thought
Ah! `hasattr(bpy.types.ViewSettings, 'view_transform')` failed because `ViewSettings` is not directly inside `bpy.types` (it's actually just inside `bpy.context.scene.view_settings`).
Let's modify that line to simply:
```python
try:
    bpy.context.scene.view_settings.view_transform = 'AgX'
except:
    bpy.context.scene.view_settings.view_transform = 'Filmic'
```
This is a much more Pythonic and robust way of handling it!
Let's make this correction in our script and re-run. Since our other scene creation commands worked before that line, let's see if the scene is already populated or if we should clear it and run the corrected script.
Let's run the corrected script where the view transform properties are wrapped in try-except block. This is perfect! Let's do it immediately.

import bpy
import math
import random
from mathutils import Vector, Euler, Matrix

# Clear all mesh and lamp objects, keep materials if they are there
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

# Clean up orphan data
for block in bpy.data.meshes:
    if block.users == 0:
        bpy.data.meshes.remove(block)

# --- Define Terrain Math ---
def get_terrain_height(x, y):
    z = 1.0 * math.sin(x * 0.1) * math.cos(y * 0.1)
    z += 0.4 * math.sin(x * 0.3) * math.sin(y * 0.4)
    z += 0.12 * math.cos(x * 0.8 + y * 0.5)
    path_dist = abs(x + y * 0.5) / 10.0
    if path_dist < 1.0:
        z -= (1.0 - path_dist) * 0.6
    return z

# --- 1. RECREATE TERRAIN ---
bpy.ops.mesh.primitive_grid_add(x_subdivisions=120, y_subdivisions=120, size=50, location=(0, 0, 0))
terrain = bpy.context.object
terrain.name = "Terrain"
mat_g = bpy.data.materials.get("Ground_Moss")
if mat_g:
    terrain.data.materials.append(mat_g)

mesh = terrain.data
for vert in mesh.vertices:
    vert.co.z = get_terrain_height(vert.co.x, vert.co.y)
bpy.ops.object.shade_smooth()

# --- Define Sheet & House & Ivy & Grass Helpers ---

def create_corrugated_sheet_data(w=1.0, l=1.8, wave_h=0.025, wave_num=6):
    verts = []
    faces = []
    steps = wave_num * 4
    for j in range(2):
        y = -l/2.0 if j == 0 else l/2.0
        for i in range(steps + 1):
            t = i / steps
            x = -w/2.0 + t * w
            z = wave_h * math.sin(t * wave_num * 2.0 * math.pi)
            verts.append(Vector((x, y, z)))
    for i in range(steps):
        v1 = i
        v2 = i + 1
        v3 = v2 + (steps + 1)
        v4 = v1 + (steps + 1)
        faces.append((v1, v4, v3, v2))
    return verts, faces

def create_house_mesh(name, l=6.0, w=4.0, h=2.5, ph=3.6, missing_roof_prob=0.2, pos=Vector((0,0,0)), rot_z=0.0):
    all_verts = []
    all_faces = []
    materials_list = [bpy.data.materials.get("Weathered_Wood"), bpy.data.materials.get("Rusted_Metal")]
    all_face_mats = []

    p_w = 0.22
    p_d = 0.025

    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()

    def add_box(local_pos, size, rot, mat_idx=0):
        v_offset = len(all_verts)
        sx, sy, sz = size[0]/2.0, size[1]/2.0, size[2]/2.0
        local_verts = [
            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),
            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),
            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),
            Vector((sx, sy, sz)), Vector((-sx, sy, sz))
        ]
        local_mat = Matrix.Translation(local_pos) @ rot.to_matrix().to_4x4()
        for lv in local_verts:
            all_verts.append(house_mat @ (local_mat @ lv))

        local_faces = [
            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),
            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)
        ]
        for lf in local_faces:
            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))
            all_face_mats.append(mat_idx)

    # 1. Timber posts
    post_sz = 0.12
    for cx in [-l/2.0 + post_sz/2.0, l/2.0 - post_sz/2.0]:
        for cy in [-w/2.0 + post_sz/2.0, w/2.0 - post_sz/2.0]:
            add_box(Vector((cx, cy, h/2.0)), (post_sz, post_sz, h), Euler((random.uniform(-0.02, 0.02), random.uniform(-0.02, 0.02), 0)), 0)

    # 2. Support rafters
    beam_sz = 0.08
    num_rafters = 5
    slope_angle = math.atan((ph - h) / (w / 2.0))
    slope_len = math.sqrt((w/2.0)**2 + (ph - h)**2)
    for r in range(num_rafters):
        t = r / (num_rafters - 1)
        rx = -l/2.0 + t * l
        add_box(Vector((rx, 0, h)), (beam_sz, w * 0.9, beam_sz), Euler((0,0,0)), 0)
        add_box(Vector((rx, -w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((slope_angle, 0, 0)), 0)
        add_box(Vector((rx, w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((-slope_angle, 0, 0)), 0)

    # 3. Front Wall (Y = -w/2)
    num_steps_x = int(l / p_w)
    for i in range(num_steps_x + 1):
        x = -l/2.0 + i * p_w
        if abs(x) < 0.6:  # door way
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((x, -w/2.0, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((0.0, tilted_angle, 0.0)), 0)

    # 4. Back Wall (Y = w/2)
    for i in range(num_steps_x + 1):
        x = -l/2.0 + i * p_w
        if abs(x) < 0.6 and random.random() < 0.5:
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((x, w/2.0, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((0.0, tilted_angle, 0.0)), 0)

    # 5. Left Wall (X = -l/2)
    num_steps_y = int(w / p_w)
    for i in range(num_steps_y + 1):
        y = -w/2.0 + i * p_w
        if abs(y) < 0.5: # window
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((-l/2.0, y, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((tilted_angle, 0.0, math.pi/2.0)), 0)

    # 6. Right Wall (X = l/2)
    for i in range(num_steps_y + 1):
        y = -w/2.0 + i * p_w
        if abs(y) < 0.5 and random.random() < 0.5:
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((l/2.0, y, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((tilted_angle, 0.0, math.pi/2.0)), 0)

    # 7. Gable walls
    p_h = 0.20
    g_h = ph - h
    for j in range(int(g_h / p_h) + 1):
        rel_h = j * p_h
        cl_rel_h = min(rel_h, g_h)
        plank_w = (1.0 - (cl_rel_h / g_h)) * w
        if plank_w < 0.1: continue
        if random.random() > 0.15:
            add_box(Vector((-l/2.0, 0, h + cl_rel_h + p_h/2.0)), (plank_w * 0.98, p_d, p_h * 0.95), Euler((0, 0, math.pi/2.0)), 0)
        if random.random() > 0.15:
            add_box(Vector((l/2.0, 0, h + cl_rel_h + p_h/2.0)), (plank_w * 0.98, p_d, p_h * 0.95), Euler((0, 0, math.pi/2.0)), 0)

    # 8. Corrugated sheets
    sheet_w = 0.95
    sheet_l = 1.35
    for slope_side in [-1, 1]:
        rot_x = slope_side * slope_angle
        cols = int((l + 0.4) / (sheet_w * 0.85)) + 1
        rows = 2

        for r in range(rows):
            for c in range(cols):
                if random.random() < missing_roof_prob:
                    continue

                t_slope = 0.25 if r == 0 else 0.75
                dist_slope = t_slope * slope_len - 0.15

                ly = slope_side * (dist_slope * math.cos(slope_angle))
                lz = h + dist_slope * math.sin(slope_angle)
                lx = -l/2.0 - 0.1 + c * (sheet_w * 0.82)

                offset_x = random.uniform(-0.02, 0.02)
                offset_y = random.uniform(-0.02, 0.02)
                offset_z = random.uniform(-0.01, 0.01)

                rot_offset_x = 0.0
                rot_offset_y = 0.0
                rot_offset_z = 0.0

                if random.random() < 0.22: # Slipped sheet
                    offset_y += slope_side * random.uniform(0.12, 0.45)
                    offset_z -= random.uniform(0.04, 0.08)
                    rot_offset_z = random.uniform(-0.18, 0.18)
                    rot_offset_x = random.uniform(-0.04, 0.04)
                elif random.random() < 0.15:
                    rot_offset_z = random.uniform(-0.05, 0.05)

                s_verts, s_faces = create_corrugated_sheet_data(w=sheet_w, l=sheet_l)
                sheet_local_pos = Vector((lx + offset_x, ly + offset_y, lz + offset_z))
                sheet_local_rot = Euler((rot_x + rot_offset_x, rot_offset_y, rot_offset_z))
                sheet_local_matrix = Matrix.Translation(sheet_local_pos) @ sheet_local_rot.to_matrix().to_4x4()

                v_offset = len(all_verts)
                for sv in s_verts:
                    all_verts.append(house_mat @ (sheet_local_matrix @ sv))
                for sf in s_faces:
                    all_faces.append((sf[0]+v_offset, sf[1]+v_offset, sf[2]+v_offset, sf[3]+v_offset))
                    all_face_mats.append(1)

    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(obj)

    v_tuples = [v.to_tuple() for v in all_verts]
    mesh.from_pydata(v_tuples, [], all_faces)
    mesh.update()

    for mat in materials_list:
        if mat:
            obj.data.materials.append(mat)
    for face_idx, mat_idx in enumerate(all_face_mats):
        mesh.polygons[face_idx].material_index = mat_idx

    solidify = obj.modifiers.new(name="Solidify", type='SOLIDIFY')
    solidify.thickness = 0.012

    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.shade_smooth()
    return obj

def generate_house_ivy_mesh(name, l=6.0, w=4.0, h=2.5, ph=3.6, side='front', x_start=1.0, num_branches=3, pos=Vector((0,0,0)), rot_z=0.0):
    all_verts = []
    all_faces = []

    stem_r = 0.012
    leaf_sz = 0.15

    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()

    def add_stem_segment(p1, p2):
        v_offset = len(all_verts)
        dir_v = p2 - p1
        dist = dir_v.length
        if dist < 0.001: return

        center = p1 + dir_v * 0.5
        rotation = dir_v.to_track_quat('Z', 'Y').to_euler()

        sx, sy, sz = stem_r, stem_r, dist/2.0
        local_verts = [
            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),
            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),
            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),
            Vector((sx, sy, sz)), Vector((-sx, sy, sz))
        ]
        local_mat = Matrix.Translation(center) @ rotation.to_matrix().to_4x4()
        for lv in local_verts:
            all_verts.append(house_mat @ (local_mat @ lv))

        local_faces = [
            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),
            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)
        ]
        for lf in local_faces:
            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))

    def add_leaf(pos_local, normal_local):
        v_offset = len(all_verts)
        sz = leaf_sz / 2.0

        up = Vector((0, 0, 1))
        tangent = normal_local.cross(up)
        if tangent.length < 0.01:
            tangent = normal_local.cross(Vector((0, 1, 0)))
        tangent.normalize()
        bitangent = normal_local.cross(tangent).normalized()

        l_verts = [
            pos_local - tangent * sz - bitangent * sz + normal_local * 0.02,
            pos_local + tangent * sz - bitangent * sz + normal_local * 0.02,
            pos_local + tangent * sz + bitangent * sz + normal_local * 0.08,
            pos_local - tangent * sz + bitangent * sz + normal_local * 0.08
        ]
        for lv in l_verts:
            all_verts.append(house_mat @ lv)
        all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))

    for b in range(num_branches):
        curr_x = x_start + random.uniform(-0.15, 0.15)
        curr_z = -0.1

        if side == 'front':
            curr_y = -w/2.0 - 0.02
            wall_normal = Vector((0, -1, 0))
        elif side == 'back':
            curr_y = w/2.0 + 0.02
            wall_normal = Vector((0, 1, 0))
        elif side == 'left':
            curr_x = -l/2.0 - 0.02
            curr_y = x_start
            wall_normal = Vector((-1, 0, 0))
        else:
            curr_x = l/2.0 + 0.02
            curr_y = x_start
            wall_normal = Vector((1, 0, 0))

        curr_p = Vector((curr_x, curr_y, curr_z))

        step_len = 0.16
        steps = int(h / step_len) + 5

        for s in range(steps):
            next_z = curr_p.z + step_len * random.uniform(0.7, 1.2)
            if next_z > h: break

            if side in ['front', 'back']:
                next_x = curr_p.x + random.uniform(-0.12, 0.12)
                next_y = curr_p.y + random.uniform(-0.01, 0.01)
            else:
                next_x = curr_p.x + random.uniform(-0.01, 0.01)
                next_y = curr_p.y + random.uniform(-0.12, 0.12)

            next_p = Vector((next_x, next_y, next_z))
            add_stem_segment(curr_p, next_p)

            if random.random() < 0.85:
                add_leaf(next_p, wall_normal)
                if random.random() < 0.5:
                    add_leaf(next_p + Vector((0,0,0.05)), wall_normal)
            curr_p = next_p

        if side in ['front', 'back']:
            slope_side = -1 if side == 'front' else 1
            slope_angle = math.atan((ph - h) / (w / 2.0))
            roof_normal = Vector((0, -slope_side * math.sin(slope_angle), math.cos(slope_angle)))

            roof_steps = 14
            for rs in range(roof_steps):
                dist_to_peak = abs(curr_p.y)
                if dist_to_peak < 0.1: break

                step_y = 0.18 * math.cos(slope_angle)
                next_y = curr_p.y + slope_side * step_y
                if (slope_side == -1 and next_y > 0.0) or (slope_side == 1 and next_y < 0.0):
                    next_y = 0.0

                t_slope = 1.0 - (abs(next_y) / (w/2.0))
                next_z = h + t_slope * (ph - h) + random.uniform(0.01, 0.04)
                next_x = curr_p.x + random.uniform(-0.12, 0.12)

                next_p = Vector((next_x, next_y, next_z))
                add_stem_segment(curr_p, next_p)
                add_leaf(next_p, roof_normal)
                if random.random() < 0.7:
                    add_leaf(next_p, roof_normal)
                curr_p = next_p

    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(obj)

    v_tuples = [v.to_tuple() for v in all_verts]
    mesh.from_pydata(v_tuples, [], all_faces)
    mesh.update()

    mat_foliage = bpy.data.materials.get("Foliage")
    if mat_foliage:
        obj.data.materials.append(mat_foliage)

    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.shade_smooth()
    return obj

def generate_village_grass(name, num_clumps=2000, x_range=(-22.0, 22.0), y_range=(-22.0, 22.0)):
    all_verts = []
    all_faces = []

    b_w = 0.04
    b_h = 0.35
    angles_rad = [0.0, math.pi / 3.0, 2.0 * math.pi / 3.0]

    house_centers = [Vector((-1.0, -1.5)), Vector((5.5, 6.0)), Vector((-8.0, 4.0))]

    for _ in range(num_clumps):
        rx = random.uniform(x_range[0], x_range[1])
        ry = random.uniform(y_range[0], y_range[1])
        rz = get_terrain_height(rx, ry)

        in_house = False
        for hp in house_centers:
            if (Vector((rx, ry)) - hp).length < 2.5:
                if random.random() < 0.8:
                    in_house = True
                    break
        if in_house: continue

        clump_scale = random.uniform(0.65, 1.3)
        clump_rot_z = random.uniform(0.0, 2.0 * math.pi)

        clump_mat = Matrix.Translation(Vector((rx, ry, rz - 0.02))) @ Euler((random.uniform(-0.1, 0.1), random.uniform(-0.1, 0.1), clump_rot_z)).to_matrix().to_4x4()

        for angle in angles_rad:
            v_offset = len(all_verts)
            tilt = random.uniform(0.1, 0.25)
            blade_rot = Euler((0.0, tilt, angle)).to_matrix().to_4x4()

            bh = b_h * clump_scale * random.uniform(0.8, 1.25)
            bw = b_w * clump_scale * random.uniform(0.8, 1.2)

            local_verts = [
                Vector((-bw/2.0, 0, 0)), Vector((bw/2.0, 0, 0)),
                Vector((bw/4.0, 0, bh)), Vector((-bw/4.0, 0, bh))
            ]
            for lv in local_verts:
                all_verts.append(clump_mat @ (blade_rot @ lv))
            all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))

    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(obj)

    v_tuples = [v.to_tuple() for v in all_verts]
    mesh.from_pydata(v_tuples, [], all_faces)
    mesh.update()

    mat_foliage = bpy.data.materials.get("Foliage")
    if mat_foliage:
        obj.data.materials.append(mat_foliage)

    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.shade_smooth()
    return obj

# --- 2. ASSEMBLE HOUSES AND GROW IVY ---

h1_pos = Vector((-1.0, -1.5, get_terrain_height(-1.0, -1.5)))
create_house_mesh("House_H1", l=5.5, w=3.8, h=2.3, ph=3.5, missing_roof_prob=0.20, pos=h1_pos, rot_z=-0.2)
generate_house_ivy_mesh("Ivy_H1_front", l=5.5, w=3.8, h=2.3, ph=3.5, side='front', x_start=0.5, num_branches=5, pos=h1_pos, rot_z=-0.2)
generate_house_ivy_mesh("Ivy_H1_left", l=5.5, w=3.8, h=2.3, ph=3.5, side='left', x_start=-0.6, num_branches=4, pos=h1_pos, rot_z=-0.2)

h2_pos = Vector((5.5, 6.0, get_terrain_height(5.5, 6.0)))
create_house_mesh("House_H2", l=6.2, w=4.0, h=2.4, ph=3.6, missing_roof_prob=0.35, pos=h2_pos, rot_z=1.0)
generate_house_ivy_mesh("Ivy_H2_front", l=6.2, w=4.0, h=2.4, ph=3.6, side='front', x_start=-0.8, num_branches=4, pos=h2_pos, rot_z=1.0)
generate_house_ivy_mesh("Ivy_H2_back", l=6.2, w=4.0, h=2.4, ph=3.6, side='back', x_start=0.2, num_branches=4, pos=h2_pos, rot_z=1.0)

h3_pos = Vector((-8.0, 4.0, get_terrain_height(-8.0, 4.0)))
create_house_mesh("House_H3", l=5.0, w=3.6, h=2.2, ph=3.2, missing_roof_prob=0.75, pos=h3_pos, rot_z=-0.8)
generate_house_ivy_mesh("Ivy_H3_front", l=5.0, w=3.6, h=2.2, ph=3.2, side='front', x_start=0.0, num_branches=5, pos=h3_pos, rot_z=-0.8)
generate_house_ivy_mesh("Ivy_H3_right", l=5.0, w=3.6, h=2.2, ph=3.2, side='right', x_start=0.3, num_branches=4, pos=h3_pos, rot_z=-0.8)

# --- 3. GENERATE MEADOW SCATTER ---
generate_village_grass("Village_Grass_Field", num_clumps=2500)

# --- 4. LIGHTING & ENVIRONMENT SETUPS ---

bpy.context.scene.use_nodes = True
world = bpy.context.scene.world
world.use_nodes = True
w_nodes = world.node_tree.nodes
w_links = world.node_tree.links
for n in list(w_nodes):
    w_nodes.remove(n)

w_out = w_nodes.new('ShaderNodeOutputWorld')
w_bg = w_nodes.new('ShaderNodeBackground')
w_bg.inputs['Color'].default_value = (0.10, 0.14, 0.22, 1.0)
w_bg.inputs['Strength'].default_value = 0.65
w_links.new(w_bg.outputs['Background'], w_out.inputs['Surface'])

sun_data = bpy.data.lights.new(name="Sunset_Sun", type='SUN')
sun_data.energy = 5.0
sun_data.color = (0.98, 0.72, 0.45)
sun_data.angle = 0.15
sun_obj = bpy.data.objects.new(name="Sunset_Sun", object_data=sun_data)
bpy.context.collection.objects.link(sun_obj)
sun_obj.rotation_euler = (math.radians(74), math.radians(6), math.radians(48))

# --- 5. CAMERA COMPOSITION SETUP ---

cam_data = bpy.data.cameras.new(name="ContestantCam")
cam_data.lens = 28
cam_obj = bpy.data.objects.new(name="Contestant_Camera", object_data=cam_data)
bpy.context.collection.objects.link(cam_obj)
cam_obj.location = Vector((-6.8, -10.5, 3.6))
cam_obj.rotation_euler = (math.radians(77), math.radians(0), math.radians(-32))
bpy.context.scene.camera = cam_obj

# --- 6. RENDER ENGINE CYCLES ENGINE SETUPS ---
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 64
bpy.context.scene.cycles.use_denoising = True

try:
    bpy.context.scene.view_settings.view_transform = 'AgX'
except:
    bpy.context.scene.view_settings.view_transform = 'Filmic'

bpy.context.scene.view_settings.look = 'High Contrast'

print("Master compilation completed flawlessly!")

Execute full scene setup corrected for ViewSettings exception


Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "High Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')