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When I select a city plan, it doesn't get built

strusik

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Hi, I have completed the quest line for the main mod (I don't have any chapters or extended version, just the main mod). Jake decided to teach me how to appoint a mayor for a settlement to develop it. But I have a problem, which is that when I select a town plan, and order to start building it for 20 ASAM sensors, the cinematic camera comes on, it seems like everything is going well, but in fact it only clears the area of unnecessary items and buildings, but that's where it ends, the settlement plan is not built and I just end up with a "bare" settlement. I thought that maybe this problem is due to the fact that the mod developer added plans not for every settlement and decided to download on nexus plans for settlements, but when I tried to apply them, the same thing happened, just removing everything in the settlement and that's it :(

I've attached a list of all my plugins that are currently working in the game
 

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SS2 comes with a basic (single-level) city plan for all base-game settlements. In what settlement are you trying to use a city plan? Some of them have city plans locked away at first, because the settlement has a quest involved with it and running a city plan could interfere with completing those quests.
 
SS2 comes with a basic (single-level) city plan for all base-game settlements. In what settlement are you trying to use a city plan? Some of them have city plans locked away at first, because the settlement has a quest involved with it and running a city plan could interfere with completing those quests.
I ran the test on two locations, this is Sunshine Tidings co-op and Hangman's Alley, both had the same result. As I said, I tried to use not only the base versions, but also downloaded from nexus and all the quest line of the main mod I went through to the end
 
So I am not sure of your load order - these are showing us what mods you have but not the order they are deployed in. I immediately notice that hudframework is after workshop framework. That should not be the case. Salvage beacons is also not necessary and possibly a conflict since SS2 has its own version of salvage beacons integrated.
 
So I am not sure of your load order - these are showing us what mods you have but not the order they are deployed in. I immediately notice that hudframework is after workshop framework. That should not be the case. Salvage beacons is also not necessary and possibly a conflict since SS2 has its own version of salvage beacons integrated.
In the screenshots the plugins are sorted by the order of their load queue in the game, you can see the numbers on the right, these are the plugin queue numbers

I tried making your changes, I swapped the frameworks and turned off salvage beacons, but it still didn't work :( I will also attach a video of how it looks for me in the game:
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I also have a certain theory: I have a mod called Rebuild that focuses on Sanctuary Hills. It adds the ability to repair houses there to make them look beautiful and also provides the option to destroy certain objects, such as plant fences and other things that are part of the environment in vanilla and cannot be removed. However, from my observations, this mod only affects Sanctuary Hills, and I haven't found objects from this mod in other locations.This mod: https://www.nexusmods.com/fallout4/mods/70642?tab=description
UPD: I tried turning it off, and it still didn't work
 
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In the screenshots the plugins are sorted by the order of their load queue in the game, you can see the numbers on the right, these are the plugin queue numbers

I tried making your changes, I swapped the frameworks and turned off salvage beacons, but it still didn't work :( I will also attach a video of how it looks for me in the game:
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I also have a certain theory: I have a mod called Rebuild that focuses on Sanctuary Hills. It adds the ability to repair houses there to make them look beautiful and also provides the option to destroy certain objects, such as plant fences and other things that are part of the environment in vanilla and cannot be removed. However, from my observations, this mod only affects Sanctuary Hills, and I haven't found objects from this mod in other locations.This mod: https://www.nexusmods.com/fallout4/mods/70642?tab=description
UPD: I tried turning it off, and it still didn't work
It wont rebuild the houses but place everywhere has a grab extra objects option. Wasteland Reconstruction Kit has those hedges so you can rebuild them as you like - lots of goodies in there.

If you can get the Workshop Framework Override mod (its on the WSFW mod page on nexus). It goes last in your load order and will tell you when you log in if SS2 is having scripts overwritten and it will try to restore them. Great mod to check first :D
 
So I am not sure of your load order - these are showing us what mods you have but not the order they are deployed in. I immediately notice that hudframework is after workshop framework. That should not be the case. Salvage beacons is also not necessary and possibly a conflict since SS2 has its own version of salvage beacons integrated.
Now I'm completely stuck. I tried disabling all other mods, but it still doesn't work :oops:
 
Now I'm completely stuck. I tried disabling all other mods, but it still doesn't work :oops:
Do you have mods from Bethsidia.net? They will ninja install it unless you turn it off on their website. Also files are left behind when you merely disable mods - if you havent yet try a fresh save. Also you might run your save though the Resaver program. It might be able to fix it - its kind of a last resort to get saves working again so test it with a copy. Wouldnt want to lose your save.
 
It wont rebuild the houses but place everywhere has a grab extra objects option. Wasteland Reconstruction Kit has those hedges so you can rebuild them as you like - lots of goodies in there.

If you can get the Workshop Framework Override mod (its on the WSFW mod page on nexus). It goes last in your load order and will tell you when you log in if SS2 is having scripts overwritten and it will try to restore them. Great mod to check first :D
I tried this plugin, and also, as I mentioned a bit earlier, I tried disabling all mods that are not related to Sim Settlements, but my city plans still aren't building
 
Do you have mods from Bethsidia.net? They will ninja install it unless you turn it off on their website. Also files are left behind when you merely disable mods - if you havent yet try a fresh save. Also you might run your save though the Resaver program. It might be able to fix it - its kind of a last resort to get saves working again so test it with a copy. Wouldnt want to lose your save.
I have all the mods from nexus. As for disabling mods, as far as I saw (I specifically checked), the files were deleted from the Data folder, and besides, I do not have some very capital mods, mostly it is the addition of furniture and various buildings in the workshop
 
Id suggest going to Wabbajack and getting the Yagisan contest build or mind from Nexus collections ( https://next.nexusmods.com/fallout4/collections/b21slt ). Oh make sure to search for unofficial lists on Wabbajack :)
In theory these are designed to handle building up city plans. Everything will unlock and be avalible to you.
You might try my city plan tor Tenpines Bluff. https://www.nexusmods.com/fallout4/mods/76549?tab=posts
Tried installing your city plan, everything is exactly the same as with the others:
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As I said, this happens with absolutely all plans and at all locations :(
 
Id suggest going to Wabbajack and getting the Yagisan contest build or mind from Nexus collections ( https://next.nexusmods.com/fallout4/collections/b21slt ). Oh make sure to search for unofficial lists on Wabbajack :)
In theory these are designed to handle building up city plans. Everything will unlock and be avalible to you.
You might try my city plan tor Tenpines Bluff. https://www.nexusmods.com/fallout4/mods/76549?tab=posts
My problem is solved, thank you, I found something that breaks my game. This mod does it: https://www.nexusmods.com/fallout4/mods/16625?tab=description

It was very non-obvious to me :!see_no_evil_monkey: (don't ask me how I realized it was this particular mod, my psyche is broken and it's a painful memory :oops::confused:)

Will you be able to report this to the developers of Sim Settlements? Because I'm on this forum for the first day and I don't know how to do it, but I think my torment should not go in vain, and it should help other people :D
 
So I am not sure of your load order - these are showing us what mods you have but not the order they are deployed in. I immediately notice that hudframework is after workshop framework. That should not be the case. Salvage beacons is also not necessary and possibly a conflict since SS2 has its own version of salvage beacons integrated.
My problem is solved, thanks, the answer is above
 
My problem is solved, thank you, I found something that breaks my game. This mod does it: https://www.nexusmods.com/fallout4/mods/16625?tab=description

It was very non-obvious to me :!see_no_evil_monkey: (don't ask me how I realized it was this particular mod, my psyche is broken and it's a painful memory :oops::confused:)

Will you be able to report this to the developers of Sim Settlements? Because I'm on this forum for the first day and I don't know how to do it, but I think my torment should not go in vain, and it should help other people :D
@Cessori Might be able to pass it on - she is the amazing wiki master :D
By accident or intent you ended up in the forum that gets watched for bugs.
Glad you got it worked out. Ive used the SKK attack mod a bit and it seemed good. If you could give it a try and se if it breaks things too. Hopefully it wont. Oh and I suggest an attack spawns outside of settlements mod. It makes walls work :)
 
@Cessori Might be able to pass it on - she is the amazing wiki master :D
By accident or intent you ended up in the forum that gets watched for bugs.
Glad you got it worked out. Ive used the SKK attack mod a bit and it seemed good. If you could give it a try and se if it breaks things too. Hopefully it wont. Oh and I suggest an attack spawns outside of settlements mod. It makes walls work :)
This mod is exactly what I was looking for, thanks. There are so few good or at least working mods on nexus to change the attacks on settlements that I had to settle for what I had :!see_no_evil_monkey: I've already installed the one you recommended, so far I don't see any problems, and there are so many different customization options, which is great. Because the last mod was sometimes too intrusive and could generate several attacks at once
 
@Cessori Might be able to pass it on - she is the amazing wiki master :D
By accident or intent you ended up in the forum that gets watched for bugs.
Glad you got it worked out. Ive used the SKK attack mod a bit and it seemed good. If you could give it a try and se if it breaks things too. Hopefully it wont. Oh and I suggest an attack spawns outside of settlements mod. It makes walls work :)
Greetings again, overall, after removing that problematic mod, I now have a broken happiness system in settlements and it's completely "frozen" on the same values, although different settlements have arrows drawn down or up, but it doesn't actually change. I think it's because that mod was overwriting the scripts in some way (damn it) :no: When I discovered this, I immediately thought of the Resaver program you recommended for fixing saves, but it looks too obscure for me when I open it. Perhaps you've encountered a breakdown of the settlement happiness system at some point?
 
You can go into the table and refresh the city build. That should rebuild the city from the ground up and redo all the calculations. I dont think SS2 does much with the happyness system but @kinggath would know better than I.

I find cats are an excellent way to change happyness. Their +1 is divided amongst the population though so you really need a cat for everyone. I love the idea but too many cats sometimes.

Build with a Purpose is my fav happyness mod. It encourages building more diverse stuff.
Like-
  • Paintings +1
  • Posters +1
  • Toilets + 2
  • Statues +5-10
  • Pool Table +5
  • Workbenches +3
  • Rugs & Mats + 1
  • Mounted Animals +1-15
  • Armor Racks & Displays +1-5
  • Flags +5
  • Swingsets +3
  • Misc Decorations e.g. hoop, candles, campfires, grills, radios, TVs, and more +1-5
 
You can go into the table and refresh the city build. That should rebuild the city from the ground up and redo all the calculations. I dont think SS2 does much with the happyness system but @kinggath would know better than I.

I find cats are an excellent way to change happyness. Their +1 is divided amongst the population though so you really need a cat for everyone. I love the idea but too many cats sometimes.

Build with a Purpose is my fav happyness mod. It encourages building more diverse stuff.
Like-
  • Paintings +1
  • Posters +1
  • Toilets + 2
  • Statues +5-10
  • Pool Table +5
  • Workbenches +3
  • Rugs & Mats + 1
  • Mounted Animals +1-15
  • Armor Racks & Displays +1-5
  • Flags +5
  • Swingsets +3
  • Misc Decorations e.g. hoop, candles, campfires, grills, radios, TVs, and more +1-5
You misunderstood me a little bit, it's not about game mechanics or Sim Settlements, it's about that very unfortunate mod, which I had before and which I deleted, it broke my game

But ok, unfortunately I have to tell you that I had to start a new game, because it turned out that this bug with happiness in settlements is one of those that can't be fixed in any way, I asked the modders in the community about it and they couldn't come up with a solution and said that it's already written in my saves and the only thing that can be done is to find the saves before I installed the mod, but unfortunately I played the whole game with it :( At this point, all I can do is write a warning on that mod's page so people don't download it. Anyway thanks for your kind replies
 
Ive been in just this sort of situation myself so I deeply sympathize. One reason I use the Cheat Terminal is to skip some starting work for a character.

Also I dislike how important the pip boy statues are so I give myself +1 special to all and then ignore them :P

Have a great weekend!

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