the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

County Crossing Bugs for RotC

Scrap the current one and build a vanilla beacon with a small generator to power it and see if that breaks things loose.
 
I have tried vanilla recruitment beacon, I hear the radio signal but no new settlers arrive. I also tried the rebuild data and refresh city and such options, but still no new settlers. Beacon seems to be on, radio signal can be heard but no new settlers arrive. Maybe some scripts have gone haywire?

EDIT: just to add, it happened to me in County Crossing but I am not sure that it is specific to that area, this simply is a new game and I have only couple of settlements unlocked so far, first was Starlight Drive-In and there settlers did arrive, but somehow it stopped after County Crossing. When I placed the recruitment beacon down for the very first time, before turning the settlement into RoTC settlement, one settler arrived pretty much right after the beacon went up. Then the movie started, then the settlement was built and no new settlers arrived since.
 
Just had this happen; got the message that CC was upgrading to level 1. A couple of game-hours later, gotta a message to help defend it. Got there, and there were NO residential, martial, or food plots at all; 0 on all counts. Just a couple of stores and one or two industries. Tried refresh; tried rebuild local data -- nothing changed. Had to take back the city and restart it from ground zero.

The only thing different in my game is that I upgraded to the latest SS/RotC between level 0 and 1. This is the first city that upgraded after installing the patch, so I'm hoping it's a glitch, and the cities that haven't upgraded yet aren't going to go through the same thing....
 
Might not hurt to go around & run Refresh City Plan.
And did you upgrade or uninstall old, install new, & move back to original location in load order?
 
Uninstalled old, installed new, no idea what the original load order was. :(

I ended up doing a complete destruct, and sending some of the 11 settlers to Spectacle Island. Rebuilt the desk, and McReady was still listed as leader, so I took back the city, reassigned him, and started the build. Cinematic plays, foundations build, and the remaining 9 settlers sit around with their thumbs up their butts. No building at all.

I even went to Home Plate and sat there for 20 minutes real time, and never got a message that they built anything. I think the settlement may be borked at this point, and I’ll just have to build it myself.
 
I cannot replicate the no auto assign/build. The reassigning of the leader is a known.. glitch.. cause you want to take the city back, but leave the leader assigned to the desk to keep their perks. But if the desk gets scrapped it should unassign them. Little tweaking there. LOL
 
Yea, I tried everything, but no go. Ended up nuking the whole thing and building it myself. Gonna keep an eye on other settlements that are ready to upgrade and see if the issue reoccurs.
 
Just trying to understand, the generator sound emitter in the center of County Crossing is not a bug because it is part of the city plan, but it should not appear before level 2 with the prop so to not break immersion. So is it a minor bug then if it is in level 0 and 1. Will it be adjusted, or is the plan final? Thank you!
 
RotC City Plan Level 1

  • Wooden box is not static and ends up underneath the tavern.
  • Coat hanger is not static and ends up underneath the tavern.
  • Water pump basket ends up stuck in the porch floor outside of the tavern.
  • Ironing board in the bathroom on the second level of the large building is not static. Opening the door pushes the ironing board leaving the iron and desk fan floating.
Refreshing the city did not fix any of these issues.
 

Attachments

  • Fallout4 10_29_2018 6_21_29 PM.jpg
    Fallout4 10_29_2018 6_21_29 PM.jpg
    315.2 KB · Views: 14
  • Fallout4 10_29_2018 6_23_07 PM.jpg
    Fallout4 10_29_2018 6_23_07 PM.jpg
    212.8 KB · Views: 13
  • Fallout4 10_29_2018 6_23_30 PM.jpg
    Fallout4 10_29_2018 6_23_30 PM.jpg
    146.9 KB · Views: 11
  • Fallout4 10_29_2018 6_28_04 PM.jpg
    Fallout4 10_29_2018 6_28_04 PM.jpg
    197.6 KB · Views: 14
County Crossing has way too much power for its own needs. I put some of my structures and had to lay a windmill down which produces 10 power. But the whole city plan produces 71, or 61 excluding my windmill.

This is way too much at level 0. Are the free resource generator objects still in Sim Settlements? I know there are hoses for free water in the tower at Oberland and under terrain at Tenpines, and some power generating junctions snapped on buildings at Greentop Nursery, from the top of my head. Those require tcl to find inside geometry and terrain and are a pain to scrap to return to normal values. I can't find them in county crossing. Many settlements have these way too abundant resources, and this breaks when playing with advanced Sim Settlement features. Like deficits, because a freshly established city doesn't have many settlers and must cope with large overabundance in some resources and thus is a target for raiders, as putting turrets will make them backrupt in no time. This is self a defeating feature under normal play... I love this mod, this is just a strangely inadequate and frustrating measure in other ways an excellent mod.

As of the most recent update in date of november 1st 2018, there is still a very loud generator sound emitter near the farm plots in the center of the settlement, is this the invisible 61 (odd) power generator?
 
Nevermind my last post, I found two 30 power producing Power Connectors in two locations, details are in the "High resources at level 0 settlements". There is still a 1 unit power I cannot find in the area. I guess a makeshift battery lost in the void as I've searched with TCL for 1 hour straight without success. Refreshing plots does nothing, scrapping the settlement entirely deletes it, so does "scrapall". I am positive this 1 power object came with the city plan.
https://simsettlements.com/site/ind...at-level-0-settlements.4883/page-2#post-56589

But I have to bring to your attention that there is a sound emitter marker high in the air with generator sound. This is very distracting as there are no generators at all in the settlement and this area is farmland. XD
It should be removed, or moved and changed to farm style sound effects.

20181102023549_1.jpg
 
I just built this settlement with the current city plan; the standard one which comes with RotC. It's at level zero and I noticed several settlers hanging out together at some of the checkpoints, in rooms, on farm plots... Some plots had a for sale sign on them which I couldn't get to go away and it turned out it was one of the overlapping plots. This may have been after I refreshed the city plan but I'm not sure if there were duplicates before then.

Anyway, it doubled up many of the plots when the city was built. I had to go around seeing which plots had two objects in the same spot and delete one of them. Also, the plan says 20/25 settlers but there are only 18 beds unless I add more. There are several obvious places for plots to go so.

Presumably someone else would have noticed this unless it's a new issue with the Workshop Framework.
 
I just built this settlement with the current city plan; the standard one which comes with RotC. It's at level zero and I noticed several settlers hanging out together at some of the checkpoints, in rooms, on farm plots... Some plots had a for sale sign on them which I couldn't get to go away and it turned out it was one of the overlapping plots. This may have been after I refreshed the city plan but I'm not sure if there were duplicates before then.

Anyway, it doubled up many of the plots when the city was built. I had to go around seeing which plots had two objects in the same spot and delete one of them. Also, the plan says 20/25 settlers but there are only 18 beds unless I add more. There are several obvious places for plots to go so.

Presumably someone else would have noticed this unless it's a new issue with the Workshop Framework.

I can confirm, it happens to me too. Plots including the table double once population goes pass 12 as far I can tell.
 
I'm running with the high performance (low detail) options, as my PC is 5 yrs old, and although it was powerful at the time, it lags behind by today's standards. I have issues with County Crossing in that it builds a massive town, with 25 settlers, even though all the other optimized plans are limited to 15 max. Is the County Crossing plan not optimized yet, or is there an alternate lower-impact one I can use?

Failing that, I'm going to consider trying to just destruct it, and let it go so unhappy they leave me if need be (as an empty settlement with 25 people, they'd get unhappy fast). I can get in to it, but I usually have to warp to a nearby location, and then slowly, slowly walk over, saving and waiting a minute every dozen yards or so :/
 
When it went from L0 to L1 I had internal and 2x2 plots overlapping. So, it's definitely gone wonky.
 
When it went from L0 to L1 I had internal and 2x2 plots overlapping. So, it's definitely gone wonky.
Yeah I am having the same issue. 2x2 Plots are spawning on top of other structures which have interior plots inside them. And currently at 22/25 settlers on the non complex city plan...

I also for the life of me cannot find one of the Industrial plots reported to be in the settlement.
EDIT: I found it. Turns out a lot of the interior plots are doubled up as well, so had 2 industrial plots on top of each other. I guess the fact that there are plenty of job plots should have been a clue. Guess that also explains why the holotape reported 8 martial plots...

Is there a way to fix this? Other than letting it get to tier 3 and then manually fixing stuff?
 
Last edited:
Top