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Caravaneer unassigned after using Mark 1 Beacon

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Not the "out of range" issue you're expecting, the salvage trip worked fine (even got a Discovery of a new Residential design!).
The issue is that the settler assigned as the caravaneer that made the trip somehow stopped counting as being a resident of that settlement - but was still sandboxing there. The population count went down by 1, and he was no longer assigned to the Caravan plot when he got home, but trying to send him to a settlement didn't offer the one he was meant to be at in the list.
 
What was the target area and the settlement they were dispatched from
Settlement: Echo Lake Lumber (Far Harbor)
Target location: Rayburn Point (Far Harbor) - in the little shed down by the dock, if that matters
Discovery: "Mariner's House", fairly simple looking (from the outside) 2x2 Residential - which it turns out is actually from "Wasteland Venturers" Addon Pack

Additional note: one of the 'pack animals' from the Caravan Plot (it's level 3; presumably it's the one the Caravaneer took on the trip with him) isn't resetting to its little pen either.
 
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A bump, with a related issue; I was under the impression the Communications Plot only recruited until population = bed count in that settlement, but at that same location I'm still getting new generic Settlers even with people already not having beds. There are in fact no free beds on that entire trade network.
 
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A bump, with a related issue; I was under the impression the Communications Plot only recruited until population = bed count in that settlement, but at that same location I'm still getting new generic Settlers even with people already not having beds. There are in fact no free beds on that entire trade network.
I think Workshop framework's setting of max number of settlers to charisma overwrites Communications plot bed count.
 
Looks like this still happens - it breaks the 'caravan network' too for obvious reasons until you go back there and fix it, meaning yet another reason to have to make every settlement individually able to sustain itself.
Even with Auto-assign turned on it does it, since the Caravaneer no longer even counts as a resident of any settlement once this triggers.

Interestingly, the popup of the resources they managed to scavenge on the trip still lists everything at "Component" (31 resources) level, even though I'm playing on "Scrap" (single resource) level.
 
Not the "out of range" issue you're expecting, the salvage trip worked fine (even got a Discovery of a new Residential design!).
The issue is that the settler assigned as the caravaneer that made the trip somehow stopped counting as being a resident of that settlement - but was still sandboxing there. The population count went down by 1, and he was no longer assigned to the Caravan plot when he got home, but trying to send him to a settlement didn't offer the one he was meant to be at in the list.
Maybe I need to check Taffington and see if that happened. I did a Mark 1 run last night and quit the game shortly after the arrived back with stuff message. I use a caravan plot by superstructures add on that has 2 settlers on the plot so if something like this ever happens it won't completely hose the network. We'll see if both are still assigned.
 
I think Workshop framework's setting of max number of settlers to charisma overwrites Communications plot bed count.
I think you just solved a problem I have been having. I also use cheat terminal and don't have my stuff set to enforce the 11 special stat cap. So my charisma as far as recruiting goes might be looking at a very large number of people it thinks I want to recruit. I think we need an option on the comm station to turn off recruiting. Even with beacon off I get 3 people every couple in game days at Taffington and that place has been maxed out for a while. But its a great place to have a comm station for salvage runs.
 
Yeah, turns out this does still happen to me on v1.0.10, and shooting them with the Vitomatic doesn't resolve it. Real good when it's one of the "can't be Moved" settlers that was working the Caravan Plot.
Interestingly, in this current test-run of it (where the Caravaneer came from Tenpines), she kept her Home assignment even though she's no longer listed as one of the population of that settlement in the Pipboy - population still went down by 1 when she got back. Could still manual-assign her back to the Caravan Plot, but I think it got hopelessly confused with having someone who isn't "part of that settlement" working there - the resource HUD keeps on wobbling Food/Water between full and about half empty.

Further testing notes: Gave it a good 10 minutes real-time after the "salvager returned from trip" dialog box before even MOVING my character, and another 10-ish before fast traveling back to Tenpines - Caravaneer still lost Settlement, Job, and Hobby assignments when I got back there, but still kept their House one. ??
 
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Alright I give up. I loaded the same save I was using <12 hours ago to test this with 100% the same load order and all that, and this time Ms Tenpines DIDN'T lose her assignments when I fast traveled back there? Not as much a "repeatable bug" as I thought.
The only thing different I did was I didn't fast travel STRAIGHT back to the Bluffs; went via Sunshine to check in on a couple of things, during which time the Daily Resource Recalculation occured...
 
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