the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Settlers randomly losing assignments

yaugie

Well-Known Member
Messages
3,665
Since the last major update (2.0.3), every time I travel back to a settlement I've built up, one settler at random will have 'lost' one of their assignments - either Home, Job, or Hobby. This is Great(tm) since it means something will now be short.

Has anyone else seen this? I have no idea what could've caused this to start happening, it was fine before. I have all auto-assign functionality turned off.

EDIT TO SAVE YOU READING THE ENTIRE THREAD:
At this point I am 99% sure it is nothing to do with the Disease system, and believe it to be an issue of Settlers temporarily losing even which settlement they belong to and losing an assignment in the process. Testing continues.
 
Last edited:
Not fixed yet, just for the record.
Bummer I’ve been skipping fallout 4 and playing Skyrim while a few patches release, was hoping this was fixed. Have a feeling this is one of those fixes that may never get the light of day because it’s engine level programming that’s doing it.
 
I found a quasi workaround for it. It turns out that, of all the types of recreational plots, only the ones in the Relaxation category are giving Happiness. This is true at all levels. I was able to replace the other types with Relaxation type plots and now my Happiness is rising in all of the settlements that had a problem. I came to this solution because Starlight Drive-In, which is my original Jake-meeting place, has Happiness of 100 even though most of the 28 settlers have abandoned their recreational assignments. Since the Happiness there was 100, even though some plots were generating zero Happiness, I decided that settlement was not broke so I would not try to fix it. However, the technique described above got Taffington Boathouse up from the 40s to the 80s in Happiness. Other settlements that were not in such bad shape are also rising now. This works even if some settlers won't accept assignment to recreational plots.

The downside is that almost no one is getting training for their attributes now. It was my understanding that only the first of three, in the case of plots that held three settlers, were being trained anyway. I use a batch file on the console line, named setall8.txt, to make settlers for special purposes such as use in HQ. The contents of that file are as follows.
setav strength 8
setav perception 8
setav endurance 8
setav charisma 8
setav intelligence 8
setav agility 8
setav luck 8

Now all I have to do is figure out why my power in Jamaica Plains is showing red when everything is showing as attached to power. But that does not belong in this thread. :D
 
To my knowledge training plots were never designed to add happiness.
I've put a debug in the script in my game so it alerts me whenever somebody is unassigned from a plot. Nothing unexpected so far (still early days in the game), but if it starts happening I'll hopefully be able to start looking into it.
I did find another problem in WorkshopFramework which might be related. With the settlers being unassigned, are any of them working vanilla food or defense objects?
 
To my knowledge training plots were never designed to add happiness.
I've put a debug in the script in my game so it alerts me whenever somebody is unassigned from a plot. Nothing unexpected so far (still early days in the game), but if it starts happening I'll hopefully be able to start looking into it.
I did find another problem in WorkshopFramework which might be related. With the settlers being unassigned, are any of them working vanilla food or defense objects?
If your reply was asking me, none of my settlements uses vanilla crops or defensive settler items, at least once I switch them over from pre-planted crops. There are some turrets, but that should not affect settler assignments.
I wonder why anyone would use, say, a library if it did not make them just a little happy. I know I always enjoyed going to the library even if I was looking something up for a school assignment. It's hardly recreation if you don't enjoy it at all. Adding to that the possibility that two out of the three settlers gain no benefit at all from the plot, training plots would seem to be a net loss to the settlement.
 
I wonder why anyone would use, say, a library if it did not make them just a little happy. I know I always enjoyed going to the library even if I was looking something up for a school assignment. It's hardly recreation if you don't enjoy it at all. Adding to that the possibility that two out of the three settlers gain no benefit at all from the plot, training plots would seem to be a net loss to the settlement.
The 'training' meta-type of plots do give their skill-increase benefit to everyone assigned to it. At least, they are MEANT to - I hope that didn't break again (it didn't work early on but got fixed in like... 1.4? 1.5?)
 
I use a batch file on the console line, named setall8.txt, to make settlers for special purposes such as use in HQ. The contents of that file are as follows.
setav strength 8
setav perception 8
setav endurance 8
setav charisma 8
setav intelligence 8
setav agility 8
setav luck 8
If you don't want to mess around with console commands, you can use this little utility I made:
 
If you don't want to mess around with console commands, you can use this little utility I made:
Pretty neat, msalaba, and vital for game machine players. I have no problem with typing "bat setall8" with the NPC selected, though. Especially since I got them with "bat settler" in the first place. :)
 
The 'training' meta-type of plots do give their skill-increase benefit to everyone assigned to it. At least, they are MEANT to - I hope that didn't break again (it didn't work early on but got fixed in like... 1.4? 1.5?)
Oh, thank you, yaugie. I had no idea it was ever fixed. I just applied my own fixes and went on playing with the lovely building plots.
 
I did find another problem in WorkshopFramework which might be related. With the settlers being unassigned, are any of them working vanilla food or defense objects?
In my own case, I can say definitely not for vanilla Guard Posts, but I can only say "probably not" for Food objects - considering how many settlement locations have a few Tato plants or whatever in there by default. Not that I'm suggesting the automated 'scrap everything' in City Plans isn't REALLY scrapping everything, just hiding it but having it still count as assignable - although that would explain why my food numbers are always off
 
Not that I'm suggesting the automated 'scrap everything' in City Plans isn't REALLY scrapping everything, just hiding it but having it still count as assignable
That code deletes all objects that are not workshop powerable. (to prevent the scrap crash)
The assignment code should ignore disabled (hidden) objects.
 
My settlers only ever noticed those gourds when I was using Settlements Expanded. Otherwise, they are outside the settlement boundaries. I don't know what a city plan would do with the boundary. I only ever use a city plan when SS2 tells me I have to, for that one quest. And I stick them at Coastal Cottage, which is a pain to develop myself.
 
To my knowledge training plots were never designed to add happiness.
I've put a debug in the script in my game so it alerts me whenever somebody is unassigned from a plot. Nothing unexpected so far (still early days in the game), but if it starts happening I'll hopefully be able to start looking into it.
I did find another problem in WorkshopFramework which might be related. With the settlers being unassigned, are any of them working vanilla food or defense objects?
To Follow up on your question,
I've been playing on the recent beta and I don't use any auto-assign features (disabled for both SS2 and WSFW), I manually assign everything.

I've noticed that for vanilla resources (crops, defense, beds) any settlers I manually assign lose their assignments eventually when I come back to the settlement. Was this the problem that you mentioned?
 
I'm having a hysterectomy. Almost half of my settlements at any given moment are busted, meaning that either food is low or 0, beds are way off or have the 4K bed bug, power 0, etc. Visiting a settlement only fixes the value glitch at that moment. I've left settlements and had them frook out all over again a minute later. Going to Red Rocket yesterday, I could watch as Food would bounce between 0 and 60 - 90+ every ten seconds or so while I was in Build mode. Food plots indicated they were assigned, but none had assigned farmers working them. Boston Airport had no food for a couple of weeks, and it wouldn't give me food plots to put down. Most of the settlements use RotC city plans, though Starlight is hand built and as such has no mayor. I might change my mind on that.

Is there some way to make the system smarter, to detect when values go haywire for no reason and put them back to previous good values, or the settlement to a previous good state? Failing that, can we have some sort of editor or panic button where we can save a state of a settlement and restore it REMOTELY, so we don't have to teleport or travel all over the darn map to tend to these annoying issues?

I use Steam and have migrated my game library to a separate SSD drive, which was quite a festive ordeal. I use Vortex, and let it sort the load order, with some hand tweaks. I have 180+ mods running though most of them are weapon and clothing / armor mods. I do have Dangerous Commonwealth, Operation Manhattan idling in the background, and AWKCR, though that has never been that much of an issue from what I can tell. In the past, I've even swapped out seasons in the FO4 Seasons mod without much issue. Prior to installing SS2 anyhow. If anyone wants my load order, remind me where the file is.

I like SS2 but I've never been its biggest fan, and right now I have half a mind to let every settlement fend for itself and if they die, oh well.
 
I've noticed that for vanilla resources (crops, defense, beds) any settlers I manually assign lose their assignments eventually when I come back to the settlement. Was this the problem that you mentioned?
Yep, that would be related. It should be fixed in the next patch.
 
KingGath is introducing something in the next patch to make workshop resources persistent (stay in memory)
This is welcome news. I've already lost alliance with County Crossing while dealing with quests and ignoring the settlements for a couple of days. Had to do another mission to get back into their good graces.

I returned to SS1 for a few weeks last year when the bugs became too much, but I missed Jake and all the adventures - check that, most of the crazy adventures in that alternate reality and had to go back to SS2, after a few updates. I just hope that v1 of Chapter 3 will play nicer this go 'round.
 
Top