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!

Issue RotC: Tenpines Bluff

Ernesto

Active Member
Messages
310
In the house next to the caravan service there is an interior residential plot, but it looks like there is another previous construction that is not erased. Refreshing the settlement or destroying it always ends in CDT when this plot explodes. Refreshing the plot does not solve the problem either.
ScreenShot623.png

I am not sure if my game has broken because in the caravan service of this settlement I have seen up to 5 cows :bad
 
TY

Yes, I removed it manually, but I needed to activate Scrap Everything Extra Items, but not all things are selectable. Likewise, if I refresh or destroy the settlement, it causes CDT when the plot explodes. Now I'm doing other things in the meantime.
 
Did you try scrapping the settlement in workshop framework?
(the manage menu option on the workshop). that might help...
Otherwise, sorry, out of ideas.
 
I have tried it now. It's strange, it has only partially destroyed the settlement.
ScreenShot624.png

I have also tried to change the plane, but the same thing happens, first destroy and ... CDT :bad
 
Wait a second....make sure you are using the most recent version of ROTC.
(as in go and check - you may have missed an update).
There was a rare case where something similar to the picture you show could happen in the intitial release.
it was fixed in a later version.

Hopefully it is something so simple.
 
I remember what you say, and yes, I am updated.
I'll leave it as it is. Apart from the sofa covering the entrance it seems that everything else works.

I have tried to destroy and rebuild other settlements and there is no CDT.
 
Best of luck sir, I am glad it is in a usable state.
The only last thing would be to see if you can select the item in the console, and use the disable command on it.
(don't mark for delete - because if later some routine does try to delete it - that would cause CTD).

Now, to get my laptop fixed....sigh.
 
I have similar issues as the original poster of this thread - only they are on steroids.
When visiting the settlement, I was surprised by the number of available beds and took a closer look.
By means inexplicable to me, SS2 managed to build each and every plot 3 to 4 times !
It appears that instead of deleting the previous stage plot when upgrading it built another level on top of it (since they were all different stages).
Right now I am still in the process of figuring out a way to get rid of the remainders of said plots.
Refreshing the city plan results in CTD, manual deletion of all objects is not possible (since some are not selectable) and also "scrapall" didn't really help.
Having run the scrap function from the workbench several times got rid of the plots - at least that's an improvement - but still I am stuck with tons of "leftovers".
The ROTC version is 1.0.10 which appears to be the most recent one on the Nexus.
I hope I don't have to go back to a save prior to building Tenpines, since that would mean DAYS of gameplay lost (and I am not talking about ingame days :P)
 
The ROTC version is 1.0.10 which appears to be the most recent one on the Nexus.
Do you have the latest versions of SS2 and Workshop Framework? SS2 v1.0.10 and WSFW v2.0.11
The issues you describe were fixed in the latest versions.
 
Do you have the latest versions of SS2 and Workshop Framework? SS2 v1.0.10 and WSFW v2.0.11
The issues you describe were fixed in the latest versions.
Affirmative
I do experience severe performance issues when building ROTC city plans. The Slog was also stuck halfway through building/upgrading. The only way I could get the settlement back to building all plots (including stairs and foundations) was to take it down entirely, select and build a basic city plan, take THAT down again and rebuild the ROTC version. The building scripts kicked me out of the cinematic mode claiming the build was finished, even though it wasn't finished at all and never completed.
Took me quite a few attempts to get it done (bill for extra headache pills and coffee needed is on the way to Kinggath :p).
Now Greentop also has some minor issues. There are tons of leftovers from the explosions laying around in the plots. Looks funny but they are not a game stopper.
The power grid also didn't complete (it rarely does entirely now btw) and there were faults within the grids in almost every settlement that upgraded its plots.
I fixed those with the power grid tools command cpg -1.
The issues described above got severe the more settlements were included in my SS2 network. So I "suspect" those to be related to the number/complexity of scripts running concurrently.
My suspicions are based on the fact that I got "update messages (a settler at X has completed...)" during the scrapping and building process.
So obviously those two areas were competing (scriptwise) with the computer's ressources. All those events add up and at finally there is no room left for my main task at that very moment (scrpping/building).
At the end of the day we are dealing with some 10yo game and code technology by a company known for its immaculate record in the field of memory management and stability /irony
My setup should be able to handle the task decently (i9750 16GB, RTX2070, 1TB SSD) but.....
Update:
I got Tenpines cleaned up by doing the squirrel approach. Find an acorn - store(save) it - repeat. So basically many small steps with lots of saving and quitting the game to desktop and then back to where I was successful. Painful but it did the job. The last stuck parts then were deleted using place everywhere's functions (extra objects & out of limit).
 
Affirmative
I do experience severe performance issues when building ROTC city plans. The Slog was also stuck halfway through building/upgrading. The only way I could get the settlement back to building all plots (including stairs and foundations) was to take it down entirely, select and build a basic city plan, take THAT down again and rebuild the ROTC version. The building scripts kicked me out of the cinematic mode claiming the build was finished, even though it wasn't finished at all and never completed.
Took me quite a few attempts to get it done (bill for extra headache pills and coffee needed is on the way to Kinggath :p).
Now Greentop also has some minor issues. There are tons of leftovers from the explosions laying around in the plots. Looks funny but they are not a game stopper.
The power grid also didn't complete (it rarely does entirely now btw) and there were faults within the grids in almost every settlement that upgraded its plots.
I fixed those with the power grid tools command cpg -1.
The issues described above got severe the more settlements were included in my SS2 network. So I "suspect" those to be related to the number/complexity of scripts running concurrently.
My suspicions are based on the fact that I got "update messages (a settler at X has completed...)" during the scrapping and building process.
So obviously those two areas were competing (scriptwise) with the computer's ressources. All those events add up and at finally there is no room left for my main task at that very moment (scrpping/building).
At the end of the day we are dealing with some 10yo game and code technology by a company known for its immaculate record in the field of memory management and stability /irony
My setup should be able to handle the task decently (i9750 16GB, RTX2070, 1TB SSD) but.....
Update:
I got Tenpines cleaned up by doing the squirrel approach. Find an acorn - store(save) it - repeat. So basically many small steps with lots of saving and quitting the game to desktop and then back to where I was successful. Painful but it did the job. The last stuck parts then were deleted using place everywhere's functions (extra objects & out of limit).
One : turn off notifications they kill performance. Here's the key. Don't have more than one or maybe two settlement building up at once. And it doesn't matter if you have the most powerful machine possible you can't brute force Fallout and trying just hurts things more. Scripts are tied to frame rate. If you push that too high above 60 you actual hurt performance and cause scripts not to be able to get finished. Just some things to consider.
 
Framerate is locked to 60 - was the first thing I did when reinstalling FO4.
I had notifications on to see what was going on "behind the scenes" when having the issues.
The only solution to avoid the plot upgrades to run during building would be to disable automatic upgrades - or am I misssing something here?
That again would be very problematic when notifications are turned off (how would I know....).
So the best solution would be to disable automatic upgrades temporarily when bulding a new city plan and then reenable them once it is done (correct me pls if I am missing something).
As I stated before: I am aware of the limitations Be-crash-da provided us with and I am very much used to them.
 
I myself haven't had the problems yet. Many times I run with auto upgrades off anyways. I visit my settlements alot so I upgrade as I go. If things are running smoothly I turn them back on. Plus it's a good idea to just let evething run for 30 minutes just starting there doing nothing after starting a city plan and coming out of the cinematic. Let everything catch up. Don't leave the settlement just stand there and spin.
 
Even playing with most of the "auto" settings turned off, the messages turned off and not using city plans, I run into script lag. I often find my PC standing there like a dummy spinning round and round while I go make a sandwich. I would have been nice if Beth gave the Papyrus VM more than a millisecond per frame for scripts to run... :scratchhead
 
Even playing with most of the "auto" settings turned off, the messages turned off and not using city plans, I run into script lag. I often find my PC standing there like a dummy spinning round and round while I go make a sandwich. I would have been nice if Beth gave the Papyrus VM more than a millisecond per frame for scripts to run... :scratchhead
I have added your thoughts regarding script time to my christmas wishlist long time ago - when I first played FO4 after it came out. Still waiting for it though....:santa1
Dark's suggestions reminded me to be more patient - something I forgot after not having played FO for a bit and it surely helps. I just had to do one rollback since something broke at The Slog, most likely due to me not giving the game enough time to fiddle with its bits and bytes - and gave me instant CTDs when entering the cell. The only downside to your approach is the fact that all this "going to make myself a sammich" is diametrical to my intentions of preserving my weight :blum
 
Last edited:
The amazing irony that since I prioritize graphics over FPS, I rarely have script lag because my FPS is about 40.
(well sometimes...but you get the idea).

Best of luck to the OP.

MMmmmm.....sammich...
 
One question for anyone not getting their city to build correctly or at all. Do you all have respect build limit on? That should be off since no city plan respects the build limit none. Especially ROTC ones. Hell most foundation levels go beyond the build limit.
 
Top