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game CTD's when connecting power or scrapping a gen etc..


greekrage

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As most of you know i mostly create location mods.... so i dont "fiddle" with power related stuff .

 

So after about 1500 hours into creating a modded location (mostly buildings and custom texture swaps )...i was testing 2 days ago and when i tried to hook up a gen to a pylon or connector ..*BOOM* CTD...

 

Even placing a gen crashes it if there is any objects that need power ...

 

I tried removing any power related stuff i made (custom purifier which i make for ever mod ) or a pylon that transmits power wirelessly that again i do every mod... and never have issues with...

So is there any way to track down the culprit or can you point me at what to look for.. ?

Running in FOedit didnt show any errors aside from a few previs timestamp issues..

Edited by greekrage
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Search on "scrap crash" which the SS team have identified and documented. There are some associated tools that may clean up a save game.

sorry but search where ?...here on the forums ?

 

Also are you suggesting that its save related and not the mod itself ?

 

Edit:

Found r2k's power grid tools and found certain ID's via script(dll) ..it also fixed the issue in game with the checkpowergrid command... Now i have to find the culprits in the mod...(it even mentioned a toilet which is really weird )

Edited by greekrage
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it even mentioned a toilet which is really weird

 

 

You definitely have the scrap crash in your game, yep.

The toilet got included in the power grid when some FormID of a deleted/removed powered object was recycled as you built the toilet.

This then directly causes a CTD.

 

 

Scrap crash is caused by / happens when:

 

a) Something uses Delete() script function on powered objects. NEVER use Delete() on powered objects. But some older mods (Advanced Settlement Power for example) do it...

b) Something uses Delete() on a wire. NEVER use Delete() on wires.

c) You remove a mod with powered objects in it, without first scrapping ALL the powered objects that you built from that mod.

d) You have powered objects in a mod that you're editing, and you have built such objects in your game and then change FormIDs of any of those powered objects in the mod.

e) Sometimes it also happens randomly in large settlements.

 

Powered objects means all of them: Wireless power, wired power or power transmission by snapping (like vault objects do).

 

You already found Power Grid Tools by reg2k and ran cpg 1 command to remove the corruption.

Note: You cannot delete stuff manually to fix the corruption, you will have to use pgt to do it.

 

Unfortunately, cpg 1 will also destroy the power grid (make all your wires not conduct electricity anymore), since it nukes the power grid table entries to get rid of the corruption.

Briefly pick up each and every wire and snapped connection in the settlement to fix them. Only wireless objects need not be picked up, as they don't really have a power grid.

 

I wrote a script the other day that can automatically restore all the wiring after cpg, without having to pick the wires/snapped things up manually (which is a tedious task if you have a very large power grid). A more polished version than in the video will be included in my EEE mod, next release or so. Let me know if you need it earlier.

 

Pro-Tip also: Transfer Settlements and Workshop Framework both have PGT built in and will detect the problem almost immediately while you play - As opposed to you finding out later, because the game CTDs.

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it even mentioned a toilet which is really weird

 

 

You definitely have the scrap crash in your game, yep.

The toilet got included in the power grid when some FormID of a deleted/removed powered object was recycled as you built the toilet.

This then directly causes a CTD.

 

 

Scrap crash is caused by / happens when:

 

a) Something uses Delete() script function on powered objects. NEVER use Delete() on powered objects. But a lot of old mods (Advanced Settlement Power for example) do it...

b) You remove a mod with powered objects in it, without first scrapping ALL the powered objects that you built from that mod.

c) You have powered objects in a mod that you're editing, and you have built such objects in your game and then change FormIDs of any of those powered objects in the mod.

d) Sometimes it also happens randomly in large settlements.

 

You already found Power Grid Tools by reg2k and ran cpg 1 command to remove the corruption.

Note: You cannot delete stuff manually to fix the corruption, you will have to use pgt to do it.

 

Unfortunately, cpg 1 will also destroy the power grid (make all your wires not conduct electricity anymore), since it nukes the power grid table entries to get rid of the corruption.

Briefly pick up each and every wire in the settlement to fix them.

 

I wrote a script the other day that can automatically restore all the wiring after cpg, without having to pick the wires up manually (which is a tedious task if you have a very large power grid). It will be included in my EEE mod, next release or so. Let me know if you need it earlier.

 

Pro-Tip also: Transfer Settlements and Workshop Framework both have PGT built in and will detect the problem almost immediately while you play - As opposed to you finding out because the game CTDs.

 

great answer...

But mind you i havent built anything or deleted anything in game to have the issue... The issue started as i was testing the mod and tried to hook up power from a gen already placed by the CK (power to purifier for example that were both part of the mod..)

Im also suspecting that the issue may have been due to changes in lighting or power in the ck and then used the existing save game .

I have to start a new save prior to the mod itself so i can be sure it wont effect the users when i publish..

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Note that the problem can go undetected for a long while. Until the FormID in question gets recycled, that is. It will strike immediately then.

Hence the recommendation with TS / WSFW.

 

Powered objects placed in CK may also cause this problem when they get renumbered, ofc. Might be what happened to you.

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