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!

Discovery System fails if player is not at discovery location when caravan returns

FEAROFCAPS

Active Member
City Planner (S3)
Wiki Contributor
Messages
164
After testing this multiple times on different locations I am pretty sure the settler location discovery from a caravan searching a location with a Mark I Beacon fails to correctly unlock plots if the player is not (still?) at the discovery location when the caravan returns to it's original settlement.
I've tested this multiple times per discovery location for locations which are set to always discoverable. It's possible that instead of failing completely, the AlwaysDisovered tag doesn't work properly if you aren't at the discovery location, and instead it becomes a chance discovery.
I think one time I managed to get the unlock immediately after fast traveling back to the settlement, but I assume the game counts you as in the original location until you arrive at your fast travel location, or it might have been chance.
One other user mentioned problems with getting the New Bugle building to unlock and said he only managed it by remaining close to the New Bugle building, so it's possible that you only need to be within the same cell as the discovery location, or close enough that it doesn't de-spawn.
Not sure if I'm allowed to post the always discoverable locations beside New Bugle, but I would appreciate anyone else's confirmation. The discovery system creation guide uses the command "passtime 24" twice in a row to trigger the unlocks, so you could do that to test it.
 
Yeah, that didn't work for other locations, like Hubris Comics. Now I'm not even sure if being close to the location is necessary or that was just a coincidence.
 
Is it possible this feature is not fully implemented in chapter 1 since there is no mention of it in game yet?
 
Is it possible this feature is not fully implemented in chapter 1 since there is no mention of it in game yet?
With how much time the "toolkit" spends on describing how it works, I would be more inclined to think either it's bugged or we just haven't worked out how it's actually meant to be used yet.
 
With how much time the "toolkit" spends on describing how it works, I would be more inclined to think either it's bugged or we just haven't worked out how it's actually meant to be used yet.
Yes but only people who have looked at the "toolkit" know anything about it. Nothing in the game tells you you can keep dropping ASAM beacons and you will unlock plots if you happen to put one in the right location. You have to read every post on the forums to hear about it
 
Yes but only people who have looked at the "toolkit" know anything about it. Nothing in the game tells you you can keep dropping ASAM beacons and you will unlock plots if you happen to put one in the right location. You have to read every post on the forums to hear about it
I wouldn't take that as proof it's an "incomplete mechanic" though, I mean how much of the mod in general has actual tutorials?
 
Yes but only people who have looked at the "toolkit" know anything about it. Nothing in the game tells you you can keep dropping ASAM beacons and you will unlock plots if you happen to put one in the right location. You have to read every post on the forums to hear about it
It is mentioned in the description of the Mark I beacons.
 
I wouldn't take that as proof it's an "incomplete mechanic" though, I mean how much of the mod in general has actual tutorials?
I'm not saying it's proof. I'm asking if it's possible that there is stuff in the toolkit that isn't fully functional in the game yet? To give builders a head start on whatever chapter 2 is so it's useable when it launches instead of getting new mechanics and then waiting for it to be implemented later on.
 
Yeah, that didn't work for other locations, like Hubris Comics. Now I'm not even sure if being close to the location is necessary or that was just a coincidence.
I'll see if I can get Hubris Comics to work tomorrow on my play through. I have heard somewhere on the forum that the magazine builsing is not actually implemented but I'm not sure if that's true.

Have you tried any of the other locations?
 
On one of my test runs I accidentally unlocked Brewery at Gwinnett Brewery. But the "guaranteed" location is Beantown Brewery (didn't work btw), if I remember correctly. Haven't tried others. I've decided to wait for more updates to do a proper playthrough.
 
I'm not saying it's proof. I'm asking if it's possible that there is stuff in the toolkit that isn't fully functional in the game yet? To give builders a head start on whatever chapter 2 is so it's useable when it launches instead of getting new mechanics and then waiting for it to be implemented later on.
Even those of use 'in the know' have no clue what chapter 2 will be. ;)

As @FEAROFCAPS said, Hubris Comics may not be causing an unlock due to the plot it unlocks not being implemented yet.

This is an interesting theory. I have not yet unlocked anything with the beacons in many playthroughs...
 
I have not yet unlocked anything with the beacons in many playthroughs...
I have, without being near either the beacon's dropoff point or the settlement that sent out someone to pick it up, which is why I am a bit dubious about it being completely broken. Bugged I can definitely believe, but it's one of the few features I've actually seen working how I expect. (although to be honest, at this point that should probably be a sign that it IS broken, since everything else screws up on me in strange and exciting new ways)
 
Yeah, that didn't work for other locations, like Hubris Comics. Now I'm not even sure if being close to the location is necessary or that was just a coincidence.
@Saito404 @yaugieLC

Well I just tested I couple things at Hubris Comics with a caravan from Bunker Hill. It worked, and I unlocked the Magazine Press .
To be clear, were you inside when you scanned, dropped the beacon and waited? That unlock has InsideOnly set. I used the command "passtime 24", which I'm going to call PT24 three times in succession to trigger the unlock.


I also tested the following scenarios each three times while scanning and dropping the beacon inside
  • 3/3 SUCCESSFUL: PT24 three times while inside. This always triggered the unlock.
  • 0/3 SUCCESSFUL: Walking directly outside, PT24 three times This didn't trigger the unlock
  • 1/3 SUCCESSFUL: Using PT24 twice, until the settler showed up, walking directly outside, and using PT24 one more time. One time this did work, twice it did not.
For me this heavy credence that the AlwaysUnlock trigger only functions properly when you are at the discovery location when the caravan returns to the settlement.
The fact that being outside when the caravan returned to the settlement worked 1/6 times also agrees with the idea that discoveries can be unlocked by chance, at least occasionally, and this might be independent of your location when the caravan returns.

I have no idea what the probability (allegedly modified by perception and luck) of discovery is supposed to be for the not AlwaysUnlock discoveries, but it seems to be (relatively low). This makes sense to some degree, because most discoveries have multiple locations you can discover them from, it does seem like the AlwaysUnlock property only functions correctly when you are still at the discovery location.
 
I have not yet unlocked anything with the beacons in many playthroughs...
Actually, this is not true... I forgot that I did unlock something. The location was fairly close to the settlement I selected. I did see the caravan settler and a brahmin when I exited the interior cell. It was about a day later when I got the popup saying what the haul was and after that an unlock popup. I was nowhere near the location when this happened.
 
Just to add one data point to this all, and it may reflect something that got fixed in a later patch, I had Greygarden loot Beantown and walked away. I was in Diamond City tracking down what I'm sure is a very important and useful robot when the caravan got back to Greygarden, and I got the brewery just fine.

Actually it was kind of scary for a moment because I got the looting popup just as I was crossing into the transition out of Diamond City, and I was stuck on the load screen until I clicked through the popup. Saw the new plot notification though!
 
Upon further research, I think that AlwaysUnlock tag is not properly evaluated. I believe there is chance to discover an unlock, and probably this is independent of where you are during the caravan run.
 
Top