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Fixed Scav Support center stuck building

Sigmar

Member
Messages
95
I have noticed this in my new RotC playthrough. When I build the scav support center it will get stuck in the build animiation. Refreshing the plot with remove the scaffolding and show the base concrete/rebar/wire mesh model and then building will continue normally till completion.

My gut instinct is to assume that it is checking to see if there is other scav support structures so it can determine what to build and is hanging in the verification process but who can say. I have not built further scav support structures in the same settlements yet to see if the hang is present in their construction as well but could test it if you like.

I am also running 0.9.1 and will update to see if it is still present

Looking forward to your new food factory plots ...
 
I have noticed this in my new RotC playthrough. When I build the scav support center it will get stuck in the build animiation. Refreshing the plot with remove the scaffolding and show the base concrete/rebar/wire mesh model and then building will continue normally till completion.

My gut instinct is to assume that it is checking to see if there is other scav support structures so it can determine what to build and is hanging in the verification process but who can say. I have not built further scav support structures in the same settlements yet to see if the hang is present in their construction as well but could test it if you like.

I am also running 0.9.1 and will update to see if it is still present

Looking forward to your new food factory plots ...

Were you running 3.0.3 or 3.0.3a when you noticed this? The building process relies on simparent and could have been slowed down to the point of basically halting by the looping issue described on the 3.0.3 patch forum post. Once you've cleared the loop and update to 3.0.3b, test again and let me know. (in my tests yesterday the plots still seemed to pick and build ok, but anything with a lot of clutter was EXTREAMLY slow to build because of the infinite loop

Having said that, the normal process for the scavanger support buildings is:

1) you should see a mostly empty plot with just a desk on it and some clutter on the desk.
2) when a settler is assigned, the desk will spawn a pencil. Then, generally within a few seconds, the entire plot will disappear and start building again with a new plot. (the pencil does all the magic, because why not). Once this has happened it's essentially normal plot again all of the actual decision making code happened in the "desk" phase. The helper plot is basically just doing the same process you do when you use the ASAM, but with a restricted list of plots that you don't have access to.
3) when the plot is done building, it reports itself again to the controlling quests to tell the settlement that it already has a building of the current type (dispatcher or salvage sorting facility, etc) so future scav support plots will pick something else.
 
Thanks for the quick response, I was using 3.0.3 . Updated all sim settlement and related mods today. I'll give it a go and report back on my findings, but it sounds like your probably isolated the problem already and it was addressed in all the new file updates. Thanks!
 
I am still getting the hang. It will show the desk and clutter, then that disappears and a scaffolding appears and then it just hangs. When I refresh the plot it shows the cinder blocks, floor foundation and the bags of cement. It then continues to build normally at that point.
 
I had to bap it with the hammer to get it to work. Plus the things not even working now i have to switch back to the normal beacon.
 
I'm not going to bother making a new thread for this one, but when I started a brand new game today, not long after I got out of Vault 111, I had the Scav Dispatcher prompt pop up asking me that now that I have successfully built a scav dispatcher if I would like to implement its version of settler recruiting. I don't know where that dispatcher was built, but I'm dying to find out.
 
I'm not going to bother making a new thread for this one, but when I started a brand new game today, not long after I got out of Vault 111, I had the Scav Dispatcher prompt pop up asking me that now that I have successfully built a scav dispatcher if I would like to implement its version of settler recruiting. I don't know where that dispatcher was built, but I'm dying to find out.

Had the same thing happen to me. It prompts you to ask what type of recruiting you want to do , just settlers, with brahmin, etc...

As a side note, the benefit of brahmin is they produce fertilizer?
Do they increase crop output too?
 
Yes and yes, and if you have things like Wasteland Imports, they also provide Brahmin Milk, which is a nifty little thing for getting rid of small amounts of rads.
 
I think I left my copy of the scav team dispatcher in my building cell (which I normally clean out for this reason, musta been in too big a rush to get 0.9.2 up on Thursday). This explains the message everyone is getting out of the gate, because that happens the very first time a dispatcher registers.

I'm looking into the other reports of the dispatcher not building, not sure what might have happened there because I didn't really touch anything there between 0.9.1 and 0.9.2, so it's going to take some investigation.
 
Maybe the game thinking I already have a scav dispatch (pop-ups) is the reason why my factual first scav dispatcher switches to some other scav support building (after seeming to hang at the building phase). I get the desk, but that desk soon vanishes and then appears to hang only to complete as some other scav type.
 
I think I left my copy of the scav team dispatcher in my building cell (which I normally clean out for this reason, musta been in too big a rush to get 0.9.2 up on Thursday). This explains the message everyone is getting out of the gate, because that happens the very first time a dispatcher registers.

Easy enough to verify, what's the cell name? I'll fire up the cocinator.
 
OK! I think I've figured this one out, I had a race condition caused by a change from a recent script cleanup.

I haven't got much added to the mod due to work being fairly crazy, but I'll try to get an update up tonight that solves this bug and cleans out the building stage that is causing the dispatcher message for folks as well as adding the interior wood plot
 
Had the same problems on a new game, with SS 3.03b and no Rise Of The commonwealth on both scav. support, the out one and the in-cell one.

Refreshing the plot when stuck solve the problem.
 
Update appears to have corrected my issue. The first settlement test built the shed and sorter without the dispatcher, but in other settlements where I placed a new plot or refreshed old plots promptly built the dispatcher, then sort and shed. I have no doubt if I picked up or stored the first settlement test, it would have been corrected either way.

Unrelated to all of that, I'm not sure I understand the new radio station. I presume that it won't kick off until one dispatcher somewhere goes to level 3 or something, is that right? Don't yet see a new radio station at the first level.
 
Update appears to have corrected my issue. The first settlement test built the shed and sorter without the dispatcher, but in other settlements where I placed a new plot or refreshed old plots promptly built the dispatcher, then sort and shed. I have no doubt if I picked up or stored the first settlement test, it would have been corrected either way.

Unrelated to all of that, I'm not sure I understand the new radio station. I presume that it won't kick off until one dispatcher somewhere goes to level 3 or something, is that right? Don't yet see a new radio station at the first level.

Hmm, no it should kick off the radio station if you have the optional esp. Maybe I broke that too somehow.

If you don't have the optional esp it just plays the normal recruitment radio station which you probably already have.
 
Oh! So it replaces the normal recruitment station? Maybe that's why. I never listen to the recruitment beacon - I just check that its displayed in the pipboy. I'll report back.
 
Oh! So it replaces the normal recruitment station? Maybe that's why. I never listen to the recruitment beacon - I just check that its displayed in the pipboy. I'll report back.

No, the custom one doesn't replace it, it's in addition. I mean if you don't ahve the optional ESP, it just plays the normal recruitment radio station.

If you ahve the optional ESP, you should get a Scav Team Dispatch radio station. I'll test it momentarily to see if I busted it somehow in my recent patches. I was doing an overhaul on my alt-recruitment system, so it is entirely possible I jacked it up.
 
Oh! So it replaces the normal recruitment station? Maybe that's why. I never listen to the recruitment beacon - I just check that its displayed in the pipboy. I'll report back.

As mytigio said, it works in addition to the vanilla system. What his plot essentially does is allow you to ignore having to build a recruitment beacon at all, and instead use his method of recruitment. If you built the Scav Dispatcher AND a recruitment beacon, it would use both methods to try to recruit people independently of each other. In other words, the vanilla beacon will still work off your old charisma as a determinant for settlement limits and the chance of recruitment. Mytigio's also uses charisma for the recruitment chance, but the limit of the settlement is instead based on how many residential and job plots you have available (unassigned) in your settlement. So if you build 20 residential and 20 industrial / commercial / farm / etc plots, then you can have up to 20 settlers in the settlement, all brought in by the dispatcher (assuming you have no vanilla recruitment beacon set up). If you have no open residential / work plots, nobody comes. It allows you to control growth.
 
Yes thank you, I understand that mechanic well enough. That's not what we're talking about though. I still cannot find the new radio station with the optional file installed. It does not appear in the list of radio stations in the pipboy, and I have several scav dispatchers across the CW at this point. One of those lazy settlers should have turned one on!
 
As mytigio said, it works in addition to the vanilla system. What his plot essentially does is allow you to ignore having to build a recruitment beacon at all, and instead use his method of recruitment. If you built the Scav Dispatcher AND a recruitment beacon, it would use both methods to try to recruit people independently of each other. In other words, the vanilla beacon will still work off your old charisma as a determinant for settlement limits and the chance of recruitment. Mytigio's also uses charisma for the recruitment chance, but the limit of the settlement is instead based on how many residential and job plots you have available (unassigned) in your settlement. So if you build 20 residential and 20 industrial / commercial / farm / etc plots, then you can have up to 20 settlers in the settlement, all brought in by the dispatcher (assuming you have no vanilla recruitment beacon set up). If you have no open residential / work plots, nobody comes. It allows you to control growth.

well, nobody is supposed to come. I have enough reports of folks exceeding that limit that I'm 100% sure there is a bug I can't identify that I'm about 23% sure is a FO4 bug in how it reports settlement stats.
 
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