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Questions: Game Crashes

I turned off armory equip on the raiders I equipped myself, they still showed up to the assault half naked, so that didnt work. I did it on a per-raider basis not globally (if that is even an option). So either something is buggy there, or I have such a massive amount of script lag that it hasnt taken effect yet (seems unlikely).

I doubt I was able to keep them away from the shooting range, as there is a L3 range in my base. Would that make them strip their gear? (Its quite possible they stripped their gear before they showed up to the assault, I hadn't been in my main base for a bit). I assumed maybe they were just burning ammo at the range, but maybe there is something more going on.

I will also note that when I "talk" to the raiders poised at the assault point, I can usually trade with them and requip the proper gear. Its annoying, but its workable. However, a few of the people I try to talk to just give me random chit-chat lines, and dont ever offer to let me trade gear with them. I *think* they are shopkeepers or people who would otherwise have barter options as well, but I am not positive on that. But these 2 things combined leave these particular raiders extremely vulnerable on these assaults and I have such a delicate balance on all my resource generation right now I cant really afford to lose them.

Also, to follow up on my previous question about capturing a checkpoint/main base for a different faction. I took a settlement for the children of atom faction pack I downloaded, and it became their main base. I do NOT have the option of assaulting said settlement from my main raider (Jammer's) base. And seeing as it is the main base for the CoA, I do not have the option of dismantling like I would another outpost.

So, its looking like my next option (if I do want to get rid of that faction) is just to try and go wipe them out and reclaim the base, but I am skeptical if that is going to work because the settlement is already under my control technically, just a different faction.
 
There is a way to test if the shooting range is responsible or if it’s something else. Make a save, destroy any shooting range, equip your soldiers manually as you have been doing previously, sleep for a week (somewhere else? In an interior cell? Whatever would be best to let whatever would change your warriors equipment have the time to happen) and start an attack. If they have their original equipment, reload the save you did at the beginning and redo the same without destroying the shooting range. If this time they aren’t equipped the way you wanted this should pinpoint your issue
 
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Also, to follow up on my previous question about capturing a checkpoint/main base for a different faction. I took a settlement for the children of atom faction pack I downloaded, and it became their main base. I do NOT have the option of assaulting said settlement from my main raider (Jammer's) base. And seeing as it is the main base for the CoA, I do not have the option of dismantling like I would another outpost.

Good stuff. I was hoping to set up 4 different HQ's with four different factions and decided later who i wanted to throw my support behind.

Good to know a HQ can't be wiped out and that you can't fight yourself.


the shooting range: I don't know how it getting turned into a training yard has changed things, but in regards to the warrior who is assigned to the plot: you need to keep her in the armor she showed up in and turn off armory equip in her conqueror sub menu. the problem is at the range she will equip herself with many different weapons regardless of any you have given her. when she does she will revert back to the armor she showed up in. if you changed it, she might end up in her undies.

The shooting range Raider in my games always showed up to assaults in some state of undress and with whatever weapon she was last using at the range. I got wise and stopped changing her gear. Whatever she had on when I assigned her to work the range is what I kept her in. Then when she showed to assaults that was what she was equipped with.

SKK's Combat Settlers has a new feature similar to the armory. He has this interesting note on that mod's description page:

(5) Due to a base game issue, the post combat weapons collect and upgrade process is extremely script intensive. It can take up to 5 seconds per settler to complete (that is a LONG time) so do not enable of you have fps or lag issues. The issue is that the game triggers actors to reset to their default outfit when a weapon is added to their inventory, so this mod has to find and re-equip most base game or DLC armor in their inventory. It does not know about mod added armor to re-equip. If your settlers are dwessup dollies, don't use this function.
I'd also note that in my previous games, when a warrior finally became a Legend and got a shiny new legendary weapon reward, they would revert back to whatever of their default gear was left in their inventory. If I had put them in fancy dresses they'd be back to long johns and basic raider armor if any of that stuff was still in their inventory. If it wasn't, they'd be nekkid. And I'd have to dress them up again.
 
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The thing about the shooting range is that anyone in the settlement will use it, not only who you have assigned to it.

The post from skk's mod actually makes sense.

Yes there is a global armory setting, but if what was said in the skk mod is true, I'm not sure it would make a difference. This might be one of those things that has to go to kinggath to look into.
 
If all unassigned warriors use the shooting range just like the warrior assigned to it, then I would expect them to behave just like my previous experience, described above. You need to not change any unassigned warrior's default gear. No "dwessup dollies."
 
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Hmm. The experience gains are nice, but at least the way I like to play and handle things, sounds like the easy option is just dont have a shooting range for the short term until kinggath can provide some clarity. I do recall one of my raider unequipping themselves while at the shooting range, so that makes sense.

A couple more things:

1) I thought it had been fixed, but maybe not. I often have raiders assigned to guard duty at a vassal settlement just be unassigned wandering round. It doesn't happen all the time, but it does continually happen at certain settlements (sunshine tidings in my case), Said settlement is attacked often because the control drops very low since no one is assigned to guard duty.

2) I have a very strange issue right now. I took over a settlement as a vassal colony. I have full control of vassal colonies on. All 7 settlers left were assigned to a single interior farming plot somehow, which I didn't know was possible. There are a half dozen other work plots around the settlement that are "for rent". Its very bizarre. Has anyone else run into this? I am going to manually assign them for now, see if it works itself out. False alarm. There were non-plot farmable plants surrounding the plot that they were assigned to. I'm dumb.
 
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Yeah, looks like I'm going to have to stop gearing up soldiers for a while. Which is a little bit of a pain, since I like to have them in a uniform.
 
I do NOT have the option of assaulting said settlement from my main raider (Jammer's) base. And seeing as it is the main base for the CoA, I do not have the option of dismantling like I would another outpost.

I made Starlight Rust Devil HQ and RR Zetan HQ.

I was able to run an Assault on RR from Starlight.

Here's a snap shot from right before I got turned into a pile of ashes by Pinky's Alien Blaster.

IMG_2508.jpg


I think I probably should have sided with the Zetans.

Best guess: We have different configurations??? Me:

Prevent Hostile Takeover: Off
Prevent Raids against Outposts: Off
Less likely is it could be something about the Raider faction/Jammer's questline prevents hot faction on faction action. I'm running just the Framework version.
 
save_5.png save_6.png save_7.png save_8.png save_9.png Full version conqueror, sadly I had to kill the bomb carrying lunatic myself. So if you are going to attack it to convert to Outpost, you might actually have to do all the killing.

This attack was to vassalize, I had to fight gunners as well as the loon with the bomb strapped to his arm.

(Sorry not a CoA fan, kinda like the misguided fools in the railroad)
 
Hmm, I will try some other things.

My CoA settlement is outside the range of my main base, but not outside the range of my "network" of outposts. I think I tried to run the assault from the main base. Maybe it checks range from the base and not the network? I also only tried to attack the CoA from Jammer's side, not the other way around.

Edit: I can assault everything as the CoA from Hangman's Alley. Sanctuary, Outpost Zimonja, Egret Tours Marina, Jamaica Plains are all quite far away, but all available.

Edit 2: Looks I can assault my CoA base now, so scratch what I said previously. Not sure why it didn't show up for me before. Its possible I clicked vassal (which does not work), rather than Outpost/Enslaved Outpost. Or it was just a script backup.
 
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What governs how body cleanup happens? Most of the time bodies after assaults are cleaned up relatively quickly (sometimes they are automatically stripped after I fast travel away and come back, specifically in settlements where I dont have a battlefield scavenger). I have one particular settlement (one that I captured, then lost to gunners, then recaptured, if that matters), where the bodies have been persistent for days if not a week or more in-game. Is that something sim settlements has any impact on, or is that just a vanilla thing?
 
Just to followup on the body cleanup thing, my outpost was just retaken by gunners. After running a raid and reclaiming it, the bodies from the gunners that captured it the first time through are still there, in addition to the new 20+ gunners I just killed. Its getting pretty grisly.

Also, still having issues with armory equip. I have turned off armory equip on the individual raiders I have put gear on. I deleted my firing range. I even turned off armory equip armor/gear (left weapons and items turned on) at the global level. My guys still show up to raid in whatever they spawned with, and I have to reequip the gear I want them to be wearing, so its clearly not working like it should. I guess my next step is to either turn off armory equip completely, or just delete the armory from my settlement.
 
So I am having issues with my game crashing to desktop. It has always happened occasionally, and it kind of comes with the territory when you are heavily modding.

However, It has become extremely frequent now. I can play only a few minutes at a time. Every time I fast travel there is a 50/50 chance it crashes. Just running around between settlements causes crashes. I even have saves that crash about 2 seconds after loading.

My game has gotten pretty big. My hud says I have like 125 soldiers, although that is incorrect (might be part of my issues). It says one of my settlements has 65 settlers living there when there are actually about half that. Actually going to the settlement updates it and it looks correct. I have around 10 settlements running, and maybe 100 settlers total (counting vassals/slaves). (I cant find a stable load to count at the moment).

I recall this happening to me the last time I play w/ sim settlements around a year ago. It eventually just made me quit playing because it got so bad. I didn't investigate too hard last time, so I figured I would see if I could get some help figuring it out.

I have the papyrus logging enabled. I am running f4se and I think they have logging too. I am open to any ideas or suggestions. I can post any logs that might be of help.

Edit: Looking through my logs, I see "Out of stack memory, dumping stacks:" fairly often. I assume thats a bad thing, but is that the source of my CTDs?
 
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SKK's Combat Settlers has a new feature similar to the armory. He has this interesting note on that mod's description page:

(5) Due to a base game issue, the post combat weapons collect and upgrade process is extremely script intensive. It can take up to 5 seconds per settler to complete (that is a LONG time) so do not enable of you have fps or lag issues. The issue is that the game triggers actors to reset to their default outfit when a weapon is added to their inventory, so this mod has to find and re-equip most base game or DLC armor in their inventory. It does not know about mod added armor to re-equip. If your settlers are dwessup dollies, don't use this function.
I'd also note that in my previous games, when a warrior finally became a Legend and got a shiny new legendary weapon reward, they would revert back to whatever of their default gear was left in their inventory. If I had put them in fancy dresses they'd be back to long johns and basic raider armor if any of that stuff was still in their inventory. If it wasn't, they'd be nekkid. And I'd have to dress them up again.

Necro here, and in gratitude for SKK finding this bizarre behavior and letting us all know I want to add $0.02 for anyone who cares. During my own testing I noted that when the game decides which items are from an Outfit, it requires that the specific instance of the item was delivered via an Outfit -- not picked off a corpse somewhere or acquired by other means. So, if you customize your personal guard gear with anything that wasn't handed out by your armory or carried in by a new recruit, you can expect to "dress them up again" EVERY time you visit an outpost with a level 3 armory. "Armory Equip: OFF" is ignored for handing out Gear (grenades, stimpaks, chems, etc), and if you don't take away those grenades, you'll be getting blown up when your guards... protect... you by lobbing explosives at whatever is charging you. I'd say that's either a bug or a design flaw (no means no), but that's only me. Cheers! -sL
 
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Yes there is a global armory setting, but if what was said in the skk mod is true, I'm not sure it would make a difference. This might be one of those things that has to go to kinggath to look into.

It's definitely true, you can see it in action:
- 'player.placeatme 20593' to get a settler dressed in a Wastelander outfit
- (click on them)
- 'openactorcontainer 1'
- dress them in something not in the Wastelander outfit (Red Dress, and other clean clothes)
- (optionally close the console to verify outfit change, then re-open)
- '<settler ID>.cf "ObjectReference.AddItem" 10c3c6 1' to put a molotov in their inventory
- close the console and watch their clothes switch
 
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