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Settlers lost assignment

Eagle_Four

Active Member
Messages
129
I have started to build a settlement (Nuka Rocket).
There I have assigned several Guard Post Mats (Mod: Settlement Markers) to settlers. The settlers also stand on these mats as long as I am in the settlement. But as soon as I leave the settlement and come back, the guards stand in the gas station and the assignment to the mats is no longer present. The guards were automatically assigned to the SS2 residential buildings and lost their assignment to the Guard Post mats. Even if I set the auto assignment in the holotape to 'Off' it doesn't change anything. In a settlement without SS2 it works fine.
Is there any way to force the settlers to keep their assignment to non-SS2 objects, like in my case, the Guard Post mats? I would like to set some assignments to objects. Unfortunately, this doesn't work because the assignment is lost every time the settlers re-enter the settlement. I would like to have the possibility to exclude certain settlers from SS2 handling to freely assign them to other objects.
It probably works if all SS2 objects are filled with settlers and the remaining settlers should then be "free". I haven't tried that yet though, but it would make sense. It wouldn't be my preferred method though.
 

IMP - Invisible Marker Pack (redux) is not compatible with SS2, maybe Guard Post Mats is modded similarly.

Unfortunately, this also happens with the vanilla watchtowers.
If I assign a vanilla watchtower to the settler, leave the settlement and return, the assignment is cancelled.But only for the settlers who are assigned to a residential building. It looks as if when entering the settlement SS2 makes the assignment for the residential buildings and then the previous assignment is cancelled.
I also have the same behaviour when I assign a sleeping bag as a bed.If I leave the settlement and return, this assignment is also cancelled and the settler is automatically assigned to a residential house. Therefore, my question was whether there is a way to cancel this forced assignment and disconnect the settler from SS2?
 
Did you turn off auto assignment in the workshop framework and the SS2 options? Does the issue persist when you do?
Does this also happen with other plots?
 
Did you turn off auto assignment in the workshop framework and the SS2 options?
Yes.
Does the issue persist when you do?
Yes.

Does this also happen with other plots?
I don't quite understand. Once a settler is assigned to a residential building, the settler loses the assignment to the other non-ss2-object when re-entering the settlement. If a settler cannot be assigned to a residential building because everything is already occupied, he keeps the assignment to the watchtower, guard mats or the sleeping bags.
 
I have not had this issue. I have to assume its a mod conflict. Are you using any mods that affect settlements or the workshop? If you have any mods that are incompatible with WSFW, you will have issues.
 
Here's my load order : https://pastebin.com/jrAfcsm0 , and I don't have anything affecting the workshop except for workshop utilities and workshop plus (which should not affect settlers)
HUDFramework.esm
This should load before Workshop Framework. Change this when you start a new game.
advancedAITweaks.esp
SanctuaryNPCsOverhaul.esp
I'm not familiar with these. What do they do?
UnlimitedSettlementBudget.esp
This is un-needed as WSFW does this and may conflict. Remove this when you start a new game.
SKKWorkshopUtilities.esp
Reading the Nexus page, it doesn't seem to conflict with WSFW. I would recommend testing your load order without this mod on a new game.

You have a lot of settlement mods that I am not familiar with. Any one of them could be causing your issue.
Hopefully you do not have to go with the extreme option I did. I wiped all FO4 files, re-installed and tested my load order one at a time removing the problematic mods.
 
HUDFramework.esm
This should load before Workshop Framework. Change this when you start a new game.
advancedAITweaks.esp
SanctuaryNPCsOverhaul.esp
I'm not familiar with these. What do they do?
UnlimitedSettlementBudget.esp
This is un-needed as WSFW does this and may conflict. Remove this when you start a new game.
SKKWorkshopUtilities.esp
Reading the Nexus page, it doesn't seem to conflict with WSFW. I would recommend testing your load order without this mod on a new game.

You have a lot of settlement mods that I am not familiar with. Any one of them could be causing your issue.
Hopefully you do not have to go with the extreme option I did. I wiped all FO4 files, re-installed and tested my load order one at a time removing the problematic mods.
Well does the hudframework affect settlers?
And the advanced ai tweaks basically changes the ai of enemies in combat, like all npcs in general, but doesnt affect settlement stuff directly.
And sanctuaryNPCsOverhaul just changes the face/looks of the original npcs from Preston's group to look more like the concept art.
And thanks.
And no I cant and wont start a new game after having a playtime of over 100 hours in a couple weeks.
 
And no I cant and wont start a new game after having a playtime of over 100 hours in a couple weeks.
and then you've got it into your head to start a new game and then at some point the next problem comes along and you start all over again.
No. That is not the solution.

The best way to find conflict, in my opinion, is to create a good testing environment.

Here's what I've done:
1. installed Mod Organizer 2.
2. create test profiles. Possible with a few clicks.
3. a test profile as a copy of my game profile. (with all Mods)
4. a test profile without mods. Practically vanilla. Only the problem mods are installed there. I can then very quickly find out whether it is a bug in the mod or a mod conflict.
5. if it is a mod conflict, I use the copy of my main profile. I then switch off the mods one after the other. I do this until the problem disappears. You can switch off the mods blindly one after the other or selectively. If you think there are connections between mods. But I can assure you of one thing. Sometimes there are conflicts where you as a non-expert would never have thought that there is a connection. My most recent mod conflict can be read here.

Mod Conflict CWSS and AFT

It is about CWSS, a bathroom mod that adds various objects, and AFT, a companion mod. Both together cause the game to freeze completely (but only in survival mode) and you can only get out through the TaskManager. But with 250 ESMs+ESPs and a total of over 400 mods installed by now, it is very difficult to find the mods that cause conflicts with each other, so it is best to set up a good test environment as early as possible.
 
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