the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

[109a] Incorrect Commercial assignments/inventory

D

Deleted member 10215

Guest
I'm having a wierd issue that I think I've seen others mention in the past, but want to make sure.
By which I mean, in my current save which was started on version 1.0.9 (actually 1.0.9a, as charactername implies), I have Lily assigned at a Bar, and she's giving her correct "vendor bark" dialog lines, but she's got the "vendor only sells their personal inventory and not the store's" glitch going on. In that same settlement, Alex Powell is assigned at a Martial plot, but he ALSO has what I think are "vendor bark" lines, and talking to him has him offer the dialog option to Barter too (and HE has a full stock of food).

Is this sort of thing still happening to anyone else?

Video evidence:
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

(side note: is the Vit-O-Matic that hard to actually aim with when used in 'ranged mode' for everyone, or am I just awful with it?)
 
Last edited by a moderator:
Hmm... having tried all day to remember which other plots might need checking for this issue. The core-mod's "Tosser Training" Recreational:Training Agility plot is one that I'm very sure I had in every settlement where I had this issue too, at either Level 1 or Level 2.
 
The Winking Molerat level 1 is the only commercial plot I had built when Alex Powell started vending from his Industrial plot
Was the plot also manned by anyone else and did Alex have bar vendor dialog? I double checked that plot and nothing is out of place. What you describe sound to be is maybe Alex was assigned to both his Industrial job AND the bar, if that is the dialog he got. If it was another vendor dialog then it came from a different plot. Also this doesn't come from just commercial plots. It can happen on ANY plot IF it has a vendor Furniture item on it. ANY PLOT could be affected. Its finding ones that match the criteria I said to look for above is what I am after. Solid reports of actual plots that have an item that actually says vendor or similar that you can select in Workshop mode or see as marked vendor outside of workshop mode. (See above Screenshot of mine.)

Also it might be a lot easier to identify the bugs if ya'll use WS+ Track Owner or similar tools to narrow down the possible plots based on what it says they are assigned to. Would be hugely helpful.
 
Last edited:
Any ghoul settler I spawn in with cheat terminal automatically becomes a doctor. Probably irrelevant but who knows.
Different issue maybe but I am curious now cause a lot of Ghouls are the ones with the doctor dialog. Is it if you use the [spawn a ghouls settler] or any ghoul even if using random and get a ghoul?
 
Hmm... having tried all day to remember which other plots might need checking for this issue. The core-mod's "Tosser Training" Recreational:Training Agility plot is one that I'm very sure I had in every settlement where I had this issue too, at either Level 1 or Level 2.
I'll add that one to the list to test tomorrow. Lots of plots to go through and not getting very far very fast.
 
Is it if you use the [spawn a ghouls settler] or any ghoul even if using random and get a ghoul?
spawn ghoul settler. I've not got a ghoul random the last like 10 times I did it but gotta double check.
It's actually kinda convenient since the SS2 clinics only have the "I'm looking for chems" option, without the doctor services. For me, anyway.
another "probably irrelevant" thing but, Dee Harris' quest only progresses if he builds and works the chemical plant himself, but then he never gets the doctor's inventory?
 
Last edited:
No anomaly with this plot.
Remember that FURN objects can be setup with a marker only. These would not be visible in the game.

To find these, you would have to look in the CK or xEdit for the actual spawns of a building level plan for the FURN objects.

Maybe someone really smart (like @pra or @Whisper) could make an xEdit script to ouput a list of FURN objects by Level Plan? It would make the investigation easier.
 
Ok everyone can stop looking and thank you. Its everywhere. There are almost no addons not affected by this issue somewhere. Every single add on author and every single city planner at this point just need to be alerted to what the actual issue is that I have been able to track down to the specific marker types used now. And then go in and fix them at the individual mod level.
 
Ok everyone can stop looking and thank you. Its everywhere. There are almost no addons not affected by this issue somewhere. Every single add on author and every single city planner at this point just need to be alerted to what the actual issue is that I have been able to track down to the specific marker types used now. And then go in and fix them at the individual mod level.
And... Yes it's even in the base mod too.
 
So basically until even the base ss2 itself is looked at and fixed this can be an issue we can have ? And next question is , is this something that can be fixed on the user side or will this be something that has to be fixed on the addon author side ? Seems like a lot of work needs to be done by a lot of people basically.
 
Also good work figuring this out , this was a thing that was driving me and others crazy trying to figure out why npc where trying to do random vendor jobs even in non vendor plot settlements. Honestly good work on this I know it wasn’t easy to get this nailed down.
 
It can be ignored unless your designated vendors don't have the inventory they should have. Then probably check what else they're assigned to and assign them to something else. I assume the main culprit in the base mod is tosser training, haven't used that one in a long time (it looks cool but kinda silly until level 3, when all 3 sections are built). And "scrappers" does it a lot I guess.I had the winking molerat bar once, perfect fit for Sunshine with Luke assigned to it, haven't noticed any issues but haven't really looked for them either.
 
I think it’s more involved then just a few plots it’s tied to the furniture and decorations used in the plots and addon plots , so it could effect a lot of the ss2 base mod using decorations and furniture in the basic settlements at least if I’m understanding correctly. either way it’s not like it’s stopping the mod working just that it will result in random settlers with vendor talking points and possibly vendor inventory. But yes ignoring it is the only real option till a viable fix is implemented.
 
So basically until even the base ss2 itself is looked at and fixed this can be an issue we can have ? And next question is , is this something that can be fixed on the user side or will this be something that has to be fixed on the addon author side ? Seems like a lot of work needs to be done by a lot of people basically.
Add on author side
 
It can be ignored unless your designated vendors don't have the inventory they should have. Then probably check what else they're assigned to and assign them to something else. I assume the main culprit in the base mod is tosser training, haven't used that one in a long time (it looks cool but kinda silly until level 3, when all 3 sections are built). And "scrappers" does it a lot I guess.I had the winking molerat bar once, perfect fit for Sunshine with Luke assigned to it, haven't noticed any issues but haven't really looked for them either.
Tossers is cool but not as cool as this. also I didn't find any issues with Tossers but will double check.
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.
 
It can be ignored unless your designated vendors don't have the inventory they should have. Then probably check what else they're assigned to and assign them to something else. I assume the main culprit in the base mod is tosser training, haven't used that one in a long time (it looks cool but kinda silly until level 3, when all 3 sections are built). And "scrappers" does it a lot I guess.I had the winking molerat bar once, perfect fit for Sunshine with Luke assigned to it, haven't noticed any issues but haven't really looked for them either.
Nope tossers look just fine only relax markers. Winking Mole Rat is a ok too.
 
Also good work figuring this out , this was a thing that was driving me and others crazy trying to figure out why npc where trying to do random vendor jobs even in non vendor plot settlements. Honestly good work on this I know it wasn’t easy to get this nailed down.
Thanks but its far from over yet. Now getting the word out to oh how many active authors? And then patching the ones that aren't around any more to do it themselves.
 
So basically until even the base ss2 itself is looked at and fixed this can be an issue we can have
Yep. But the base mod things I am seeing so far no vendor bug stuff, so far. Other things entirely.
Like possibly solving why no is ever at work.
 
Last edited:
Interesting so basically assuming this all gets fixed it could make the settlers
1 go to their assigned jobs
2 not wander around as much
Just assuming it fixes the vendor stuff is already good but if it could help with that as well would make the settlements work a lot better in my view.
 
Top