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Question Finch Farm - Render Issue

BelGarion

Member
Messages
106
Some of the buildings aren't rendering at Finch Farm. I'm probably going to holotape wipe it and start over but it seems a bit bugged out, the build limit is maxed out and I *just* raided it. So I can't build defenses and stuff.

Fallout4 2019-06-05 00-35-07-54.jpg

Actually... Yeah, it might be related. I have 3 other settlements I am going to do the same thing to, they're displaying that they have 4294 beds. Like, umm... No joke neither.

Fallout4 2019-06-05 02-22-15-06.jpg

The settlements in question are Hangman's Alley, Outpost Zimonja, and The Castle. Though the Castle the less said the better. It was never right as I raided it with out taking it over with the Minutemen so certain scripts don't seem to have run. Something else on my "To Do" list is to post a suggestion on that in the Conqueror mod suggestion forum.
 
they're displaying that they have 4294 beds. Like, umm... No joke neither.

This has something to do with dynamic needs. I believe the way to understand 4294 of anything in the pipboy is "not enough" and/or instead of being able to return a negative value, it displays 4294 instead.

I have since found that the 4294 issue is the pipboy equivalent of the 999 bug in the Workshop HUD.

Of course, this leads to the question "How can I have negative beds, instead of just 0 beds?"

That's a good question I don't have an answer to. (Maybe something to do with the shelter mechanic?)

As a test you could try turning off dynamic needs and see what if anything changes.
 
Some of the buildings aren't rendering at Finch Farm. I'm probably going to holotape wipe it and start over but it seems a bit bugged out, the build limit is maxed out and I *just* raided it. So I can't build defenses and stuff.

I wonder too if the rendering issues are related to the fact the build limit is maxed. Have you tried raising the limit in the configuration section of the City Manager Holotape?

I'd start here before taking up my suggestion about dynamic needs above. If you get the build limit sorted out maybe the settlement will have room to take care of its dynamic needs on its own. At least, you will have the space you need to get everything in order.
 
You can up the build limit in the configuration? O.o Didn't know that, good. I was going to just level the settlements and rebuild them via holotape as it was unable to change it on it's own like I've seen it do before. Let me try that and see.
 
Alright, so, The Castle fixed itself when I ran the 'setstage' of Taking Independence that cleared out all the junk, mirelurk nests, etc. The other settlements the build limit is fixed. Finch Farm is proving to be difficult. I did that for the build limit, it didn't come back. I did a "Reset City Data", nope, "Reset Build Plan" which wiped and rebuilt and, well, that shack came into and out of existence many times before it vanished entirely by the time I got the pop up that the City Plan was finished resetting. So I leveled the settlement back to ground zero and threw down a city planning desk and selected the default RoTC plan, since I was using one of the contest winner plans. I did the fly over thing and it did it's building and, guess what? The shack is still MIA. >.< The popping in and out makes me think it's a render issue of some weird sort that I've never seen before in the years of playing FO 4. At least at Finch Farm and at least with out it fixing itself by hanging out long enough to let what ever it is load in.
 
Finch Farm is proving to be difficult. I did that for the build limit, it didn't come back. I did a "Reset City Data", nope, "Reset Build Plan" which wiped and rebuilt and, well, that shack came into and out of existence many times before it vanished entirely by the time I got the pop up that the City Plan was finished resetting. So I leveled the settlement back to ground zero and threw down a city planning desk and selected the default RoTC plan, since I was using one of the contest winner plans. I did the fly over thing and it did it's building and, guess what? The shack is still MIA. >.< The popping in and out makes me think it's a render issue of some weird sort that I've never seen before in the years of playing FO 4.

I wonder if your problem at Finch is related to this problem in another thread that just so happened to pop back to the top of the forum:

I just found out that a bunch of the scrap baselines on our server were incorrect, so it would make some City Plans incompatible with scrap mods. I've fixed the Jamaica Plain and Hangman's Alley plans.

I've added to my todo list to fix the County Crossing and Finch Farm plans as well.
 
i experienced this issue and it caused me no end of problems. eventually i couldnt go to finch farm without a ctd. i ended up having to rollback a save to a time where finch farm was stable.

i narrowed it down to the covered beds calculation.

a couple of times i refreshed all the city plots (be warned, this takes literally hours), and recalculated all the local data, but the issue would reappear at some point in the game and i would be back to square one.

in the end i disabled that covered beds metric completely from the game options menu.
ever since i disabled it, i've had no reoccurrence of the weird 4294 value or the settlement causing me ctd's.
 
The popping in and out makes me think it's a render issue of some weird sort that I've never seen before in the years of playing FO 4.
This sounds like PreVis issue when precombineds are broken. The shortest answer is that the problem will probably go away if Scrap Mods are removed from the game, "Probably" being the case since there still is the possibility of other mods making individual edits the relevant cells to move/delete/etc any of the Statics identified as being part of the PreCombined Geometry(identifiable by being displayed with square brackets as [Place Object] when viewed in xEdit). Such edits break individual sections of the PreCombined Geometry whereas Scrap Mods disable the systems entirely via a pair of INI settings.

As an additional note: the game does not properly support uninstalls during a playthrough, that is to say, the developers made the assumption that players would not uninstall mods during a playthrough. So typically you will need to start a new game

PreVis is an Occlusion system that is supposed to rely on Precombined Geometry to know when objects are out of the view of the player due to being hidden from view behind known structures and can therefore can be hidden to save resources by reducing the number of rendered polygons at a given time. If the default Precombined Geometry is not active, everything is scrappable and what tends to happen with City Plans is it gets scrapped down to the terrain but the PreVis will assume it's all there still and will still hide things assuming they are, which leads to pop in/pop out. It's assuming the shack is there so occludes the objects that should be behind the shack under normal cases. To avoid the popping in/out PreVis can be disabled but this will cause a pretty significant performance penalty that will makes CTDs much more likely and may make gameplay unpleasant due to FPS drops/instability. If the PreVis system is disabled globally, nothing is occluded so everything within the cell radius defined by the uGrids is rendered at all times. The game engine is extremely old and doesn't handle rendering very efficiently, so these systems are supposed to be in place to help the game be in a playable state.

Scrap mods like Scrap Everything or Spring Cleaning can cause a lot of problems for City Plans.

Here is the technical explanation behind Precombineds/Previs:
I would highly advise against disabling these systems.
 
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Correct me if I'm wrong but doesn't uninstalling scrap mods cause lots more problems than are already caused by having them installed?
That is completely right. The best bet overall would be to start a new game without the scrapping mod.

You will not see any resolution of issues by uninstalling but then continuing on with the existing save.
 
Ok, but I rely on the scrapping mods to get rid of things that I could not otherwise get rid of. You know, raze something right to the ground, even the leaves, bits of carpeting, etc The carpeting especially when I play Brotherhood and I'm trying to snap the bloody platform and three prong thingy over it and because the ground isn't perfectly level it hates on you until you add a wooden floor over top the whole mess. >.<
 
Having a similar issue with Finch Farm. Just updated to 4.09 and doing a Conqueror play through. My first time headed by FF I decided to scout the settlement. The main building is missing along with the entire freeway that goes over FF, leaving tons of misc items floating. I started this play through at 4.07 as I was having CTD issues with 4.08, but I have no idea if FF would have been fully rendered in 4.07 as this is my first time going through this area on this play through. The city plan is Metropolis by Beloopceda and is at level 1 with only 3 npc's. Hopefully this is something that may be bugged in the city plan that will be patched, or hopefully I won't have to come back to FF in the Conqueror quest line(this is my first time with this quest line so have no idea if I will be forced to capture FF).

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Having a similar issue with Finch Farm. Just updated to 4.09 and doing a Conqueror play through. My first time headed by FF I decided to scout the settlement. The main building is missing along with the entire freeway that goes over FF, leaving tons of misc items floating. I started this play through at 4.07 as I was having CTD issues with 4.08, but I have no idea if FF would have been fully rendered in 4.07 as this is my first time going through this area on this play through. The city plan is Metropolis by Beloopceda and is at level 1 with only 3 npc's. Hopefully this is something that may be bugged in the city plan that will be patched, or hopefully I won't have to come back to FF in the Conqueror quest line(this is my first time with this quest line so have no idea if I will be forced to capture FF).

View attachment 5594
I too am having this issue with FF, I've tried both the RotC city plan and one of the others and both times it deleted that middle chunk of Highway while still leaving behind some junk and even building the new buildings that are supposed to be on or attached to said highway.
 
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Same issue here. I just have Sim Settlements, Conqueror and Horizon installed. Must be a conflict between SS and Horizon because Horizon has some kind of scrap everything inside the mod and some kind of All Settlements extended too. Sadly is not an issue just with Finch Farm but what I have seen with County Crossing, Zimonja and another one (I forgot which)
 
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