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Question City Plans not working

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39
I just got the quest to meet up with the boys Ol paul and squad and do a city plan with them. I did that but when i get to the cinematic not a single plot gets put down after the scrapping. In fact, not even everything gets scrapped. It just kicks me out of the cinematic that I was just starting to vibe to. I ran it again with my hands off keyboard and mouse just to double-check that I didn't hit something by accident. Any Idea on cause?
 
same issue here with both nexus and bethesda.net versions, but its not just the base ones that are doing it, they all are broken. absolutely none will load anymore.
 
@randogaming
@Jebediah Kerman

Which version of SS2 are you running?
Also which location did you choose for them?
Myself did choose Kingsport Lighthouse on the L release, the Cinematic scene was a bit different then normal for me.
I forgot to clear 2 Atom lovers so they started a gunfight during scrapping and building, after that it did complete though.
Maybe if your location is different I can rollback to that point and instead choosing the Lighthouse I choose your location(s)
 
@randogaming
@Jebediah Kerman

Which version of SS2 are you running?
Also which location did you choose for them?
Myself did choose Kingsport Lighthouse on the L release, the Cinematic scene was a bit different then normal for me.
I forgot to clear 2 Atom lovers so they started a gunfight during scrapping and building, after that it did complete though.
Maybe if your location is different I can rollback to that point and instead choosing the Lighthouse I choose your location(s)
I am using the MOST recent version available on Nexus or 2.0.0L, I used Starlight Drive-in. I killed everything beforehand so that was not the issue. I can go back even run a Kill All command if I need to to be extra sure. However, Since posting, I have also tried Sunshine Co-Op, and doesn't work either. I am also running SS2 Extended version 2.0.0 if that could theoretically be causing some kind of issue.
 
Are you using any mods that change settlements?
Such as Scrap Everything, or All Settlements Extended and the like
Some of these mods change what the city plan placement system expects to encounter in a settlement when it tries clear it and start placement of objects.

I believe there are a few mods that also change the workshop - some just because they have included a copy of the workshop scripts (possibly mistakenly) I'm not sure if its the case but I vaguely remember reading that X12 Plasmacaster had this issue.
If these are after Workshop Framework mod which is required for SS2 (the one that carries out city plan building - and is an esm file so it loads real early) then this could be the issue.

Have you tried to see if you can import a layout?
Layouts are another way of getting a settlement built for you, (They use similar mechanics to city plans).
If you want to do a little fault finding, try to build a layout.
You could see if it will work with the 'build it' option - which tries to scrap the settlement first.
And if it doesn't use the 'build it, but without any scrapping' option - which will just place all the objects.

I include layouts for all my contest city plans... (you could use one of them - for testing I know Somerville has used the Vanilla SS2 Scrap Profile whereas most of my other cityplans use custom scrap profiles - choose the level 0 plans as they will be the quickest to complete).
Workshop Framework options allow you to claim a settlement immediately if you don't already own it.
You can use 'coc SomervillePlace01' in the console to travel directly there.

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I do have scrap everything transfer settlements and settlement boarder expansion project settlement objects unlocked as well as ashes clean sanctuary those should be before workshop framework?
 
As I understand it, what happens is when the city plan goes to build it has a list of objects it knows the location for in the settlement, it knows what it needs to get rid of, probably using their ID numbers, (whats called a scrap profile). When Mods change a settlement and those IDs it may be that the city plan build process gets hung up on trying to find objects that are no longer in game, thus it just appears to stop.

City plans can work on modded settlements, but they require a custom scrap profile - where the plan knows all the new objects and IDs of them in the modified settlement. A custom scrap profile is where you export the settlement with nothing removed - a list of all objects, and a second export with all the objects that need to be removed by the plan (you can actually put them back in the plan if need be). Then the whole city plan needs to be regenerated in the City Plan Web creator.

ROTC plans were ported across using a script, so in any settlement that is modified, they will likely encounter issues.
For plans on Nexus from creators, you will need to contact the author, likely need to provide them with the unscraped and fully scrapped export log files so they can create it using their city plan level exports (4 if its a multi level plan) so they can create a plugin for the modified settlement.

Layouts may work fine if you use the build it but skip any scrapping option as its just a matter of placing objects.
If this is the case then you another options is create a profile without the mods that change settlements, build the settlement/plan, export that, create a layout, import that into your modded settlement profile.
 
@randogaming
@Jebediah Kerman

Which version of SS2 are you running?
Also which location did you choose for them?
Myself did choose Kingsport Lighthouse on the L release, the Cinematic scene was a bit different then normal for me.
I forgot to clear 2 Atom lovers so they started a gunfight during scrapping and building, after that it did complete though.
Maybe if your location is different I can rollback to that point and instead choosing the Lighthouse I choose your location(s)
both ss2 and ss2ch2 latest available, 2.0.0L and in all settlements, hence why it took so long to reply, and its not just city plans, its also layouts too, even those will not load in any settlement. and i have nothing that modifies terrain or settlement borders installed what so ever, even started a clean save with just ss2 and ss2ch2 installed with their dependencies and still had the issues
 
The issue was the Scrap all and Expanded borders I have yet to test if Flattened settlements have an effect when used without the other two mods. Scrap everything fucks it up by itself. I dont know if expanded borders does if used alone. I will test tomorrow.
 
both ss2 and ss2ch2 latest available, 2.0.0L and in all settlements, hence why it took so long to reply, and its not just city plans, its also layouts too, even those will not load in any settlement. and i have nothing that modifies terrain or settlement borders installed what so ever, even started a clean save with just ss2 and ss2ch2 installed with their dependencies and still had the issues
Well I tested a few other plans, there is a difference with how they worked before.
I tested with my full modlist (incl. X12 Plasmacaster) and in all cases the cinematic scene was very short, then the loading screen appears and after some time I dropped back in the game in Workshop mode. Finishd the conversation with the "major" Then looked around the settlement and saw only the "build" stage of every plot was triggered. (Foundation & wired powerpole) Then after some time the actual building starts.

In my first run I thought it was just a Fallout 4 thing, but I can replicate it every time.
I then went and disabled mods like High FPS fix, since they kick up framerates while loading screens and the like are running.
Had the same result as before, a very short cinematic scene, only the foundation and a wired powerpole where build.

The settlements where all "new" to me, I did not interacted with them before, or discovered them yet.

Based on these tests and my setup, I can imagine that in the given "game time" the cinematic scene and / or build sequence won't fire up.
If you have not installed it you can add Buffout 4 to your list, if you already have that, add Baka Scrapheap.

When you're comfortable with a texteditor or bethini you can also add / change these in Fallout4.ini:
[HAVOK]
iNumThreads=5 (is the maximum, if you have 4 cores set it to 4)

[Papyrus]
fPostLoadUpdateTimeMS=1000.0 (maximum = 2000, but we want things stable and not increase loadtimes to much)

Before doing any edits, do make a backup copy of your .ini file!

The idea behind these tweaks is to give scripts more "breathing room".
Downside of the Papyrus setting is that it will use that time, even if there is nothing to do.
I hope these settings wil benefit you, so that you can continue the game, which is the goal at the moment :)

A note on scrapping mods, fine for powerusers if you know what you are scrapping and what the impact will be.
If you use them because you find it tideous / boring etc. I do recommend the Settlement Salvage bot and choose during install the FIRST option.
When you put one down in a Settlement you setup it up via a menu and it will scrap the whole Settlement for you and dump the scrap in the workbench.
It's like you would scrap everything by hand on default settings, now it is automated in a lore-friendly way.

Hopefully this helps, other ideas / corrections are welcome ofcourse, if not we'll investigate further.
 
Just from the live stream, Kinggath said to make sure that if you have the Unofficial patch that it loads BEFORE Workshop Framework
 
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