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Hangman's Alley Bugs for RotC

Just a note that the unpowered plot remains unpowered at HA level 3, although I think that's exactly what you were saying would happen. I take it a plot refresh wouldn't help? Weirdly enough at level 3 the power readout in the workshop actually goes red and stayed that way with the plot unpowered until I actually built and hooked up another generator rather than just running a line from the wind generator on top established by the build plan. That worked at level 2 but not at 3.

Place Everywhere refuses to touch the power cables. Didn't try disable/mfd but hopefully it's not one of those cases like the eternal geodesic gym and monkey bars at Sanctuary which not even disable can touch. They don't seem to have a physical presence so you can walk right through them, but they're definitely an aesthetic issue with how they clip through the upper levels -- which is weird saying in the case of a built-up maze of junk steel and wood, but there you go...

Just a thought, would scrapping the plot and then do a city refresh fix it? Or would it just re-spawn the unpowered plot?

I can tell you those power cables are resilliant. Even Scrap Everything won't touch them.
 
Floating junk in the alcove area where the Weapon workbench is located at level 2+. I waited until level 3 and also did a full City Refresh just in case something was meant to fill in the blank, but nothing's there still.

The gravity defying anvil is particularly worrisome and I fear for any tiny cartoon coyotes bumbling underneath it.

MbtFUza.jpg
 
I'll have to look and see if I have the same thing. HA is currently at lv 2.

I did find out that you can delete those pesky power wires with console commands. I wonder why I didn't try that the last playthrough...

edit- Don't worry about the coyote, he will be back in the next episode!
 
ScreenShot0.jpg
HA lv2, my lv3 is the same as your posted pic.
 
I found this unpowered residential plot in Hangman's Alley at lv2. It remained unpowered at lv3. I tried scrapping and doing a city refresh, but the plot did not re-spawn.

20180126082156_1.jpg
 
Never had unpowered plots at Hangman's Alley. I'm calling BUG! LOL
HA does need some TLC... it was pushed a little to make the dead line.
 
I found this unpowered residential plot in Hangman's Alley at lv2. It remained unpowered at lv3. I tried scrapping and doing a city refresh, but the plot did not re-spawn.

View attachment 1235
One thing, city refresh by design doesn't touch plots, just all the other construction. You'd have to run a plot refresh separately. If you've scrapped the plot you'll have to completely start the city from scratch for it to reappear.
 
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One thing, city refresh by design doesn't touch plots, just all the other construction. You'd have to run a plot refresh separately. If you've scrapped the plot you'll have to completely start the city from scratch for it to reappear.

I made a hard save before trying. I was curious. I did connect a wire from a wind generator to the pylon above it, and it received power. Temp solved.

I suppose I could re-load the hard save and see if a local plot refresh works. Just refreshing the single plot did not.
 
I made a hard save before trying. I was curious. I did connect a wire from a wind generator to the pylon above it, and it received power. Temp solved.

I suppose I could re-load the hard save and see if a local plot refresh works. Just refreshing the single plot did not.

Hm, if the single didn't fix it I don't think the local batch job will either, but no harm in trying (particularly since you've got a good save). The wind generator to pylon trick worked for me on level 2 to get it powered but oddly not on level 3, I had to add my own generator before it picked up the power signal again.
 
Hm, if the single didn't fix it I don't think the local batch job will either, but no harm in trying (particularly since you've got a good save). The wind generator to pylon trick worked for me on level 2 to get it powered but oddly not on level 3, I had to add my own generator before it picked up the power signal again.

I had just upgraded to lv3 when I noticed a lack of power on the HUD menu. I wonder if removing the wire and replacing it would fix it.
 
After upgrade to level 3, the city planner desk disappears.
 
There's a phantom light source on the ground level near the workbench. It looks like the light from a fire barrel with no barrel there or above. I waited till level 3 hoping it was gonna show up, but at L3 still has the light showing with no source.
 
There's a phantom light source on the ground level near the workbench. It looks like the light from a fire barrel with no barrel there or above. I waited till level 3 hoping it was gonna show up, but at L3 still has the light showing with no source.

Hah, I thought I did that to myself since I started off with a 'scrapall' command before enabling the city. Eventually just put the barrel back using Homemaker just so it wouldn't look so weird, especially since the idle marker was still there for someone to stop and warm their hands.
 
If you're using Place Everywhere hit the "Insert" key and you "should" be able to scrap the vanilla idle markers. They wont highlight, but the name will popup.
The leftover light sources always bugged me to death, until I started using Settlement Lights Out. Combine that with Darker Nights and you'll actually need that Pipboy light! Not to mention, lighting a settlement looks waaaay better.

Edit to add:
Also with darker nights, the RotC plans really look amazing at night. The designers did an amazing job on lighting!
 
Was HA part of the "cleanup" project in 3.12? I finally, finally got my level 3 city to refresh without crashing and I'm not seeing anything different. All the wires are still clipping through buildings, the floating objects are still there, etc. ...
 
With the option to "clean up the settlement" from leftover smoke emitters etc etc, the leftover vanilla light source casting the barrel shadow is still there near the workbench. This light source is not linked to its barrel so when we delete the barrel or sim settlement does, the light is not deleted along with it. Is this a thing sim settlements can fix?
 
With the option to "clean up the settlement" from leftover smoke emitters etc etc, the leftover vanilla light source casting the barrel shadow is still there near the workbench. This light source is not linked to its barrel so when we delete the barrel or sim settlement does, the light is not deleted along with it. Is this a thing sim settlements can fix?
No, that would require linking the source to the barrel, ie: editing a vanilla item.. something KG tries very hard to avoid.
 
I found this unpowered residential plot in Hangman's Alley at lv2. It remained unpowered at lv3. I tried scrapping and doing a city refresh, but the plot did not re-spawn.

View attachment 1235

As of 3.4.0 this plot is still unpowered on a new game. (Complex plan)
 
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