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Bug Generators Breaking Constantly Despite Surplus

RawHail

New Member
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I started a game where I'm using all the realism settings in sim settlements but don't have the perk to construct windmills, so have to rely on power sources that cost caps, mostly the small 3 power generator because my settlements are all new, but the generators keep breaking, even when my settlement is producing a surplus of caps and the HUD bar shows it close to the caps symbol. I've seen it happen in every settlement where I put down a small generator, 5 so far. It happens in settlements making 1 cap from plots (deficit) and settlements making 10 caps (7 cap surplus). The single generator is the only electrical object in any of these settlements, no turrets are used anywhere. I did notice however that it only breaks as soon as I fast travel to or get close to the settlement on foot, as in as soon as I get close my radio loses the settlement beacon because the generator just blew when I'm 50 feet (ish) from the settlement border, which is when it starts to load in the cell I'm guessing? I don't know. Again, I'm 20 hours into this playthrough and it happens consistently, nearly every time I enter one of my settlements, which is making plots impossible to upgrade because their power keeps getting cut.... I can try other power sources other than the small generator if that would help narrow things down.

EDIT: Something I forgot, I am using 4.0.0 3-in-1 pack, no conqueror, and I first noticed this while playing on 3.5.2. Year 1 megapack and various add-ons are also used.

Thanks for any help, and sorry for the word wall, trying to be as detailed as possible lol. Also, not a bug but I side note I tried using the windmills from SOE because I saw kinggath say on a forum post that he added the no cost tag to them, but mine is still costing me caps (the small scrappy 5 power one). Just something I noticed during testing.
 
Back with more info.

Seems to be a bug with either maintenance costs or taxes, because turning those 2 off in the settings fixed the problem, no more broken generators. I did expand the testing though to the best of that character's ability. The battery and the windmill from SOE wouldn't break but the vanilla small and medium generators would at almost a 100% rate whenever I returned to any settlement, surplus or no. Checked with mods and console and several of these settlements didn't have synths, so they're not the ones breaking things.

This one is harder to pin down but I also noticed when looking at the taxes my numbers weren't adding up, where the taxes the desk said I should be getting were as much as 50% lower the HUD readout/what I was actually getting, despite there being no active electrical objects in the settlement (I got rid of all of them). Do industrial (not advanced) power producing plots cost caps? Because that would help explain some of the problem, but even settlements with no industrial plots that had a surplus due to houses and shops were getting this bug. Is there anything I can reset to fix this issue? Never had it before with SS but then again in all previous playthroughs I used windmills.....

Thanks!
 
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