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Unintended Consequences of All Settlements Extended and City Refresh

GrimHarlequin

Active Member
Messages
65
I just came across an odd "bug". Not a bug really, but something that may be an unintended effect of having "All Settlements Extended" installed and refreshing our cities (this is a guess, but given what that mod does, it makes sense). A city refresh seems to be not only collecting scrap from the city itself but also strips all scrappable clutter from neighboring cells.

I discovered this after refreshing Abernathy Farm and then heading off to Wicked Shipping just to the west of the farm. When I arrived it was stripped of everything, no Grognack issue #1 (imagine my horror), no Wicked Shipping key, no quarreling brother's Holotape, not even a tin can.

I did find them eventually, however... in the Abernathy workbench. :)

This issue doesn't seem to happen when initially building the settlement, only when the settlement is refreshed. I tested it and was able to duplicate the issue.

I'm not sure what can be done about it short of uninstalling All Settlements Extended (which I'm loathed to do). Other than that I suppose I'll be careful when refreshing settlements in the future.
 
That's one strange bug.

Neeher's Settlements Extended usually work fine with Sim Settlements. (There're a few fun/irritating consequences, like wild crops that previously was outside the build zone now are inside it, which may result in settlers taking up the job of caring for one such plant. Thus creating jobs that you can never figure out where they came from.)

And Wicked Shipping isn't within the build zone even with Settlements Extended, as far as I remember. Please correct me if I'm wrong.

Do you have any other mod that may impact this?
 
never got this problem with settlemend extended and refreshed many time most of the 6-7 settlement that are near of sanctuary. The only one i got the same problem was with hangman alley ( first time build not when refreshed ) i got the perk magasine that was supposed to be in the uss riptide.
 
never got this problem with settlements extended and refreshed many time most of the 6-7 settlement that are near of sanctuary. The only one i got the same problem was with hangman alley ( first time build not when refreshed ) i got the perk magasine that was supposed to be in the uss riptide.

Yup, same issue. On a previous playthrough, I had to refresh Nordhagen (during my Nordhagen troubles not long ago) and sometime afterward I noticed that I'd accumulated just over 5000 wood. :P Thinking back, I must have stripped either the race track or Fort Hood (or both).
 
That's one strange bug.

Neeher's Settlements Extended usually work fine with Sim Settlements. (There're a few fun/irritating consequences, like wild crops that previously was outside the build zone now are inside it, which may result in settlers taking up the job of caring for one such plant. Thus creating jobs that you can never figure out where they came from.)

And Wicked Shipping isn't within the build zone even with Settlements Extended, as far as I remember. Please correct me if I'm wrong.

Do you have any other mod that may impact this?

I have no other mod that I can think of that would cause this. Settlements Extended pushes the edges of the settlement very close to (and sometimes overlaps with) nearby cells. Wicked Shipping isn't inside the settlement boundaries, but neither is the USS Riptide inside of Hangman's Alley that @Karyusan mentioned.
 
but is strange cause sim settlement is suppossed to scrap by hand not like scrapall command. Someone scraped manualy and kinggath listed all the object so is strange.
 
Weird stuff can happen if PE's extra object selection is on or Scrap Everything is loaded even with no expansion mods loaded.

I have no idea why it did what it did for your games, only that heavily modded games can and do have unintended side effects that will cause you problems. Its on the individual player to balance the level of frustration vs the utility they get from those mods.

ASE is one of my favorite mods so I am by no means slamming it. ASE provides a certain utility that is known to be quirky at times. While Neeher and Kinggath have both made every effort to make them play nice, they're up against the game limits the original settlement boundaries were created to protect by being small enough to leave a buffer between settlements.
 
Weird stuff can happen if PE's extra object selection is on or Scrap Everything is loaded even with no expansion mods loaded.

I have no idea why it did what it did for your games, only that heavily modded games can and do have unintended side effects that will cause you problems. Its on the individual player to balance the level of frustration vs the utility they get from those mods.

ASE is one of my favorite mods so I am by no means slamming it. ASE provides a certain utility that is known to be quirky at times. While Neeher and Kinggath have both made every effort to make them play nice, they're up against the game limits the original settlement boundaries were created to protect by being small enough to leave a buffer between settlements.

I agree that there's a tradeoff between headaches and smiles when it comes to mods. Thankfully, my game is not "heavily" modded (88 plugins and a handful of texture mods). I don't have PE's extra objects selection activated (unless the .ini activates it by default) and I've avoided Scrap Everything for both technical and moral reasons (it just felt wrong). The issue may not affect every settlement and when it does it may go unnoticed. I usually collect everything I can while exploring and doubt if I'd notice a denuded cell near any settlement that it's happening in. The only problem I can see is if unique items (i.e. skill magazines) or, more worrying, quest items are scooped up.

But, like I said, I'm not sure what can be done about it. I just wanted to bring it to everyone's attention as something to look out for.
 
yup, the upside is that if these things get scooped up, the rare and unique things are all now in a workbench so it's just a matter of guessing which one it is and going to grab it.

In the case of magazines, you may have to throw it on the ground and pick it up manually to get the benefit however.
 
That definitely makes sense that it occurs, and yeah, there's not a great solution for that. Loose items aren't flagged as part of a settlement, so that system can end up getting pretty greedy.
 
Ah, so it's more of a feature then. Refresh the city, and the settlers sweeps the neighbourhood for anything that isn't bolted down. :)
We should market this. Lol.
 
I got a Drunken Gnome (from Beantown Interiors) when I did the initial tear everything down at Graygarden. Only trouble is I've no idea where in or near Graygarden they found it.
 
Kind of like an automated version of the sole survivor...

I'm thinking that's it probably a good thing that there isn't a city plan for the airport yet. If this "feature" vacuumed up everything in and around the airport you'd never have to pick up scrap again.
 
soooo... just like doing a settlement nuke at the airport :)

I've never actually done a full settlement nuke on a settlement that wasn't first built by RotC. Can we do that? Are the mechanics basically the same? And if we can, will it vacuum the neighborhood like a city refresh? Or did I just miss another movie reference? :)
 
I got a Drunken Gnome (from Beantown Interiors) when I did the initial tear everything down at Graygarden. Only trouble is I've no idea where in or near Graygarden they found it.

Damn! And here I was hoping for a hint to another gnome. Those buggers are hard to find!
 
I've never actually done a full settlement nuke on a settlement that wasn't first built by RotC. Can we do that? Are the mechanics basically the same? And if we can, will it vacuum the neighborhood like a city refresh? Or did I just miss another movie reference? :)
with the town meeting gravel you can scrap a settlement.
 
OH... okay, that explains a lot. A Greentop Nursery build somehow ended up with Super Mutant armor in the workbench, which must have come from the nearby old settlement that was sacked by super mutants. So did Taffington Boathouse, probably from West Everett Estates. I wonder if it really is ASE doing that. I remember that we had numerous threads a while ago where people were complaining that stuff from Red Rocket was being pulled into Sanctuary's workbench and those players claimed to not have any settlement build zone expansion mods.
 
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