Difference between revisions of "Kana Workspace Wiki Ready"

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== Common Issues/Solutions ==
 
== Common Issues/Solutions ==
 
=== Common Problems ===
 
=== Common Problems ===
 
====HUD Meters Disappear If Crosshair Turned Off====
 
:'''Issue:''' HUD Settlement Needs meters disappear if the crosshair is turned off in the HUD
 
 
:'''Kinggath:''' ''"HUDFramework attaches all of the extra elements to the compass when you start your game, and then moves them to the crosshair when you enter workshop mode." To show the Settlement Needs meters again, turn the crosshair back on."''
 
--------------------------
 
REFERENCE: DON'T ADD TO POST<br>
 
'''Wiki Team Thread:''' https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-crosshair-off-in-settings-prevents-hud-meters-appearing-in-workshop.1487/
 
--------------------------
 
====HUD Needs Display Randomly Disappears Inside Settlement Borders====
 
:'''Issue:''' HUD needs display disappears in areas of a settlement, then reappears in other areas of a settlement.
 
 
:'''Kinggath:''' ''"It's actually an issue with the way Bethesda laid out the settlements. They are flagged as only being part of certain game cells, so when Sim Settlements asks if the player is still in the settlement, the game will often report incorrectly. I might be able to fix it by changing the method I use to check if the player is in the workshop - but the issue is only in a few small areas, so I'll probably let it go for the time being. It would be one of those things that takes a lot of man hours for just a small benefit - not that I won't do it in the long term, I just want to get these expansions built first.''
 
 
:''FYI: Using Neeher's All Settlements Extended mods (Nexus Link: http://www.nexusmods.com/fallout4/mods/25316/?, Bethesda Link: https://bethesda.net/en/mods/fallout4/mod-detail/4026210) incidentally fix this vanilla bug, since they expand the number of cells that each workshop counts it eliminates most, if not all, of the dead zones."''
 
--------------------------
 
REFERENCE: DON'T ADD TO POST<br>
 
'''Wiki Team Thread:''' https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-hud-needs-not-showing-in-parts-of-settlement.1518/
 
--------------------------
 
====Food Production Drops with Dynamic Needs Turned Off====
 
:'''Issue:''' Food production from Agriculture plots changes to 2 food at lvl 1, 4 food at level 2, and 6 food at level 3 after Dynamic Needs is turned off.
 
 
:'''Kinggath:''' ''"It is very important to note that turning off dynamic needs will effect, reduce, or eliminate the many positive benefits your factories, farms, stores, and any other job buildings provide to your settlers. The new plot types and building plans introduced in the “Industrial Revolution” expansion pack will be especially affected by turning off dynamic needs as there are a lot of benefits and new positive modifiers for your settlements built in that require dynamic needs to be ON (in order to be activated or for your settlers to take advantage of/benefit from).''
 
 
:''If Dynamic Needs are turned off, all of the bonuses are removed as well. So the default food values become 2/4/6."''
 
--------------------------
 
REFERENCE: DON'T ADD TO POST<br>
 
'''Wiki Team Thread:''' https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-dynamic-needs-off-option-affects-plot-output.1500/
 
--------------------------
 
====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<br>
 
'''Wiki Team Thread:''' https://www.simsettlements.com/site/index.php?threads/power-plant-plots-not-producing-power-dynamic-needs-off.1578/
 
--------------------------
 
 
===Workshop Menus Missing/Disappeared===
 
:'''Issue:''' Workshop menus have disappeared or gone missing.
 
 
:'''Solution:''' Install Settlement Menu Manager: [http://www.nexusmods.com/fallout4/mods/24204/? Nexus] [https://bethesda.net/en/mods/fallout4/mod-detail/4018878 Bethesda]
 
:Run the menu repair option in it's holotape options. This should restore your workshop menus if the mod that changed them has been removed.
 
--------------------------
 
  
 
=== Known Issues / Unsolved ===
 
=== Known Issues / Unsolved ===

Revision as of 04:24, 12 September 2017

Area to Put Stuff Ready for Review

Contents

Ready For Review

Install

Nexus Mod Manager

Quick Start

  1. Start Fallout 4, find the City Manager 2078 Holotape and load it into your Pip-Boy.

REFERENCE: DON'T ADD TO POST (Replace current line with above line)
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/player-cant-see-sim-settlement-menu-after-update.1481/


Easy Installation

  1. Start Fallout 4, find the City Manager 2078 Holotape and load it into your Pip-Boy to complete the installation.

REFERENCE: DON'T ADD TO POST (Replace current line with above line)
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/player-cant-see-sim-settlement-menu-after-update.1481/


Manual Installation

  1. Start Fallout 4, find the City Manager 2078 Holotape and load it into your Pip-Boy to complete the installation.

REFERENCE: DON'T ADD TO POST (Replace current line with above line)
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/player-cant-see-sim-settlement-menu-after-update.1481/


Bethesda Mods

Quick Start

  1. Start Fallout 4, find the City Manager 2078 Holotape and load it into your Pip-Boy.

REFERENCE: DON'T ADD TO POST (Replace current line with above line)
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/player-cant-see-sim-settlement-menu-after-update.1481/


Upgrades

Levels

  • Level 1 = Most buildings will be only the structure, with no lights, and minimal or no decorations
  • Level 2 = The buildings will add electrical lighting as long as the plots are powered
  • Level 3 = The buildings will add decorations

Upgrade Requirements

Locations

holotape Locations

Museum of Freedom

  • 161 ASAM Sensors
  • 1 Holotape

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-add-asam-sensor-amount-per-location.1493/


Located on the third floor of the building on the left before reaching Preston Garvey. The City Manager 2078 Holotape and ASAM sensors are located on a desk and surrounding file cabinets.


REFERENCE: DON'T ADD TO POST (Replace current line with above line)
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/player-cant-see-sim-settlement-menu-after-update.1481/


Boston Mayoral Shelter

  • 25 ASAM Sensors
  • 1 Holotape

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-add-asam-sensor-amount-per-location.1493/


Located in a storage room at the very back of the shelter. The City Manager 2078 Holotape and ASAM sensors are on the first shelf to the left of the door.


REFERENCE: DON'T ADD TO POST (Replace current line with above line)
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/player-cant-see-sim-settlement-menu-after-update.1481/


West Everett Estates

  • 50 ASAM Sensors
  • 1 Holotape

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-add-asam-sensor-amount-per-location.1493/


Located in an unfinished structure next to construction equipment. The City Manager 2078 Holotape and ASAM sensors are on a pallet truck in the center of the structure.


REFERENCE: DON'T ADD TO POST (Replace current line with above line)
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/player-cant-see-sim-settlement-menu-after-update.1481/


Full Numbers Breakdown

Plot Build Costs Table

Plot Type Plot Size Plot Base ASAM Sensor Steel Concrete Wood
Residential Size A - 1 1 0 2
Residential Size A Concrete 1 1 5 2
Residential Size A Wood 1 5 0 12
Residential 2x2 - 1 1 0 2
Residential 2x2 Concrete 1 1 12 2
Residential 2x2 Wood 1 11 0 42
Agricultural Size A - 1 0 0 1
Agricultural 2x2 - 1 0 0 1
Commercial Size A - 1 5 0 0
Commercial Size A Concrete 1 5 5 0
Commercial Size A Wood 1 5 0 12
Commercial 2x2 - 1 5 0 0
Commercial 2x2 Concrete 1 6 12 0
Commercial 2x2 Wood 1 15 0 40
Industrial Size A - 1 2 0 4
Industrial Size A Concrete 1 2 5 4
Industrial 2x2 - 1 2 0 4
Industrial 2x2 Concrete 1 2 12 4
Industrial Advanced 2x2 - 1 3 0 5
Industrial Advanced 2x2 Concrete 1 3 12 5
Martial 1x1 - 1 3 0 0
Martial 1x1 Concrete 1 3 3 0
Martial 1x1 Wood 1 4 0 10
Martial 2x2 - 1 3 0 0
Martial 2x2 Concrete 1 3 12 0
Martial 2x2 Wood 1 12 0 40
Recreational 2x2 - 1 5 0 0
Recreational 2x2 Concrete 1 5 12 0
Recreational 2x2 Wood 1 15 0 40

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-plot-costs-info.1491/


Tools

ASAM Vision Switch

ASAM Vision Switch colors:
  • Find Homeless= Red
  • Find Unemployed= Yellow
  • Find Unpowered= Strobing White
  • Find Awaiting Upgrades= Green

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-vision-switch-colors.1495/


  • Individual ASAM Vision Switches, that just activate a specific vision mode, can now be crafted in the City Planners Desk.

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-individual-asam-vision-switches-craftable.1496/


AddOns

AddOn Packs

Raider flags (operators and pack)

Author: John Lovely

NEW ADDON

Description:
This Add-On for Sim Settlements adds flags for the Operators and the Pack to the custom flags inventory in Sim Settlements.

Mod Page / Download Links:
Nexus.png PC (Nexus): http://www.nexusmods.com/fallout4/mods/26053/?


REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-raider-flag-add-on-add.1501/


Future

The Future

  • Settlement resource supply system between settlements

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-settlements-wont-support-each-other-with-extra-water-food.1506/


  • Additional Plot sizes

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-future-different-plot-sizes.1498/


Problematic Mods

Horizon

This mod moves stuff around in the Workshop menu. Use of Horizon could cause Sim Settlements Craftable items to no longer be in the Chemistry Station bench. As a workaround, the Sim Settlements Craftable items can still be crafted in the City Planner's bench (located in the Sim Settlements Workshop Menu, under Furniture).

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-horizon-mod-moving-craftable-items-in-menu.1505/


Conquest

Kinggath: "Conquest uses it's own workshop management scripts, so the plots won't work well (if at all) with it. Chesko, the mod author of Conquest, has moved on from modding Fallout 4 (when I asked, he said there were too many limitations and had to quit working on it) - so I doubt we'll ever have full compatibility between the two."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-conquest-mod-causes-plot-issues.1504/


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

Why are excess settlement resources not shared between settlements for plot upgrade purposes?

Kinggath: "That's in my long term plans. The system Bethesda uses for sharing resources for happiness is really awkward - it literally moves pieces of food and water out of the workbenches to hit the daily needs, which won't work for Sim Settlement's calculations, so I have to come up with a good means of handling it that won't be a script hog."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-settlements-wont-support-each-other-with-extra-water-food.1506/


Are different and/or larger Plot sizes being considered?

  • Kinggath: "I will definitely add the plot models and support for larger plots, so that you guys doing add-ons can make use of them. I have no timeline though.
One of my concerns is that adding too many plot sizes at once will be confusing and of limited use to the players. For example, let's say I added 4 new plot sizes (3x3, 3x2, 4x4, 4x3), there are currently 7 plot types, so that's 28 new options. More than likely, we'd end up with one or two people adding content to each, so then we end up with situations where a plot type has only a single building plan ever available for it - which as a player, I'd be pretty unhappy about.
Doing the slow roll-out ensures we're all providing content for the same plot sizes so that player's have access to a reasonable amount of content for each.
The 2x2 variation of the Martial plot was my first test run in offering a plot size that I had no content for, and so far, it's getting minimal attention - so I'm being very cautious about a wide rollout of new plot sizes."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-future-different-plot-sizes.1498/


Why is the Wasteland Lounger Plot completely walled in with no entrance?

Kinggath: "That's just supposed to be a fun VIP and kind of pokes fun at the teleporting AI. If you fast-travel [into] the settlement at night, they will be asleep in the bed."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-wasteland-lounger-vip-plot-has-no-doors.1486/


Common Issues/Solutions

Common Problems

Known Issues / Unsolved

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/


Floating Clutter After Scrapping/Moving/Storing Plot

Issue: Items of clutter floating in the location a plot used to be after scrapping, moving, or storing the plot.
Kinggath: "It can sometimes just take a long time to clean up if your save file scripts are getting backed up. Otherwise, you can download the mod Sim Settlement Helper, which will make everything the mod creates scrapable."
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://simsettlements.com/site/index.php?threads/items-left-after-scraping-or-moving-plot.1572/


Settlers Will Not Use Upper Floors of Buildings

Issue: Settlers are not going to upper floors of buildings or Plots built on multi story scaffolding.
Vanilla Game Bug: Unfortunately, this is a problem with the game's AI. There is currently no fix to this behavior.
Kinggath: "spent many hours during early dev and couldn't reliably get them to use the upper floors"

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-settlers-not-using-upper-floors.1517/


Child Settlers Cannot Be Assigned Or Don't Do Anything In The Plot

Issue: Child settlers are not able to be assigned to a plot, or don't do any animations when assigned.
Kinggath: "Child settlers can now own Residential and Agricultural plots. Due to lack of animations available to the child settlers, they may never actually animate to the plot or use the objects on them. Additional plot types may be made available to them in the future if I find someone to provide more animation support for them (send me your animator friends!)."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-vanilla-child-settlers-unable-to-be-assigned-to-any-plot.1512/


(Vanilla Game Bug) Clumping Settlers When Arriving in Settlement

Issue: Upon arriving in the Settlement through teleporting or fast travel, all the settlers are clumped up together in a group.
Kinggath: "Bethesda did something pretty smart with the engine and disconnected the scripting engine from the frame rate. This ensures the gunplay is nice and smooth, but at the cost of leaving the AI often looking very stupid. When you first fast travel to a settlement, all of the settlers are dumped to a central point in the settlement and then told by a script to re-check their AI packages. When your scripts get backed up, that re-check doesn't happen quickly (or sometimes at all), and you end up with that [All of the settlers clumped up together]. . . "

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-clumping-settlers-when-travelling-to-a-settlement.1499/


Wasteland Lounger Plot Keeps Showing Up for VIP's

Issue: VIP settlers keep selecting the Wasteland Lounger for the Residential plot
Kinggath: "This was mostly an accident - I developed the VIPs before I finished the rest of the mod and needed a house to work from. It wasn't until I designed the other houses that I realized I had build most of the VIPs so specific to the Wasteland Lounger model, that transferring them over to work in the other models as well was going to be a huge project - and in the end decided it wasn't worth the extra time I could spend making other things. I might go back and rebuild some of them to work in other models."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-wasteland-lounger-frequently-built.1494/


(Vanilla Game Bug) Stored Sim Settlement Plots in Special Menu not Sim Settlements Menu

Issue: When a plot is stored, the stored plot shows up in the Workshop's Special menu instead of the Sim Settlements menu.
Kinggath: ". . . the engine isn't very smart about having multiple construction records for the same object. So it's not likely something I can fix. From my testing, those extra entries in the workshop menu go away after you place all of the stored plots and then open the workshop again."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread: https://www.simsettlements.com/site/index.php?threads/moved-from-inbox-stored-plots-go-to-special-menu.1490/


Named Vanilla Settlers Cannot Be Assigned and Will Not Build Homes

Issue: Named vanilla settlers cannot be assigned and/or will not build a plot
Kinggath: ". . . anyone who isn't assignable to vanilla objects, can't work Plots either. They used to be able to - until I found out that screws up the AI."

REFERENCE: DON'T ADD TO POST
Wiki Team Thread:https://www.simsettlements.com/site/index.php?threads/vanilla-named-settlers-cannot-be-assigned-to-plots.1484/


Work In Progress

FAQs

Common Issues/Solutions