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Nukem

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  1. Nukem
    Nukem
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    To clarify:

    Yes, this is functionally identical to the DLL posted on Sim Settlements forums. No, it's not a hard requirement for SS2 - workarounds were added to mitigate the problem.

    Other papyrus-based mods can trigger the long save bug if they're not careful or aware of it. This plugin simply patches the faulty logic in Fallout 4's garbage collection code, removing the need for any mod workarounds.

    
    kinggath wrote:
    FYI - SS2 and WSFW don't actually include this fix. So if you're using those mods, you could still benefit from this dll.

    Nukem created this dll as a stop-gap to help people with the problem while we were researching the issue. Ultimately, I updated the SS2 code so it wouldn't cause the massive garbage collection back-up in the first-place.

    As tmtonnessen pointed out though, it's sort of a fundamental engine problem, so there will be cases where this issue can occur in virtually any modded playthrough of FO4.
  2. Gunrunner66
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    Seems to work.  It's not perfect, but it's cut down on minuites-long save times considerably.

    Tracked and endorsed.
  3. TammoTaco
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    Thank you kind sir!
  4. MAEGEMORMONT
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    I love you so much.

    I finally did it, the perfect modlist for me after years of researching and accumulation and it was brilliant. I was so into fallout with the perfect character and backstory and mechanics i was really enjoying it.

    Then level 50-52 happened. All of a sudden my game was taking ages to save, 10+min. It was working fine on a new character so i thought it was an issue with my current character. I tried everything, deleting saves, turning off autosave+quicksave you name it, i did it. It was only when i found this mod and tried it that it got back to working. Finally!!!! I can carry on building and playing on this awesome playthrough.

    Anyways, i just wanted to thank you, you're a lifesaver who makes these mods for people like me, it's modders like you that are what make our community great, thanks dude, you rock!!!
  5. kingeric1992
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    Can anyone with the FPS hit share their log file? It's under [Documents/My Games/Fallout4/F4SE]

    Enable logging by editing GCBugFix.ini
    [GC]
    LogPasses=1
    TraceVariables=1

    thx
  6. LadyMalice
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    Like many of you, I was having trouble with this mod, but I found success getting it to run again.

    First of all, it seems to be save specific. Once I pinpointed since when the problems started, going back to earlier saves didn't show the same problem. FPS issues meaning my GPU is literally doing next to nothing according to GPU-Z and every area being inside, outside, boston, settlements, ect, were all hovering in between 30 and 40 fps.

    For me it all started after I cleaned a save with Fallrim tools resaver. I ran into an issue where I had a few active scripts running or which were terminated and it started to affect gameplay. And when I say a few I mean, uhm, it was close to 9000. (Seriously, it's a miracle that save even loaded at all). After cleaning the save, the game became responsive again but that was also the moment my FPS problems started.

    Now, the solution which worked for me at least.

    Find GCBugFix.ini in your F4SE folder and find the setting Applyfix=1. Set that to Applyfix=0. This will effectively disable the mod.

    Now, go back to the game and load your save. Save again (proper save, not a quicksave). Quit the game. Now, go back to GCBugFix.ini and set Applyfix=1

    Now load the the save you made after disabling the mod. Remember, the issue is save specific, so it has to be that last save you made. For me, that made my FPS shoot back up to 59 (which is where I capped it) consistently. Looking at GPU-Z, my GPU is actually drawing power again, so apparently the mod has reset itself. If something happens to your running game later, you might have to repeat the process, but it's easy enough.

    This helped me, I hope it might help someone else.
    1. LadyMalice
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      Okay, so a few days further I ran into the problem again and I decided to do some experiments.

      Reason: I added a SS2 plot pack and those two BA2 put me over the limit. So I decided clean house a little, unpack smaller BA2's as loose files and remove them. And suddenly the low-fps issue returned. When I reverted all the changes, the problem solved itself again.

      After doing some experiments, the conclusion is still that it is save-specific and is seemingly related to active scripts and script instances baked into the save-file. All experiments were done on a game in progress and when starting a new game with those same changes, the low FPS issue was simply gone.

      Testing was done with the Reshade FPS counter in screen and GPU-Z to monitor GPU power draw.

      I already know that cleaning the save with Fallrim tools can create the problem, since that fiddles with active scripts and script instances.

      Changes made to load-order and effects:

      Adding a mod with BA2's containing textures to load order: No issue

      Removing a mod with BA2's containing textures from load order: No issue

      Unpacking a BA2 with only textures to loose files before removing it while keeping the esp in load order: No issue

      Adding a mod with BA2's containing scripts to load order: No issue

      Removing a mod with BA2's containing scripts from load order: Creates FPS issue

      Unpacking a BA2 with scripts to loose files before removing it while keeping the esp in load order: Creates FPS issue

      Randomly changing load-order without removing anything: No issue

      Removing a loose script file: Creates FPS issue

      Adding a mod with a loose script file: No issue

      Removing a mod with loose script files: Creates FPS issue


      The conclusion here seems to be that any action on your load-order of a game in progress which pertains to the removal of a script in any way can create the FPS issues with the Long Save Bug Fix mod. Which, to be fair, is something you probably shouldn't be doing anyway on a Bethesda game in progress.

      Once the problem occurs, it is possible to get the mod working again if you take the steps I provided in my above post. Might have to run around a little after loading your save and take a little time before making the new save on which you want to turn the fix on again. Might be a good idea to clean the save file in Fallrim tools too so any left-over scripts won't cause problems in the long run.

      Thank you for coming to my TED talk. Isn't modding Fallout 4 fun? :)
    2. jaydee0004
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      I tried this multiple times and unfortunately it doesn't fix the issue. I weirdly had good FPS before this with this mod, then the fps randomly started tanking. Then tried this solution, but the problem is still there. Disabling the mod fixes my fps for now.
    3. carrolv
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      Thank you so much. This fixed if for me and explained what I was doing to cause it. You've saved me so much time and frustration trying to consistenltly reproduce and fix this issue.
  7. DoghouseRiley73
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    I'm 106 levels into a seriously over-modded FOLON/ Back To Boston run & was having mega problems with insanely long save times in areas where I was taking rads, and this mod turned my problem right off. Endorsed... :)
  8. JPSein
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    I have the latest version all chapters pack of ss2 and 290 mods... i STILL need this mod so my PC doesnt freeze on saving
  9. deleted228654366
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    The last reported bug (perfomance trouble) was on June 5, 2024.
    Mod update July 23 2024.
    Is the issue fixed? No changelog, the error in the tracker still has the status New issue...
    1. VuHungg
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      ...
    2. deleted228654366
      deleted228654366
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      Thank you!
  10. comatosedragon
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    I don't know why The Midnight Ride removed this from the list.
    To me, this is essential, as saving is impossible without it for me.
    1. rubenthekid5954
      rubenthekid5954
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      possibly due to the unsolved bug reports
    2. rubenthekid5954
      rubenthekid5954
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      they actually listed why in the update logs, it was removed because of performance edge cases, im assuming that means what the bug reports were saying.
    3. comatosedragon
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      They mention it being removed because the bug was fixed in Sim Settlements 2, but that is not even part of the guide.

      Regardless, this is a necessary fix for me.
  11. RetroRed
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    hopefully someone can make an NG update with the source code heartbreaking that this is unusable in the final iteration of the game
    1. crazyape85
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      +1