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BUG: Settlers appearing, not counted towards population but affects stats

comziz

Active Member
Messages
212
Hi,
Even though my recruitement beacon is off and I don't have a communications plot, settlers keep appearing near my Hangman's Alley settlement.
These settlers do not count towards my settlement population and have generic dialog when talking to them (no recruit dialogue).
When I scan them with Vit-o-matic, they seem to be residents of the settlement but shown as, homeless, unemployed and hobbyless, thus breaking my overall stats and happiness for the settlement. I also see that their stats are above the average so I assume they're being recruited with the SS2 system.
If I move them elsewhere my stats correct themselves. But while the stats are low, if I use the Town Gavel to summon unemployed etc, they do not show up.
So it is almost impossible to detect these buggy settlers unless you run into them.
Luckily I found all 3 but all my other settlements are already full so I don't want anymore people.

What could be the cause of this and how can I stop this please.
 
Do these npcs have a name like traveling something? If so they are part of the visitor system. You can turn them off in the holotape Gameplay > Immersion.
If not, they most likely come from another mod. If you have the mod Better Console you can select the npc in the console and it will tell you what mod the npc is from.

Also, the visitors have no affect on the settlement stats.
 
No they're plainly named "settler"
I have the visitors feature turned off.
When I look at the console they're related to the "Better settlers" mod but that mod does not have any extra spawning mechanics
it follows the vanilla mechanics, you only receive settlers if your beacon is turned on and you only receive as many as your charisma stat.
This isn't the first time this is happening... I keep finding settlers around Hangman's Alley.
 
I just experienced this yesterday. I got back to a settlement I hadn't been to in a while. After I was done assigning the new settlers I wandered the settlement to see if any of the special SS2 settlers were there. I found a settler that didn't have the alt activation prompt for the Vit-o-matic. After thinking WTF??? I went into workshop mode and selected 'move.' The settler was not assigned to any settlement so I assigned it to the one I was in. Things went like normal from there. I was able to use the alt activation to see they had a job and a home.

tl;dr I think there might be a rare bug where WSFW spawns a settler but fails to assign it to a settlement. So you end up with a mystery settler wandering around.

@comziz You have Better Settlers, so any settler spawned would be modified by that mod. Try assigning these rouge settlers to a settlement.
 
I just experienced this yesterday. I got back to a settlement I hadn't been to in a while. After I was done assigning the new settlers I wandered the settlement to see if any of the special SS2 settlers were there. I found a settler that didn't have the alt activation prompt for the Vit-o-matic. After thinking WTF??? I went into workshop mode and selected 'move.' The settler was not assigned to any settlement so I assigned it to the one I was in. Things went like normal from there. I was able to use the alt activation to see they had a job and a home.

tl;dr I think there might be a rare bug where WSFW spawns a settler but fails to assign it to a settlement. So you end up with a mystery settler wandering around.

@comziz You have Better Settlers, so any settler spawned would be modified by that mod. Try assigning these rouge settlers to a settlement.
Difference between yours and mine is when I scanned them with Vit-O-Matic, they already seem to be residents of Hangman, however when I tried to really move them in the game didn't prompt to say they were already assigned to Hangman. At which settlement did you experience this btw?

If you're right about a possible WSFW bug, I hope they were spawned while I had my beacon on. Because I can't have any more settlers anywhere due to performance issues. Thing is this is not the first time this happened and I'm sure my beacon was off between two occurrences.

What's the "alt activation" you're referring to btw?
 
The Vit-o-matic doesn't look for an assigned settlement. It just grabs the current location.

Alt activation is the second "activate" on an object. So I equip the Vit-o-matic and use 'R' to scan settlers.

I ran into this at Starlight.
 
I just experienced this yesterday. I got back to a settlement I hadn't been to in a while. After I was done assigning the new settlers I wandered the settlement to see if any of the special SS2 settlers were there. I found a settler that didn't have the alt activation prompt for the Vit-o-matic. After thinking WTF??? I went into workshop mode and selected 'move.' The settler was not assigned to any settlement so I assigned it to the one I was in. Things went like normal from there. I was able to use the alt activation to see they had a job and a home.

tl;dr I think there might be a rare bug where WSFW spawns a settler but fails to assign it to a settlement. So you end up with a mystery settler wandering around.

@comziz You have Better Settlers, so any settler spawned would be modified by that mod. Try assigning these rouge settlers to a settlement.
Odd, i just thought it's script lag. When i assign people off my overpopulated settlements to some place else it takes time to get them to be assigned. Well, now that i think about it i think everything wrong with settlers regarding assignments are due to script lag. Sometimes the HUD will say i don't have enough beds but actually i moved everyone manually to beds and when i call for homeless it says zero but the HUD keeps saying i have a hobo somewhere. I don't think those are ghost settlers though, my settlement is just taking awhile to load everything up proper and do it's calculation thing.

Another instance is i moved them but they are not leaving the settlement by themselves, i have to leave the cell and let it do its thing and the settlers i moved that stayed are just red settlers "Can't assign them anywhere coz yeah they are registered at Somewhere and not to where im at". Just need to leave and let it reload so they make their way to wherever i assigned them. Dunno if this rang any bells, just thought of sharing my observation. No idea if this is what's happened to you guys. Make a backup save, coz i have no idea if that can break anything or not.

No idea what's the implications of this move but you can try moveto.player them from another settlement and assign them again there. I got annoyed with the script lag and just went full on fast travel to where i want someone and moveto.player them and assign them from there "No scipt lag coz the settlement is lightweight".
 
I once ditched a playtrhough because I wasn't getting any new settlers even after sleeping and waiting for weeks. While doing this I encountered two random settlers just walking in the outsides of west Boston, heading to Hangman's Alley (I thought) but they never appear anywhere and couldn't find them again. They were normal settlers and responded with standard dialogue like eh? uh?
I play with better settlers
 
Sometimes the HUD will say i don't have enough beds but actually i moved everyone manually to beds and when i call for homeless it says zero but the HUD keeps saying i have a hobo somewhere.
Do you have a robot settler? IIRC, there is a math error in the script where it adds a bed to the count for robots instead of subtract.

I have been using the resource and needs HUD as a script lag gauge. When I enter a settlement I wait until the numbers on the resource HUD populate. I don't leave the settlement until the needs HUD is accurate.

Settlers not moving to other settlements is a vanilla game issue. When the engine gets a little loaded, settler AI is the first to go. Instead of using console commands, you can call settlers to a settlement with the Town Meeting Gavel's Gather Around function. Now you have me wondering if using Get Back to Work would send the settlers just lazing about to the settlement they belong to.

For some reason the settler recruitment rate is ridiculously low. Even after you get the Communications plot the rate is low. I have been abusing the console command Player.PlaceAtMe 20593 X where X is the number of settlers you want. (its sad that I can remember that Form ID...)
 
Do you have a robot settler? IIRC, there is a math error in the script where it adds a bed to the count for robots instead of subtract.

I have been using the resource and needs HUD as a script lag gauge. When I enter a settlement I wait until the numbers on the resource HUD populate. I don't leave the settlement until the needs HUD is accurate.
You asked somebody else but I like to add my own input.
I am using Robots Home Defense and to give an example; I do have 2 robots protecting The Slog. I also adjusted WSFW settings; robots do not count towards settlement population and they do not affect happiness.

I have 15 settlers and 25 beds in the settlement. I checked everyone, one by one and everyone is assigned to a home plot but my HUD stats still says nearly half of my settlers are homeless. When I use the gavel to gather homeless people, it says zero found... =(
This is quite annoying because it doesn't just affect the HUD but it also affects happiness any my settlers keep complaining about stuff, even-though my settlement is technically perfect.
 
You asked somebody else but I like to add my own input.
I am using Robots Home Defense and to give an example; I do have 2 robots protecting The Slog. I also adjusted WSFW settings; robots do not count towards settlement population and they do not affect happiness.

I have 15 settlers and 25 beds in the settlement. I checked everyone, one by one and everyone is assigned to a home plot but my HUD stats still says nearly half of my settlers are homeless. When I use the gavel to gather homeless people, it says zero found... =(
This is quite annoying because it doesn't just affect the HUD but it also affects happiness any my settlers keep complaining about stuff, even-though my settlement is technically perfect.
Sadly the Robots are just too funky sometimes. The only robots that don't count are the robots outside Mechanist DLC. Sometimes they count, sometimes they do. It shouldn't really affect that much happiness but yeah i know the feels when you want the hud to display Accurately. I gave up with the Accuracy thing and just eyeball everything, wait for a couple of minutes to wait for the scripts to finish so on and i just keep busy while it loads. For example is stodge and his robot, you can actually assign that robot to a ResPlot but i think that robot is the only one you can assign to a bed and if you go to Greygarden all of the bots there are accounted for and dont need beds so it's kind hard to track whose the Hobo. What i did is use a particular settlement to toss the undesirables "the settlers that have companions with them". It usually clears up once you assign those funky settlers someplace else and just forget about em. Not a fix i know but yeah if anyone knows what causing it and a fix pls do tell.
 
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