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Not delivered to workshop

I just wanted to see if I could figure out more (because bugs you can't reproduce as the author are the worst). I disabled all my mods except Salvage Beacons and Cheat Terminal (and added a skip intro mod) and tried a comletely new game. Same result though, no delivery when loading a game with a beacon in place (unless I enable SS again, at which point it functions perfectly).

So apparently it's not a mod interaction issue, or at least not one with other enabled mods. Could be that disabled mods or even uninstalled mods still permanently changed something relevant. Shouldn't be possible, but this being a Bethesda game I'm sure that it is. Presumably SS fixes whatever got changed (I also tried deleting SB and redownloading, but no joy). Short of doing a clean installation though, that might be quite difficult to confirm (and hard to pinpoint even then).

Anyway, I'll probably just keep SS installed myself, maybe integrate it already into some of my settlements for my current playthrough. I need the beacons to keep my pathological hoarding habit viable, after all.
 
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If you start the delivery without SS ever being installed and repeat your procedure does it get delivered? I've confirmed their is no dependency on SS, but if you were to disable SS in the middle of a delivery, those deliveries would definitely get stuck.
 
In my current testing I'm just disabling and enabling SS in the mod menu, but in my first testing I hadn't downloaded SS at all yet and got the same results. So "downloaded but not enabled" vs "not downloaded at all" seems to function in exactly the same results (I was unsure which you referred to with 'not installed', hence the elaboration).

Anyway, the delivery is then indeed contingent on SS being installed/enabled: I have a save made in my clean start no-mod test where the beacon is placed and I'm already sitting on a bench. If I load with SS disabled and wait, no delivery. If I enable SS and wait, successful delivery. If I disable SS again, again no delivery (also successful delivery when I initially waited without reloading first, of course). I haven't tried the reverse, placing the beacon with SS enabled, then disabling it. But since it looks very much like an issue with the loading, that should make no difference anyway.

My best guess is still that (the remnant of) another mod is messing up some parameter being read from the save properly somehow, which SS subsequently fixes. 'Cause if it were something more general, you'd have been able to reproduce already (and disabling all my other mods didn't help either).
I'm also not sure this (directly) relates to the update though. Looking at the Bethesda site the XBox version was updated almost two months ago, whereas I only recall starting to have this issue somewhere in the last two weeks. I think I installed SB somewhere end of January as well, so I'm not sure I ever had the pre-update version, and in any case it worked perfectly then.
 
Figured it out!

Turns out my method of scripting WAS introducing a dependency - it just wasn't the type of dependency I was accustomed to and just having the loose Sim Settlements scripts on my machine allowed it to work. As soon as I tested it on my non-dev machine I was able to repeat this.

Will get it fixed soon.
 
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I knew it... i just knew it.... I NOT going nuts after all... well maybe i still am, but at least i know that i got something right this year :). @kinggath glad to hear you found he problem. Awesome work as always everyone!!
 
I just uploaded the update to Xbox. @Loren Tyr Would you mind repeating your experiments to confirm it works with and without SS now?
 
Confirmed, it works. Only with new saves though, saves from before the SB update still won't get delivered. But people can just go back and manually transport them or put it in a different container with a new beacon, so that shouldn't be too much of a problem.
 
How do you remove a beacon from a container? Each time I remove it from the container, it gets removed from my inventory and placed back in the same container. I don't see any way to remove it. I'm able to remove the other items stored in the container, just not the beacon itself. I've tried removing the communication station from the settlement in question and trying again, with no luck.

This is both before and after updating to version 1.0.3, with the salvagers stuck outside the location that the beacon is stored it (Fort Hagen to be specific).
 
You have to just abandon the beacon and take your stuff out.
 
I don't mind losing the beacon, and I've already retrieved the equipment stored in the container, but is there anyway to end the miscellaneous quest and return the salvagers to the settlement? Can I use setstage on the relevant quest to resolve it using console commands? I'll have to have a look at how the mod works in the CK later.

Edit: It looks like it'll be a bit of an investment to understand how everything works, but I've noticed a couple of small typos, etc. Some people don't like others pointing out these sorts of things, so apologies if this comes across as annoying.

-The ESP description still claims that v1.0.3 is v1.0.2
-SB_SalvageBeacon_Tutorial01 has Utility misspelled as "Utitlity"
 
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Hmm.. I'm positive I fixed that spelling error. Will make sure it makes it into the next update.
 
Ahh, I see what happened - I only updated the BA2 on the nexus version and not the esp.

Per stopping those and removing the NPCs, you'll have to clean save out Salvage Beacons. Doing so will remove all of your Communications Desks and beacons, so be prepared to recreate those.
 
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