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RotC: Upgrade scrap does not slowly increase over time, cannot upgrade city to level 1

Killbeam

New Member
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9
Hey guys,

I put Preston as City Leader of Abernathy Farm, and I watched as the foundation was being build. Very cool stuff!
I also have the HUD Framework mod installed for the HUD elements, as seen here:
VOOLotV.jpg

In the bottom left of the HUD element, I saw a percentage. In the screenshot, it is at 100%. I reckoned that was the progress meter for when the city would be able to upgrade.

Yet, I didn't see any option to start the upgrade (I have city upgrades on manual). I rewatched the tutorial video and realized I hadn't checked the Upgrade Scrap. This is what I found:
2vUMCg8.jpg

The 3,28% was from me throwing in some random stuff to see how it worked.
I have a lot of hours in this save, and it seems the settlers didnt naturally collect scrap to make this progress.

Is this a bug, or am I missing something very obvious?

Any help would be apreciated!
 
I have heard this issue reported before and it comes down to a few thing.

1) Mods
2) Load Order
3) Scripting Issues

If you used a Mod Manager to install, I would try these steps
1) Uninstall Sim Settlements, ROTC and IDR.
2) Download them, make sure they are the lastest versions
3) Do a Direct Install (Use the PC Link below if you don't know how to Section 1 Item 6)
4) Use LOOT, if you haven't (Link on that page too)
5) Once done, restart your game, go to the settlement and Refresh Plots. think its in the Holotape under Tools. Wait in settlement till completed, You will get a pop up message telling you when it has.
6) Go and do some other stuff, come back and check scrap levels

I know it sounds daunting, but really it isn't. Mod Managers don't always install correctly and Nexus Mod Manager, the site links to version 0.65.2 which is out of date, its up to 0.65.8 currently.

A direct install gives you more control over mods like SS
 
Thanks for the quick response!

I did indeed used NMM 0.65.2 to install the mods. I have uninstalled the 3-in-1 pack (and 2 addon packs for good measure) and they are downloading now.

I did use LOOT to sort the load order.

Once I'm done manually installing the mods and refreshing the city, I'll post here whether it's fixed or not!
 
Sadly, the problem is still there. I did the entire "Unlikely Vaentine" quest, and walked around for a bit, before returning. Yet, the Upgrade Scrap was still at 3.28%

Here's my load order. AFAIK none of them are conflicting with Sim Settlements, but I could very well be wrong.
0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccgcafo4009-factionws09mm.esl
254 FE 1 ccgcafo4018-factionas07mm.esl
7 7 Unofficial Fallout 4 Patch.esp
8 8 HUDFramework.esm
9 9 ArmorKeywords.esm
10 a TrueStormsFO4.esm
11 b SimSettlements.esm
12 c Scrapper Corpse Highlighting - DLCRobots Fixes.esp
13 d Realistic_conversations.esp
14 e Brawl Bug Fix.esp
15 f X01Light.esp
16 10 SkjAlert_All_DLC.esp
17 11 Settler Sandbox Overhaul.esp
18 12 PA-Quick Animations.esp
19 13 Loot Detector.esp
20 14 Faster Terminal Displays (20x).esp
21 15 Companion Infinite Ammo and Unbreakable Power Armour.esp
22 16 Fixed Alpha Map.esp
23 17 Vivid Fallout - All in One - Best Choice.esp
24 18 Not Your Average Neon.esp
25 19 SettlementMenuManager.esp
26 1a mso_sms.esp
27 1b ValdacilsItemSorting-ZY-DLCAutomatron.esp
28 1c ValdacilsItemSorting-ZY-DLCNukaWorld.esp
29 1d ValdacilsItemSorting-ZY-DLCFarHarbor.esp
30 1e ValdacilsItemSorting-Aid.esp
31 1f ValdacilsItemSorting-Ammo.esp
32 20 ValdacilsItemSorting-ArmorBySlot.esp
33 21 ValdacilsItemSorting-CosmeticsByType.esp
34 22 ValdacilsItemSorting-Junk+DEF_INV.esp
35 23 ValdacilsItemSorting-Misc.esp
36 24 ValdacilsItemSorting-NotJunk.esp
37 25 ValdacilsItemSorting-Perks.esp
38 26 ValdacilsItemSorting-Weapons.esp
39 27 ValdacilsItemSorting-ZY-DLCContraptions.esp
40 28 ValdacilsItemSorting-ZY-DLCVaultTec.esp
41 29 ValdacilsItemSorting-Mods.esp
42 2a AzarPonytailHairstyles.esp
43 2b Eli_Armour_Compendium.esp
44 2c BetterSettlers.esp
45 2d BetterSettlersCleanFacePack.esp
46 2e BetterSettlersNoLollygagging.esp
47 2f BetterSettlersCCAPack2.0.esp
48 30 BetterSettlersMortalPack.esp
49 31 ManufacturingExtended.esp
50 32 ImmersiveTP.esp
51 33 TrueStormsFO4-FarHarbor.esp
52 34 TrueStormsFO4-GlowingSeaExtraRads.esp
53 35 TrueStormsFO4-FarHarborExtraRads.esp
54 36 TrueStormsFO4-EarlierSunsets.esp
55 37 TrueStormsFO4-EarlierSunsetsFH.esp
56 38 TrueStormsFO4-NukaWorld-FH-Compat.esp
57 39 DarkerNights.esp
58 3a DarkerNightsDetection.esp
59 3b BetterNightVision.esp
60 3c My_Minutemen.esp
61 3d ValdacilsItemSorting-ExplosivesSortTop.esp
62 3e MilitarizedMinutemen.esp
63 3f SalvageBeacons.esp
64 40 SSAOP_SamutzVault88.esp
65 41 SimSettlements_MegaPack_YearOne.esp

EDIT: I tried changing the Involvement (under Options>Gameplay>City Building in the holotape) to low, in an effort to circumvent the scrap requirement, but it doesn't seem to have changed anything.

EDIT2: I decided to just donate a ton of junk to see if I could upgrade it then. I spawned 90 camera's with the console, put them in, and now I have the option to upgrade!
Clearly this isn't the way it's supposed to be, but at least it's a nice workaround
 
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27 1b ValdacilsItemSorting-ZY-DLCAutomatron.esp
I found these best at the bottom
34 22 ValdacilsItemSorting-Junk+DEF_INV.esp
This I think is a DEF_UI overwrite but I can't find DEF_UI in your load order?

I did indeed used NMM 0.65.2 to install the mods
Has issues with .esl and creation club files. I think its up to 0.65.8 now, link in PC help guide below

These are just pointers though.

11 b SimSettlements.esm
You have updated to the lastest version?

I can't see much more then that but could you follow the instructions for Fallrim (Resaver) and post the outcome. I wonder if scripting in the game save might be an issue.
 
I found these best at the bottom

Ok, done.

This I think is a DEV_UI overwrite but I can't find DEF_UI in your load order?

Hm, I don't see it in my load order here either (in NMM), but it is definitely installed and working. Maybe it overrides the vanilla UI and doesn't need to be in the load order?
Reinstalling DEF_UI didn't put in the load order as far as I can tell.

You have updated to the lastest version?
Yes, Sim Settlements is at version 3.3.1

I can't see much more then that but could you follow the instructions for Fallrim (Resaver) and post the outcome. I wonder if scripting in the game save might be an issue.
Resaver showed 1 unattacted instance and a readsize of 25 MB. There was no mention of active scripts or Suspended stacks in the popup.
I cleaned the unattached instance.


As I said in the EDIT of my previous reply, I had put involvement to low. After upgrading Abernaty Farm with the cheated junk, the upgrade scrap counter stayed at 100%. I was also able to upgrade another settlement (greygarden) without inputting any junk. So the low involvement seems to work. I don't know if the problem with Medium involvement is now fixed however.
 
They go up on their own!?!?

Well now I’m confused. If this is something that’s an issue it’s the first I’ve ever heard of it. If I understand the question, the problem is that the scrap collected to update has not gone up on its own over time? I had no idea this was even possible, and since the original post notes that you got the 3.28% by donating some junk of your own, this is ‘works as intended’ as far as I have ever known.

I’ll have to look through things again, but I’d never heard of scrap going up on it’s own. Some upgrades take a ton of scrap and donating it yourself is sort of the whole idea, like donating drinks and chems to improve happiness, etc. it’s the whole reason salvage beacons were made to work with the system.

My guess, if there’s a chance that it isn’t something broken and since I’ve obviously never noticed it going up on it’s own, is that it is probably crushingly slow, and you probably have to make sure that you have a couple of scrap plots.
 
I’ll have to look through things again, but I’d never heard of scrap going up on it’s own.

Kinggath himself said this in his tutorial video on City Upgrades: EDIT: go to 1:05 for the relevant part.
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He says they naturally do this over time, and that you can speed up the process by donationg scrap yourself. If I understand it correctly, he's saying it should go up on it's own, and you have the option of making it go faster by donating
 
I definitely missed that. Thanks for putting that up.

I have to say though that given how much scrap it has taken to upgrade things, that route must take forever. As I said I’ve not noticed it go up on it’s own, though I wasn’t keeping track and looking for it.
 
I have to say though that given how much scrap it has taken to upgrade things, that route must take forever.

This is the reason I put Involvement to low. It took about 90 cameras to get it to 100%. That is a lot of junk you are basically throwing away.
If the city gained scrap by itself at a steady pace, this donation system would be fine as a means to speed it up. Yet like you said, if the upgrade scrap only increases when you donate, it will take forever.

Besides, I think the upgrade scrap requirement goes up each level, and this was just to get to lvl 1!
 
They definitely go up on their own, but I will readily admit that I have no idea how the resources get allocated to different cities.

I have been operating under the assumption that the settlers will use materials/junk that is available in the workbench. I have also been assuming that settlements linked by caravans share the resources available in the workbenches.

So in order to keep upgrades going in multiple settlements, you have to keep pumping a regular supply of junk/materials into the workbenches. This basically means grabbing everything in sight. I also regularly break down weapons and armor and buy shipments and junk from vendors just to keep the supply going. If I wanted to focus on a specific settlement, then I would make direct donations.

I believe industrial plots like the Scrap Heap, will contribute to the workbench supply as well.

I use the Loot Detector mod to auto loot and send the junk to the Sanctuary workbench as this makes it a little easier to pick up all the junk laying around while exploring and killing things. I still have to stop and break down weapons and armor though.

I'll admit that I have used the console to significantly increase my carry weight so I don't get bogged down every five minutes.
 
They definitely go up on their own, but I will readily admit that I have no idea how the resources get allocated to different cities.

When making this post, I only had Abernaty farm as a RotC city with a leader. All other settlements I had were either empty or I'd built some stuff myself. In about 10 hours of gameplay, I didn't even get 1% upgrade scrap. How did you manage it to go up on it's own?

I also use the Loot Detector mod, but I have auto-loot disabled, because I would be overburdened in seconds otherwise. I use my companion or salvage beacons if my inventory gets too full.
But that said, it sounds like you need to do a lot of work just to get a city to upgrade.To me, it isn't worth the extra time it takes to keep grinding for junk (even if it auto-loots everything). But that's my preference of course, which I why I have Involvement on low now, and I'm quite happy about it.
 
Unfortunately, I can't tell you how, I just know that it does. I have no idea how the underlying mechanics works. It's not documented.

Yes, you need a metric ton of junk/materials to make things happen. If I was using the vanilla carry weight I would probably do the same thing and set it to low.
 
Hm, I don't see it in my load order here either (in NMM), but it is definitely installed and working. Maybe it overrides the vanilla UI and doesn't need to be in the load order?
Reinstalling DEF_UI didn't put in the load order as far as I can tell.
Def_UI.JPG
DEF_UI state, when installing do not overwrite Valdacils data, if thats the case then its best to uninstall/reinstall DEF_Ui and then Valdacils, allowing the latter to overwirte DEF_UI.
Load order above is tried and tested.

I had put involvement to low. After upgrading Abernaty Farm with the cheated junk, the upgrade scrap counter stayed at 100%
Sanctury, Red Rocket, Albernathy and Jamica Plains, Starlight all are known to have various issues. Albernathy, have you tried remote detonation and rebuild?

He says they naturally do this over time, and that you can speed up the process by donationg scrap yourself. If I understand it correctly, he's saying it should go up on it's own, and you have the option of making it go faster by donating
Correct, they go up after time on their owm, as you said you can speed up via donations. If you have IDEK's Logistic Station, this will take care of the water and food donations and also at Level 2 with Salvage Beacons mod installs turns into a Salvage Beacon Station. Weapons and Armour is up to you to donate.

Sim Settlements AddOn Pack-Junk Town @uituit

With the Fallout of nuclear war devastating the commonwealth, one would think the inhabitants would learn to build out of the junk that remained. In this add-on pack for SimSettlements, your settlers will do just that, build from the junk that they've found laying around.

This Might Help
 
The way I understand the scrap upgrade mechanic is, that the city will by itself draw random scrap from the settlements workbench at a slow pace. Scrap is divided up into tiers, so common stuff like wood and iron doesn't add much, but ballistic fibre will.

Donating stuff will speed up the scrap collecting, and it can also allow you to decide which kind of junk it takes(donate unwanted scrap to prevent it from randomly taking valued scrap from workbench).

Supply lines will allow crafting stations to draw scrap from different settlements, but it will NOT distribute scrap between the settlements. If you add a ton of scrap to one settlements, and have another settlement empty, then it will stay like that. But it will allow you to do crafting in both settlements.

A settlement will passively generate scrap in 3 ways: Jobless settlers will generate a bit. Settlers assigned to the Scavenging station generate double that, and various SS plots generate their different types of scrap. The default Abernathy city plan has none of these. It is purely an agricultural settlement. So unless you have unemployed settlers it will not generate any crap.

Honestly I see this as a cool mechanic. Makes the settlements dependant on each other. Abernathy supplies food, other water, and other scrap. All you have to do is bring scrap from other settlements/travels to the ones that doesn't produce it themselves. And tbh, 90 cameras is a lot of scrap? Most my settlements have many thousands of each kind by now, and only about halfway through the main quest, with no DLCs done yet. IR gives access to loads of plots producing high tier scrap. So it becomes quite easy to carry this to other settlements for massive upgrade percentages. And this mechanic also gives value to scrapper/carryweight perks, just as it would had you built everything yourself.
 
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Okay, I'm also having a problem with the scrap collecting mechanic.
The problem I'm having is a bit worse even.
Scrap doesn't seem to be collected on its own and when I try to donate, it gets declined with the scrap collected staying at 0%.

I wil try the things mentioned above to see how that goes but if anyone has any other suggestions I would be glad to hear them.

I might have to add that since I'm building it myself I didn't assign a leader to the settlement, Sanctuary in this case.
 
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There are two ways for settlements to generate their own scrap.

1. The base game has a scrap gathering mechanic, every day some amount will be deposited in your workbenches. While this scrap will be used by your settlers towards a city upgrade, there are two problems with it.

a. Your workbench has a hard cap on the number of items allowed before auto-generation is disabled. This is why a lot of players use a mod called Uncapped Settlement Surplus.

b. Due to how long it takes to calculate out the amount of scrap in your workbench, Sim Settlements only does this calculation once every few hours. If during a calculation, the total amount of scrap in the workbench, combined with the scrap percentage is enough, it will use up all the scrap in the workbench and trigger an upgrade.


2. Basic Industrial plots, on top of generating scrap with the base mechanic described above, will directly increase your scrap percentage by a small amount each day. The more basic industrial you have, the faster they will gather. This is not affected by the surplus cap in your workbench, and will instantly be reflected in the Supply Safe. So this is the best way to ensure they handle it themselves if you don't want to donate anything.


Most settlements have multiple Basic Industrial to facilitate faster upgrades, though others probably have 1 or 0, and those are going to require either direct donation or ensuring your workbench is not overflowing. My bet is that Abernathy Farm is the biggest problem as it generates tons of extra food to fill the workbench and has very little, or no basic industrial.


If you have a settlement with Basic Industrial, and are finding your scrap percent is still stuck, try running Rebuild Local Data from your holotape in that settlement, as something may be wrong with the data storage that tracks the scrap percentage.
 
I might have to add that since I'm building it myself I didn't assign a leader to the settlement, Sanctuary in this case.

If you are building the city yourself, the entire City upgrade system is disabled. When you have a City Leader assigned, the idea is that they will build and upgrade the city for you, but they need scrap to do so. If you build it yourself, there won't be an option to upgrade, and thus you dont need to donate scrap.
 
Ok thanks. But what about plot upgrades? If I select the plaque the only upgrade option I get is to prevent auto upgrades.

Anyway, I will check how Starlight Drive-in is doing. I got Codsworth to lead there.

Edit:
So far Starlight Drive-in is coming along nicely. Upgrade scrap is at 100% and the city is at 6% to it's next level.
 
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Plots (other than advanced industrial, if you turn on the option to make them manual) will general upgrade on their own over time, depending mostly on settlement happiness I believe.
 
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