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Question Settlement power connectivity Issues

Krissy345

New Member
Messages
4
Hi there, I have come here seeking help for Fallout 4 on Xbox using WSFW. I have had it for a long time, and recently there is an issue where the settlements are randomly loosing defenses and happiness when I am away, due to half or more of the settlement not receiving power when the generator and power count is fine. I have to select and deselect any wire and its fixed. it keeps happening and I spend my game flashing around to settlements to fix it instead of playing. Also having frequent attacks to multiple settlements. I love my game very much, and this is driving me mad.

On the Bethseda.net forums every one is telling me I have to start over and make sure not to add WSFW as it is messing up people's games because it is more tailored to suit Sim settlements now. I do not want to start over, and I am afraid to remove it and causes glitches as my game is running smoothly otherwise. I do not use Sim settlements. Please, can anyone help me?
 
I do not have an xBox, but I can tell you this can happen on a completely vanilla game. I would exercise some caution towards the 'experts' out there.
 
On the Bethseda.net forums every one is telling me I have to start over and make sure not to add WSFW as it is messing up people's games because it is more tailored to suit Sim settlements now.
Some replicable bug testing on their part, with a minimal game loadorder, would do wonders towards determining what issues might be going on.

I have no xbox to see what’s happening.
 
Some replicable bug testing on their part, with a minimal game loadorder, would do wonders towards determining what issues might be going on.

I have no xbox to see what’s happening.
Well I do have an xbox, and I can't figure out exactly what is going on in Krissy's game but I have seen this before. Unfortunately we can't transfer saves so I can't look at her game specifically. Over the years I have used WSFW I have sen this vanilla update bug many a time. In the vanilla state it comes from overbuilding, but more specifically having to many items with scripts attached aggravates it. So I have asked her the questions and she is not over built, but I am going to get screeners to confirm, not everyone knows which items have scripts. With WSFW installed it happens more frequently and you have to work to avoid it even on settlements that are not over built and don't have too many scripted items.
I used to have electrical issues until I switched to one specific power module from Furniture and Decorations mod. It is a power box the produces 50 and has a huge radius. It might be how it is made so I mention it. I used to get this with SOE windmills and vanilla power sources, as if they don't update correctly or perhaps in the wrong order.
This game I am playing I have gone back to get a base on what exactly is going on with WSFW, I have been using it since the start and forget all the changes I have seen. So this game is without it until later after level 60 I will install it again and watch what changes, even though I can see the differences now.It is so hard to build without WS+ LOL.
The way the settlement updates is very different, how and when crops appear on the vine, but also settlement attacks. An example would be settlement attacks from cages. You could meet the invaders on the road kill them all then walk to the settlement and things were fine but minutes later the game would respond by causing damage to the settlement like the settlement was totally undefended. This seems to fit in the same category as a delayed update to the settlement, there are lots of other examples if you don't like that one. Returning to Sturges in Sanctuary and handing in the final part of the quest and firing up the Teleporter for the Institute, would yield a 5 - 10 minute delay before the quest updates. If you let the settlement update and hang out for 10 minutes then turn in the quest there is no delay.
Some of the troubleshooting I had Krissy do was to adjust the advanced options and adjust the thread count down to 25, that seems to be the happy medium, but sometimes you need to crank it up to 50 and just hangout out letting the game run idle then turn it back to 25 to play again. Frankly it is just like there is way too much going on for the Xbox to handle. In her game turning down the thread count corrected the problem for some time but then something new came up but I have not got the whole story and chat is down there so I will get back to you when I understand.
 
To clarify, a minimal loadorder means: base game DLC and Workshop Framework only.

It’s harder on an xbox to do testing. At least on PC it would be possible to use:

tgm
tmm 1
kah

To avoid a lot of the game grind.

Then its:

1/ build settlements
2/ do basic quests
3/ watch like a hawk for when it starts happening
4/ record the general steps taken
5/ try to figure how to shorten the process

Then repeat the process twice more, in as close to the same way as possible.

Then for completion, go through the same process again three times without Workshop Framework installed - only the base DLC. This to prove that it’s not a vanilla issue that’s cropping up.

At the end you’ve done 6+ restarts.

Yeah the process sucks - I remember going through 11 complete restarts in three days, to nail it down to reproducible steps. Then Kinggath could reproduce it and figure out what was causing it.

This is why few real sets of bugtests get done. It’s a grind.
 
So add the unofficial patch ditch wsfw and start a new game understanding that on console anything more then a basic build can have power connection issues. This is also why you don’t spam turrets in settlements cause each turret uses a min of 2 scripts and there’s a maximum of scripting that can be ran in settlements before you start having these issues. I want to say it’s around 124 or maybe 128 but it’s been a while since I read up on this.

an idea settlement would be like 2-4 of the stronger turrets a shop or two and some beds / minimal electrical hookups maybe a few lights. this will ensure a running working settlement it’s been proven and has videos about it on YouTube. It’s the same with settlers if you have 20 of them the game gets backed up with all their ai and they start hanging out on rooftops or behind houses not doing anything.

this is all basic Bethesda engine issues it’s not something added by wsfw but wsfw adds some scripting making it take less to hit the wall and start seeing issues. This is why my settlements have around 10 settlers maybe 10 plots a few turrets and not much else , but they work and I don’t have people on roofs or hanging around in groups doing nothing. sorry that sounded ranty but this isn’t something new and the folks over at Bethesda.net are not folks I’d take much advice from regarding mods or load orders , I mean they invented like 20 different load order guides and about 1 of them is decent.
 
To clarify, a minimal loadorder means: base game DLC and Workshop Framework only.

It’s harder on an xbox to do testing.
It is near impossible to test on Xbox correctly, but we do what we can. As far as a minimal LO, that is not how we play the game. We play the game with a full LO and in a case like this, that is likely overload we have to look at what is loading the most and ask if the load is required. This bug happens when you overload. Vanilla, could be you have super overbuilt and create brown outs or part power. It is rare but it does happen, but you have to be really overbuilt.
So on xbox a valid way to find what is overloading or what is wrong is to hard save then repeat over and over, then drop a mod and repeat. Obviously dropping a mod can cause issues but it also gives hints as to what is going on. You might remove all your turrets and reduce the script load, you might try again and drop a mod. WSFW breaks the game if dropped but sometimes you don't crash and you can see the load difference.
This is strictly a load issue so it will not happen in a minimal LO, but the point of a framework mod is to help other mods work, assuming they are built for the framework mod. What good does it do if I can only run the framework mod? That is exactly what we are seeing on Xbox now, our mods are not built to work with the framework. If we extent this to WS+ just because this is a simple example, we have one Place Anywhere mod. On xbox there is only one and it requires time as a function. So all these wonderful features like time standing still can't work with PA. As soon as you stop time PA returns an error that the item was released to soon, so we can't use the feature, or we can't use the PA feature, which is fine, not complaining. Just an example that this is not built with Xbox in mind.
Without going on to pointless discussion WSFW is consuming a ton of resources we don't have on the Xbox. It requires a skilled player to work around many things. That does not describe the OP she just wants to play, and I first recommended the mod to her to resolve some power issues at Spectacle, when the mod was much simpler. That is not the case today.
I can make the mod work but there are things I must manage, like dogs and sometimes they still get stuck. I am not seeing most of the things that I have been working around this game. I assumed most of the issues were from CC updates, but that does not appear to be the case. I have been using WSFW since near the very beginning so I never really knew if the change I was seeing was from a CC update or a WSFW update, because we can't revert back to an earlier version, once something goes live that is it.
Bottom line is we need a simpler version of this for Xbox but I know that is not possible, management alone would be too hard.
I recommended this mod to Krissy and I know how she plays and how advanced she is, but now I am recommending that she does not use it because she does not use the features, there are other smaller mods that will create the fixes she needs or management techniques. There is no fixing the problem in her game, she just has to restart. Once you have brown outs that is it, game over.
When I first started seeing these types of issues I removed WSFW and a bunch of different mods one at a time to see what happens. I could see the differences but that is why I am playing the game minus WSFW this time, so I can see what happens when it gets added. That is the only way you can test a mod on Xbox to see what load it adds, by adding it to an existing game.
 
this is all basic Bethesda engine issues
It might be to an extent but it is more player management. I build crazy large settlements that work. I do manage scripted items a bit, but more I build differently. Here is an example of a place that mostly worked although I could not get settler pathing up into the stands, but there were +30 cages and it was fully cropped and defended with 20 + settlers. It can be done you just need to leave time in between steps. You can't empty the cages then go again when they fill and you need to hangout doing nothing for an hour or so before you opem the cages to make sure there is nothing else that wants to run scripts or the beasts just stand in their cages, waiting to activate. The full build is here over a couple of pages with a complete description of what works and what I had issues with.
Last shots_002.jpg

Last shots_020.jpgLast shots_030.jpgCollo_019.jpgworks_001.jpg
 
That’s a sweet setup and yeah you don’t want to fire off every scripted think you have at once. I remember placing like 30 missile turrets around the castle for when the institute invaded. After the first wave of missiles everything went crazy FPS lag and freezes would take 5 mins for the next wave to start and by the 3rd group the game crashed. But 30 missile launchers going at once was funny.
 
According to SKK FPS is very related to script lag. They have a script lag detector mod that shows FPS and script lag but it seems the wires are crossed a bit. It reports 1 FPS when I have serious lag but the lag number is not that low. Looking at the screen I definitely have more than one FPS, but none the less it is an indicator of sorts for testing. They also have said and written about the reported 128 script limit does not apply to settlements the way it was reported. I can see that but still think scripted things should be limited for other reasons. I use a mental goal of 100, but use some tricks when I have to break that.
If you wait and just leave your character spin but don't allow the controller to shut down, then you can pull some of this off but you have to leave things idle for an hour at times. I don't see it taking that long to get caught up, but I have no idea what the game is doing, might be also doing pathing for other settlements.
Ehen I had that build I used to leave the controller plugged in via a cord and would leave the game run over night, things would work then although the pathing never caught up in that game. There was a suggestion that there is a limiting to the size of pathing data on Xbox because the save size is limited by Xbox, who knows.
 
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