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Public Beta 1.0.9b with RotC Fixes

kinggath

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This beta is to address some of the issues RotC players are experiencing, the most problematic of which is that city plans are upgrading so fast, they end up creating overlapping items, script overloading, and crashing.

These fixes required changes to WSFW, SS2, and RotC.

Since I can't separate these changes out from the merge, this also includes other fixes the team has been working on for patch 1.0.10 which will release this Friday.
  • Refresh Plot can now recover a plot that ends up with a mismatched level and building plan.
  • Added Apply Themes to Manual Selection under the Usability section of the options.
    • When ON, any settlement theme configuration will apply to manually changing the building plan on a plot as well. This can help reduce the number of options players are presented with to just those that match the intended theme.
  • The Pack Animal traveling with a salvage beacon team can now be activated after the pick-up to access the items. This is primarily an immersion enhancement.
  • Scanning a settler with the Vit-o-Matic will now fix any issues from beacon runs that failed to clean up properly. This could be used to fix an issue where a settler went to pick up a beacon and their AI package stopped updating, leaving them standing outside of the settlement indefinitely.
  • Fixed an issue with the salvage beacon code that could result in the container’s activate text always saying “Open Cache”, even after the pick up was completed.
  • Added MCM hotkey options to trigger the Town Meeting Gavel and to Toggle the HOLO Icons.
  • Added Gather Unemployed, Gather Homeless, and Gather Bored options to the Town Meeting Gavel menu. Which will summon people lacking those corresponding assignments to the player’s location.
  • Fixed several bad characters in the Museum plaques for the Longfellow’s Cabin Museum provided by the Rise of the Commonwealth City Plan (the plaque forms are stored in SS2.esm, no need to update RotC).
  • Fixed the navmesh for level 1 of Hazmat Recycling building plan.
  • Fixed a bug that could cause City Plans to be eligible to upgrade immediately instead of after a certain amount of time passed.
  • Settler gear or buffs that increase their SPECIAL stats will no longer prevent training their base stats beyond 10. For example, if a settler has 8 agility, and a piece of gear with +2 agility, they can still continue to train until their base is 10 agility - at which point the +2 would still count, granting them 12 agility total.
  • Fixed a bug during the quest Vim and Vigor that would prevent the player from speaking to Katlin or Old Rusty if while they had the objective to speak to either of them, they happened to complete the quest Hole in the Wall.
  • Tom Thorn’s appearance trigger is now correctly tied to the quest Where There’s Smoke being completed.

RotC Beta Notes
  • Updated all City Plans to provide better navmesh capabilities. This requires Workshop Framework 2.0.11.
    • This fix is not retroactive to settlements already using these City Plans. Those will require refreshing the City Plan to fix, which can be a time-consuming process. After doing so you will need to save and reload your game to see if it had an impact.
  • Eliminated the Missing Plugin warnings on some of the plans.
  • Removed a large number of items flagged as PC ONLY, to avoid them showing up as red exclamation missing model icons for Xbox players.

WSFW Beta Notes
  • Added a new property to the WorldObject struct called fExtraDataFlag, this can be used by any system making use of this structure to store additional information.
  • Settlement Layouts now make use of iExtraDataFlag and a value of 1 will tell it to not link the item as a WorkshopItemKeyword settlement object, and instead will only link them on LinkCustom10 for the sake of being able to retrieve them in the future.
    • There are various use-cases where this can be helpful, and should only be used by advanced users who understand the impact of not linking an object to a settlement on WorkshopItemKeyword.


Download Public Beta 1.0.9b EDIT: Replace the RotC file with this one.

-kinggath
 
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Gonna start a new game and give it a try, since I was expericing many of those problems, mainly the items overlaping and the script lag.
 
Getting late here, so last post for the day.

Still getting the really long script lag and the overlap.

started new game, when to sanctuary, scraped everything I could and ordered settler to build RotC city plan. After near 15 min it started place the first items and one of the first thing its did it was to place the scrappable house next to the default position of the power are armor station twice.

I'm not playing with a clean instalation and have a couple hundrer other mods installed, so it's kind hard to pin point where the problem is.

here is the loading order just if you are curious:

Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*CWRaiders.esl
*CROSS_CosmeticFramework.esm
*DamageThresholdFramework.esm
*DDLL.esl
*NPCScaling.esm
*Gunners Overhaul 1.1.esm
*XDI.esm
*Loot Detector.esl
*TheMarshland.esm
*Geckos.esl
*Mantis.esl
*HUDFramework.esm
*IDEKsLogisticsStation2.esl
*RiverFix.esl
*CROSS_Wasteland_Ronin.esl
*CROSS_VertibirdFlightsuit.esl
*WorkshopFramework.esm
*SS2.esm
*SwansBarAndPitstop.esl
*Murkburgers.esl
*FortifiedCroupManorHub.esl
*RedRocketFoundry.esl
*TheyWantTheD.esp
*NoAffinityCooldown.esp
*SeasonWantTheD.esp
*CraftingFramework.esp
*CraftingFramework_ChipLoot.esp
*BossChestsHaveLegendaries.esp
*M8r_Item_Tags_Vanilla_EN.esp
*Fallout 4 NPC Scaling and Enemy Buff 1.0.esp
*CastleOfTheSun.esp
*Fo4FI_FPS_fix.esp
*More Armor Slots.esp
*CleanMySettlement.esp
*PiperCaitCurieDialogueOverhaul.esp
*LootableCars.esp
*Phase4DLC.esp
*ENBLightsHDRPatch.esp
*MutilatedDeadBodies.esp
*subwayrunnnerdynamiclighting.esp
*CROSS_PlasRail.esp
*OutcastsAndRemnants.esp
*MojaveImports.esp
*CrimeTown.esp
*CommonwealthChooksAndBunnies.esp
*Depravity.esp
*CombatZoneRestored.esp
*Commonwealth Overhaul.esp
*BetterOpenSeason.esp
*TrainBar.esp
*America Rising - A Tale of the Enclave.esp
*Eli_Armour_Compendium.esp
*RaiderOverhaul.esp
*The Deadly Commonwealth Expansion.esp
*Vault4.esp
*RecruitableSettlers.esp
*W.A.T.Minutemen.esp
*Enclave Paint DLC.esp
*DCGuard_Overhaul.esp
*OldTimeReligion.esp
*PlaneWreck.esp
*TU3SD4Y'S Commonwealth Responders.esp
*InstituteSettlements2.esp
*AA 50 Ways To Die.esp
*BOS1 (hardcore).esp
*CBBE.esp
*More Armor Slots - Far Harbor.esp
*CF_AtomicWarlord.esp
*Combat_Helmet_Illumination 1.2.esp
*CROSS_Techmask.esp
*CROSS_Cybernetics.esp
*CROSS_Uni_Scarf.esp
*M8rDisablePipboyEffects.esp
*Easy Lockpick and Harck.esp
*Extended weapon mods.esp
*Flicker Fixer.esp
*FO4 Seasons - Autumn - AllDLC.esp
*More Armor Slots - Automatron.esp
*More Armor Slots - Nuka World.esp
*More Armor Slots - Vault-Tec Workshop.esp
*EvilViking13_MinutemenMorale.esp
*MinutemenPropaganda.esp
*walkers.esp
*NPCScaling_BB.esp
*Live Dismemberment - Mental.esp
*Live Dismemberment - Mind-Blowing.esp
*Live Dismemberment - POSTAL.esp
*Live Dismemberment - Brutal.esp
*Live Dismemberment - Insane-o.esp
*Live Dismemberment - Liebermode.esp
*Live Dismemberment - Regular.esp
*spacefiddle_Follower-Stealth-Distance-Fixes.esp
*Quad_RAWLauncher.esp
*QuickTrade.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*Quieter Settlements - Contraptions.esp
*RAW INPUT.esp
*Synths Revamped.esp
*strong_PA.esp
*strong_PA - AWKCR.esp
*WET.esp
*GCM.esp
*XP From Companion Kills.esp
*CraftingFrameworkAWKCR2.esp
*CraftingFramework_LME.esp
*CraftingFramework_MLM.esp
*SettlementMenuManager.esp
*RecruitableSettlersFH.esp
*SS2_FDK_TinyLiving.esp
*D.E.C.A.Y.esp
*ProjectValkyrie.esp
*BOS.Fences.esp
*PIP-Pad.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*JunkTown-FENCES2.esp
*SS2_ruined_simsettlement_addonpack.esp
*SS2_BleachersDCStory_Patch.esp
*SS2_XDI Patch.esp
*SS2WalledGardensAndMore.esp
*SS2WhisperPowerPlots.esp
*WestTekTacticalOptics.esp
*SS2Extended.esp
*BZW_Planet_Explorer.esp
*RecruitableSettlersLeaders2.esp
*CBBEHeadRearFix.esp
*Fixed Alpha Map.esp
*waterLODfix.esp
*Insignificant Object Remover.esp
*dD-Action Ragdoll Force.esp
*EPO.esp
*CROSS_MojaveManhunter.esp
*F4NVServiceRifleRedux.esp
*AimpointForDSR.esp
*LAER.esp
*WattzLaserGun.esp
*Rangergearnew.esp
*SwanPond - Settlement.esp
*CHAOTIC SUN.esp
*SS2WastelandVenturers.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*RU556.esp
*AK74M.esp
*EnclaveUniform.esp
*FieldScribeBackpack.esp
*MilitarizedMinutemen.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*MilitarisedMinutemen_PatchesAddon.esp
*JunkTownTwo.esp
*SS2-Jampads2.esp
*Cho1-Workshop-Framework-stuff.esp
*WATM-MM-MMUPAIA_CustomPatch.esp
*SS2-PraRandomAddon.esp
*AK400.esp
*MP7.esp
*ReconPack.esp
*Krebs.esp
*SCAR-L.esp
*P90.esp
*P90NPC.esp
*CROSS_BreakActionLaser.esp
*CROSS_InstituteExpeditionarySuit.esp
*CROSS_CourserStrigidae.esp
*Institute Overhaul.esp
*DTFOptionalPlugin.esp
*G36Complex.esp
*HK_UMP.esp
*HK_MP5.esp
*GIAT_FAMAS.esp
*M1A.esp
*AUG-A1.esp
*AKeVolk.esp
*CROSS_RugerMkV.esp
*CROSS_CryoLance.esp
*CROSS_Blades.esp
*Archimedes-II.esp
*XM2010_SniperRifle_by_tooun.esp
*KrissVector.esp
*MWM4.esp
*L96A1.esp
*Gunner_Operator.esp
*Nexus_PMC.esp
*PMC_extended.esp
*PMC_extended_lore.esp
*Enclave_Operator.esp
*TacticalHuman.esp
*Stalker Suit.esp
*CROSS_CoA.esp
*CROSS_2077.esp
*CROSS_BrotherhoodRecon.esp
*terminated.esp
*3dscopes-replacer.esp
*Armorsmith Extended.esp
*Synth Overhaul.esp
*Synth Overhaul - Black Patch.esp
*Synth Overhaul - No level requirements Patch.esp
*Crimsomrider's Accessories.esp
*Far West Minutemen.esp
*NukaRadBans.esp
*TDCE + AE + Raider Overhaul Patch.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
 
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Definitely sounds like you have some conflicts. While it should be placing some versions of the scrappable house if you had scrapped them (some of them are part of the design), they should get moved into the correct position and it sounds like that isn't happening.

Best bet when things are going this horribly wrong, would be to start a new profile with your mod manager with just SS2 and WSFW so you can get that working, and resolve any loose file issues (ie. files in your Fallout 4\Data folder from other mods that shouldn't be there). Then slowly reintroduce your mods until you have a collection that works.
 
Ok after a few hrs and trying to refresh several city plans it would refresh the plots but scrap the rest and not rebuild anything except the plots. And a fresh settlement nothing built before spectical island I selected rotc plan it placed all the plots but that was it nothing else. So not sure if it’s on my end or not but the regular ss2 plans built and rebuild perfectly.
 
I have not had any issues with the ROTC plans prior to the patch, at least as far as I can tell.
In a load order with about 240 mods, although I stay away from a lot of the troublmakers
(no scopes mod, alt start mods, dialogue mods, etc.).

Oh, and THIS....THIS is awesome!
  • Added Gather Unemployed, Gather Homeless, and Gather Bored options to the Town Meeting Gavel menu. Which will summon people lacking those corresponding assignments to the player’s location.
Now, if I could just plug the vitomatic into the leaders desk, so I did not have mess with scanning settlers....

thanks for the new version.

UPDATE: Possible Issue - plots floating in air.

Test in stable game, but with full (200+ mods) load Order. Active game.

---------------------------------------------------------------------------------------------------------------------
* Test with patch 109b - Abernathy farm. Multiple leaders tested.
Did this three times, with a full exit of the game, and reload.
Twice did remove city plan on the old single level plan, then did select city plan.
Once did Replace city plan to replace old single level plan, and picked the ROTC plan in the selection.

plots, but no floor/foundations.
Plots are non-foundation versions.

* Test without patch - Abernathy Farm - multiple leaders tested.
Without patch - can replace ss2 base game city plan with ROTC plan, and I get the foundations.
Did full exit of game between tries.

Additional Test With Minimal Load order (only ss2 mods). Clean save.
---------------------------------------------------------------------------------------------------------------------
* Test with patch - Abernathy farm.
Tried multiple leaders, just to see if made difference; did not.
Gave significant amount of time (went and made breakfast - yummy!).

Same result, plots placed, but no foundations.
They are the plot versions without foundations.

* Test without patch - Abernathy farm.
Got plots and foundations. Very fast.
They are the plot versions without foundations.

Interesting note: all the foundations were not actually the 2x2 SS2 foundation floor - they were base game 1x1 wooden and wood+concrete foundations.
Base ID: 00022C663 and 0001005C respectively.

Side note: VERY fast in small load order (yes, expected some what, but wow).
 
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Definitely sounds like you have some conflicts. While it should be placing some versions of the scrappable house if you had scrapped them (some of them are part of the design), they should get moved into the correct position and it sounds like that isn't happening.

Best bet when things are going this horribly wrong, would be to start a new profile with your mod manager with just SS2 and WSFW so you can get that working, and resolve any loose file issues (ie. files in your Fallout 4\Data folder from other mods that shouldn't be there). Then slowly reintroduce your mods until you have a collection that works.
gonna give it a shot and let you know if I find out which one was conflicting.
 
gonna give it a shot and let you know if I find out which one was conflicting.


Ok, sorry to be spamming this thread, but I hope this might be usefull.

There is any reason for me or anyone not to be using the unoficial patch?
Right now , all I have is the beta release in the first post, plus a couple mods that should in any mean affted the game. But when I select the plan with this setup I start getting duplicaded items. This time wasn't the scrapable house, but a counter in the home with the original power armor station. If I disable the Unofficial patch then it works fine. tested 3 times to be sure and all 3 times got the same result.

Gonna remove the patch and keep adding moro mods untill I get back to the original list. I'll report any other problem I encounter.


*Unofficial Fallout 4 Patch.esp
*WorkshopFramework.esm
*SS2.esm
*XDI.esm
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*SS2_XDI Patch.esp
*PiperCaitCurieDialogueOverhaul.esp
*OutcastsAndRemnants.esp
*Depravity.esp
*CombatZoneRestored.esp
*America Rising - A Tale of the Enclave.esp
*Vault4.esp
*BetterOpenSeason.esp
*DCGuard_Overhaul.esp
*OldTimeReligion.esp
*TU3SD4Y'S Commonwealth Responders.esp
*AA 50 Ways To Die.esp
*ProjectValkyrie.esp
*CHAOTIC SUN.esp
*SS2_BleachersDCStory_Patch.esp
*StartMeUp.esp
 

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There is definitely a new issue for me. I just fully resfreshed Tenpines from the city planner's desk to see the changes and only the plots spawned back.
EDIT: Same thing happened in Red Rocket.
EDIT 2: Tried building a new Rotc city plan in Taffington. Same result, only plots were built. Whole process took 5s so I assume it didn't even try to build the rest.
EDIT 3: Red Rocket upgraded it's level while I was away and when I came to check, previously built objects didn't disappear, but no new objects were built so the newly placed turrets for example are standing in the air. Also here, at least one interior residential plot was placed on top of another (can select both in workshop so there's no doubt). Observed this behaviour in Tenpines too with interior residential.
tenpines.jpg
 
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Ok, sorry to be spamming this thread, but I hope this might be usefull.

There is any reason for me or anyone not to be using the unoficial patch?
Right now , all I have is the beta release in the first post, plus a couple mods that should in any mean affted the game. But when I select the plan with this setup I start getting duplicaded items. This time wasn't the scrapable house, but a counter in the home with the original power armor station. If I disable the Unofficial patch then it works fine. tested 3 times to be sure and all 3 times got the same result.

Gonna remove the patch and keep adding moro mods untill I get back to the original list. I'll report any other problem I encounter.


*Unofficial Fallout 4 Patch.esp
*WorkshopFramework.esm
*SS2.esm
*XDI.esm
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*SS2_XDI Patch.esp
*PiperCaitCurieDialogueOverhaul.esp
*OutcastsAndRemnants.esp
*Depravity.esp
*CombatZoneRestored.esp
*America Rising - A Tale of the Enclave.esp
*Vault4.esp
*BetterOpenSeason.esp
*DCGuard_Overhaul.esp
*OldTimeReligion.esp
*TU3SD4Y'S Commonwealth Responders.esp
*AA 50 Ways To Die.esp
*ProjectValkyrie.esp
*CHAOTIC SUN.esp
*SS2_BleachersDCStory_Patch.esp
*StartMeUp.esp
Well, looks like the problem was "Unofficial Fallout 4 Patch.esp". dunno why, never had any compatibility problems with that mod and it was always in all of my mod list.... Not anymore, SS2 has priority! :P

I'll keep rogressing through the SS2 quest line and report anything unusual.

once again, sorry for the spamming... I'm shutting up now.
 
Unofficial Fallout 4 Patch.esp
*WorkshopFramework.esm
You are missing HUDFramework. It should load before Workshop Framework.
For science, try starting a new game with only these mods loaded:
  • Unofficial Fallout 4 Patch
  • HUDFramework
  • Workshop Framework
  • SS2
I vaguely remember something about Outcasts and Remnants not playing nice with SS2, but I don't remember the details.
 
You are missing HUDFramework. It should load before Workshop Framework.
For science, try starting a new game with only these mods loaded:
  • Unofficial Fallout 4 Patch
  • HUDFramework
  • Workshop Framework
  • SS2
I vaguely remember something about Outcasts and Remnants not playing nice with SS2, but I don't remember the details.
The Ron occupies the same physical space as the entrance for the dinner, there is a patch that moves the dinner. Beyond that don't know if there is any other inculpabilities.

As for the load order, I was using LOOT. Giving it a try with you suggestion...

Same problem, it starts duplicating items. Again some kitchen items inside the workstation house were duplicated.

Beside that, with all the testing (I've been doing this for four hours) I noticed that the city is taking quite a while to build and I got lots of plots and generators floating around, much like @GoldenSM reported. I'm going to remove the path again and leave the game running during lunch to see if it finishes building the scaffolding.


Current load order, aparently working currectly, done by LOOT with metainfo that WorkshopFramework must load after HUDFramework.

Gonna leave it running for half to one hour to see if it builds sanctuary currectly

*HUDFramework.esm
*ArmorKeywords.esm
*XDI.esm
*NPCScaling.esm
*WorkshopFramework.esm
*SS2.esm
*Gunners Overhaul 1.1.esm
*CROSS_VertibirdFlightsuit.esl
*CROSS_Wasteland_Ronin.esl
*CWRaiders.esl
*CROSS_CosmeticFramework.esm
*TheMarshland.esm
*Geckos.esl
*Mantis.esl
*DamageThresholdFramework.esm
*DDLL.esl
*Loot Detector.esl
*IDEKsLogisticsStation2.esl
*SwansBarAndPitstop.esl
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*SS2_XDI Patch.esp
*Fallout 4 NPC Scaling and Enemy Buff 1.0.esp
*CleanMySettlement.esp
*PiperCaitCurieDialogueOverhaul.esp
*Phase4DLC.esp
*M8r_Item_Tags_Vanilla_EN.esp
*ENBLightsHDRPatch.esp
*MutilatedDeadBodies.esp
*subwayrunnnerdynamiclighting.esp
*CROSS_PlasRail.esp
*OutcastsAndRemnants.esp
*CrimeTown.esp
*Depravity.esp
*CombatZoneRestored.esp
*TrainBar.esp
*America Rising - A Tale of the Enclave.esp
*BetterOpenSeason.esp
*More Armor Slots.esp
*Eli_Armour_Compendium.esp
*RaiderOverhaul.esp
*The Deadly Commonwealth Expansion.esp
*Vault4.esp
*RecruitableSettlers.esp
*W.A.T.Minutemen.esp
*Enclave Paint DLC.esp
*DCGuard_Overhaul.esp
*OldTimeReligion.esp
*PlaneWreck.esp
*TU3SD4Y'S Commonwealth Responders.esp
*InstituteSettlements2.esp
*AA 50 Ways To Die.esp
*walkers.esp
*RecruitableSettlersFH.esp
*D.E.C.A.Y.esp
*SS2_FDK_TinyLiving.esp
*ProjectValkyrie.esp
*CROSS_MojaveManhunter.esp
*LAER.esp
*F4NVServiceRifleRedux.esp
*Rangergearnew.esp
*WattzLaserGun.esp
*SwanPond - Settlement.esp
*CHAOTIC SUN.esp
*SS2_BleachersDCStory_Patch.esp
*More Armor Slots - Far Harbor.esp
*CF_AtomicWarlord.esp
*Combat_Helmet_Illumination 1.2.esp
*CROSS_Techmask.esp
*CROSS_Cybernetics.esp
*CROSS_2077.esp
*CROSS_CoA.esp
*CROSS_InstituteExpeditionarySuit.esp
*SS2WastelandVenturers.esp
*Enclave_Operator.esp
*Gunner_Operator.esp
*TacticalHuman.esp
*Nexus_PMC.esp
*PMC_extended.esp
*PMC_extended_lore.esp
*Fixed Alpha Map.esp
*Quieter Settlements - Contraptions.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*CROSS_Uni_Scarf.esp
*MinutemenPropaganda.esp
*EvilViking13_MinutemenMorale.esp
*CBBE.esp
*CBBEHeadRearFix.esp
*WestTekTacticalOptics.esp
*spacefiddle_Follower-Stealth-Distance-Fixes.esp
*CraftingFramework.esp
*CraftingFrameworkAWKCR2.esp
*CraftingFramework_ChipLoot.esp
*CraftingFramework_LME.esp
*CraftingFramework_MLM.esp
*BOS.Fences.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*WET.esp
*BOS1 (hardcore).esp
*CROSS_BrotherhoodRecon.esp
*Easy Lockpick and Harck.esp
*XP From Companion Kills.esp
*NPCScaling_BB.esp
*Live Dismemberment - Brutal.esp
*Live Dismemberment - Insane-o.esp
*Live Dismemberment - Liebermode.esp
*Live Dismemberment - Mental.esp
*Live Dismemberment - Mind-Blowing.esp
*Live Dismemberment - POSTAL.esp
*Live Dismemberment - Regular.esp
*More Armor Slots - Automatron.esp
*More Armor Slots - Nuka World.esp
*More Armor Slots - Vault-Tec Workshop.esp
*NoAffinityCooldown.esp
*TheyWantTheD.esp
*SeasonWantTheD.esp
*QuickTrade.esp
*dD-Action Ragdoll Force.esp
*RAW INPUT.esp
*FO4 Seasons - Autumn - AllDLC.esp
*Synths Revamped.esp
*Insignificant Object Remover.esp
*PIP-Pad.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*JunkTown-FENCES2.esp
*RecruitableSettlersLeaders2.esp
*SS2_ruined_simsettlement_addonpack.esp
*SS2Extended.esp
*SS2WalledGardensAndMore.esp
*SS2WhisperPowerPlots.esp
*M8rDisablePipboyEffects.esp
*GCM.esp
*EPO.esp
*waterLODfix.esp
*AK74M.esp
*RU556.esp
*EnclaveUniform.esp
*MilitarizedMinutemen.esp
*MilitarisedMinutemen_PatchesAddon.esp
*FieldScribeBackpack.esp
*WATM-MM-MMUPAIA_CustomPatch.esp
*SS2-Jampads2.esp
*JunkTownTwo.esp
*Cho1-Workshop-Framework-stuff.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2-PraRandomAddon.esp
*AK400.esp
*Archimedes-II.esp
*CROSS_Blades.esp
*CROSS_CryoLance.esp
*CROSS_RugerMkV.esp
*Extended weapon mods.esp
*SCAR-L.esp
*P90.esp
*P90NPC.esp
*MP7.esp
*Krebs.esp
*KrissVector.esp
*MWM4.esp
*Quad_RAWLauncher.esp
*ReconPack.esp
*AimpointForDSR.esp
*CROSS_BreakActionLaser.esp
*CROSS_CourserStrigidae.esp
*Institute Overhaul.esp
*DTFOptionalPlugin.esp
*L96A1.esp
*GIAT_FAMAS.esp
*G36Complex.esp
*HK_MP5.esp
*HK_UMP.esp
*M1A.esp
*AUG-A1.esp
*XM2010_SniperRifle_by_tooun.esp
*AKeVolk.esp
*BossChestsHaveLegendaries.esp
*3dscopes-replacer.esp
*Armorsmith Extended.esp
*BZW_Planet_Explorer.esp
*TDCE + AE + Raider Overhaul Patch.esp
*Crimsomrider's Accessories.esp
*NukaRadBans.esp
*Far West Minutemen.esp
*Synth Overhaul.esp
*Synth Overhaul - Black Patch.esp
*Synth Overhaul - No level requirements Patch.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp
 
There is definitely a new issue for me. I just fully resfreshed Tenpines from the city planner's desk to see the changes and only the plots spawned back.
View attachment 11949
I can concur this is a very similar result that I got in abernathy farm.
It was not a refresh however- it was removing the base SS2 single level city plan, and putting the ROTC plan into place.

Ran the test multiple times, with different methods for replacement, and different leaders. Same result.
 
*Live Dismemberment - Mental.esp
*Live Dismemberment - Mind-Blowing.esp
*Live Dismemberment - POSTAL.esp
*Live Dismemberment - Brutal.esp
*Live Dismemberment - Insane-o.esp
*Live Dismemberment - Liebermode.esp
*Live Dismemberment - Regular.esp
While probably not an issue, but you only need to enable one the esps.
The last one in the load order is winning.
 
You are missing HUDFramework. It should load before Workshop Framework.
For science, try starting a new game with only these mods loaded:
  • Unofficial Fallout 4 Patch
  • HUDFramework
  • Workshop Framework
  • SS2
I vaguely remember something about Outcasts and Remnants not playing nice with SS2, but I don't remember the details.
Sorry I was confusing with the Bleachers. I've been using SS2 and outcasts since the release of SS2 and didn't had any problem.


After near 1 hour, Sanctuary still didn't build the scaffolding, which looks the same problem reported in Albertine Farm. Lots of floating objects. Unfortunately I can't keep testing now, have to do some work.

I'm working from home, so if any1 has any idea for me to test fell free to post.
 

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Added Gather Unemployed, Gather Homeless, and Gather Bored options to the Town Meeting Gavel menu. Which will summon people lacking those corresponding assignments to the player’s location.
I second the upvote for this, beats tracking them down individually.
 
There is definitely a new issue for me. I just fully resfreshed Tenpines from the city planner's desk to see the changes and only the plots spawned back.
EDIT: Same thing happened in Red Rocket.
EDIT 2: Tried building a new Rotc city plan in Taffington. Same result, only plots were built. Whole process took 5s so I assume it didn't even try to build the rest.
View attachment 11949
This was my issue as well
 
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