Settlers Not Going To Bed

Discussion in 'Workshop Framework Bug Reports Archive' started by BlightPanda, Nov 6, 2018.

  1. BlightPanda

    BlightPanda New Member

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    Hi, after installing Workshop Framework and Worksop Plus, my Settlers in all my Settlements no longer going to bed.

    They remained assigned to their bed but they do not go to sleep in them at midnight. Once midnight arrive, they will stop all action and just stand still until 6am arrive when they will resume movement. The Guards are not affected though.

    It seems to have been baked into my Transfer Settlement blueprint too as the bug resurface on a fresh save when I imported the blueprint.

    Please help thanks.
     
  2. The Typical Idiot Fan

    The Typical Idiot Fan Active Member Community Rockstar

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    There could be a thousand reasons for this. First some questions:

    1). Are you using a city plan to build or doing it on your own?
    2). Any other mods that affect settler behavior (PackAttack for example)?
    3). What versions of WSFW and / or WSP+ are you using.
     
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  3. BlightPanda

    BlightPanda New Member

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    Hi thanks for your reply

    1) I did not use any City Plan.
    2) I am not using PackAttack. The only mod that affects Settler behaviour I'm using at the moment is Stationary Scavenger. I'm being using that for ages as did not have an issue with that.
    3) The bed issue started with WSFW ver 1.0.5. Currently running WSFW 1.0.6

    I might wanna add that when I reload the game, my settlers will use the bed at the first instance of midnight. Subsequent midnight, the bug will return and they will stand still until 6am.
     
  4. WetRats

    WetRats Well-Known Member Patreon Supporter Community Rockstar Wiki Contributor

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    Do you have a Slocum's Joe?
     
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  5. BlightPanda

    BlightPanda New Member

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    The CC Pack? Nope. I do have the Settlement Ambush Pack but it uninstalled when this bed issue happened.
     
  6. WetRats

    WetRats Well-Known Member Patreon Supporter Community Rockstar Wiki Contributor

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    We can probably rule out too much coffee then.

    (Sorry. I'm a wiseacre.)
     
    Last edited: Nov 6, 2018
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  7. woodfuzzy

    woodfuzzy Probably a Synth or... Verified Builder

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    The most common cause is a pathing issue or exceeding your systems limits.
    If you disable WSFW & WS+ and start a new game, is the problem still there?
    No TS import, just a simple *test* settlement with vanilla beds. Toss a few beds in Sanctuary and make sure they go to bed.
    Then enable WSFW and see if the bug returns. If no, then enable WS+ and check again.
     
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  8. BlightPanda

    BlightPanda New Member

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    Thanks for the reply.

    I highly doubt it's pathing. Settler used to be able to reach them with no issue before Workshop Framework.

    I did some experimenting just now
    1) New Game without TS/WF = Settlers Go to Bed
    2) New Game with WF = Settlers Go to Bed
    2) New Game with TS Imported (That's Exported from the WF affected savegame) = Bed Issues

    I'm do not think it's a purely TS issue either cos even the folks at Abernathy Farm and Sunshine Tidings aren't sleeping even when those a purely unbuilt vanilla settlement.

    I have a nagging hunch that TS picked up something buggy from WF when I exported the blueprint.

    Please help. :(
     
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  9. woodfuzzy

    woodfuzzy Probably a Synth or... Verified Builder

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    PM me your TS file and I'll see if it replicates for me.
    Just click my name & Start Conversation.
     
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  10. Bored Peon

    Bored Peon Active Member

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    Do you people realize this is a vanilla issue? When was the last time any of you evne played it vanilla? LOL.

    Normally a settler is supposed to just teleport to their bed. For some reason it doesnt always happen. However if you sit and wait an hour they will teleport.

    There is also a few causes for this too.
    1. The beds are on an upper floor. A lot of times they simply fail to climb to a higher floor and will stand on a floor underneath their bed.
    2. Sounds stupid but, you need steps before doorways, if you dont have steps in front of the doorway with steps that break the plane into the ground then the navmeshing goes duh.
    3. If the navmesh is wonky and settlers are just standing around in odd places, save, exit the game, and launch it again. Cell issues do not go away by reloading a save in the same location.

    As much as mods are to blame for problems, ther eis just as much times that evne plain vanilla is buggy so people immediately assume it is a mod issue. That is where ya got to find someone like me that played 1000s of hours without mods that know "ya vanilla does that, not your mods" so you aren't pulling your hair out for days trying to figure out which mod is the issue.
     
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  11. woodfuzzy

    woodfuzzy Probably a Synth or... Verified Builder

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    Yeah I've played a enough that I know what vanilla bugs are what and do what when and where and how to fix most of em myself.
    Desktop Screenshot 2018.11.06 - 18.29.52.62.png
    And NPC's are *supposed* to try 3 times (maybe 5, I forget) to path to a marker then teleport xx units to get around/over/through/under it.. but the code fails a LOT.
    If the game can't path the NPC's to the center spawn point, which in most cases is the center of the build area/sandbox area they wont go to bed.
    1 single set of broken stairs will prevent them from going to bed.
    Setting the time scale to fast will cause issues. Even 30 will slowly fork things.
    99% of the time it's boils down to a pathing issue AND/OR an overloaded system.

    But, since WSFW & WS+ are still very new, it doesn't hurt to to make sure a new bug hasn't popped up. And @BlightPanda has kindly ruled that out. Which is very good! :)
    Speaking of which...I haven't had time to debug your blueprint, but the robot station behind the workbench house *may* be causing issues at bed time. As that is where the spawn point is.
    But it does have a pathing issue somewhere. (Pretty kool looking BTW!)
     
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  12. RayBo

    RayBo Well-Known Member Patreon Supporter Community Rockstar Support Team Vault Librarian

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    I obviously need to step-up my game!

    upload_2018-11-6_21-37-50.png

    One day I may start a thread "Have you ever fallen asleep while playing FO4" hahaha, I have!
    WetRats has absolutely cracked me up with the Slocum's Joe comment, that was hilarious!

    As is, BlightPanda "Outstanding Question and Thread!" I loved following it!

    WoodFuzzy, always a worthwhile education. I can't begin to say how many of your posts I have copied as notes or screenshots for my own reference. Board Peon, yeah you beat me to similar thoughts.

    I do want to say one thing that I have noticed. If you spam your settlement with dispersed plots of the commercial/recreational type it can bork the timing effect within a settlement and disperses some settlers so much that the navigation altogether seems to glitch causing the same phenomena. Clustering plots / using internal plots based on the internal game schedule can help.
     
    Last edited: Nov 7, 2018
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  13. Bored Peon

    Bored Peon Active Member

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    There is a sandbox expansion mod out there, it changes the range. I tried it and it didn't play nice with Sim Settlements.

    I would come back and find my entire 32 population all gathered around my central park plot. Nothing more annoying than having that many settlers want to all talk to you at once.

    After disabling and removing it, the issue went away.
     
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  14. BlightPanda

    BlightPanda New Member

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    EUREKA!

    I might just have to eat my words!

    Turns out woodfuzzy was right about the settlers needing to be able to path to the spawn point for them to go to bed.

    A systematic tear down of the built area behind the workbench house was done and it turns out the issue was an decoration asset from the Just Debris mod that was screwing up the pathing to the spawn point!

    Thank you all for all the troubleshooting and saving my blueprint. There is nothing more disastrous than losing a blueprint for a settlement builder like me.
     
  15. RayBo

    RayBo Well-Known Member Patreon Supporter Community Rockstar Support Team Vault Librarian

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    Hey, BlightPanda would you be so kind as to post a screenshot of the blueprint,

    more out of sheer curiosity of the build / building itself?

    Always fun to see what others are building :)
     
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  16. Bored Peon

    Bored Peon Active Member

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    Wooo, that's a bad spot to build anything to be honest. That is the 0,0 intersection of the 4 cells that make up Sanctuary. It is where all the settlers get dropped/start their navigation from. Which is why so many end up on that particular roof.

    Every settlement has that 0,0 location.
    Starlight it is half way between the pond and the diner.
    Spectacle island is like a large group of trees half way up to the switch shack.

    When you build complicated stuff over those areas settlers will get stuck on crap.
     
  17. Loredena

    Loredena Active Member

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    That is really helpful info! I frequently drop agricultural plots directly behind the house and never figured out that that was what triggered my stuck in place issues.
     
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  18. Bored Peon

    Bored Peon Active Member

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    I mean you can place stuff there you just need to make sure the floor is low enough it kicks the settler upwards instead of leaving them stuck in it. You can probably use certain agricultural plots without getting people stuck in them.

    Starlight and Sanctuary are like the only two the 0,0 is an issue. However if you want or need to find the 0,0 elsewhere then it is the spot where all your settlers will be when you fast travel in.
     
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  19. Cranky Cat

    Cranky Cat Active Member Patreon Supporter Community Rockstar

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    There's a mod to move spawn points (https://www.nexusmods.com/fallout4/mods/34954). I wonder if that would avoid issues with building over the spawn point. I built up Murkwater and had a big house with a basement on a (new) hill. The settlers kept spawning in the basement. :)
     
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