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Closed Inert settlers - fixed by deleting non-existent form instances

Cranky Cat

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I'm not 100% sure this was only from SimSettlements but I did get it fixed in case someone else runs into this issue. The issue may not be a SimSettlements bug although I did remove the form instances.

My first settlement started out fine but then all but 2 or 3 out of 15 settlers stopped going home or to work and just stood around one spot. I'd leave and come back, sleep and wake up, etc. and they'd always be in that one spot. They wouldn't teleport to their jobs, go home, or to to the relaxation spot.

I enabled logging and saw this repeating:

[11/22/2017 - 04:47:02PM] error: Unable to call GetTargetActor - no native object bound to the script object, or object is of incorrect type
stack:
[Active effect 2 on <nullptr actor> (FF01771:cool:].Kor_BylProhledanScript.GetTargetActor() - "<native>" Line ?
[Active effect 2 on <nullptr actor> (FF01771:cool:].Kor_BylProhledanScript.OnTimer() - "C:\Users\Spravce\AppData\Local\Temp\PapyrusTemp\Kor_BylProhledanScript.psc" Line 5


Downloading Fallrim Tools I checked the non-existent form refs and Kor_BylProhledanScript was actually there 4 or 5 times. I deleted these, saved to a new save file, and my settlers went back to normal. I also got rid of Orphans of the commonwealth because they wouldn't do any non-generic tasks and just stood around if they were assigned to a job. I'm not sure if that matters since the other settlers still worked afterwards for a while.

(I don't know how to avoid the emote's or use code blocks here)

Here's a step by step of what I did:

1. Installed Fallrim Tools
2. In my game I traveled to an interior cell which wasn't in a settlement and saved. I use the console command and did a "save preclean" command to keep it simple to find.
3. I loaded the last save in Fallrim Tools (Resaver.exe)
4. I chose Clean->Show Unattached Instances and after checking them used Clean->Remove Unattached Instances. I didn't actually see any SS items there though.
5. Next I chose Clean-> Show Undefined Elements but found nothing
6. I chose Clean->Show Formlists Containing Nullrefs and found nothing.
7. I chose Clean->Show Non-existent-form references and saw the SS script under "K" for Kor_BylProhledanScript. I deleted just those.
8. I saved as "postclean".
9. I loaded postclean and went back to my settlement. I then went to bed until the next morning at 8am and the settlers were in their correct positions. They were no longer all standing in one spot. Even the one on the rooftop bar went to the right spot.

I hope this helps someone else!
 
I also got rid of Orphans of the commonwealth because they wouldn't do any non-generic tasks and just stood around if they were assigned to a job.

I think whatever mod you will use with children will have the same effect, children can only have jobs concerning food (if I remember well it's because of animations)
 
I think whatever mod you will use with children will have the same effect, children can only have jobs concerning food (if I remember well it's because of animations)

Yep, that's what I figured. I wasn't sure if it was breaking anything. In the future I may build beds for children somewhere instead of assigning a home and let them tend the chickens :) You get 2 food per nest!
 
I am having this same standing around issue. I just redesigned ten pines. While stuff is indeed getting done (plots are being built) every one is just standing around looking south east save for about 3 people (there are 14 people at this settlement). I am not wholly savvy doing mods but I will give this a try if there is nothing simpler. I was really disappointed to see all my settlers in these small cities I created standing around like mind controlled zombies while stuff magically gets built.
 
This problem has always existed since the release of Fallout 4 (and existed in other versions), and will always exist. Quite simply, the settlers have nothing to do and so ................... do nothing: p

I do not exactly remember the schedules but the settlers have 3 periods: work, sleep and rest, and the problem occurs mainly in rest periods if too few markers of activity exist. The only solution is to add sandbox markers. For that there are many solutions :
- add some vanilla items ( for example chairs, bench, tools, ....). If you add a vanilla food store for example, even without a merchant, look what happens : they have afterwork near it :p
- use some mods permitting to add more relaxation items

With the SS plots, the problem also exists in work time for farmers :
- if you use simple food production plots, they generally work on the plot, gardening takes a lot of time :p
- if you use elaborated food production plots, there is generally a lack of activities to do on the plot while working hours

Without wanting to argue, and there are exceptions, there has always been opposition between the beautiful and the useful, and each modder has in general its specificity. It is up to the player to choose the items he installs in a camp according to his expectations. You want an animated camp, with a lot of activity markers. You want a contemplative mode, choose the most beautiful items :)
 
I did put idle-objects around including a rec center with tables and chairs, exercise equipment, etc. and they used that originally before they went all zombie on me. There aren't any idle points next to where they gather so I can't figure out why exactly they'd want to go there. At any rate, I'll see if it stays clear. I did delete my rooftop sun-deck since that never seemed to work for the AI. I just built a 2 story wood with the interior shack staircase and they work with that so far. The settlers started using it before I even had it finished.
 
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