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Initial Sanctuary settlers not being assigned to plots

adder42

New Member
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6
Hi there all, I was bombing around and I found a video of this mod on youtube; full disclosure I don't often play with mods but I hate the vanilla settlement system and this looked so cool so I figured I'd give it a try. So I installed this and the industrial revolution expansion, the HUDframework, and a few other basic mods (unofficial patch, expanded budget, etc) and started a new playthrough. I went through the intro scenario quickly to get my first 5 settlers so I could start zoning. I immediately built 5 residential plots, 3 industrial plots, 2 agricultural plots, and 1 martial plot. I built a big water purifier and wired everything up with power. So 3 of the housing plots and 1 of the industrial plots, plus both of the farms got assigned out, but for some reason the other two houses remain for rent as do the other job plots. It looks like some of the settlers got assigned to farm the default starting agricultural assets (the melon patches in the back of the main house) so that might explain that, but how come two of my settlers are refusing to move in and build houses? Is there something specific with the starting named npcs? I don't think there are any beds in Sanctuary to star with, I didn't build any myself, and the HUD says I've got 5 settlers and only 3 beds.

Apologies if this is answered somewhere else, I searched around a bit but didn't see anything.
 

kinggath

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Welcome to the mod!

I think I know what's going on. Sim Settlements bows to the vanilla auto-assignment by default, that way you can still assign NPCs to vanilla objects without Sim Settlements messing with those assignments. Since the crops that were already there got assigned, Sim Settlements is leaving those settlers alone.

Preston will need a vanilla bed. He isn't controllable until after you complete a bunch of his quests, so Sim Settlements ignores him.

So that just leaves one homeless NPC to find and assign manually to a residential plot. In your chem station, you can craft an item called ASAM Vision Switch. This lets you highlight things, such as Homeless, Jobless, or Unpowered objects. Using that will let you figure out which person needs a home and manually assign them to one of those residential plots.

If you want to use Sim Settlements for all auto-assigning, you can change the Auto Assign settings in your holotape under Configure Zoning Laws to ON (there are 4 of them, turning them all on gives Sim Settlements Plots priority with assignment).
 

MrCJohn

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I have found that by storing or scrapping those initial farm items, the npc's are assignable much more easily. Build any more of them later and the unassigning issue shows back up.

John
 

adder42

New Member
Messages
6
Yup, so I used the vision item to find that Jun hadn't been assigned to a home plot for some reason, fixed her and built a lonely little cot for Preston and now I'm off to the races. I also removed the starting melon plots and assigned someone to a third farm plot. Thanks again guys.
 

tankthing

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Let us know if you can keep Murphy working on anything... You can assign her but she still wanders around aimlessly doing nothing.
 

MrCJohn

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Let us know if you can keep Murphy working on anything... You can assign her but she still wanders around aimlessly doing nothing.

I have not had a problem with momma. I give her the jet, build a chair... that ties her up... or you can wait till she gets off chair and scrap it. Then assign. I have had good luck assigning her to a doctor plot or the trailer house garden.

I have also had good luck iwht the museum npcs by assigning them vanilla defense plots - the invisible guard marker mod works supremely well for these npc's as well.

Codsworth is good to assign to a farm and stays. I have assigned him to other things but leaves. Farming for him... and usually the vanilla starter melons work the best, though just the basis SS carrot farm works as well.

I do not assign most of these npcs until time has elapsed after Garvey is a companion, museum is done (and return to Codsworth), and chair is built....

Maybe superstition, but if I wait on these npcs, success seems assured.

John
 

adder42

New Member
Messages
6
Oh, that's an interesting question that I hand't considered; will an industrial plot provide it's scrap if a settler is assigned but not actively working it? Because I've got one that's been assigned and it's all built out, but I've never actually seen anyone go over to it at all. Does that mean it won't be providing me scrap?
 

kinggath

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I made the plots ignore NPC location since the AI is so reliable.
 
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