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Solved Weapon vendor won't interact

ChaoticLogic

New Member
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8
Good afternoon.
I'm having some trouble with interior commercial plots designated as weapons vendors. No matter the weapon vendor I choose, once I assign a settler and they take their place, they won't speak to me beyond a generic greeting (not even to trade their clothing which is default if they are unassigned) If I assign them to a different commercial plot (tested with food and medicine vendors) they interact properly.

This only happens with the interior commercial weapons vendors. The full-sized plots designated as weapons vendors works fine.

Here's what I'm working with:
  • SS Three-in-One v 4.1
  • SS IDEK's Logistic's Station v 1.2.3beta
  • SS Mega Pack - Year One v 1.0.5
  • SS Addon Pack - Vault-Tec Tools v 1.1.1
  • SS Vis-G Patch v 2.4
  • SS Wasteland Venturers 2 All-in-one v 6.0.0alpha
 
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The first plot was Death's Head Weaponry and the second was Bullseye Weapons by Tinuvia.

I've done some more experimentation after a Google search turned up a similar question but involving the vanilla vendor stands. I used the asam sensor to change both plots to test the theory that location was important. Death's Head changed to Military Surplus and Bullseye changed to Medicine Man. Much to my surprise, neither vendor would talk to me beyond a generic greeting.

I demolished both plots and put Military Surplus back into slot 1 and Death's Head into slot 2. Military surplus won't talk to me but Military Surplus will! I'm so confused.

Death's head's plaque reads:
Design: [SS] Death's Head Weaponry by kinggath
Note: Weapon Store
Level: 1
Power: -1
Defense: 1
Food: 0
Water: 0
Happiness: 0
Income/Tax: 3.80

Update: more experimenting. May be tied to Oberland Station. I traveled back to Red Rocket and built a commercial plot, designated it to be Bullseye Weaponry, and assigned a settler. Once it finished construction, I talked to her and I got the vendor conversation as normal.

Update 2: (Back at Oberland) I think my problem may be tied to Faster Workshop. Here's why: I noticed the Instabell was missing from the Special section of the Construction menu. I used the Settlement Menu Manager rescue feature... I restarted my game. Neither fixed the missing items. I then went over to the workshop and went into build mode by activating it. The Special menu now had the instabell!

Taking this lesson, I scrapped all the commercial interior plots. Left build mode, and entered again by touching the workbench. Verifying that Instabell was there, I then built a new weapons plot (Bullseye Weaponry) and assigned a settler. This worked first try.

I have no idea why Faster Build Menu would interfere or why it's unique to Oberland. The only mod touching Oberland station is Oberland Expanded. I'll dig in those esp's to find out, but I'm not sure I'll find anything since this seems to be scripting related.

Update 3: I tabbed out to quickly type up Update 2... when I tabbed back in, the weapon vendor won't talk to me anymore... just... fan-freaking-tastic... I'm out of ideas.

Last update: disregard... something is screwy with Oberland because even the vanilla weapons vendor stand is affected.
 
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Have you tried a different location in Oberland, closer to the center?
This problem is usually something which happens in dead zones. I know Somerville has one in that corner on the hill, RR somewhere on the road to Sanctuary, Murkwater, too, as I learned recently.

Edit: no idea how thorough oberland expanded is. If they didn't change the Location of the additional cells, the whole new area is one big dead zone. If they did, it might be a conflict, aka, something else changes the cells back. Try moving oberland expanded further down?
 
I think my problem may be tied to Faster Workshop. Here's why: I noticed the Instabell was missing from the Special section of the Construction menu. I used the Settlement Menu Manager rescue feature... I restarted my game. Neither fixed the missing items. I then went over to the workshop and went into build mode by activating it. The Special menu now had the instabell!

I think "dead zones" may very explain this and why some items are missing in menu and then aren't missing.

I've experienced this at Taffington with the Trader Caravan Post. If I open workshop on the North Side of the settlement, it is in the workshop tab and can be built. If I go to the south side of the settlement and open workshop mode it doesn't show up in the workshop.

The bell and the Caravan Post's function is always tied to a specific workshop: Call up the settlers from this and only this workshop, send the traders to this workshop. So in a dead zone, it doesn't recognize that you are in any particular or specific workshop and these items won't show in the menu????

At the workbench itself will never be a "dead spot" so you are always good. Out at the edges, and sometimes even just random spots (some settlements are more like Swiss cheese than others) you'll find dead spots where things don't seem to work quite right.

Check out this old report of an issue similar to yours:
https://simsettlements.com/site/index.php?threads/fresh-supplies-vendor-not-selling.2326/
 
@bullyrook and @pra - I think you may be on to something there... I started Oberland using a transfer blueprint from jdg916 (absolutely phenomenal build) which puts the vendors in a row along the northern edge of the settlement. I will try clearing some space and rebuilding the vendors and let you know!
 
Resolved: This was a good fix! It may be the Oberland Expanded mod or perhaps vanilla, I cannot say for certain, but it the northern edge of the settlement doesn't seem to work well with vendors. I *was* able to make it work with industrial plots, so I moved the commercial plots closer to the farmland and all was well. Thank you for the suggests @bullyrook and @pra !
 
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