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Bunker Hill Bugs for RotC

damanding

Cluttered Mind
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Please post bugs specific to Rise of the Commonwealth and Bunker Hill in this thread.

This is currently a placeholder thread, as of initial release this settlement is not yet supported.
 
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If you want to convert Kessler and the others to useable settlers click on them in the console and enter each of these lines.

Addkeyword workshopallowcommand
Addkeyword workshopallowmove
setpv bcommandable true
setpv ballowmove true
setpv ballowcaravan true

Their default locations could use some blue man markers though, since the counters don't seem to work.
 
The counters should still work and they should remain assigned to them. It's likely that the City Plan is duplicating some of the counters and overlapping the ones they are assigned to.
 
I'm currently having an issue with the Bunker Hill city plan. The city is at level 2 and most of the beds have disapeared. This may have happened after a city refresh but I'm not sure. All beds pertaining to SS plots are there, however most of the others, with few exceptions, have vanished, leaving the settlement with only around 10 beds. Is this a bug or is it intended as part of the plan? I've refreshed the city a couople more times but it hasn't solved the issue.
 
We have some improvements coming to the BH City Plan in tomorrow's patch.
 
I've got Bunker Hill at level 1 and two of the three plots have spawned under the terrain way down near Camp Kendall, just past Ticonderoga. The settlement build was started with the release that added Bunker Hill using an existing save that favored The Railroad.

Loadorder:

Code:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4001-pipboy(black).esl
ccbgsfo4003-pipboy(camo01).esl
ccbgsfo4004-pipboy(camo02).esl
ccbgsfo4006-pipboy(chrome).esl
ccbgsfo4014-pipboy(white).esl
ccbgsfo4005-bluecamo.esl
ccbgsfo4016-prey.esl
ccbgsfo4020-powerarmorskin(black).esl
ccbgsfo4022-powerarmorskin(camo01).esl
ccbgsfo4023-powerarmorskin(camo02).esl
ccbgsfo4025-powerarmorskin(chrome).esl
ccbgsfo4033-powerarmorskinwhite.esl
ccbgsfo4024-pacamo03.esl
ccbgsfo4038-horsearmor.esl
ccfrsfo4001-handmadeshotgun.esl
ccrzrfo4001-tunnelsnakes.esm
ccgcafo4001-factionws01army.esl
ccgcafo4002-factionws02acat.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4004-factionws04gun.esl
ccgcafo4010-factionws10rr.esl
ccgcafo4011-factionws11vt.esl
ccgcafo4012-factionas01acat.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4014-factionas03gun.esl
ccgcafo4022-factionas11vt.esl
ccgcafo4023-factionas12army.esl
ccswkfo4002-pipnuka.esl
ccswkfo4003-pipquan.esl
ccbgsfo4036-trnsdg.esl
ccrzrfo4004-pipinst.esl
ccrzrfo4003-pipover.esl
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
SimSettlements.esm
JamaicaPlainPathing.esm
Rusty Face Fix.esl
AMS.esl
More Where That Came From Diamond City.esp
Immersive HUD.esp
FAR.esp
FarHarborAmmo_Commonwealth.esp
CaravanGuardArmorFix.esp
PA - SBMatFix.esp
StarlightScrapBollards.esp
Protected Uniques.esp
Protected Uniques - My Additions.esp
Molerat_Disease_Immunity_Hazmat.esp
FG_ReloadSounds.esp
Eli_Faction Housing Overhaul - Railroad HQ.esp
BetterShackBridges.esp
BetterJunkFences.esp
ScrapDeadThings.esp
ThickRimGlasses.esp
SimSettlements_Addon_VaultLand.esp
WVSimSAddon.esp
SimSettlements_XPAC_IndustrialRevolution.esp
SimSettlements_XPAC_RiseOfTheCommonwealth.esp
Sim_Settlements_Mayors.esp
SalvageBeacons.esp
mso_sms.esp
Billy_Compat.esp

Edit: This seems to be a build limit issue. Increasing it caused two new plots to appear where the two that showed up at Camp Kendall should have been, increasing the plot count to five from three. I nuked all plots and ran off to Camp Kendall to find the errant plots gone, however there may be parts of the settlement build remaining there. While at Camp Kendall, three new plots spawned in expected locations at Bunker Hill.
 
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I have a question. I have Sim Settlements v3.2.3a all-in-one but there are no city plans for Bunker Hill available.
I have already completed main quest.
 
One of the Agricultural Plots seems to have duplicated itself with a slight off-set. It's located on the second floor, west of the monument, with a sign for "Wicked Shipping" on the walkway

Bug - Bunker Hill FP Lvl 3.png
 
Not sure if this is a bug or just odd things with the HUD. Very close to Bunker Hill (which is now a ROTC city of the Institute and looks great ... as did the other faction level 3's) and for me strangely no CTD's ever .. (yet) walking or fast travelling), is the Abandoned House. Upon entering the message pops up "Should be setting 300" ..... And Bunker Hill HUD info is displayed. Strange but no problems occurred. After exiting the house the HUD vanished again as though nothing had happened. Is this house in the same cell or close enough to trigger the HUD? And my Curious nature wondered what the message was!!!!? ....
 
Welp! I went to implement this plan in a game that just recently unlocked this settlement. It warned me that the plan was too high-end for my PC (I guess it based this on me having SS set to all the lowest impact settings in performance options?), I had a manual save from right before, so I thought I'd try it. It stuttered a lot just doing the cinematic during build mode, but it kept chugging through and did finish after about 5 mins. I started to walk around looking for the city planner's desk so I could donate some scrap and weapons, and it just instantly CTD. I took that as a sign, and won't use the Bunker Hill plan until we have an optimized version available I guess...
 
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