Difference between revisions of "Kana Workspace Wiki Ready"

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((Xbox) Old Plot Structures Reappear In New Plot at Same Location: Fixed Indent)
(Known Issues / Unsolved: Added indents to the entire section. Makes it far easier to read.)
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=== Known Issues / Unsolved ===
 
=== Known Issues / Unsolved ===
 
====Xbox Incorrectly Says Not Enough Free Memory====
 
====Xbox Incorrectly Says Not Enough Free Memory====
'''Issue:''' Xbox says there is not enough free memory to download a mod when there actually is.
+
:'''Issue:''' Xbox says there is not enough free memory to download a mod when there actually is.
  
'''Kinggath:''' ""It has something to do with the Xbox not actually clearing the memory. Try all the steps described in these posts: https://www.gamefaqs.com/boards/164593-fallout-4/74309535
+
:'''Kinggath:''' ""It has something to do with the Xbox not actually clearing the memory. Try all the steps described in these posts: https://www.gamefaqs.com/boards/164593-fallout-4/74309535
  
 
:Basically, you'll want to favorite all of your mods so you can quickly re-download them all, then reset the reserved space on your xbox. I've never done this before, but maybe someone else here has and can tell you the exact :steps. All I know, is that it's a common xbox problem, so the fix should be relatively painless."
 
:Basically, you'll want to favorite all of your mods so you can quickly re-download them all, then reset the reserved space on your xbox. I've never done this before, but maybe someone else here has and can tell you the exact :steps. All I know, is that it's a common xbox problem, so the fix should be relatively painless."
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====Advanced Industrial Plots Do Not Output Benefits With Dynamic Needs Off====
 
====Advanced Industrial Plots Do Not Output Benefits With Dynamic Needs Off====
'''Issue:''' Advanced Industrial Plots do not provide benefits they should, with Dynamic Needs turned off.
+
:'''Issue:''' Advanced Industrial Plots do not provide benefits they should, with Dynamic Needs turned off.
  
'''Kinggath:''' "This happens when Dynamic Needs are turned off. I have a potential solution for the future, for now though, if you enable Dynamic Needs and refresh the plot, the power [or any other Advanced Industrial plot resource] should come back."
+
:'''Kinggath:''' "This happens when Dynamic Needs are turned off. I have a potential solution for the future, for now though, if you enable Dynamic Needs and refresh the plot, the power [or any other Advanced Industrial plot resource] should come back."
 
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REFERENCE: DON'T ADD TO POST<br>
 
REFERENCE: DON'T ADD TO POST<br>
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====Pipboy Settlement Data Screen Shows Incorrect Information====
 
====Pipboy Settlement Data Screen Shows Incorrect Information====
'''Issue:''' When looking at the Settlement Data screen on the Pipboy, the information displayed is incorrect.
+
:'''Issue:''' When looking at the Settlement Data screen on the Pipboy, the information displayed is incorrect.
  
'''Kinggath:''' "The pipboy data is a vanilla issue. I've investigated a solution, but it's pretty much going to require redesigning the pipboy flash files and the workshop scripts - which I'm trying to avoid with Sim Settlements (I want to keep compatibility up by not editing vanilla records/scripts in the mod)."
+
:'''Kinggath:''' "The pipboy data is a vanilla issue. I've investigated a solution, but it's pretty much going to require redesigning the pipboy flash files and the workshop scripts - which I'm trying to avoid with Sim Settlements (I want to keep compatibility up by not editing vanilla records/scripts in the mod)."
 
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REFERENCE: DON'T ADD TO POST<br>
 
REFERENCE: DON'T ADD TO POST<br>
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====Plot Not Completing building====
 
====Plot Not Completing building====
'''Issue:''' Plots stop construction before completion. Usually stops or freezes at the scaffolding stage of construction.
+
:'''Issue:''' Plots stop construction before completion. Usually stops or freezes at the scaffolding stage of construction.
  
'''Kinggath:''' "Occasionally the game will fail to start the timer correctly. Once the scaffolding appears, a building should take less than a minute to build (unless you have Realistic Build Times on). So if you run into this, try using the Refresh Plot option on the sensor menu to see if it builds. If it continues to not build, you may want to scrap it and try building it again.
+
:'''Kinggath:''' "Occasionally the game will fail to start the timer correctly. Once the scaffolding appears, a building should take less than a minute to build (unless you have Realistic Build Times on). So if you run into this, try using the Refresh Plot option on the sensor menu to see if it builds. If it continues to not build, you may want to scrap it and try building it again.
  
 
If even that doesn't work, please report it here [https://www.simsettlements.com/site/index.php?forums/bug-reports.15/ Bug Reports] so we can try and find out what is conflicting."
 
If even that doesn't work, please report it here [https://www.simsettlements.com/site/index.php?forums/bug-reports.15/ Bug Reports] so we can try and find out what is conflicting."
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--------------------------
 
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====Refresh Local Plots Option Stops Before Completion====
 
====Refresh Local Plots Option Stops Before Completion====
'''Issue:''' After starting the Refresh Local Plots tool, the refreshing messages stop, but you get a warning not to leave until completion.
+
:'''Issue:''' After starting the Refresh Local Plots tool, the refreshing messages stop, but you get a warning not to leave until completion.
  
'''Kinggath:''' "While the Refresh Local Plots option warns you not to leave, if it appears to get stuck, you should ignore the warning and leave anyway. Getting the cell to unload (by traveling a good distance away from it), should cause the refresh to continue. Once the refresh messages resume, return to the settlement.
+
:'''Kinggath:''' "While the Refresh Local Plots option warns you not to leave, if it appears to get stuck, you should ignore the warning and leave anyway. Getting the cell to unload (by traveling a good distance away from it), should cause the refresh to continue. Once the refresh messages resume, return to the settlement.
  
You may have scaling or rotation issues on any plots that refreshed during the brief period you were away. Simply run the Refresh Plot option on the sensor menu for those and it should clear them up."
+
:You may have scaling or rotation issues on any plots that refreshed during the brief period you were away. Simply run the Refresh Plot option on the sensor menu for those and it should clear them up."
 
--------------------------
 
--------------------------
 
REFERENCE: DON'T ADD TO POST<br>
 
REFERENCE: DON'T ADD TO POST<br>
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====(Xbox) Old Plot Structures Reappear In New Plot at Same Location====
 
====(Xbox) Old Plot Structures Reappear In New Plot at Same Location====
'''Issue:''' After scrapping a plot and building a new plot in the same location, The old plot appears inside the new plot and cannot be demolished.
+
:'''Issue:''' After scrapping a plot and building a new plot in the same location, The old plot appears inside the new plot and cannot be demolished.
  
'''Kinggath:''' "This is an unfortunate common issue on Xbox, the scripts will fall behind and start building two structures at once. First try using the Refresh Plot option on the ASAM Sensor menu - that might resolve it completely.
+
:'''Kinggath:''' "This is an unfortunate common issue on Xbox, the scripts will fall behind and start building two structures at once. First try using the Refresh Plot option on the ASAM Sensor menu - that might resolve it completely.
  
If not, I put out a mod called Sim Settlement Helper, install that - you'll then be able to scrap all of the stuff on top of the plot. After you've scrapped everything but the plot itself, refresh the plot via the sensor again, :and the correct stuff should appear."
+
:If not, I put out a mod called Sim Settlement Helper, install that - you'll then be able to scrap all of the stuff on top of the plot. After you've scrapped everything but the plot itself, refresh the plot via the sensor again, :and the correct stuff should appear."
  
:To use Sim Settlement Helper:
+
::To use Sim Settlement Helper:
::1. Download and Install Sim Settlement Helper mod. Nexus: http://www.nexusmods.com/fallout4/mods/23209/?, Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4012831
+
:::1. Download and Install Sim Settlement Helper mod. Nexus: http://www.nexusmods.com/fallout4/mods/23209/?, Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4012831
::2. Scrap any floating clutter that has not been removed.
+
:::2. Scrap any floating clutter that has not been removed.
::3. Exit Game and Uninstall Sim Settlement Helper.
+
:::3. Exit Game and Uninstall Sim Settlement Helper.
 
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--------------------------
 
REFERENCE: DON'T ADD TO POST<br>
 
REFERENCE: DON'T ADD TO POST<br>

Revision as of 03:10, 7 September 2017

Area to Put Stuff Ready for Review

Ready For Review

Plot ASAM Sensor Options (Comment:New Page Add)

Cancel

Cancels and backs out of the Plot ASAM window

Choose Building Plan

This will bring up a container of all the available building plans. This will include the building plans from Sim Settlements, any expansions, and Add-On's that are eligible for the particular plot you are looking at.

Find Owner

Starts a miscellaneous quest putting a marker on the plot owned and the plot owner. Select the Find Owner option again to turn off the quest.

View Plaque

Displays the plaque for the plot

Refresh Plot

Refreshes the plot and redoes the spawning stages for the building.


REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-plot-asam-options-not-on-the-wiki.1503/



Main Page

Creating Your Own AddOn Pack

If you're interested in releasing your own AddOn Pack of buildings for Sim Settlements or just contributing to the mod, check out the Builder's Toolkit below, which teaches anyone at all, even those without any modding experience how to do so!

Sim Settlements Builder's Toolkit: (Start at 00 Creation Kit 101.pdf and work your way through):

Discord Server Invite: If you are looking for somewhere to hangout while you work on Add-On packs, we have a Discord server setup! It's a great spot to get help, share your progress, and talk about ideas:



REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/info-about-creating-an-add-on-pack-or-buildings-needs-to-be-easier-to-find.1597/


FAQs

Common Issues/Solutions

Common Problems

Known Issues / Unsolved

Xbox Incorrectly Says Not Enough Free Memory

Issue: Xbox says there is not enough free memory to download a mod when there actually is.
Kinggath: ""It has something to do with the Xbox not actually clearing the memory. Try all the steps described in these posts: https://www.gamefaqs.com/boards/164593-fallout-4/74309535
Basically, you'll want to favorite all of your mods so you can quickly re-download them all, then reset the reserved space on your xbox. I've never done this before, but maybe someone else here has and can tell you the exact :steps. All I know, is that it's a common xbox problem, so the fix should be relatively painless."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/xbox-not-allowing-mod-download-when-there-is-space-to-download.1576/


Advanced Industrial Plots Do Not Output Benefits With Dynamic Needs Off

Issue: Advanced Industrial Plots do not provide benefits they should, with Dynamic Needs turned off.
Kinggath: "This happens when Dynamic Needs are turned off. I have a potential solution for the future, for now though, if you enable Dynamic Needs and refresh the plot, the power [or any other Advanced Industrial plot resource] should come back."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/power-plant-plots-not-producing-power-dynamic-needs-off.1578/


Pipboy Settlement Data Screen Shows Incorrect Information

Issue: When looking at the Settlement Data screen on the Pipboy, the information displayed is incorrect.
Kinggath: "The pipboy data is a vanilla issue. I've investigated a solution, but it's pretty much going to require redesigning the pipboy flash files and the workshop scripts - which I'm trying to avoid with Sim Settlements (I want to keep compatibility up by not editing vanilla records/scripts in the mod)."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/pipboy-settlement-data-page-shows-incorrect-numbers.1573/


Plot Not Completing building

Issue: Plots stop construction before completion. Usually stops or freezes at the scaffolding stage of construction.
Kinggath: "Occasionally the game will fail to start the timer correctly. Once the scaffolding appears, a building should take less than a minute to build (unless you have Realistic Build Times on). So if you run into this, try using the Refresh Plot option on the sensor menu to see if it builds. If it continues to not build, you may want to scrap it and try building it again.

If even that doesn't work, please report it here Bug Reports so we can try and find out what is conflicting."


REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/plot-not-finishing-building-after-scaffolding-appears.1574/


Refresh Local Plots Option Stops Before Completion

Issue: After starting the Refresh Local Plots tool, the refreshing messages stop, but you get a warning not to leave until completion.
Kinggath: "While the Refresh Local Plots option warns you not to leave, if it appears to get stuck, you should ignore the warning and leave anyway. Getting the cell to unload (by traveling a good distance away from it), should cause the refresh to continue. Once the refresh messages resume, return to the settlement.
You may have scaling or rotation issues on any plots that refreshed during the brief period you were away. Simply run the Refresh Plot option on the sensor menu for those and it should clear them up."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/refresh-local-plots-option-does-not-complete.1575/


(Xbox) Old Plot Structures Reappear In New Plot at Same Location

Issue: After scrapping a plot and building a new plot in the same location, The old plot appears inside the new plot and cannot be demolished.
Kinggath: "This is an unfortunate common issue on Xbox, the scripts will fall behind and start building two structures at once. First try using the Refresh Plot option on the ASAM Sensor menu - that might resolve it completely.
If not, I put out a mod called Sim Settlement Helper, install that - you'll then be able to scrap all of the stuff on top of the plot. After you've scrapped everything but the plot itself, refresh the plot via the sensor again, :and the correct stuff should appear."
To use Sim Settlement Helper:
1. Download and Install Sim Settlement Helper mod. Nexus: http://www.nexusmods.com/fallout4/mods/23209/?, Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4012831
2. Scrap any floating clutter that has not been removed.
3. Exit Game and Uninstall Sim Settlement Helper.

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/two-structures-built-on-same-plot-xbox.1571/


Work In Progress

FAQs

Common Issues/Solutions