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Public Beta 1.0.2c

Seeing double, double doors, double mailbox, double scrappable house, double anything from before city planning in Sanctuary, i have seen this since 1.0.1
Any suggestions? Dont city plan sanctuary?
Also i have trouble with The Ron's potential settler, if you have someone like carne asada who isnt "yet" a settler because his quest isnt done he will get tag as potential settler from The Ron. Its like The Ron scamming for a settler. GG 500 haha
Refresh the plots with the ASAM.
 
I've had this in Sanctuary, and now Starlight too, it applies to anything that exists before the city plan, so refreshing plans doesn't help:
20201208190959_1.jpg20201208180919_1.jpg

diziet
 
Yes, as @diziet says refreshing everything doesnt work. Only work around for it is to use Raze My Settlement but i wont recommend it because some parts of the city plan gets scrap also.
 
I've had this in Sanctuary, and now Starlight too, it applies to anything that exists before the city plan, so refreshing plans doesn't help:
View attachment 10903View attachment 10902

diziet
I said refresh the plots. Those big buildings are NOT plots.

When you get ready to import or start a city plan you need to do two things.
1. Save your game.
This is so when something odds happens like in your screenshots you reload and try again. Not all imports and City Plans build perfectly 100% of the time.

2. You scrap your current settlement.
Personally I go with the scrapall because the incoming import or city plan is going to add those items back. If they aint removed then you get duplicates.

City plans are NOT meant to be built upon an existing settlements. If you want to import section by section on top of an existing settlement then you need to use the import features in Workshop Framework (which is going to require you to build and export those layers.)

Also keep in mind if you are using mods that affect settlements "clean this, extend that, etc" then some of this double stuff you see could a mod conflict because you have different mods trying to use the wrong .json files because each of those kinds of mods come with their own custom .jsons. If ya wanna learn more about .json files go watch the great videos Kinggath made for Workshop Framework and exporting your own settlements.
 
I've had this in Sanctuary, and now Starlight too, it applies to anything that exists before the city plan, so refreshing plans doesn't help:
View attachment 10903View attachment 10902

diziet
I reported this weeks ago in the questions and answer thread and nobody seemed to really notice or care. This isn’t only at starlight but it’s most prevalent there since you can grab the building pretty easily. I think this is why the scrapping takes so long and also why some settlements have performance drops.

when you try and scrap sanctuary it takes about 1500 seconds to scrap it and rebuild. I think what it’s doing is copying the entire base settlement buildings and all so it can use them increase you scrapped them. In sanctuary if you scrap all the buildings that are collapsed then run city plan it will add new ones back for the city plan. But how does it know you what you scrapped or not. Basically it doesn’t so if you left the original buildings it’s layering a new one on top of the old one. This is essentially doubling down on the poly count in the settlement.

the only place I see a need for this is the collapsed buildings in sanctuary in case you scrapped them. This also will re add all the trees and misc scrap throughout a settlement causing double of lots of stuff so if you don’t pre scrap your settlements you end up with the flying double trash cans and exploding flying double cars and other stuff.

guessing this is a byproduct of the wsfw settlement tool being similar to transfer settlement in that it has an option to copy everything even non player built stuff.
 
I said refresh the plots. Those big buildings are NOT plots.

When you get ready to import or start a city plan you need to do two things.
1. Save your game.
This is so when something odds happens like in your screenshots you reload and try again. Not all imports and City Plans build perfectly 100% of the time.

2. You scrap your current settlement.
Personally I go with the scrapall because the incoming import or city plan is going to add those items back. If they aint removed then you get duplicates.

City plans are NOT meant to be built upon an existing settlements. If you want to import section by section on top of an existing settlement then you need to use the import features in Workshop Framework (which is going to require you to build and export those layers.)

Also keep in mind if you are using mods that affect settlements "clean this, extend that, etc" then some of this double stuff you see could a mod conflict because you have different mods trying to use the wrong .json files because each of those kinds of mods come with their own custom .jsons. If ya wanna learn more about .json files go watch the great videos Kinggath made for Workshop Framework and exporting your own settlements.
I think we have a similar opinion on this but slightly different the scrapping part I think is necessary before any city plan is laid down if not the dups are a lot.

as for the buildings I think it’s just a setting on wsfw that is used in case parts of a settlement are missing and need replacing. But this isn’t needed in places where you can’t scrap the buildings like starlight , it’s only really needed to replace stuff that can be scrapped nor stuff that can’t be scrapped.

and yeah always save before you do anything major in the game.

now we just need an option to not import non player built stuff this would prevent the dup large buildings from doubling down. Also would make the scrapping and rebuilding option faster.
 
now we just need an option to not import non player built stuff this would prevent the dup large buildings from doubling down. Also would make the scrapping and rebuilding option faster.
Technically wouldnt that object scan depend on your scrapping mods being used? If you have no scrapping mods then that building has no references to copy. However if you made the plan with a scrapping mod installed then the building gets a reference so it gets scanned.

I think a lot of the errors are from mismatched .json files between the user and mods. If reference numbers do not match then some items would get doubled up.

Transfer Settlements did have that option. I thought Workshop Framework did as well.
 
when you try and scrap sanctuary it takes about 1500 seconds to scrap it and rebuild.
By the way. I found a way to speed that up. Turn off the Workshop Timeout timer off walk like ten feet outside the settlement and face away from the settlement.

I turned a 1500 second import into like 47 seconds.
 
I reported this weeks ago in the questions and answer thread and nobody seemed to really notice or care.
The board moves quick and it takes me a long time to address every bug that gets reported. There are dozens of confirmed issues on my todo list.

Some of the issues, like the assignment issue I fixed tonight can take me dozens of hours to research how to replicate, and more then to find out why they are happening and how to fix them. So while it might take a while, I will get to everything eventually!
 
The board moves quick and it takes me a long time to address every bug that gets reported. There are dozens of confirmed issues on my todo list.

Some of the issues, like the assignment issue I fixed tonight can take me dozens of hours to research how to replicate, and more then to find out why they are happening and how to fix them. So while it might take a while, I will get to everything eventually!
No I agree what you have done isn’t easy and time consuming. A lot of these things are dependent on peoples mods and other stuff.

but for some reason seems like this one is mostly a problem for people with place anywhere or other similar scrap mods. I’m just glad I’m not the only person with this issue cause I though I was crazy.

also in case I sounded like a dick I do enjoy your work and have used it since before city’s plans where a thing so thanks for the hard work and countless additions to my playtime.
 
By the way. I found a way to speed that up. Turn off the Workshop Timeout timer off walk like ten feet outside the settlement and face away from the settlement.

I turned a 1500 second import into like 47 seconds.
Gonna try this later cause that’s a dramatic reduction for sure.
 
Gonna try this later cause that’s a dramatic reduction for sure.
Just be careful not to go too far. I was @#$%ing around the other day chasing a NPC during some script lag that I sent to Sunshine but wanted in Starlight. I left the workshop open and about the spot between Gorski's and Abernathy all the stuff in the workshop started counting down into the 999s, lol. So apparently if you go to far and unload the cells, well you can figure that out, lol.

I think what makes it faster is you aint watching it render and like a short distance outside the settlement makes it think you aint present. Which if you remember the upgrades and other stuff speed up when outside the settlement (think about Conqueror setup.)
 
Is anyone having trouble opening workshop through pressing "V" in longfellow cabin after a city plan? It just wont work anywhere in the area. Using the workshop bench will open it but the auto close timer will insta start after opening the workshop menu.
 
Is anyone having trouble opening workshop through pressing "V" in longfellow cabin after a city plan? It just wont work anywhere in the area. Using the workshop bench will open it but the auto close timer will insta start after opening the workshop menu.
There is a high possibility this is caused by script lag. Leave the game run and go find a snack. Time fixes a lot of things.
If that doesn't work, I'd call it a bug.
 
There is a high possibility this is caused by script lag. Leave the game run and go find a snack. Time fixes a lot of things.
If that doesn't work, I'd call it a bug.
Yeah when stuff is acting weird find a safe spot and let your player stand there for a while and go do something for like 5-10 mins seems to help me with stuff.
 
Yeah when stuff is acting weird find a safe spot and let your player stand there for a while and go do something for like 5-10 mins seems to help me with stuff.
yes i always wait 10 or more minutes before moving out again. this only happen in longfellow cabin, tho i havent tried the other FH settlements yet but commonwealth settlements works fine even starting from a new settlement.

also the problem still persist in the latest version. atm im skipping building settlements in dlcs for now.
 
Is anyone having trouble opening workshop through pressing "V" in longfellow cabin after a city plan? It just wont work anywhere in the area. Using the workshop bench will open it but the auto close timer will insta start after opening the workshop menu.
Can you walk directly up to the workbench and open the build menu?
 
yes i always wait 10 or more minutes before moving out again. this only happen in longfellow cabin, tho i havent tried the other FH settlements yet but commonwealth settlements works fine even starting from a new settlement.

also the problem still persist in the latest version. atm im skipping building settlements in dlcs for now.
Yeah may be a good idea I have yet to build in any of the dlc areas normally only play the dlc occasionally or when bored.
 
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