshop framework from functioning correctly and will cause you no end of problems. To increase the settlement budget in workshop framework, just go to the settlement workbench, select "manage" and select manage settlement budget, and increase it to your heart's content. Also I notice you have something called "food rating equalizer" - don't know what that does but if it messes with food values in the workshop that will also interfere with workshop framework functions and potentially even override its scripts as well. In general, if you install a lot of mods that mess with different aspects of the workshop system, that's going to conflict with workshop framework which is meant to be an all-encompassing overhaul of the workshop system and scripts. Things that add constructible items to the workshop are fine. Things that change how things are calculated in the workshop, how the caravan system works in terms of sharing resources, or things that mess with workshop build budgets are not.

Also I notice a lot of clean and simple settlement mods. I'm not sure if that series breaks precombines, but if it does that could also be the source of your issues with crashing. A lot of mods that flatten out and scrap settlements break precombines and that causes issues with the game engine as it has to load a lot more items. When you put the strain SS2 causes on top of that, it can cause crashing.
Nope did not fix it it still crashes each time not sure what else I gotta delete
 
When you remove mods, you need to start a new game. idk if you've done that?
Fallout 4 doesn't support the removal of mods, and continuing the same game.

Also Custom Content mods should go right after the Fallout 4 DLCs, and before UFO4P.
If I look at what you posted before, it the *'s indicate activated mods, you don't appear to have SS2, SS2-C2, SS2 Extended activated.

*unofficial fallout 4 patch.esp
*hudframework.esm
*workshopframework.esm

ss2.esm
ss2_xpac_chapter2.esm

*nb_budgetlimitremover.esl
*kcore's simple - clinic beds and medbay.esl
*factionpipboys.esl

*cclub - modular military backpack.esl
*armorkeywords.esm
ss2extended.esp

Not sure about the blue .esl mods, always thought that those needed to be loaded after .esm and .esp files.
 
When you remove mods, you need to start a new game. idk if you've done that?
Fallout 4 doesn't support the removal of mods, and continuing the same game.

Also Custom Content mods should go right after the Fallout 4 DLCs, and before UFO4P.
If I look at what you posted before, it the *'s indicate activated mods, you don't appear to have SS2, SS2-C2, SS2 Extended activated.

*unofficial fallout 4 patch.esp
*hudframework.esm
*workshopframework.esm

ss2.esm
ss2_xpac_chapter2.esm

*nb_budgetlimitremover.esl
*kcore's simple - clinic beds and medbay.esl
*factionpipboys.esl

*cclub - modular military backpack.esl
*armorkeywords.esm
ss2extended.esp

Not sure about the blue .esl mods, always thought that those needed to be loaded after .esm and .esp files.
I had them deactivated because they kept crashing my game also what are costum content mods?
 
I had them deactivated because they kept crashing my game also what are costum content mods?
Deactivation is still removing. If you remove or deactivate a mod in the middle of a game, it will break your save sooner or later. Mods often contain unique forms and references that they place in the game world, or even on your character in terms of stuff in your inventory. This means your save file stores those records related to that mod and its unique references. When that mod is suddenly gone because you deactivated it, the Fallout 4 game engine will try to load those saved references and - when it doesn't find them - it can cause a crash. Depending on how much the deactivated mod touched, that could create a very high likelihood of crashes. There's some nuance here, but in general deactivating mods in the middle of your playthrough will result in lots of references in your save that are no longer valid and the Fallout 4 game engine does not handle this well. That is why when you remove/deactivate a mod in the middle of a playthrough, you have really started a ticking time bomb to when your save will self-destruct.

Again, there are exceptions (texture replacers, mods that actually have "uninstall" options in the form of special holotapes, etc.) but there are always risks and as a general rule you should never remove/deactivate a mod in a playthrough. If you really don't like something a mod is doing, best course of action is start a new game.
 
Last edited:
Deactivation is still removing. If you remove or deactivate a mod in the middle of a game, it will break your save sooner or later. Mods often contain unique forms and references that they place in the game world, or even on your character in terms of stuff in your inventory. This means your save file store records related to that mod and its unique references. When that mod is suddenly gone because you deactivated it, the Fallout 4 game engine will try to load those saved references and - when it doesn't find them - it can cause a crash. Depending on how much the deactivated mod touched, that could create a very high likelihood of crashes. There's some nuance here, but in general deactivating mods in the middle of your playthrough will create all of these references in your save that are no longer valid and the Fallout 4 game engine does not handle this well. That is why when you remove/deactivate a mod in the middle of a playthrough, you have really started a ticking time bomb to when your save will self-destruct.

Again, there are exceptions (texture replacers, mods that actually have "uninstall" options in the form of special holotapes, etc.) but there are always risks and as a general rule you should never remove/deactivate a mod in a playthrough. If you really don't like something a mod is doing, best course of action is start a new game.
Oh I did not know that on the PS4 deactivating or removing a mod mid playthrough was never an issue so I thought its just the way it is.
 
Oh I did not know that on the PS4 deactivating or removing a mod mid playthrough was never an issue so I thought its just the way it is.
Likely this was not as much of a problem on PS4 because of the very limited nature of the mods allowed on that console and the limited space to install mods. With PC mods, anything can be included in a mod so much more likely to cause this kind of problem.
 
Top