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Only Exterior 2x2 available // Upkeep not autopaid

xika

New Member
Messages
23
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
 
Last edited:

Tharatan

Member
City Planner (S3)
Messages
94
I've been running into a similar issue, but its hard to know if the plots that need manual upkeep paid are the same as you've been running into (on 1.0.12 myself), but definitely getting issues with the UI resource storage display not updating correctly. 1.0.12 seems to have fixed the on-plot displays, though. Thread I made on the UI elements not updating is here: https://simsettlements.com/site/ind...not-updating-category-totals-correctly.18396/
 

ceemosp

New Member
Messages
20
I am using the "full immersion" settings and my settlements go through aluminium, steel and copper faster than quintuplets go through diapers when having the runs.
I donated 1600 steel and after less than 5 minutes in the settlement they were gone. Same with the other mentioned materials. If I break that down to the 10 settlements currently in my posession, that would average to 150 steel per game day :shok1.
 

spacefiddle

Active Member
Messages
428
.....Daffyduck Boathouse just ate everything. o.O

Despite the Network showing a net of +900 BuildMats / day, I just went to Taffington and while waiting for the game to process the place, watched the BuildMat virtual category drain to zero. Also, the Boathouse was the drop-off for the last Salvage team that went out. The workbench is nearly empty; it has a Mark I Beacon in it, but none of the mats reported in the pop-up are present. I remember it saying it was getting Lead, Ballistic FIber, lotsa good stuff - but only (ironically) base build mats are present: concrete, wood, steel, and strangely a ton of Copper. Literally NO other components, junk, salvage, or anything else present in the Workbench.

I know the team is nearing the end of prep for launching Chapter 2. If no one has time to look thru the code to find the errant function or process that's doing this, I'd happily take a look myself. If nothing else I can probably narrow it down to a few suspect areas for the team to look at after Chapter 2's out the door.
 

Tharatan

Member
City Planner (S3)
Messages
94
.....Daffyduck Boathouse just ate everything. o.O

Despite the Network showing a net of +900 BuildMats / day, I just went to Taffington and while waiting for the game to process the place, watched the BuildMat virtual category drain to zero. Also, the Boathouse was the drop-off for the last Salvage team that went out. The workbench is nearly empty; it has a Mark I Beacon in it, but none of the mats reported in the pop-up are present. I remember it saying it was getting Lead, Ballistic FIber, lotsa good stuff - but only (ironically) base build mats are present: concrete, wood, steel, and strangely a ton of Copper. Literally NO other components, junk, salvage, or anything else present in the Workbench.

I know the team is nearing the end of prep for launching Chapter 2. If no one has time to look thru the code to find the errant function or process that's doing this, I'd happily take a look myself. If nothing else I can probably narrow it down to a few suspect areas for the team to look at after Chapter 2's out the door.
Please correct me if I'm wrong (I usually end up restarting my play through about the time I get the beacons), but I thought the salvage teams mostly returned virtual resources, so you wouldn't see physical items in the workbench regardless?
 

spacefiddle

Active Member
Messages
428
Please correct me if I'm wrong (I usually end up restarting my play through about the time I get the beacons), but I thought the salvage teams mostly returned virtual resources, so you wouldn't see physical items in the workbench regardless?
Thanks, wasn't sure if they returned virtual or junk components.
That makes the sudden resource drain even weirder, tho:
1620110637966.png

As you can see it not only drained all the buildingmat virtuals from Taffington, but took out the whole network's total.
And sure enough - i just checked the map, and caravan links are down across the board. Cascade failure, as a Black Mesa scientist might say.... plots shutting down everywhere. While I can check the individual virtual component values, and see i have thousands...... the Category total gets zeroed out, and some function or functions are trying to handle the onging costs using only this value, and not looking at the components (and why would it really, i'm in Four-Cat mode so if the Cat says zero, it shouldn't expect to need to look any deeper).
 

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msalaba

Well-Known Member
Community Rockstar
Messages
2,050
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.
This could be related to Non Plot Operating costs. Currently, that setting only toggles whether the costs are visible in the UI or not. The costs are always calculated and consumed. So, any vanilla items that produce defense, power or water will have costs consumed.
 

spacefiddle

Active Member
Messages
428
This could be related to Non Plot Operating costs. Currently, that setting only toggles whether the costs are visible in the UI or not. The costs are always calculated and consumed. So, any vanilla items that produce defense, power or water will have costs consumed.
I never turned it off, so I should be seeing the costs somehow, yes?
Vanilla items at the settlement are:
One manual water pump
One turret
...that';s it.

But this raises a question: what about mod-added workshop items? Does SS2 assign them a resource cost? If so, how does it calculate it? I don't have anything cheaty, but I do have a mod-added solar panel. They're decently tuned, requiring nontrivial mats and the Science perk to build, and I usually have at least a 1 or several of them in every settlement. Could SS2 be calculating their operating costs as something insane?

That would solve one mystery, but still leaves the issue of base building mats going into a black hole despite having a positive balance sheet, so to speak.
 

spacefiddle

Active Member
Messages
428
At this point I'm just using cheat terminal to repair all workshop items at once.
Can it, or something like it, do the equivalent of activating the ASAM and doing a "pay outstanding costs now" for all plots at once at a given settlement? Because that would be awesome. I haven't just turned off operational costs 'coz i'm more interested in maybe getting more details on what's going on vs. just playing the game... but it IS kind of a drag running around poking buttons to get everything up again heh
 

xika

New Member
Messages
23
but it IS kind of a drag running around poking buttons to get everything up again heh

I'm in the same boat. I've only disabled operating costs because I did spent way too much time micromanaging plots (which also goes against the spirit of this mod).

Add functions to the city planers desk to 1) pay all upkeep and 2) upgrade all plots.
 

spacefiddle

Active Member
Messages
428
I'm in the same boat. I've only disabled operating costs because I did spent way too much time micromanaging plots (which also goes against the spirit of this mod).

Add functions to the city planers desk to 1) pay all upkeep and 2) upgrade all plots.
That's not a bad idea for a couple of functions, i think they'd be cool to have for players in normal gameplay, not just as a debugging tool
 

msalaba

Well-Known Member
Community Rockstar
Messages
2,050
I never turned it off, so I should be seeing the costs somehow, yes?
I only know 2 ways to see the vanilla object costs.
1) set a hotkey in MCM for the info box and use that hotkey when the object is in your crosshair
2) turn on "hover" in the settings under HUD. The info box should popup when you put the object in your crosshairs
what about mod-added workshop items?
The ResourceManger script uses a set of predefined resources. It calculates the value of these resources based on the amount of a resource the object adds to a settlement. i.e. you place a mod added water purifier that adds 100 water to a settlement. Resource X cost = Y% of water value. This applies to any placed item that adds Power, Water or Defense to a settlement.
 

spacefiddle

Active Member
Messages
428
I only know 2 ways to see the vanilla object costs.
1) set a hotkey in MCM for the info box and use that hotkey when the object is in your crosshair
2) turn on "hover" in the settings under HUD. The info box should popup when you put the object in your crosshairs

The ResourceManger script uses a set of predefined resources. It calculates the value of these resources based on the amount of a resource the object adds to a settlement. i.e. you place a mod added water purifier that adds 100 water to a settlement. Resource X cost = Y% of water value. This applies to any placed item that adds Power, Water or Defense to a settlement.
Hmm, that's not it then. The solar panels come in two buildable types, providing 5 and 10 power respectively - so they shouldn't drain costs any more than a Vanilla large generator worst-case.
I'm a Nerdhaven Beach and watching Machine Parts suddenly decide it needs -50 a day.... for a place with 4 settlers, a SS2 farm plot, some SS2 residential, and a L1 SS2-base Martial 1x1 checkpoint. So something is still fishy.

(apropos of nothing it just dawned on me how to avoid the fusion generator from being the worst thing you can make - replace / patch the Vanilla generator with one that's SS2-aware and "creates" all the resources that SS2 would have it consume, to offset its unrealistic ongoing costs. Hmmm....)
 
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