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!

Question Non-plot jobs and plots not working together.

Jimbo212

New Member
Messages
3
I'm currently having a problem using SS residential plots and any non-plot job (like crops). The problem being that I let SS assign settlers to residential plots, then I set their job to some crops. Then after I leave and reload the cell, they continue working for about 2 minutes then everyone that was assigned to crops is unassigned from both plot and crop then reassigned to their residential plot. I've tested this on multiple different saves some where I have horizon (I previously thought that was the issue) and others where its just a normal game but the problem persists. I've also not found anything on here or the nexus forums about anyone else having this issue, so I'm confused as to what I did wrong. Or if this is just a general bug.

I'd also like to say that I've tried turning off all assignments for SS and doing everything manually, and almost every other combination of assignment settings for SS.

Any help would be super appreciated. I've been trying to figure this one out for almost a week. :)
 
I've only really tried Sanctuary and Abernathy.

Here is my load order for everyone else. I tried to check each mod for conflicts before installing, so I don't think there are any super obvious outliers.

# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
NAC.esm
WorkshopFramework.esm
SimSettlements.esm
Homemaker.esm
Z_Architect.esm
Zbrn_Horizon_AutoPatch_SimSettlements.esl
Z_Horizon_Loot_Respawn.esp
Z_Horizon_Loot_Respawn_DLC.esp
ENBLightsHDRPatch.esp
TP-Redux.esp
PD_LowerWeapon.esp
WorkshopPlus.esp
Quick Save.esp
PRC Patch for Enbs.esp
dD-Enhanced Blood Basic.esp
Wattz2000 - Jake Necroix.esp
CommonwealthConifersREDUX.esp
9mmPistol.esp
Tec-9.esp
UitFJ.esp
SimSettlements_MegaPack_YearOne.esp
DDP_Elevators_mark1.esp
Immersive HUD.esp
LongerPowerLines3x.esp
QuickTrade.esp
Glock 17&18.esp
DOOMThatGun.esp
TrueGrass.esp
CBBE.esp
EveryonesBestFriend.esp
InstitWeapPosit.esp
Zbrn_SimSettlements_HorizonJobPlots.esp
JunkTown.esp
More Where That Came From Diamond City.esp
NAC-FarHarbor.esp
PiP-Boy2000.esp
AzarPonytailHairstyles.esp
dD-Realistic Ragdoll Force.esp
SKKCombatStalkers.esp
ruined_simsettlement_addonpack.esp
ruined_simsettlement_patch_Horizon.esp
NAC-NukaWorld.esp
Z_Horizon.esp
Z_BlurRemoval.esp
Z_Horizon_WeaponPack01.esp
Z_Horizon_Patch_SimSettlements.esp
Z_Architect_Extras.esp
Z_CameraAddon.esp
Z_Extras.esp
Z_Horizon_DEFUI.esp
Z_Horizon_DLC_All.esp
Z_Horizon_Timescale.esp
Z_Architect_EnhancedSettlements.esp
Z_Architect_EnhancedSettlements_DLC.esp
Z_Architect_HomePlate.esp
Pip-Boy Flashlight.esp
PiP-Boy2000_Pip-BoyFlashlight.esp

Edit/Update: I have tried this with just SS installed and it works fine. So unfortunately there is a mod conflict of some sort, the only issue is: I have no idea what it could be.
 
Last edited:
I posted what is either a related problem or the same issue here.
My specific issue was with non-plot food resources not being counted even though they were being worked by a settler. There seems to be no gentle ease over from non-plot work to plot jobs. Ideally, in a place like Abernathy Farms one would want the original crops continue to be worked until the newer plot farms have had time to level up. Particularly in the beginning of the game when your settlements are strapped for food. The only way I can get things to work is to completely remove all the existing crops (not getting any credit for them) and start from scratch with plot farms.
 
I posted what is either a related problem or the same issue here.
My specific issue was with non-plot food resources not being counted even though they were being worked by a settler. There seems to be no gentle ease over from non-plot work to plot jobs. Ideally, in a place like Abernathy Farms one would want the original crops continue to be worked until the newer plot farms have had time to level up. Particularly in the beginning of the game when your settlements are strapped for food. The only way I can get things to work is to completely remove all the existing crops (not getting any credit for them) and start from scratch with plot farms.

I have had the same issue as Barbara917 described, and did what she did to resolve it on several occasions and settlement locations over the years of playing Fo4.

These types of settlement crop bugs were around in abundance in the vanilla game. Thank goodness for the F4Upatch folks, they fixed a lot of it.

Kind of like turrets sometimes... Sometimes the crops would start to work again simply by storing them in the workshop and then redeploying/replanting them.

After SS, I just put plots down instead. It's faster.
 
The main issue I'm having is with Horizon, usually I'd pass it off as "whatever, I have plot farms anyway" but with Horizon the plots don't have a high "crop rating" so I don't get supply kits and then it leads to a whole mess with the way that mod works. I would like to add (not sure if i mentioned it) that Horizon doesn't seem to be the issue.
 
The main issue I'm having is with Horizon, usually I'd pass it off as "whatever, I have plot farms anyway" but with Horizon the plots don't have a high "crop rating" so I don't get supply kits and then it leads to a whole mess with the way that mod works. I would like to add (not sure if i mentioned it) that Horizon doesn't seem to be the issue.

You are smarter than I. I spent a lot of time considering whether to try Horizon but conceptually I couldn't figure out how Horizon and Sim Settlement scripts wouldn't be constantly fighting each other for supremacy. You say Horizon isn't the issue and on its own it may well not be. But these two mods were designed by different mod authors and weren't designed to work in tandem. Figuring out how to get them to work together will take a lot more modding skills than I have.
 
Top