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Settlers at Play Update CTD

GwenstheName

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City Planner (S3)
Verified Builder
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I recently released two updates to Settlers at Play, the first one, 0.4 had a small version error (definitely know what I did there)
But in my effort to correct some issues with 0.4, I have somehow caused 0.4.1 to cause people with existing saves to CTD. I know it works and everything is where it is meant to be in the plots themselves (tested with true "clean saves" and the CPC Wabbajack), but existing saves cause CTD on saves that I've personally tested on and one person on Nexus has claimed a CTD at main menu (before even loading a save.
I would appreciate any assistance in figuring out where to check for possible errors. I do think that this is a escalation of the previous version error, but am not 100% on what needs to be checked for issues.
 
Were you able to check and see what Buffout might show as the possble cause of the error? It will 'dump' the stack at the time of the crash so there might be something in that that will help lead to the culprit. My initial guess would be the mod is setting something up prior to using it(data wise) if it doesn't already exist or trying to reference a mesh/material that is non-existent? maybe.
 
Were you able to check and see what Buffout might show as the possble cause of the error? It will 'dump' the stack at the time of the crash so there might be something in that that will help lead to the culprit. My initial guess would be the mod is setting something up prior to using it(data wise) if it doesn't already exist or trying to reference a mesh/material that is non-existent? maybe.
Thank you for taking the time to assist me. Would I be looking at the "probable call stack" in the buffout crashlog?
Something that I was thinking about what may have caused this is some kind of version error in the Addon Registration process. So I'm going to try combing through that to see if that's what's going on
 
Your very welcome. Check the 'STACK' two sections down from the 'PROBABLE CALL STACK' From just the descriptions the 'call stack' is more than likely the return address for each subsequent 'call'(think nested function call addresses) where the 'stack' will show what's on the 'stack' data and frame wise at the time of the crash. Just because something is in the 'stack' doesn't mean it's the cause since there could be something loaded at the time of a nested call and that is what's causing the issue. I take a look at the descriptions and then try to look up specific keywords(I coded something to do this for me) in the Buffout 4 .pdf that comes with scan crash logs script for Buffout 4.

Edit: Fixed the incorrect reference to the scan crash log script.
 
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So I think part of the problem is how I archived the Textures and part of it had to do with the Addon registration missing some key steps (most notably, update numbers were not whole value integers, but rather fractional, like 0.4.1) I think I have a safe version to upload right now, but I'm going to wait for a little more testing soonish.
 
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