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Resolved Can't Assign leader to some settlements

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Ragnarokz

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So, I can't assign leaders to a handful of settlements, this might be due to some of them having had leaders before, but Egrets Marina (Or whatever that place is called) didn't have anything before, and I still couldn't assign leaders to it.

Oddly enough, Strong wouldn't wort at the Marina, but worked perfectly fine at Greygarden, when I got that one freed shortly afterwards.

When I try to assign a town leader, it just cycles me around to the "this city haven't got a leader" messages, I even brought poor old Danse around and dumped him inside Finch Farm (prior leader has been moved elsewhere at some point), and it just kept going "Danse is Leader" "You havne't got a leader" over and over again.

Any fixes available? Both Sim Settlement, Rise and Industrial Revolution are all up to date.
 
I've had this bug a few times, it is pretty easy to work around. Follow these steps

1. Assign leader
2. Get told your settlement has no leader
3. Go to control desk - Take back settlement (this puts the companion back in the pool)
4. Re-assign leader
 
I've had this bug a few times, it is pretty easy to work around. Follow these steps

1. Assign leader
2. Get told your settlement has no leader
3. Go to control desk - Take back settlement (this puts the companion back in the pool)
4. Re-assign leader

Nope, the "Take back settlement" option is not available, as no leader is ever actually assigned to the settlement. I've even tried to rebuild the City Planer Table and that didn't work either.
 
I haven't had this bug, so I'm afraid I can't comment much. I will ask whether you've checked your save file to see how many active scripts are going.
 
It isn't which that is important, but how many. Typically you should only have somewhere between 0 and 10 scripts active at any given time, with an upward of 20 for high script peak times depending on your mods. Here's another question, though, what happens when you click on the city manager's desk for the "city plan" function? Does it pop up right away, or does it take a few seconds to pop up? Because mine takes a few seconds to pop up, and if you click it multiple times, multiple boxes will appear, which can screw up everything you're trying to do.
 
It isn't which that is important, but how many. Typically you should only have somewhere between 0 and 10 scripts active at any given time, with an upward of 20 for high script peak times depending on your mods. Here's another question, though, what happens when you click on the city manager's desk for the "city plan" function? Does it pop up right away, or does it take a few seconds to pop up? Because mine takes a few seconds to pop up, and if you click it multiple times, multiple boxes will appear, which can screw up everything you're trying to do.

No multiple windows, only about 10ish scrips related to SimSettlement.
 
Can you post a screenshot (alt-printscreen gets just the current window) of your active scripts in resaver with the sub-values expanded?
 
Can you post a screenshot (alt-printscreen gets just the current window) of your active scripts in resaver with the sub-values expanded?

Nope, the latest update complete broke everything, I'm just going to reset and start over with the saves.
 
I'm not sure what you mean by the latest update completely broke everything. The mod authors tend to be pretty quick on the uptake to restore f4se functionality when needed.
 
Fresh game. Had a mod that made other NPC's leaders like Professor Feelgood. Can't use him anymore and the mod maker of that mod seems to be busy with stuff. Worked fine before SS update broke it.
Fresh as in i wiped all of my saves.
 
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Fresh game. Had a mod that made other NPC's leaders like Professor Feelgood. Can't use him anymore and the mod maker of that mod seems to be busy with stuff. Worked fine before SS update broke it.
Fresh as in i wiped all of my saves.

Just out of curiosity...how many other (non-SS related) mods?
 
I'm not sure what you mean by the latest update completely broke everything. The mod authors tend to be pretty quick on the uptake to restore f4se functionality when needed.

It's probably just the saves getting more and more messy, I had a look at an autosave, with 187 active scripts running, probably just time to restart and clean up my mod load at this point.
 
Just out of curiosity...how many other (non-SS related) mods?
Just standalone guns and sim settlements. I didn't have this issue when 33 mayors first came out then 3.1.3 hit and they stopped working. No options to take back city. I was able to assign him before 3.1.3.
Also i didn't add any new mods since either. I can't assign goodfeels so i probably won't be able to assign anyone else except companions. I talked to the mod author but they are mostly busy but say they don't have this issue and just refer me to here. Even tho i had already posted here. I'm using MO2 and nothing is overwriting the Sim Settlements Mayor mod.
EDIT: Also i don't use stuff like horizan or any overhauls of sorts that mess with NPC's Game is annoying enough as is. I only play it now for Sim Settlements.
 
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Just standalone guns and sim settlements. I didn't have this issue when 33 mayors first came out then 3.1.3 hit and they stopped working. No options to take back city. I was able to assign him before 3.1.3.
Also i didn't add any new mods since either. I can't assign goodfeels so i probably won't be able to assign anyone else except companions. I talked to the mod author but they are mostly busy but say they don't have this issue and just refer me to here. Even tho i had already posted here. I'm using MO2 and nothing is overwriting the Sim Settlements Mayor mod.
EDIT: Also i don't use stuff like horizan or any overhauls of sorts that mess with NPC's Game is annoying enough as is. I only play it now for Sim Settlements.
There is a theory that SS/ROTC problems are caused by other mods; it doesn't sound like you have many but perhaps one of them is conflicting. Maybe post your load order for the devs to look at? *shrug*
 
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