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Jamaica Plain Bugs for RotC

damanding

Cluttered Mind
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Please post bugs specific to Rise of the Commonwealth and Jamaica Plain in this thread.
 
@Donald Strong thought you'd get away with no bug reports didn't ya? LOL
This is a nav problem caused by "maybe" group selecting & moving something... just a guess.
The flooring above the workshop, ya know the one completely covered in navblocks..
Well... for some reason the "Stain" decal on the wall (by the steps, not stairs) was moved away from the wall and is stopping the NPC pathing.
I went as far as to replace all the flooring with vanilla, removed all the navblocks and still nothing. 2 seconds after finding the Stain & scrapping it I had a convoy of settlers flowing through there.

The bus stop with the bar, NPC's will not enter it at all. I tried using SS navblocks, navmesh fixers, and adding flooring. Nada.. I really don't understand why they wont path into it.. As soon as I scrap it, someone buys a round for the entire settlement. LOL

Oh, the hatch in the player home, I take it you didn't have time to finish the interior cell? Can we expect an update on that? (fingers crossed!)
 
@Donald Strong thought you'd get away with no bug reports didn't ya? LOL

The bus stop with the bar, NPC's will not enter it at all. I tried using SS navblocks, navmesh fixers, and adding flooring. Nada.. I really don't understand why they wont path into it.. As soon as I scrap it, someone buys a round for the entire settlement. LOL

Oh, the hatch in the player home, I take it you didn't have time to finish the interior cell? Can we expect an update on that? (fingers crossed!)

Not sure what the deal is with the stain. You talking about the one on the wall of the vanilla house building, dripping down from the roof? That's a vanilla item that _shouldn't_ be affected by group select, but that's the first I've heard of such a thing happening. I know those may be scrappable with certain mods installed - do you have a scrapping mod in use?

The bar is a perplexing issue. Perhaps that object was not properly navcut in development...

The hatch in the player home as well as the green door to nowhere are indeed placeholders for a future interior cell. You CAN tentatively expect an update on that, but it'll be a while most likely, since those are dependent on team members with CK skills.
 
Yes I use Place Everywhere and Scrap Everything. One of the 2 allowed me to select the stain. Dunno which one. lol
PE can grab things it shouldn't, or you don't want to.. but I've never had it grab a "non moveable" objects like the stains or debris decals.... but, I also noticed the stain next to the green door (place holder) is now gone. That one, if I remember correctly, is 1 decal for the whole wall. I just wonder if bugthesda's built in math error caused a shift in placement of odd items.
 
@Donald Strong The problem with the bus stop nav.. pier prefab 02 has the same nav issue. @tankthing use it to build the player home at Graygarden, totally kills the NPC nav. I scrapped the 2 pieces and everything worked. Good way to keep any NPC out of your shite! LOL
 
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I read once upon a time that it's a game issue that self powered objects aren't aware that they are powered. They work as advertised, you just don't get the pretty lights.
 
I have reloaded the city many times, I have disabled 'scrap everything' mod and set the ini back to 'bUseCombinedObjects=1', but i still have as seen in this screenshot:
20180125123605_1.jpg

the city is level three,

diziet
 
I read once upon a time that it's a game issue that self powered objects aren't aware that they are powered. They work as advertised, you just don't get the pretty lights.

Thank you! As it turns out, even if I add my own generator and hook it up and the green light goes on - if I leave the settlement and return later the light is off again. I've seen that in a couple more settlements since. I couldn't test if the beacon works regardless, because I'm replacing my previous settlements and usually have enough/more people than RotC calls for.
 
I have reloaded the city many times, I have disabled 'scrap everything' mod and set the ini back to 'bUseCombinedObjects=1', but i still have as seen in this screenshot:
View attachment 1223

the city is level three,

diziet
You scrapped the house.. which is not vanilla scrappable...which means RotC cannot put it back.
 
Yes, of course, that's the answer. I just realised it from an Oberland Station bug report I couldn't figure out until I realised the player had scrapped the only original building there.
 
You scrapped the house.. which is not vanilla scrappable...which means RotC cannot put it back.
hmm, i don't recall scrapping an actual house, but even so, i've read that disabling the 'scrap everything' mod puts everything back that the mod scrapped, is this not so?

diziet
 
No, that is not always the case. We tested this with another house.. person had scrapped it a good while before firing up RotC. House wouldn't come back. Seems after a few saves it gets baked into the save and only starting over will fix it.
I've gotten into the habit of saving just before scrapping a settlement, and if I'm scrapping a lot of stuff, I'll stop about 1/2 way through & save again.
 
No, that is not always the case. We tested this with another house.. person had scrapped it a good while before firing up RotC. House wouldn't come back. Seems after a few saves it gets baked into the save and only starting over will fix it.
I've gotten into the habit of saving just before scrapping a settlement, and if I'm scrapping a lot of stuff, I'll stop about 1/2 way through & save again.

Ah, this is interesting, I'm trying out ROTC after finishing the main questline, if one doesn't set the line 'bUseCombinedObjects=0' but instead leaves it at 'bUseCombinedObjects=1' is there still any advantage to using the scrap everything mod? I also use 'place everywhere' mod with extra object selection enabled and I'm planning out my second playthrough :)

diziet
 
Some mods require bUseCombinedObjects=0 in order to function. Below is an example:
You do gain performance by setting it to =1 and there are other mods that clean up the settlements.
bUseCombinedObjects=0
setto-0.png
bUseCombinedObjects=1
setto-1.png
 

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Some mods require bUseCombinedObjects=0 in order to function. Below is an example:
You do gain performance by setting it to =1 and there are other mods that clean up the settlements.

When you say there are other mods that clean up the settlements do you mean that with bUseCombinedObjects=1 'scrap everything' doesn't scrap anything beyond vanilla scrapping? I ask because I'm aware of mods that will provide a cleaned settlement, but i wish to build cities in ROTC and wait till they are at level 3 _before_ scrapping myself to clean them up. I'm not sure if those mods that provide cleaned settlements will be compatible with ROTC.

diziet
 
So got taking point mission for here, built a gen, then the settler beacon, built a desk, set Hancock as its leader, built the city, but the mission did not complete.
 
No but a ctd and restart fixed it.

Is there like a sticky somewhere I am missing for work arounds/fixes.
 
I'd say that the patch notes on the wiki are the most up-to-date place for fixes (since they are getting ominous I usually use Edit/Find for the particular thing I'm looking for).
 
For some reason my game freezes very often while in jamaica plains, usualy the only crashes i normaly get are CTD but but this 1 just completely freezes the game were i have to pretty much restart my computer
 
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