Difference between revisions of "Issues"

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(Known Issues / Unsolved: Added Plot Not Completing building)
(Common Problems: Added Refresh Local Plots Option Stops Before Completion)
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= Common Problems =
 
= Common Problems =
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==Refresh Local Plots Option Stops Before Completion==
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:'''Issue:''' After starting the Refresh Local Plots tool, the refreshing messages stop, but you get a warning not to leave until completion.
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:'''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.''
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:''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."''
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==Workshop Menus Missing/Disappeared==
 
==Workshop Menus Missing/Disappeared==
 
:'''Issue:''' Workshop menus have disappeared or gone missing.
 
:'''Issue:''' Workshop menus have disappeared or gone missing.

Revision as of 04:30, 12 September 2017

Other languages:
English

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

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."

Workshop Menus Missing/Disappeared

Issue: Workshop menus have disappeared or gone missing.
Solution: Install Settlement Menu Manager: Nexus 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.

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."

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."

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."

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."

(XBOX) No Space Left to Install Sim Settlements.

Issue: Not enough space in Xbox to install Sim Settlements.
Kinggath: "This [Sim Settlements Lite] is exactly the same as Sim Settlements in functionality, except a smaller file size as some assets are removed. The idea of Sim Settlements Lite is to keep the core experience the same, but remove some of the bells and whistles that bloat the file size to help you guys on Xbox who are hindered by the current 2 GB limitation. The GOAL is to keep the Lite mod under 200 Mb, but that may not be possible forever, as new features will require more files. It will always be smaller than the core mod though."
Bethesda.png Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4015676

Invisible Plots, Buildings Not Showing, and/or Plot Stops at Construction Stage

Issue: Plot buildings are invisible, or stop building at the construction stage.
Solution:
  1. Interact with the Plot ASAM Sensor, and select Refresh Plot.
  2. Manually install Sim Settlements and Industrial Revolution.
    1. Manual Installation Help Video

(Vanilla Game Bug) Vanilla Named Settlers Cannot Be Bought From When Working Commercial Plot

Issue: Vanilla named settlers do not have the vendor conversation option when assigned to a commercial plot.
Kinggath: "For me it's always one or the other, either I can't buy from them or I can no longer recruit them after they start their shop. Either way, this is a vanilla problem, so there's not a lot that can be done. For me, sleeping 24 hours and reassigning usually clears up the issue (but not always)."

(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:

  1. 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.
  2. 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.
  3. (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.

  1. Download Fallrim Tools: http://www.nexusmods.com/fallout4/mods/22633/
  2. Extract the files to your computer somewhere.
  3. Launch Resaver.exe, which will prompt you to select your save file.
  4. 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

Unable To Read Plot Plaques or Change Plots

Issue: Activating Plot Plaque does not show any commands, and/or no options to read the Plaque at all.
Kinggath: "If you're using Place Anywhere, open it's menu object and turn off the Options Menu feature. It interferes with the secondary activation on plots."

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. It's a common xbox problem, so the fix should be relatively painless."

Known Issues / Unsolved

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."

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)."

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."
RESOLVED: As of Patch 2.0.6

Also See