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Question Issues with settlers, supply lines, and recruitment beacons

Dirk Diggler

New Member
Messages
6
I am currently playing a heavily modded survival game with about 72 hours of playtime. I have played fallout 4 with mods before, but this was my first time using sim settlements. (Love it by the way) However I recently updated the 3-in-1 to ver.4.2.2a from 4.2.1 and since then I have encountered some strange issues with my settlements.

First off I tried to assign Codsworth to a supply line from sanctuary to newly acquired Abernathy farm. Codsworth was intractable in workshop mode but the assignment wouldn't go through, and oddly the notification from the mod journey (allowing fast travel between settlements with supply lines) "You can now travel with your local caravans" would pop up when trying to assign him to that supply line. I tried removing then adding back the LL perks through console commands to no avail. So I ended up adding IDEK's logistics station add-on ver. 1.2.3b. that made it able for me to get a new supply line to the Abernathy farm.

Next I went to Jamaica Plain to build my new settlement starting with a solar power generator and a recruitment beacon. Then waiting for new settlers to come I decided to clean up the settlement using the scrap everything mod, build walls, then make a building in the lot. I put a bed in there to wait for settlers to arrive so I could make some residential plots. But after sleeping for a few in-game days there were no settlers at my settlement, odd because I have 10 charisma and usually 1 or 2 settlers come as soon as I put up the settlement recruitment beacon. So I went to check on the radio beacon to discover that despite it being on the radio station wasn't being picked up on my pip-boy. I did some troubleshooting and turned the beacon on and off a few times. This made the radio station appear on my pip-boy, but did not recruit any settlers.

Lastly I returned to Abernathy farm to do some more work there, only to discover that a new unassigned settler had shown up. However he did not show up in the workshop UI as a new settler, it should of been 4 but only the 3 Abernathy's were accounted for. I even looked in the settlement management software mod and he wasn't accounted for there either. I can interact with him in workshop mode but trying to assign him to any supply line gives me nothing but the same "You can now travel with your local caravan" notification with no supply line being set up. I then tried assigning him to a residential plot to which he didn't do anything. I used the resetai console command and tried again, to which he ran over to the plot stood there for a little bit then walked off. So my last attempt to get him to work was to try and move him to a different settlement. I tried moving him to Jamaica Plain and some other settlements but he went nowhere. Oddly Abernathy farm was an option for him to go to, but moving him there didn't work either.

Also a ,possibly related or possibly not, issue that occurred is that dismissed companions would go back to where you recruited them. This wasn't consistent though. I got Nick Valentine and Piper to go to Hangman's alley, Danse and Cait the starlight drive-in, MacCready to Nordhagen beach, I tried dismissing Deacon and Curie to settlements but Deacon went back to the Railroad HQ and Curie went back to the vault. This isn't super important to me nor is it really game breaking so it isn't a priority.

Sorry for the small essay that I wrote, but I am new to this forum and forums in general. I thought that being as descriptive as possible was essential in dissecting the issue at hand. Again I love the mod, always liked city sims, and this mod adds so much depth to the settlement system. However I have played similar heavily modded playthoughs of fallout 4 without sim settlements and didn't have any of the issues above. I'll leave this with my mod load order from loot and a pic of the UI discrepancy in workshop mode.

20200208125519_1.jpg
 
0 0 Fallout4.esm
1 1 DLCCoast.esm
2 2 Homemaker.esm
3 3 AAF.esm
4 4 Endless Warfare.esm
5 5 TrueStormsFO4.esm
6 6 HUDFramework.esm
254 FE 0 FAR.esl
254 FE 1 TBOSBodyTalk2LooksMenu.esl
7 7 SimSettlements.esm
8 8 WorkshopFramework.esm
254 FE 2 SimSettlements_IDEKsLogisticsStation.esl
9 9 Brawl Bug Fix.esp
10 a BoS Pilot Outfit Fix.esp
11 b Homemaker - Streetlights Use Passive Power.esp
12 c FunctionalDisplays.esp
13 d FunctionalDisplays-Patch-DLC03-VIS.esp
14 e A Sensible Prydwen Overhaul.esp
15 f MoreSpawns_High.esp
16 10 Ad Mortem.esp
17 11 BNK.esp
18 12 Reverb and Ambiance Overhaul.esp
19 13 Vivid Weathers - FO4.esp
20 14 TrueStormsFO4-FarHarbor.esp
21 15 Modern Armors.esp
22 16 Vivid Weathers - FO4 - Autumn.esp
23 17 TrueStormsFO4-EarlierSunsets.esp
24 18 Vivid Weathers - FO4 - Far Harbor.esp
25 19 TrueStormsFO4-EarlierSunsetsFH.esp
26 1a TrueStormsFO4-FarHarborExtraRads.esp
27 1b TrueStormsFO4-GlowingSeaExtraRads.esp
28 1c ArtilleryDblExp.esp
29 1d Better Locational Damage.esp
30 1e Modern Firearms.esp
31 1f InteriorsEnhanced.esp
32 20 No Combat Boundaries.esp
33 21 More Armor Slots.esp
34 22 BetterItemSorting-APPAREL.esp
35 23 ImmersiveDrumlinDiner.esp
36 24 NIS - Hunted.esp
37 25 Some Assembly Required.esp
38 26 NoHeightLimit.esp
39 27 W.A.T.Minutemen.esp
40 28 Vivid Waters.esp
41 29 MilitarizedMinutemen.esp
42 2a SexyLingerie.esp
43 2b SettlementAttacksBeyond.esp
44 2c Minuteman Watchtowers.esp
45 2d ohSIM_Sim_Settlements_Scrappers_Addon.esp
46 2e Respawnable Legendary Bosses.esp
47 2f Hard Legendary Giant Creatures.esp
48 30 AzarHolsteredWeapons.esp
49 31 FO4 NPCs Travel.esp
50 32 EvilViking13_PatchworkSanctuaryBridge.esp
51 33 EpilogueRestored.esp
52 34 ArtilleryFlare.esp
53 35 AzarPonytailHairstyles.esp
54 36 BetterItemSorting-AID.esp
55 37 FunctionalDisplays-AID-VIS.esp
56 38 Better Chems.esp
57 39 Better Locational Damage - DLC_Far_Harbor.esp
58 3a Better Perks.esp
59 3b BetterJunkFences.esp
60 3c BLD - AI Tweaks.esp
61 3d Campsite.esp
62 3e CBBE.esp
63 3f K9TacticalHarness.esp
64 40 KSHairdos.esp
65 41 Lacy Underwear.esp
66 42 Motoko Hair.esp
67 43 Project Reality Footsteps FO4.esp
68 44 ShellRain.esp
69 45 The Eyes Of Beauty.esp
70 46 Thematic and Practical.esp
71 47 Wasteland Sniper by Hothtrooper44.esp
72 48 WAYN_CompanionTracking.esp
73 49 WhirligigRadarStation.esp
74 4a AsharaFO4UnderArmours.esp
75 4b Immersive HUD.esp
76 4c Journey.esp
77 4d SolarPower.esp
78 4e console.esp
79 4f SurvivalOptions.esp
80 50 GR123 West Tek Tactical Gloves.esp
81 51 WestTekTacticalOptics.esp
254 FE 3 WestTekDummyOptics.esp
82 52 Atomic Lust.esp
83 53 BrighterSettlementLights_ExtraBrightv1.1.esp
84 54 Brighter Mirror Ball Light (Disco Ball).esp
85 55 Better Settlement Defence.esp
86 56 CompanionAccuracy.esp
87 57 Companion Fall Damage Immunity.esp
88 58 MilitarisedMinutemen_PatchesAddon.esp
89 59 More Smarter Companions Mod.esp
90 5a QuickTrade.esp
91 5b CompRedo.esp
92 5c LovingCait.esp
93 5d LovingCurie_1.0.3b.esp
94 5e ConstructionLight_ExtraBright_Shadows.esp
95 5f ConvenientStores.esp
96 60 TurretStands.esp
97 61 CWSS Redux.esp
98 62 Yona_Weapon_DefenseGun.esp
99 63 DiamondCitySWAT.esp
100 64 FO4 Seasons - Autumn - AllDLC.esp
101 65 Faster Terminal Displays (20x).esp
102 66 Fixed Alpha Map.esp
103 67 FO4Hotkeys.esp
104 68 GetDirty.esp
105 69 GruffyddsSignsAndPosters.esp
106 6a BetterItemSorting-MISC.esp
107 6b FunctionalDisplays-Collectibles.esp
108 6c FunctionalDisplays-MISC-VIS.esp
109 6d BetterItemSorting-JUNK.esp
110 6e Brahmin Watertrough.esp
111 6f BrahminFeederFull.esp
112 70 Classic Fallout Music.esp
113 71 Classic Fallout Music Far Harbor.esp
114 72 Craftable Armor Size - Fix Material Requirements.esp
115 73 Craftable Armor Size.esp
116 74 dD-Enhanced Blood Basic.esp
117 75 dD - Small Splatter Size.esp
118 76 DV-No Levelled Vertibirds.esp
119 77 DV-Vertibird Explosive Minigun.esp
120 78 Nuclear Winter.esp
121 79 Campsite - Nuclear Winter.esp
122 7a NW_Clothing.esp
123 7b NW_FarHarbor.esp
124 7c DDP_Lightbox1.esp
125 7d D.E.C.A.Y.esp
126 7e 3dscopes-replacer.esp
127 7f 3dscopes-replacer-farharbor.esp
128 80 AnS Wearable Backpacks and Pouches.esp
129 81 AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
130 82 AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
131 83 CalibratedFarHarbor.esp
132 84 CalibratedToModernFirearms.esp
133 85 dD-Realistic Ragdoll Force.esp
134 86 dD-Reduced Explosion Force.esp
135 87 Dogmeat behavior reflagged.esp
136 88 EFF.esp
137 89 HillsofCorpses.esp
138 8a ImmersiveGenericDialogues.esp
139 8b ImmersiveLoversEmbraceRemastered.esp
140 8c ImmersiveLoversEmbraceMagnolia.esp
141 8d ImmersiveVendors.esp
142 8e IncreasedSettlerPopulation50.esp
143 8f InteriorsEnhanced-FarHarbor.esp
144 90 Interview.esp
145 91 keyNuker.esp
146 92 LongerAreaRespawn.esp
147 93 LongerPowerLines3x.esp
148 94 LooksMenu.esp
149 95 LooksMenu Customization Compendium.esp
150 96 LovingPiper.esp
151 97 Lots More Male Hairstyles.esp
152 98 MinutemenPropaganda.esp
More Armor Slots - Automatron.esp
153 99 More Armor Slots - Far Harbor.esp
More Armor Slots - Nuka World.esp
More Armor Slots - Vault-Tec Workshop.esp
154 9a More Where That Came From Diamond City.esp
155 9b MSCM - Loving Curie - Patch.esp
156 9c MSCM - Loving Piper - Patch.esp
157 9d NoRailRoadBallisticWeaveCPL.esp
158 9e Passthrough.esp
159 9f PD_VisualReload.esp
160 a0 PipBoyShadows.esp
161 a1 RichMerchants.esp
162 a2 roadflare.esp
163 a3 SalvageBeacons.esp
164 a4 Sandbag Fortifications - Version 2C.esp
165 a5 Search and Destroy.esp
166 a6 SignsOfTheTimesPosters.esp
167 a7 Skip DIMA memories.esp
168 a8 TidySettlers.esp
169 a9 TinaDeLucaSettlerVoiced.esp
170 aa Vivid Fallout - All in One - Best Choice.esp
171 ab RailroadPerksCut.esp
172 ac SettlementAttacksBeyondFH.esp
173 ad AutoDoors.esp
Tactical Flashlights.esp
Tactical Flashlights - Settings.esp
174 ae DV-Invincible Vertibirds.esp
175 af BetterNightVision.esp
176 b0 DarkerNights.esp
177 b1 NW_VividWeathers.esp
178 b2 DarkerNightsDetection.esp
179 b3 mso_sms.esp
254 FE 4 Scrap Everything - Core.esp
180 b4 NIS_ScrapEverything_Patch.esp
254 FE 5 Scrap Everything - Far Harbor.esp
181 b5 Pip-Boy Flashlight.esp
182 b6 StartMeUp.esp
Bashed Patch, 0.esp
 
The travel with caravan is normal with Journey depending on your options you chose... just means that you are in a settlement and can travel - if you have a supply line... don't worry about that.

I don't think Codsworth can be assigned to be a provisioner… and just move that one settler to Abernathy... "R" Move.

Scrap everything is not good for SS - at least with Cites and City building... I know Tidy Settlers pretty much requires this...

Workshop Framework goes BEFORE SS...

Don't uninstall midgame... unless you roll back to earlier save...

EFF has to go after any and all companion related mods....

That's a start... a bit into a game to make major changes... and there are many things in your LO I haven't used... I would move a few of those items around... but... if you start uninstalling mods, plan on a new game.

Also, there is a glitch with the latest SS 3-n-1 for "some" people and rolling back to the previous version has helped them... again, another rollback.

John
 
Thanks for the feedback! I'm going to go back to a previous save and the previous version of SS 3-in-1, and see if that'll work. I'll also disable the mods I added mid-game. I am relatively new to modding. I've done enough research to know how to use vortex, LOOT, and xEdit. But I've always used LOOT to sort my load order, so how would I go about manually moving around my load order?
 
Thanks for the feedback! I'm going to go back to a previous save and the previous version of SS 3-in-1, and see if that'll work. I'll also disable the mods I added mid-game. I am relatively new to modding. I've done enough research to know how to use vortex, LOOT, and xEdit. But I've always used LOOT to sort my load order, so how would I go about manually moving around my load order?

What mod organizer are you using? NMM, vortex, MO?

The below can help if you are using vortex:

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If you are using NMM you can just drag them "it been awhile for me"
 
This is a common problem with LOOT. It always puts the Workshop Framework below Sim Settlements. I have no idea how to get that corrected, but it would probably cut down significantly on the issues people have when setting up Conqueror.
 
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