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Hotfix 2.0.0m - Death to the Long Save!

Do I drop this in my data folder?
If you update to version M you don't need it ;)

Anyway, that's an F4SE plugin that requires the addressed libraries. So you'll need to install F4SE, the address library and Nukem's plugin if you want to use it. :)
 
If you update to version M you don't need it ;)

Anyway, that's an F4SE plugin that requires the addressed libraries. So you'll need to install F4SE, the address library and Nukem's plugin if you want to use it. :)
Thank you
 
Still have the long ass saves. I have the new SS2 files, and the F4SE plugin. Loaded into game, walked away from a settlement and the save went on so long I had to force quit.
 
Still have the long ass saves. I have the new SS2 files, and the F4SE plugin. Loaded into game, walked away from a settlement and the save went on so long I had to force quit.
remove and delete ss2 / and ss2 chapter 2 install the new version!
You don't need the f4setest plugin with the new version
 
remove and delete ss2 / and ss2 chapter 2 install the new version!
You don't need the f4setest plugin with the new version
Uh, yeah, did that; only way you can do it is remove and install new version . . .. Whether or not we need the F4SE, it will soon be integrated into Buffout 4, which I also use, so having it in Buffout, a F4SE plugin, or in the mod itself isn't causing the long saves to continue. The long saves continue.
 
Uh, yeah, did that; only way you can do it is remove and install new version . . .. Whether or not we need the F4SE, it will soon be integrated into Buffout 4, which I also use, so having it in Buffout, a F4SE plugin, or in the mod itself isn't causing the long saves to continue. The long saves continue.
oh i thought you were talking about the f4se test string that was made to verify if the long save was gonna be fixed! nvm then !

Yes you need F4SE + Workshopframework + SS2 2.0.0m and Chapter 2 2.0.0m

If you are having the long save then it might be caused by other mods/ something else!

I was badly affected on this save until the fix! Most times I was forced to hard close the game cuz it would crash if I saved outside! And I can atest now it's a 1 sec save done deal
 
Still have the long ass saves. I have the new SS2 files, and the F4SE plugin. Loaded into game, walked away from a settlement and the save went on so long I had to force quit.
Can you try this console command:

help SS2_ModVersion 3

If it's not showing version 51.0, could be the mod manager is still restoring an old esm.

The fact that you're having long saves with the new F4SE plugin makes me think you've found some other source of long save, as we've seen tons of confirmation over the past few days with that DLL that it was fixing them.
 
I played for two hours without a long save. Plenty of fast travels, auto saves, and quick saves without trouble.

Cheers!
 
so far so good on the saves, started from scratch, and a lot of the freezing while running places has gone away too.
 
Can you try this console command:

help SS2_ModVersion 3
Thank you for this! I was really disappointed that I was still getting long saves, turns out Vortex was still loading the old version despite my setting it to the new one. I completely uninstalled SS2 and GO and I'm reinstalling from fresh downloads, hopefully that doesn't screw anything up and I get the fix.

ETA btw, thank you for this mod, it's so damn amazing and far better than the original experience. And thank you for this fix!
 
F4SE Garbage Collector Fix

Nukem created this patch for Fallout 4: https://drive.google.com/u/0/uc?id=1UAIXTCy9rtQxyFYc0SMjzuHLU4UlMGKV&export=download
It requires F4SE https://f4se.silverlock.org/, and the address library: https://www.nexusmods.com/fallout4/mods/47327

Presumably this will be released officially as a patch you an download on Nexus, or per our conversation, he may send it to the Buffout 4 creator to have it incorporated there, but in the interim you can keep using it.

Even with SS2 presumably having this issue addressed, this fix is something valuable and may have performance gains beyond correcting long saves.

--
For those of you tech-minded, here's what this fix does, and why the long save issue occurred in the first place:


SS2 often bypasses Bethesda's papyrus limitation against multi-dimensional arrays, by storing scripted objects in our data structures and arrays, this way we can simulate as much depth as we need to and effectively emulate a standard programming language as far as keeping complex data is concerned.

The Creation Engine uses a very simple garbage collector, one that is given a very tiny amount of time each frame to do its thing. Unfortunately, when iterating over arrays, if it finds a piece of data it needs to clean up, it restarts the loop. This in itself is generally not a problem, except that it can't dismantle a struct from an array all at once, it has to do so one data point at a time. So when it comes to one of our emulated multi-dimension arrays, it has to restart the loop over and over again, and will rarely ever finish in its allotted time - so this garbage piles up until just before your game saves, when its finally given the time to do a full clean-up.

Still, none of this is new since SS2 released. We've always used these complex patterns without issue. What changed in the 2.0.0 patch that started causing these long saves, is that we introduced several new plot classes, and one of them was entered twice in an array by mistake.

This then caused an innocuous function I had set up, that was meant to ensure other mods and expansions can inject new building classes one day, to never be able to use its own cache of building class information. The way the cache worked was very simplistic, if the number of entries in the cache matched or exceeded the default class list, the cache would be used, otherwise it would be generated fresh. This was done to handle edge cases where addons were registering building plans before the corresponding class has finished registering.

Since the cache would only accept new unique entries, and there was a duplicate in the default list, the cache was always one entry smaller than the default list, so SS2 treated it like the cache still wasn't finished preparing.

The more plots you had in your save, the more time this building class information cache was being regenerated. In realtime, this didn't really matter, and the code could do it thing, but it would start creating thousands of these data structures over time that took too long for the per frame garbage collector to handle. Then come save time, the GC was given as much time as it needed to clean up the unneeded cache copies.

To fix this for SS2, it was as simple as removing the duplicate entry from our default array so that the cache would be considered valid, and would not be constantly regenerated.

Nukem's fix was very straight-forward, and basically optimizes the per-frame garbage collector so that it doesn't have to repeat the entire loop every time it removes an entry from a struct. Effectively making it so it could correctly dismantle SS2's complicated data structures in the allotted time.


So the issue was one part mistake by me, and one part suboptimal engine code that collided into this epic fail.
So um...how do I install this plugin?
 
I'm getting an instant CTD when walking from Bedford to Tenpines after updating to 2.0.0m

I do have Tenpines Redux and An Atomic Return which may be conflicting with something SS2 related.

Crash log is attached.

EDIT: Nevermind, I'm a big massive dummy, the conflict was between Tenpines Redux & 111 Cloverfield Lane.
 

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after camp patrol duties quest the quest to head towards the HQ is not popping is there a fix or known mod issue here?
 
Having another issue though, not sure if its cause by this... now when I esc, I for inventory or if I get into inventory and click on a category, or press e to open an asam menu, the game crashes Buffout 4 isn't creating a log when this happens. I have no interface mods other than hud framework requirement for SS2. I tried a brand new game, and every thing seemed to be fine after character creation, then then I pressed escape the game crashed, try to reload that same new save, it will load briefly then crash before I can do anything else.
 
@kinggath Related to that Guard that keeps getting down on your save!
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There are a few of us who are experiencing similar issues! Including afecting Jake(major issue cuz it breaks progression)
Might have something to do with post combat. https://simsettlements.com/site/index.php?threads/jake-keeps-getting-downed-by-nothing.21694/

For me Jake and a few settlers are being afected
 
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Having another issue though, not sure if its cause by this... now when I esc, I for inventory or if I get into inventory and click on a category, or press e to open an asam menu, the game crashes Buffout 4 isn't creating a log when this happens. I have no interface mods other than hud framework requirement for SS2. I tried a brand new game, and every thing seemed to be fine after character creation, then then I pressed escape the game crashed, try to reload that same new save, it will load briefly then crash before I can do anything else.
I had this problem once before. All I had to do was regenerate my .ini files. To do this delete Fallout4.ini, and Fallout 4Perfs.ini from Documents/Mygames/Fallout 4 (Path may be different on your PC). Next Start the official launcher (Not F4se). That will regen your ini files. You will have to remake any changes you made to these files, but before you do that make sure the game is not crashing still.
 
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