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City plans don't work.

Melon Lord

New Member
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20
Basically, after assigning the city leader and that flying camera cutscene nothing happens. No new plots, settlers are just walking around. Tried this in Sanctuary (it reverted everything I previously scrapped btw) and the Castle. I have 21 ASAMs on me, should I put them somewhere? Tried refreshing the City Plan - nothing happens. What should I do?
 
I had the same problem with the Starlight Drive In. I turned off city leaders, so I was able to launch with just a desk and a box of ASAMS.

I use the scrap everything mod. What I noticed is that the City Plan did not only scrap things, it actually restored items that I had scrapped which normally cannot be destroyed.

With that in mind I went to Red Rocket and tried there, as that base is virgin, I have made no adjustments whatsoever, and it scrapped all the normal stuff, as well as the desk, but no build.

So, I tried it with a Leader, Codsworth, and it once again deleted the desk, and nothing built.

Attached is a list of all the mods I am running.

I am new to this whole modding thing, so if you need anything else, just let me know.

You have done awesome work! I love the Fallout Series, I played the four previous games vanilla and loved them, but found that I just could not enjoy FO4 until I found all of these wonderful mods! I am so glad that this community exists.

Thanks for your awesome work!
Get rid of scrap everything mod is 100% breaking your game by disabling precombines. No matter what anybody tells you scrap everything is a garbage mod with performance and game breaking capabilities. You can replace scrap everything with a couple of mods that work better and don’t cause issues.
1 clean my settlement
2 raze my settlement
3 place anywhere
those 3 mods will allow you to scrap everything in a settlement in about 5 mins but it will leave precombines in place keeping your game running properly.

also armor smith extended is a crap mod now days there’s better stuff out there that’s lighter weight. Also without ase you can ditch awkcr unless it’s required for your other mods

the basement living mod may be messing with the workshop system but I’m not sure never used it so not sure if it’s using the stock Fo4 workshop or it’s own system.

that’s just my general opinion after taking a quick look at your list but for sure scrap anything is garbage and shouldn’t be used.
 
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Get rid of scrap everything mod is 100% breaking your game by disabling precombines. No matter what anybody tells you scrap everything is a garbage mod with performance and game breaking capabilities. You can replace scrap everything with a couple of mods that work better and don’t cause issues.
1 clean my settlement
2 raze my settlement
3 place anywhere
those 3 mods will allow you to scrap everything in a settlement in about 5 mins but it will leave precombines in place keeping your game running properly.

also armor smith extended is a crap mod now days there’s better stuff out there that’s lighter weight. Also without ase you can ditch awkcr unless it’s required for your other mods

the basement living mod may be messing with the workshop system but I’m not sure never used it so not sure if it’s using the stock Fo4 workshop or it’s own system.

that’s just my general opinion after taking a quick look at your list but for sure scrap anything is garbage and shouldn’t be used.
Thanks for the feedback! I disabled everything you suggested, and tried again on Red Rocket - which is a virgin site, I haven't even looted it -with the Basic City Plan, and the city plan did not work. One of the problems at least is that it seems like the scrapping script, which is part of the City Plan, is also taking out the City Planner Desk, which is presumably required to complete the city plan.

I disabled the basements which appear to be using stock FO4, I recognize the setup of the one I used from Walden Pond. But they are not as useful as I though they would be.

Only question I have is what armor mod would you suggest? I will install those three mods you recommended for settlement management tomorrow.

Thanks again!
 
Basically, after assigning the city leader and that flying camera cutscene nothing happens. No new plots, settlers are just walking around. Tried this in Sanctuary (it reverted everything I previously scrapped btw) and the Castle. I have 21 ASAMs on me, should I put them somewhere? Tried refreshing the City Plan - nothing happens. What should I do?
Hey, i had the same problem. after i disabled the "unofficial fallout 4 patch" in Vortex everyting worked fine. no need to reload a clean save.
 
Hey, i had the same problem. after i disabled the "unofficial fallout 4 patch" in Vortex everyting worked fine. no need to reload a clean save.
That appears to be the Conflict!! :D

I had the unofficial fallout 4 patch enabled through the game directly, rather than through Nexus, and disabling fixed the problem.

As a test, I reenabled all the other mods I was using, including scrap everything, just for now, and the city plan initial build is working fine, without a city leader! The Starlight drive in looks wonderful!

Thanks!!
 
damn, sounds like it's having to choose between uf4p (at this point I don't even know what exactly any gamebreaking bugs they fix) or having city plans work right lol. Maybe it's safe to turn the patch back on afterwards?
 
That appears to be the Conflict!! :D

I had the unofficial fallout 4 patch enabled through the game directly, rather than through Nexus, and disabling fixed the problem.

As a test, I reenabled all the other mods I was using, including scrap everything, just for now, and the city plan initial build is working fine, without a city leader! The Starlight drive in looks wonderful!

Thanks!!
Sanctuary stopped and started, then crashed my game. I am assuming it is because I had it so heavily modified when I ran the scripts, over 30 ASAMs already placed. I have no plan to change that anyway.

But I was able to run three back to back, Outpost Zimnoja, Tenpines Bluff, and Abernathy Farm, although the game crashed in the middle of the third, and I am not sure where the city desk goes after this is done. But it is all a distinct improvement. And I was able to continue once I reloaded. So things look good overall.

I am going to disable the scrap everything and such, but I think the problem has at least been identified.
 
damn, sounds like it's having to choose between uf4p (at this point I don't even know what exactly any gamebreaking bugs they fix) or having city plans work right lol. Maybe it's safe to turn the patch back on afterwards?
You could try doing so, and see what happens. I just ran an hour of troubleshooting and noticed little problem after that. I am just gong to leave it off.
 
with the version i have which came out i think a couple days ago, i figured i want to try to do a city plan with the quest i send my settlers to sunshine co op and commence the city plan and nothing! zip nada nothing not a single building, i dont understand that was one of the greatest things i loved from sim settlements. the bug is very annoying bc i cant complete the quest as well i have to wait for the settlers to finish building which i had to use console command to skip tat quest. so please fix this bug!
 
Hey, I can confirm that disabling the UF4P did the trick for me. Worked fine in every settlement. As I really like the UF4P, I hope that the SS2 Team can figure out how to use SS2 AND UF4P in the near future. Keep up the great work!
 
I’ve always ran the unofficial patch through my vortex mod organizer maybe the Bethesda version has an issue ? Have you guys tried running it through the mod organizers instead of from Bethesda mod download.

haven’t played for the last couple weeks maybe the new patch is not working with uf4p hopefully this gets figured out as the patch does fix a lot of stuff.
 
haven’t played for the last couple weeks maybe the new patch is not working with uf4p hopefully this gets figured out as the patch does fix a lot of stuff.
I have played through just about every version of SS2 that has been released. UOFO4P has always been at the top of my load order. All the issues I have found have been conflicts with other mods. Especially XDI, which I made a patch for so I could continue my game.

The big question to these claims of UOFO4P is breaking my game: Where do you have it in your load order? If UOFO4P loads after WSFW, you are going to have problems. UOFO4P must load before WSFW and SS2. Kinggath worked with the UOFO4P team when creating WSFW to make sure it would be compatible. SS2 relies on a lot of WSFW functions. Load order is important!
 
Yeah I always have the unofficial patches as number 1 in load order as I learned with Skyrim many mods rely on it for stuff to work so it’s very dependent on being the first mod on the list. After that it was workshop framework and hud mods then ss2 and then everything else.

I don’t use other peoples mod load orders though I just do what makes sense to me, and that works for me but for the most part it’s best to use loot then make minor adjustments from there. another very important step is using fo4edit if your on pc to find mods that conflict especially on fallout 4 that uses precombines and previs mod conflicts can break your game so finding and fixing stuff can mean you have a stable game.

I will say though the unofficial patch has its own issues so if your other mods don’t require it you may be better off not using it in some cases, as it can and does cause some FPS loss and lag in some areas of the map but it fixes a lot more then it breaks so overall no point not using it unless it conflicts with other stuff.
 
Extract the workshop frameworks scripts from the BSA and put them as loose files in the Data/scripts folder
Why would you do this? If you upgrade and forget to extract the scripts again, the loose files will overwrite the updated scripts in the new bsa. This could potentially cause more problems than it solves.
 
Why would you do this? If you upgrade and forget to extract the scripts again, the loose files will overwrite the updated scripts in the new bsa. This could potentially cause more problems than it solves.
That's why i extract them whenever there is an update for Workshop Framework. Somehow some mod in my load order is overriding the original workshop scripts that Workshop Framework replaces and therefore city plans won't build up because of it. Since i've been doing this, city plans in my game work flawlessly.
 
That's why i extract them whenever there is an update for Workshop Framework. Somehow some mod in my load order is overriding the original workshop scripts that Workshop Framework replaces and therefore city plans won't build up because of it. Since i've been doing this, city plans in my game work flawlessly.
What mod manager are you using ? Also that’s a interesting way to make sure that wsfw will work but yeah just make sure not to forget each time you update. Although I thought most mod managers gave you a indication of a conflicting pair of mods allowing for overwrites.
 
What mod manager are you using ? Also that’s a interesting way to make sure that wsfw will work but yeah just make sure not to forget each time you update. Although I thought most mod managers gave you a indication of a conflicting pair of mods allowing for overwrites.
I'm using Vortex and it doesn't mention any conflicts. I redid my load order last week and removed some mods. But i'm still keeping the extracted scripts. If it works, i'm not gonna fiddle any more with it.
 
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