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Only Exterior 2x2 available // Upkeep not autopaid

xika

Member
Messages
31
I've started a new game and ran into two issues I didn't have in my last game.

This is survival so I can't reload and try around.

1) I've finished the main quest and a couple of sidequest and unlocks from building yet I only have 2x2 exterior plots (with and without foundation) available. I know that there are supposed to be interior plots and 1x1 exterior plots available, but I can't find them. Did I break something or are the quests needed to unlock them?


2) Many of my plots suddenly require me to manually pay their upkeep even though the caps/scrap is available. Is there a setting I missed? Can I track plots that require payment? Is there an option to "pay all" for the current settlement?


GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
ccgcafo4018-factionas07mm.esl=1
Unofficial Fallout 4 Patch.esp=1
ArmorKeywords.esm=1
HUDFramework.esm=1
WorkshopFramework.esm=1
SS2.esm=1
SS2Extended.esp=1
BetterModDescriptions.esp=1
Keep Radiants In Commonwealth.esp=1
Brawl Bug Fix.esp=1
CheatTerminal.esp=1
EBW-Merged.esp=1
Loot Detector.esp=1
Raze My Settlement.esp=1
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1
SS2AOP_VaultTecTools.esp=1
SS2_CityPlanPack_RiseOfTheCommonwealth.esp=1
EasyHacking.esp=1
SS2_SIMPDDDD.esp=1
SS2WastelandVenturers.esp=1
 
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There are no 1x1 plots and only agricultural 3x3 plots in the base game, the rest are 2x2 (besides interior). I couldn't say what your addons contribute, but they may need to be unlocked. Someone else who uses those addons will have to comment on that.
 
I've got other plot sizes available, but I can't place them. No 1x1, no interior.

For example a Cityplan placed down a 1x1 martial and I can choose one of the 10 Building Plans without problems, but I cannot place down a 1x1 by myself.
 
I thought that you do unlock building plans and once the first building plan of a certain size is unlocked the plot size will be available. I've got 1x1 building plans unlocked and I can use them, I just can't place the plot down.
 
So, just to make extra extra sure that I have Building Plans for other sizes and interior I've installed the tiny living mod and yet I still only have plot type 2x2 exterior available.

I then tested the SS2 cheat "unlock all plot types" and voila I get 1x1, 3x3, interior... but I did revert to the previous save point since I still haven't given up on getting them through gameplay.

So what must I do to unlock them the regular way? (I cannot find anything in the wiki for this.)
 
It should just automatically let you build the various sizes once you're past Jake's little "demonstrations". Shouldn't take more than a moment (or maybe a log out log back in) for the "what plots are on your buildable list" to refresh-update. Might want to check in the holotape for the "update building plan cache" option and run that - I forget which sub-menu it's under right now though.
 
Might want to check in the holotape for the "update building plan cache" option and run that - I forget which sub-menu it's under right now though.

Thank you, that option is only on the holotape/city management desk (under "tools" - "advanced tools'") and not in the mod menu, that's why I did not see it.

It did not fix it though, but I've decided to use the "Cheat: Unlock all Plot Types and Sizes" now, since clearly something went wrong there. I'm way past the main mission without any other size unlocked. (I already had all plot types though.)
 
I'm way past the main mission without any other size unlocked. (I already had all plot types though.)
Something odd's definitely happened then, but I'm glad you found a solution at least. You SHOULD have all the sizes unlocked for use by the time of the big Gunner battle of the questline...
 
2) Many of my plots suddenly require me to manually pay their upkeep even though the caps/scrap is available.
I've been seeing the exact same thing consistently.
Do you have logging turned on? If so, do you see long strings of errors related to daily updates and especially the Virtual Resource manager?

@msalaba @yaugieLC Xika has far, far fewer mods than I do - but I do note we have some in common. Although they seem unlikely to be contributing to this, let me know if there are any other tests I can run. See anything in that list that throws a red flag for you?\

The other common factor is: we are both playing on Survival.
 
The other common factor is: we are both playing on Survival.
I play on Survival too so it cant be that on its own. I dont see anything on that list that I know for certain causes problems, though... Only thought is to do with it maybe not logging chamges done via MCM correctly again, and/or it perhaps not "retroactively" applying a change in that setting to anything built before the change...
 
Do you have logging turned on? If so, do you see long strings of errors related to daily updates and especially the Virtual Resource manager?

I don't have logging turned on but I will do so now. (I hope this here was the right guide to use for that.) I will report back once I have accumulated some entries.
 
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Ok, after playing for a while and spending some time in my settlements I've got the following logs:

SimSettlementsV2Log.0.log
SimSettlementsV2Log.1.log
SimSettlementsV2Resources.0.log
SS2AutoAssignment.0.log
SS2HUD.0.log
SS2HUD.1.log
VTT2_ManagementQuestScript.0.log
VTT2_ManagementQuestScript.1.log
WorkshopFrameworkLog.0.log
WorkshopFrameworkLog.1.log

which one do you wanna see?
 
Ok, after playing for a while and spending some time in my settlements I've got the following logs:

which one do you wanna see?
Actually the relevant errors appear above that directory, in the main Papyrus logs :)

Most likely this error is related to the resourcemanager errors I'm seeing, so see if you have a looooong string of failures from that one (probably complaining that an "array index is out of range"), calling the function related to Virtual Resource categories.
 
Most likely this error is related to the resourcemanager errors I'm seeing, so see if you have a looooong string of failures from that one (probably complaining that an "array index is out of range"), calling the function related to Virtual Resource categories.

I guess I found what you are looking for, 15.000 matches for ResourceManager.psc, here's one:

Code:
[04/27/2021 - 12:01:28PM] error:  (0009D16:cool:: cannot enable a deleted object.
stack:
    [ (0009D16:cool:].ObjectReference.Enable() - "<native>" Line ?
    [SS2_ResourceManager (0B020B1E)].simsettlementsv2:quests:resourcemanager.::remote_ObjectReference_OnWorkshopObjectDestroyed() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\ResourceManager.psc" Line 355

And another:

Code:
[04/27/2021 - 12:02:08PM] error: Cannot access a variable of a None struct
stack:
    [SS2_ResourceManager (0B020B1E)].simsettlementsv2:quests:resourcemanager.IsVirtualResourceInCategory() - "C:\Program Files (x86)\Steam\steamapps\common\CC-F\Data\Scripts\Source\User\SimSettlementsV2\Quests\ResourceManager.psc" Line 1128

no match for "array index is out of range" though.
 
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I guess I found what you are looking for, 15.000 matches for ResourceManager.psc, here's one:

...

no match for "array index is out of range" though.
The log entries have turned out to be a red herring; however, the resources not being paid was reproducible, and seems to be fixed in the current public beta.
If you can, try installing this version:
and see if that resolves things for you.
For me, costs were going as unpaid even while in the settlement; but note that some folks have said that Workbench resources won't be used if the settlement isn't where you are / loaded into memory. That being the case, it seems like a less than useful option, and resources will need to be donated manually to ALL settlements that don't produce them themselves, to prevent them from all going offline every time you leave the place - meaning basically all of them everywhere, if you go out to do a quest, will fall over.

This seems like a step back from SS1 where i could just toss my salvage into a workshop and know that I had it available for my own building activity, as well as available to all linked settlements, without having to micro each settlement's storage.
 
resources will need to be donated manually to ALL settlements that don't produce them themselves, to prevent them from all going offline every time you leave the place
For what it's worth, as long as they're linked into the Caravan Network to share the Virtual Storage between settlements properly, it won't need donating at each settlement individually, they'll just pull from the shared pool. In my own experience, as long as there's an Industrial Resources of each Category going on the network at at least level 2, that more than covers my own maintenance costs at the level I build up to.
 
I've switched to the Beta Version and it seems that one problem got even worse, but that could be subjective.

I have it set to use four resource types, (I think that's Building Materials, Mechanic, Organic and Rare.)

I constantly run out of Building Materials and keep donating them even though that:

a) I have upkeep costs for plots disabled for a while now
b) I have upkeep for vanilla structures disable since the beginning

The other three Resource types are well stocked constantly. In Sanctuary for example I can't even donate Building Materials anymore because the local storage seems to be full with the other three.

I gotta do some more testing later, but I took a break now since after building more storage and then donating 5K wood the game just crashed.

Oh and another curios thing. I used the city planer consumable to track all disabled buildings and that action disabled all my vanilla turrets instead of just tracking plots. I will try to replicate that behaviour later.
 
I have it set to use four resource types, (I think that's Building Materials, Mechanic, Organic and Rare.)

I constantly run out of Building Materials and keep donating them
Yep, this is exactly the behaviour I've been seeing. Seems to be an issue with an update process failing to recognize the components from Building Mats as actually being Building Mats and/or a function zeroing out the Building Mats total. Without the source code I can't tell which is the cause, and which is the effect - but the method of the breakage seems to be this.

Edit: I'm at Sunshine Hippiefarm, which has 7 people and a small handful of basic plots. It's chewing through -46 Machine Parts per day. o.O
I've checked every plot here and there's nothing that should be consuming anything near that amount. Other than plots, I have two turrets.
Sunshine has almost used up its local Virtual stock of Machine Parts I donated to it, at this rate: going to let it run out (Cara network has thousands available in Virtual) and see if it once again knocks everything offline.

Note that at this point I'm just poking at anything that might yield more info or workarounds for folks playing with the system really; I'm sure KG and the team are aware that the Virtuals system still has issues by now, but maybe I'll get lucky and turn up something conclusive that points at a root cause.
 
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