Difference between revisions of "Issues"
Bludthurst (talk | contribs) m (Protected "Issues" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))) |
Bludthurst (talk | contribs) (→Settlers Are Not Showing Up) |
||
Line 20: | Line 20: | ||
+ | ==(Xbox) Plot Building Disappears After Being Built== | ||
+ | :'''Issue:''' Plot building suddenly disappears, leaving a plot base with no building where there was one before. | ||
+ | |||
+ | :'''Kinggath:''' "I still haven't completely solved the ghost plots issue (I'm thinking this is just a game engine failure with memory management), but now that we have the ASAM Sensors on the plots, I was able to setup a fix. | ||
+ | |||
+ | :With patch 2.0.3, anytime you activate an ASAM Sensor if it detects the plot is missing, it will restore it." | ||
== Settlers Are Not Showing Up == | == Settlers Are Not Showing Up == | ||
Sim Settlements doesn't alter the recruitment chance in any way. The only things that affect recruitment are your character's Charisma, settlement happiness, and whether or not your settlers have jobs (if you have 5+settlers without jobs, no new ones will appear). | Sim Settlements doesn't alter the recruitment chance in any way. The only things that affect recruitment are your character's Charisma, settlement happiness, and whether or not your settlers have jobs (if you have 5+settlers without jobs, no new ones will appear). |
Revision as of 16:28, 8 September 2017
TODO: Dig through bug reports/posts/forums on nexus page, and transcribe issues people have run into that were fixed by the user doing something. For example, if a second building grows inside of a plot, the player should demolish the plot, and download the Sim Settlements Helper mod to be able to scrap all the left-over objects.
Common Problems
(PC) Plots with Foundations Won't Sink
If your plots with foundations aren't sinking into the ground, this means you either have bUseCombinedObjects=0 in your ini settings or you're using a mod that changes that setting such as Spring Cleaning. You can resolve this by changing that setting back to 1 instead of 0. It will be in Documents/My Games/Fallout4/Fallout4Custom.ini
under [General]
. If you do not have that setting, then a mod you're using is setting it dynamically, and the only solution will be to remove the mod, or use something like Place Everywhere to bypass the problem altogether.
Resources at 999
If a settlements resources are at 999, it means that the resources are being used into a deficit. The settlement system cannot handle negative numbers, so the resource count jumps to 999. This can be due to dynamic needs being on. With dynamic needs, some structures will require more power and water to run.
HUD Disappears in Workshop Mode
If your crosshair is hidden in the game settings, HUDFramework will not work after you enter workshop mode. If you would like to hide your crosshair, use a mod like Immersive HUD or DEF_UI, which will allow you to do so while still making use of HUDFramework widgets, such as the Sim Settlements meters.
(Xbox) Plot Building Disappears After Being Built
- Issue: Plot building suddenly disappears, leaving a plot base with no building where there was one before.
- Kinggath: "I still haven't completely solved the ghost plots issue (I'm thinking this is just a game engine failure with memory management), but now that we have the ASAM Sensors on the plots, I was able to setup a fix.
- With patch 2.0.3, anytime you activate an ASAM Sensor if it detects the plot is missing, it will restore it."
Settlers Are Not Showing Up
Sim Settlements doesn't alter the recruitment chance in any way. The only things that affect recruitment are your character's Charisma, settlement happiness, and whether or not your settlers have jobs (if you have 5+settlers without jobs, no new ones will appear).
The most common issues are:
- Your recruitment beacons aren't actually functioning, you might need to make sure something did not happen to interrupt their power or just toggle them off and on to confirm you get the message about the beacon signal.
- Bad luck. Every in-game day the chance for new settlers to show up is random. If it is a brand new settlement, it can sometimes take upwards of 2 weeks in game to get a new settler after the first few.
- (PC) Workshop Script problems in your save. This will usually manifest in other ways as well, for example, your settlers may ignore your assignment commands or never go to another settlement if you try and send them. This last issue can sometimes be resolved by playing around with your save file in Fallrim Tools.
(PC) Sim Settlements Generally Acting Strangely
If you are on PC, and find that your game is acting strangely - especially in regards to Sim Settlements doing things abnormally or out of order, you should consider checking your save file for extreme script lag.
- Download Fallrim Tools: http://www.nexusmods.com/fallout4/mods/22633/
- Extract the files to your computer somewhere.
- Launch Resaver.exe, which will prompt you to select your save file.
- Look to the ActiveScripts section, it will have a number of threads running in your save. Generally this should be under 20. If it's substantially higher, you almost certainly have a mod causing massive conflicts and should consider asking for help: Help Forum
Known Issues / Unsolved
ASAM Vision Shows Settler As Homeless Even Though "Beds as Homes" Option is On
Issue: So I have my settlements to count beds as homes, yet when I tell ASAM to show me homeless it lights everyone up that doesn't belong to a residential spot. Is there a way to make it stop doing that?
Kinggath: Not yet, it's on my list though. I have to come up with some way to intercept the beds without editing the vanilla code.