Difference between revisions of "Issues"

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(Plots with Foundations Won't Sink)
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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.
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'''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.
  
 
==Plots with Foundations Won't Sink==
 
==Plots with Foundations Won't Sink==
If your plots with foundations aren't sinking into the ground, this means you either have bCombineObjects=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. 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.
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If your plots with foundations aren't sinking into the ground, this means you either have [https://www.creationkit.com/fallout4/index.php?title=Precombined_References#Related_INI_Settings 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 <code>Documents/My Games/Fallout4/Fallout4Custom.ini</code> under <code><nowiki>[General]</nowiki></code>. 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==
 
==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 [[Needs|dynamic needs]] being on. With dynamic needs, some structures will require more power and water to run.
 
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 [[Needs|dynamic needs]] being on. With dynamic needs, some structures will require more power and water to run.
  
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[[Category:Help]]
 
[[Category:Help]]

Revision as of 01:38, 3 July 2017

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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.

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.