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Cursed with bugs...cell reset instant items/mobs

Jacozilla

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Thought it was due to recent FO4 update and F4SE, etc but even reverting back to old ones where I'd just played 30+ hours with no problems now has this bug.

Every mod uninstalled, or all mods loaded it, no difference - any zone I goto, interior or exterior, every mob is respawned and all item containers as well.

Basically, long as I travel - on foot or via fast travel, far enough away the cell unloads, when cell loads again, everything respawns. Again, I've tried brand new game starts with zero mods, and still does this. Load all my mods back, same thing.

Seem to be cursed with game breaking bugs after spending awhile restarting new save. But now I'm stuck because even restarting with zero, I mean zero mods loaded - not even unofficial FO4 patch, and I get this weird infinite respawn bug.

Only thing that fixes it is if I downgrade difficulty from survival to very hard - then magically, it's fixed. But I can't then revert my diff back up to Survival which is only mode I like playing in.

I would try to ignore it but there are so many areas where instant respawn is so annoying, like everytime going back to Hangman's Alley - the super mutants are back, etc.

Note - I've also tried to force the cells via console setGS IHoursToRespawnCell and IHoursToRespawnCellCleared and no effect.
 
On a serious side, I assume you tried the fallrim tools before all that.

When disabling mod there is one I do not ever disable once installed, the F04 patch.

Revalidate game files in the steam menu. kind of an important step. (1)

Go back to a save that worked and then play forward. Assuming it is far enough back and what caused it is..... fixed, or maybe this time avoided. It needs to be far enough back before the current save was corrupted.

(1)mods are not the only bugs, vanilla is also very buggy that is one reason console commands are so often used in the vanilla game.

Reinstall the entire game, maybe check out biraitbec guide for pointers.

now me being funny. Sorry! I know you’re having a bad day that all to many fallout 4 fans can share with you.

never mess with Supervisor White!

upload_2018-8-7_14-9-57.png

maybe not as funny, removing primary scripted NPCs from the game manually.
That is where I would go back too in my save file first.
 
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More I think about it, and be rational, had to have changed some game setting/installation between last newgame and now.

I did try a full mod unload via purging plugins.txt but that didn't get rid of the 4-5 mods that install without an ESP, e.g. the mostly F4SE stuff I updated that has no esp like looksmenu, MCM menu manager, etc.

better example of this instant cell spawning thing -- take something we're all familiar with, the Abernathy quest location -- the satellite array.
-couple bandits outside
-clear all bandits inside

I can literally kill the bandits outside, zone into the interior through the door, step outside 1 second later and the outside bandits are back alive again (with all loot containers respawned). I can also step inside, kill all bandits - have zone marked Cleared, step outside (kill bandits out there again), step back inside and entire interior zone is respawned again including loot containers.

1. It is definitely not a corrupted save file issue, or at least not one that got corrupted along the way after it was good for awhile because can replicate this instant cell respawn by starting brand new game with or without ALL esp mods pulled from plugins.txt

So it's definitely something baked into my game environment.like the script installs from MCM, looksmenu, etc.

Best I recall, all I did between the last game where this was fine and newgame started recently is the FO4.exe update - which also meant installing 4-5 updated mods that require sync with the FO4 executable -- F4SE, looksmenu, MCM menu manager, etc.
And Transfer Settlements as decided to re-give that a try.

So I'll have to bite the bullet and do a full uninstall of not just unloading the ESP but actually revert all the files out via NMM uninstall. I should have just stayed with the old executable and not update. Such a hassle.
 
I don’t think the F4SE has much if anything to do with your current issue. Sometimes it can be what you did hours ago and never noticed that gets triggered by a recent change.

Like :declare

Flush a towel down a toilet.
Huh, but the toilet still works?
Yep, but it is caught by a root under your house.
Just waiting for uncle Boris too, UNLOAD.
Now you have a holiday meltdown?

So, Who caused what?
The innocent little kids who were not supervised?
Or
Our beloved but smelly uncle Boris?
 
If you rename the Plugins.txt then launch via the vanilla launcher and start a new game does the reset still happen?
IF it does, you have something corrupted in the core game files. Which can happen out of nowhere... been there had that!
 
So, Who caused what?
The innocent little kids who were not supervised?
Or
Our beloved but smelly uncle Boris?
Aunt Betty's Cannoli's! Lord she goes heavy on the ricotta!
 
If you rename the Plugins.txt then launch via the vanilla launcher and start a new game does the reset still happen?
IF it does, you have something corrupted in the core game files. Which can happen out of nowhere... been there had that!

Good idea and tried it, also tried all scenarios below and truly stumped...

1. Plugins.txt w/ all mods loaded, launch w/ F4SE - bugged instant cell respawn

2. Plugins.txt stripped of ALL plugins, launch w/ F4SE -OR- vanilla launcher = same bug

3. Both of above with brand newgame - with or with any mods loaded, with or without using vanilla launcher = same bug

4. Resorted today to last gasp - re-verified integreity core files via steam, actually uninstalled w/ NMM everything - not just remove ESP from plugins.txt but actual file removal inc script only mods like Looksmenu, MCM menu manager, etc
--started new game with nothing but FO4 Unofficial patch mod and same bug

5. So thought maybe it was something I did in game, not mods - as in, I avoided Preston and never had issue doing this before but decided to follow 'vanilla' game script and freed him. Same bug.

The 3 example test areas I always used was Concord, Satellite Array, and Hangman Alley - 100% instant cell respawn of exterior and interior cells. There are -some- cells that don't respawn, like Vault 111 exterior, the crates outside once looted stay looted. But almost every other encounter zone insta-respawns.

Checking my save via Falrim tool doesn't show any errors other than the usual 'unattached instances' which I was told is normal for FO4. No threads hung up or missing attachments. But since I can replicate this literally the moment I step out of vault 111, I don't think this is issue of save file becoming corrupt unless it becomes corrupt soon as I start Vault 111.

No idea what could be different other than updated FO4 executable and F4SE, which I tested by reverting back to old and still same bug. Checking console for getGS IHoursToRespawnCell and IHoursToRespawnCellCleared shows proper settings.

6. I wrote my own ESP mod to force both cell settings above to 168 hours and 480 hours, the vanilla defaults and no dice. Same for force setting those lines via console startup.bat

Reading google it seems other users had this as bug with legacy FO4 but was supposedly patched and fixed. Oddly, as I said - the sure fix though that works for me is to revert mode from survival to very hard - then instantly the bugged cell respawns stop and everything works according to cell timers set above.

Only scenario I haven't tried is deleting everything, like all mods, all NMM install, all steam install of FO4, re-download everything from scratch and re-install one by one each component.
 
Well just going to ignore this and just spit on Bethesda now and then. Tried last ditch delete / reinstall everything, including just in case nuke old INI files and let game generate brand new ones and no dice.

No idea how I played prior game without this bug but its now persistent regardless what I do.

It's livable for most part other than the OCD complex of nagging why it doesn't work now when it used to before the FO4 executable udpate. I know some people actually WANT more spawns. But OCD aside there are few places like Hangman's Alley where it's a real chore cleaning out the mutants over and over every time going by to Diamond City.

Ignoring them isn't always possible either as depending how close the fighting gets, can interfere with sleeping w/ enemies near warning.
 
But OCD aside there are few places like Hangman's Alley where it's a real chore cleaning out the mutants over and over every time going by to Diamond City.

Ignoring them isn't always possible either as depending how close the fighting gets, can interfere with sleeping w/ enemies near warning.
That is not a bug. it's a Feature. :todd:
I setup 4 turrets and put a FT mat behind the big tree. So every time I FT to Hangmans , the muties are toast about 2 seconds after loading. If walking, I never see them, just hear the turrets & loot the piles of ash.
I did finally make a mod that removes them, it's forking annoying as hell. LOL
 
So it seems Bugthesda re-introduced the survival cell reset feature.
humm.. I haven't played on survival in a long time.. might give it a run and see.
 
Minor but annoying as hell is also the bandit raider, just 1, that constantly respawns middle of Hangman's Alley whenever load cell again, shooting bullets as I materialize from fast travel. Settlers/turrets kill quick but still annoying.

Read old google post about theory how this vanilla bug (mods irrelevant) could be tied to radiant quests or story quests.Not quests specific to that location as we know that can and should trigger repopulation so you can do quest.

But just having quest in journal. Not sure but will see as get further into play through because other thing different than last where had no issue is used player.setlevel to make myself same level. So got all the DLC quests in journal same time. Grasping straws but oh well, have to see.

Kinda wish I'd play very hard mode where bug disappears instantly but never actually finished play through in survival so doing it for that, even if no official achievement for it.
 
Minor but annoying as hell is also the bandit raider, just 1, that constantly respawns middle of Hangman's Alley whenever load cell again, shooting bullets as I materialize from fast travel. Settlers/turrets kill quick but still annoying.

Read old google post about theory how this vanilla bug (mods irrelevant) could be tied to radiant quests or story quests.Not quests specific to that location as we know that can and should trigger repopulation so you can do quest.

But just having quest in journal. Not sure but will see as get further into play through because other thing different than last where had no issue is used player.setlevel to make myself same level. So got all the DLC quests in journal same time. Grasping straws but oh well, have to see.

Kinda wish I'd play very hard mode where bug disappears instantly but never actually finished play through in survival so doing it for that, even if no official achievement for it.
Sometime just for fun, toggle all workshops on when leaving the vault. Then when you get to Hangman's Alley.. the Raiders wont be hostile and will act & are assignable just like normal settlers. Just have subtitles turned on, as they don't have the settlers dialog package.
Oh, don't rescue the PIA 5 in Concord until after. Then you'll have the Raiders saying the "We knew you'd help us".. We could really use your help" Which is funny as hell.
Outpost Zimonja is hit or miss..
If you're above level 20ish.. the DLC workshops will unlock too.
cqf workshopparent ToggleOnAllWorkshops
 
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