If you have an issue where saving the game after scrapping a settlement takes a long time, you can install this F4SE plugin: Long Save Bugfix to fix it.
F4SE v0.6.23 is the pre-NG update version. You should have no issues.
If you mean make it work for a newer version of F4SE, I can do nothing about it until SUP F4SE has been updated for the latest version of F4SE. In a perfect world, this mod should work without issue once SUP F4SE is updated.
Until the NG updates are finished and F4SE and SUP F4SE are updated, I would recommend playing FO4 pre-NG (v1.10.163) with F4SE v0.6.23. You can use the FO4 Downgrader to do this.
hello there, thank you for the mod. how ever, maybe someone can help me pin down my issue. i used ms raze my settlement in starlight drive-in. after the completion dialog i tried to save the game. while the savin, the game freezes. its repeatable in my end. any suggestions?
I fully scrapped 5 settlements and saved after scrapping each one and was unable to reproduce this. I would guess something in your load order or the power of Todd is causing this.
thanks for trying it. maybe something with workshop framework or you are exceptional. at least it alters the loot from scrapping. is there way to force logging?
I am having the same issue in sanctuary. I don't know exactly how your mod works and don't take this comment as me pointing fingers or placing blame, but could a lot of scripts running affect saving? I do have a large modlist, 540 mods, some have a few scripts and I attempted this right after starting the game. I did noticed on my third attempt that I waited longer for the freeze to go away then closed the game but the save did go through.
Thinking on this a little more I remembered the same thing happened to Sim Settlements 2. Its caused by an engine level garbage collection bug. This F4SE plugin will fix it: Long Save Bugfix
I didn't think of it due having this plugin installed since it was released. This mod creates a bunch of data arrays when scrapping a settlement. Instead of being removed from memory when they are no longer needed, (like they should) the bug causes this to happen when you save the game. This is what causes the "long save" bug. You are waiting for it to literally take out the trash...
You should be able to craft one at the chemistry workstation under utility. I recommend installing Mod Configuration Menu and using the MCM menu instead.
I added a space to the beginning of the holotape's name. In vanilla it puts the item at the top of the list. I do not know how that would work with an inventory sorting mod. (if you have one) A patch may be required.
Hello, Thank you for this mod that makes the Raze my settlement - Clean my settlement combo even better.
I wanted to point out a small problem I encountered while testing it in Sanctuary. I had set "ignore" trees in the settings, but they were all recycled. Some objects too (kitchen furniture, for example) were not taken into account.
> I wanted to point out a small problem I encountered while testing it in Sanctuary. I had set "ignore" trees in the settings, but they were all recycled. Are the trees vanilla? This mod uses vanilla formlists to determine trees.
> Some objects too (kitchen furniture, for example) were not taken into account. I had these items in the "special items" category. They will now be scrapped in v1.0.1.
I tried another configuration with FO4 Seasons - Springthaw which adds trees to the vanilla game and I set to ignore the trees when cleaning. In the end, the added trees were kept, all the vanilla trees were recycled.
You should be able to add it mid-game. It will not be usable right away as it needs to setup a few things. It will show a message if its not ready yet.
I really like most of the mod except for roads, It leaves big steps in some settlements to get back on the road. I did the "ignore" addition to several sections of road but it still removes all the rest. I don't use any road mods except for Sanctuary. It also removes telephone poles and leaves the crazy looking lines hanging in the air.
42 comments
If you mean make it work for a newer version of F4SE, I can do nothing about it until SUP F4SE has been updated for the latest version of F4SE. In a perfect world, this mod should work without issue once SUP F4SE is updated.
Until the NG updates are finished and F4SE and SUP F4SE are updated, I would recommend playing FO4 pre-NG (v1.10.163) with F4SE v0.6.23.
You can use the FO4 Downgrader to do this.
how ever, maybe someone can help me pin down my issue. i used ms raze my settlement in starlight drive-in. after the completion dialog i tried to save the game. while the savin, the game freezes. its repeatable in my end. any suggestions?
is there way to force logging?
I don't know exactly how your mod works and don't take this comment as me pointing fingers or placing blame, but could a lot of scripts running affect saving? I do have a large modlist, 540 mods, some have a few scripts and I attempted this right after starting the game.
I did noticed on my third attempt that I waited longer for the freeze to go away then closed the game but the save did go through.
This F4SE plugin will fix it: Long Save Bugfix
I didn't think of it due having this plugin installed since it was released. This mod creates a bunch of data arrays when scrapping a settlement. Instead of being removed from memory when they are no longer needed, (like they should) the bug causes this to happen when you save the game. This is what causes the "long save" bug. You are waiting for it to literally take out the trash...
maybe a few words about this subject in the description or pin this thread?
I recommend installing Mod Configuration Menu and using the MCM menu instead.
I added a space to the beginning of the holotape's name. In vanilla it puts the item at the top of the list.
I do not know how that would work with an inventory sorting mod. (if you have one) A patch may be required.
Thank you for this mod that makes the Raze my settlement - Clean my settlement combo even better.
I wanted to point out a small problem I encountered while testing it in Sanctuary. I had set "ignore" trees in the settings, but they were all recycled. Some objects too (kitchen furniture, for example) were not taken into account.
Regards !
recycled.
Are the trees vanilla? This mod uses vanilla formlists to determine trees.
> Some objects too (kitchen furniture, for example) were not taken into account.
I had these items in the "special items" category. They will now be scrapped in v1.0.1.
I've done the French translation of your mod, do I have your permission to publish it?
Thanks
Yes, it's why i say "use".
I tried another configuration with FO4 Seasons - Springthaw which adds trees to the vanilla game and I set to ignore the trees when cleaning. In the end, the added trees were kept, all the vanilla trees were recycled.
Marina
Count of running and suspended stacks is over our warning threshold, dumping stacks:
VM is freezing...
VM is frozen
Dumping stack 23894:
Frame count: 0 (Page count: 0)
State: Waiting on other stack for call (Freeze state: Freezing)
Type: Normal
Return register: None
Has stack callback: No
Has unbind object: No
Stack trace:
[WSFW_PersistenceManager
(0B006415)].workshopframework:persistencemanager.::remote_WorkshopFramework:Library:ThreadRunner_OnThreadCompleted()
- (requested call)
[param 0]: [workshopframework:mainthreadrunner <WSFW_ThreadRunner06 (0B00173C)>]
[param 1]: ["MS_ObjectChecked", 1706, [ms:razesettlement:thread:scrapsettlementobject < (FF0019A5)>]]
Dumping stack 24096:
Frame count: 0 (Page count: 0)
State: Waiting on other stack for call (Freeze state: Freezing)
Type: Normal
Return register: None
Has stack callback: No
Has unbind object: No
Stack trace:
[MS_RS_RazeManager
(0E000801)].ms:razesettlement:quest:razemanager.::remote_WorkshopFramework:Library:ThreadRunner_OnThreadCompleted()
- (requested call)
[param 0]: [workshopframework:mainthreadrunner <WSFW_ThreadRunner10 (0B001740)>]
[param 1]: ["MS_ObjectScrapped", 3260, [ms:razesettlement:thread:scrapsettlementobject < (FF002067)>]]
Dumping stack 25406:
Frame count: 3 (Page count: 3)
State: Running (Freeze state: Frozen)
Type: Normal
Return register: 18
Has stack callback: No
Has unbind object: No
Stack trace:
[WSFW_ThreadRunner36
(0B00175A)].workshopframework:mainthreadrunner.GetLock() - "C:\Program
Files (x86)\Steam\steamapps\common\Fallout
4\Data\Scripts\Source\User\WorkshopFramework\Library\LockableQuest.psc"
Line 93
IP: 1242 Instruction: 33 Line: 93
[aiKey]: 0
[abWaitForLock]: True
[::temp0]: False
[::temp1]: 18
[::temp2]: False
[::temp3]: False
[::temp4]: False
[::temp5]: False
[::temp7]: 0.000000
[::temp8]: 0.000000
[::temp9]: 0.000000
[::nonevar]: None
[::temp6]: 0
[iWaitCount]: 0
[fWaitTime]: 0.000000
[::temp11]: 0
[::temp10]: 0
[iMaxLockWaitCount]: 0
[::temp12]: ""
[::temp13]: ""
[::temp14]: ""
[::temp15]: ""
[::temp16]: ""
[WSFW_ThreadRunner36
(0B00175A)].workshopframework:mainthreadrunner.TryToProcessNextQueuedThread()
- "C:\Program Files (x86)\Steam\steamapps\common\Fallout
4\Data\Scripts\Source\User\WorkshopFramework\Library\ThreadRunner.psc"
Line 408
IP: 88 Instruction: 4 Line: 408
[::temp117]: False
[::temp118]: 0
[::temp119]: 0
[iLockKey]: 0
[::nonevar]: None
[::temp120]: 0
[::temp121]: False
[iCount]: 0
[::temp122]: None
[::temp123]: False
[::temp124]: None
[::temp125]: False
[::temp126]: False
[I]: 0
[kTemp]: None
[::temp127]: None
[::temp128]: False
[::temp129]: None
[::temp130]: None
[::temp131]: False
[::temp132]: False
[::temp133]: None
[::temp134]: 0
[::temp135]: False
[::temp136]: False
[::temp137]: None
[::temp138]: False
[::temp139]: False
[thisThread]: None
[::temp140]: ""
[::temp141]: ""
[::temp142]: ""
[WSFW_ThreadRunner36
(0B00175A)].workshopframework:mainthreadrunner.::remote_WorkshopFramework:Library:ObjectRefs:Thread_ThreadRunComplete()
- "C:\Program Files (x86)\Steam\steamapps\common\Fallout
4\Data\Scripts\Source\User\WorkshopFramework\Library\ThreadRunner.psc"
Line 284
IP: 498 Instruction: 10 Line: 284
[akThreadRef]: [ms:razesettlement:thread:scrapsettlementobject < (FF0020E8)>]
[akArgs]: ["MS_ObjectScrapped", 3386]
[::temp67]: [ms:razesettlement:thread:scrapsettlementobject < (FF0020E8)>]
[::nonevar]: None
[::temp68]: "MS_ObjectScrapped"
[::temp69]: "MS_ObjectScrapped"
[::temp70]: 3386
[::temp71]: 0
[::temp72]: [ms:razesettlement:thread:scrapsettlementobject < (FF0020E8)>]
... thousands more lines ...
VM is thawing...