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Public Beta 1.0.15c

More fixes! In addition to the changes outlined in beta 1.0.15b, this does the following as well:
  • Changed a condition on The Ron’s post-quest dialogue tree. This should make it so he functions correctly with mods that had created some sort of conflicting state in his dialogue previously, such as Depravity.
  • [Addon Pack Author] Setting the fExtraDataFlag to -1 on a StageItem’s misc object SpawnDetails property will force that item to be linked to the Workbench on WorkshopItemKeyword. Generally SS2 will automatically figure out which items should be linked, but for advanced users, there may be use-cases where it’s desirable to have an item linked that would otherwise not be.
  • Made fixes to the following building plans: Li's Shipping Stack, Art Studio, Lacey’s Buckles, Scrap Heap, Style Wagon, and Trash Trailer.
    • If you have any of these buildings in your settlement, refresh those plots to get the updates.
  • Rebuilt animation data again to try and resolve an issue causing NPCs to “T-Pose” when using certain custom SS2 furniture markers.
  • Tweaked the resource code around maintenance costs for vanilla items to try and resolve an issue where the categories and scrap count would become out of sync with the component resources.

Download public beta 1.0.15c here.


Keep the feedback coming, especially on the resource code, we're so close to having that stuff all working exactly as expected!

-kinggath
I'm not sure if this is due to the recent update or not but now when I load up the game, it says thatmy version of workshop framework is out of date and to update it. But I have no update available for it
 
Not sure if this is related or not but I can't start a new game. It goes to the black screen with the Vaulttex logo and loads forever.
 
Not sure if this is related or not but I can't start a new game. It goes to the black screen with the Vaulttex logo and loads forever.
That usually means your load order is at the script data limit. Try disabling a few city plan mods and see if you can load in again.
 
I'm not sure if this is due to the recent update or not but now when I load up the game, it says thatmy version of workshop framework is out of date and to update it. But I have no update available for it
Assuming you are on Xbox, unfortunately Bethesda's servers are bugged and don't always offer updates. They claim to have a fix in the works and will hopefully push it live soon.
 
Assuming you are on Xbox, unfortunately Bethesda's servers are bugged and don't always offer updates. They claim to have a fix in the works and will hopefully push it live soon.
Oh yeah I'm on Xbox, should have mentioned that. Yeah I was worried you was going to say something like that because I can't play it until it's updated apparently. Thanks anyway
 
That usually means your load order is at the script data limit. Try disabling a few city plan mods and see if you can load in again.
The game won't start a new game from start-up. I started a thread asking about limits a few weeks ago and got no real answers. In fact I was told there were no limits except my PC. Now I hear of script limits. It's difficult to determine the cause of problems when the info is contradictory. What exactly does, "your load order is at the script date limit" mean? Are you implying I have too many mods loaded? What is this limit you are talking about? I know the game won't run with more than 250ish mods, I have about 150.
 
The game won't start a new game from start-up. I started a thread asking about limits a few weeks ago and got no real answers. In fact I was told there were no limits except my PC. Now I hear of script limits. It's difficult to determine the cause of problems when the info is contradictory. What exactly does, "your load order is at the script date limit" mean? Are you implying I have too many mods loaded? What is this limit you are talking about? I know the game won't run with more than 250ish mods, I have about 150.
 
The game won't start a new game from start-up. I started a thread asking about limits a few weeks ago and got no real answers. In fact I was told there were no limits except my PC. Now I hear of script limits. It's difficult to determine the cause of problems when the info is contradictory. What exactly does, "your load order is at the script date limit" mean? Are you implying I have too many mods loaded? What is this limit you are talking about? I know the game won't run with more than 250ish mods, I have about 150.
@rickcarufel yes, several limits. At game start-up between all the code running to open the game and all the mods that add to that it is too much "stuff" for the game engine to load. Just pick a few groups of mods to not enable at the start. Have them in-order just not enabled.

After 80-100ish mods you might want to start baking your save file. That is what I call it anyway.

What this means for a user with 150 mods is to wait until after the mirror scene before enabling all your mods. Try 50/50 keeping the big quest mods and level list mods disabled until you get to the cryo-chamber or vault exit.

The below is out of date but it may help you. The concept is still good. But I use 4-500 mods so I use 4-5 layers. At150 mods 2 should be fine.

1624752762078.png
 
The game won't start a new game from start-up. I started a thread asking about limits a few weeks ago and got no real answers. In fact I was told there were no limits except my PC. Now I hear of script limits. It's difficult to determine the cause of problems when the info is contradictory. What exactly does, "your load order is at the script date limit" mean? Are you implying I have too many mods loaded? What is this limit you are talking about? I know the game won't run with more than 250ish mods, I have about 150.
There's a limit that's very difficult to count in your load order and most people never run into this one and so know nothing about it, and there are now a couple F4SE mods that allow bypassing it (Baka Scrap Heap and Buffout 4). It has to do with the total amount of a particular type of data stored inside of mod files.

By disabling something like RiseOfTheCommonwealth, which has a lot of script data, you can try booting up and see if you get past the Vault Tec spinning. That will verify it's the issue you're running into.
 
@rickcarufel yes, several limits. At game start-up between all the code running to open the game and all the mods that add to that it is too much "stuff" for the game engine to load. Just pick a few groups of mods to not enable at the start. Have them in-order just not enabled.

After 80-100ish mods you might want to start baking your save file. That is what I call it anyway.

What this means for a user with 150 mods is to wait until after the mirror scene before enabling all your mods. Try 50/50 keeping the big quest mods and level list mods disabled until you get to the cryo-chamber or vault exit.

The below is out of date but it may help you. The concept is still good. But I use 4-500 mods so I use 4-5 layers. At150 mods 2 should be fine.

View attachment 13186
Yet still no-one comes up with hard numbers for the limits. I play the game, I don't delve into the code.
 
Oh yeah I'm on Xbox, should have mentioned that. Yeah I was worried you was going to say something like that because I can't play it until it's updated apparently. Thanks anyway
I’m in this same boat. I installed the SS2 update and now I get the message about Workshop Framework being out of date. I’ve uninstalled all SS2 and the two dependency mods and it didn’t remedy the issue.
 
254 active plugins and 2054 lite those are the numbers.
This is the same for Skyrim as well as fallout new Vegas ,and oblivion. Its an engine limit and esp count also needs to include dlc as dlc is essentially just a mod for the base game.

I run around 450 mods on Skyrim and had to do a lot of converting esp to lite or espfe’s as well as merging a few things but I got it down to 117 esp and around 300 lite mods. When you start getting into those numbers you need to start learning how to use xedit and a few other tools to get it all working right.
 
Yet still no-one comes up with hard numbers for the limits. I play the game, I don't delve into the code.
The hard number of the limit is 64 MB of script data. There is no simple way to measure it, so not a very useful limit to know.

You'll need to disable some mods, I recommend City Plans first, as they are high in script data, and see if you get past the spinning vault icon - which is the number one symptom to tell us your load order is over the limit.

Modding Bethesda games with more than a small handful of mods is not auto-pilot. If you want to run a bunch, it's going to take some tinkering. If that's not for you, then you might want to try something like Wabbajack.org. Those are mod packs you can download where someone else has already figured out all the technical stuff so you can just play.
 
Woot! Found the final piece of the problem with resources.

Plots have an invisible item that is spawned to apply actual resources to the settlement. This is used to allow special behavior like the level 1 plots not requiring power to provide their benefit.

The Maintenance system was detecting those items and applying maintenance costs to them. We have some crash fixes to get out as well, so I'm currently working on a hotfix for tonight or tomorrow.
 
I’m all for crash fixes after the last few updates my game this time has been a lot more stable then it was several months ago.
 
There's a limit that's very difficult to count in your load order and most people never run into this one and so know nothing about it, and there are now a couple F4SE mods that allow bypassing it (Baka Scrap Heap and Buffout 4). It has to do with the total amount of a particular type of data stored inside of mod files.

By disabling something like RiseOfTheCommonwealth, which has a lot of script data, you can try booting up and see if you get past the Vault Tec spinning. That will verify it's the issue you're running into.
I turned off all mods started a new game and enablerd them all after I left the vault. the game will run with no mods active. So looks like the problem is scripting errors in the mods and not in the game itself.
 
I turned off all mods started a new game and enablerd them all after I left the vault. the game will run with no mods active. So looks like the problem is scripting errors in the mods and not in the game itself.
So next step is enable the base mods and try again. Then enable some more mods try again . This is the life of a modded Bethesda game it’s finding what works and what causes issues then removing things.
 
So next step is enable the base mods and try again. Then enable some more mods try again . This is the life of a modded Bethesda game it’s finding what works and what causes issues then removing things.
So true! I personally like to also use MO2's Profiles system, to just clone profile anytime I am making major changes. If stuff goes wrong I can just revert easily enough as long as I've been diligent about making backup profiles.
I’m in this same boat. I installed the SS2 update and now I get the message about Workshop Framework being out of date. I’ve uninstalled all SS2 and the two dependency mods and it didn’t remedy the issue.
unknown.png

Here is what the Bethesda Community Manager has said on the #modding-news channel, on the Bethesda Game Studios Discord server has had to say recently. Hopefully it might be coming soon.
News related to BGS modding and the Bethesda.net Mods platform. Read more here: https://bethesda.net/en/news?tags=mods

Long term service issues for Bethesda.net Mods will also be noted here. Although for more immediate information, please check https://bethesda.net/en/status or https://twitter.com/bethesdasupport
It may be worthwhile to keep an eye on those 2 links as well.

@rickcarufel yes, several limits. At game start-up between all the code running to open the game and all the mods that add to that it is too much "stuff" for the game engine to load. Just pick a few groups of mods to not enable at the start. Have them in-order just not enabled.

After 80-100ish mods you might want to start baking your save file. That is what I call it anyway.

What this means for a user with 150 mods is to wait until after the mirror scene before enabling all your mods. Try 50/50 keeping the big quest mods and level list mods disabled until you get to the cryo-chamber or vault exit.

The below is out of date but it may help you. The concept is still good. But I use 4-500 mods so I use 4-5 layers. At150 mods 2 should be fine.

View attachment 13186
This is a fantastic process, I highly recommend it.

Modding Bethesda games with more than a small handful of mods is not auto-pilot. If you want to run a bunch, it's going to take some tinkering.
For me tinkering is a part of the fun.
Ron fix confirmed (had a save ready, just had to download thuggy things)


Keep up the great work :D
Excellent news!
 
So next step is enable the base mods and try again. Then enable some more mods try again . This is the life of a modded Bethesda game it’s finding what works and what causes issues then removing things.
I've played the game since the day it came out, I know how it works. The problem is too many google experts think they know what they are talking about and giving wrong info. Two weeks ago I asked about game limits and was told the game is only limited by my PC's capabilities. Now it's all about the limits I was told didn't exist by the "experts" in this forum. I see the main problem is that some of the coding in mods isn't as efficient or eloquent as it could be as the problem. Kinggarth knew what the issue was, the SIM2 conquest mod. I disable that mod and all is good. :)
 
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