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Public Beta 2.2.2

Hi! I installed 2.2.2beta in the hopes it would solve the long save problem that developed after I installed 2.2.1 (and updated Chap 2 to 2.2.2 and Workshop to 2.2.3).
It has not. It is still true in 2.2.2beta If I save right after loading, I get a normal save time. But if I do a minute or so of gameplay, I get a long save that last several minutes, if it saves at all.

I really have no idea where to start trying to figure this out.
 
Hi! I installed 2.2.2beta in the hopes it would solve the long save problem that developed after I installed 2.2.1 (and updated Chap 2 to 2.2.2 and Workshop to 2.2.3).
It has not. It is still true in 2.2.2beta If I save right after loading, I get a normal save time. But if I do a minute or so of gameplay, I get a long save that last several minutes, if it saves at all.

I really have no idea where to start trying to figure this out.
Have you tried the Nukem plugin? Nukem Patch 2nd post.
 
Hi! I installed 2.2.2beta in the hopes it would solve the long save problem that developed after I installed 2.2.1 (and updated Chap 2 to 2.2.2 and Workshop to 2.2.3).
It has not. It is still true in 2.2.2beta If I save right after loading, I get a normal save time. But if I do a minute or so of gameplay, I get a long save that last several minutes, if it saves at all.

I really have no idea where to start trying to figure this out.
Have you posted your load order already?
 
Ok so for you folks with long saves and endless loading what size is your save file I normally run into issues when I get around 60MB plus. Also are you running buffout 4 if not use it it makes a big difference and post up your load orders because I’m betting you have some script heavy mods or just a bunch of mods.
 
sigh
Sanctuary is definitiely cursed... what ever i do... be it Power Plots or plain old manually build Generators... no matter with or without a Municipal Pole.
Power distribution is all over the place.

most everything around the Cul-de-Sac and towards the River is always without Power.
 
Have you posted your load order already?
Here's my load order. (And yes I use All Settlements Extended, but I don't use city plans.) Again, the saves that take several minutes started after 2.2.1, and 2.2.2 beta did not solve the issue.
 

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Here's my load order. (And yes I use All Settlements Extended, but I don't use city plans.) Again, the saves that take several minutes started after 2.2.1, and 2.2.2 beta did not solve the issue.
I don't see anything that immediately stands out, you might want to also include your save file (.fos and .ess files) so someone on the team can investigate. Maybe it's hanging scripts from the resource change, not sure.
 
Here's my load order. (And yes I use All Settlements Extended, but I don't use city plans.) Again, the saves that take several minutes started after 2.2.1, and 2.2.2 beta did not solve the issue.
Do you use the high FPS physics mod it unlocks the FPS during loading screens and loading saves. Also the load order looks ok for the most part not seeing anything that sticks out as an issue. check out your save file size though as I said when my save file gets larger then 60MB‘s that game is pretty much toast, to reduce save file size scrap all the stuff in your workbenches and just use one workbench to store your stuff.
 
Do you use the high FPS physics mod it unlocks the FPS during loading screens and loading saves. Also the load order looks ok for the most part not seeing anything that sticks out as an issue. check out your save file size though as I said when my save file gets larger then 60MB‘s that game is pretty much toast, to reduce save file size scrap all the stuff in your workbenches and just use one workbench to store your stuff.
Ok, I'll do that. Yeah, my save file is too big to upload, but I hadn't had this problem before. The longest save was only a couple of seconds before, but maybe I hit a tipping point. And no, I don't use a high FPS physics mod. I'll look into it.

And it looks like I messed up the reply function, lols.
 
Ok, I'll do that. Yeah, my save file is too big to upload, but I hadn't had this problem before. The longest save was only a couple of seconds before, but maybe I hit a tipping point. And no, I don't use a high FPS physics mod. I'll look into it.

And it looks like I messed up the reply function, lols.
No worries the high FPS physics fix mod makes a huge difference for me load times are way quicker when using it.
 
Ok, I'll do that. Yeah, my save file is too big to upload, but I hadn't had this problem before. The longest save was only a couple of seconds before, but maybe I hit a tipping point. And no, I don't use a high FPS physics mod. I'll look into it.

And it looks like I messed up the reply function, lols.
You could upload it to a website like mediafire for download or something.
Or you could install falrimtools and investigat the save yourself and see what are some of the active scripts running
 
One of the reasons I don't want to just release the patch with this content on Friday, is that in addition to working on bug fixes, I've done a lot of work on code for Chapter 3 features - and I need to be certain none of that code has broken anything - which is where this public beta will come in handy!
does this mean we will have information on Chapter 3 very soon?
 
You could upload it to a website like mediafire for download or something.
Or you could install falrimtools and investigat the save yourself and see what are some of the active scripts running
Ok, I got that tool, and Active Scripts seem to be the distinction. Older saves that were really quick have 2 - Functional Displays and Homemaker. I looked at a couple of really long saves, that took 10-12 minutes. Those had 19-25 active scripts, mostly a multiplication of SS2 scripts and a few other things. Here are the active scripts from two recent saves, one that took a couple of seconds, one that took three minutes. Both use the 2.2.2 updates for SS2 and Workshop framework uploaded on 9/9. And the main problem seems to be a multiplication of SS2 scripts.
 

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ye.. he "heard" about it... sure... he saw the entire massacre... unless he confuses hearing with seeing, in that case i make an exception. LMAO

this time i took advantage about Shhandy's persitence and immideate appearing right after the Gunner massacre near Zimonja.

i wanted to loose him in an other section first... but decided thats propably the place he truly belongs to.
 

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Well SSD would improve on different things that a CPU might be bottlenecked on. If you're CPU is at 100% it doesn't have anything to do with your SSD.
I'd check your task manager to see what's up. Or restart your system.
You could create a new test save as well to try and replicate the Buddy quest
The Buddy “bug” where you end in an endless save and you also cannot leave the Instance is a known Vanilla bug. I’ve experienced it, I’ve also experienced it in Mad Mulians Mine in Nuka World. Because of it is scrips running from the tunnelling enemies, Molerats, rad scorpions, bloodworms etc. and there is a mod bug fix you can download to fix the issue but nexus is down for me right now so will link you when I can
 
OK, some peculiar problems since I installed the beta.

First, fast travelling results in a CTD. I always do a save before fast travelling. Reloading the save and attempting to fast travel again works.

Second, the Shamrok taphouse with Buddy is a no go. Attempting a save there, results in an endless save, though the location works as intended without saving. Also trying to leave the taphouse without saving results in an endless transition screen. I waited for 20 minutes to no avail. I had to shoot down FO4 and noticed that, apart from FO4 not reacting, CPU load was at a 100 percent.

While I can't imagine, this to be related to the beta, I didn't install any other mod, since it last worked fine.
The mod is called “No bloodWorm MoleRats Scorpions Teleport-Bugfix”

 
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