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Solved Abernathy and changing city-plans.

Grim Experiments

Active Member
Messages
164
Hi guys,

Not sure if this is a bug or simply a limitation of conqueror at the moment, but I'd like to be sure.

I captured Abernathy as my outpost and decided I would like to change up the plan. Settlement was level 2 but I doubt that was relevant. I attempted to change it from Ausplat's plan to GraphicNerdy's and subsequently the RoTC default, both failed to complete their build. Attached is an image to demonstrate what I am referring to. At first I thought that this was because it was starting back at a level 0 and this was the extent of the settlement, but the plots were coming and going with no completion message after 1hr.

ScreenShot23 - Copy.png


I figured that maybe I had to do a proper destruction first then chose a new plan. 1st attempt I did it without dropping the plan. Plots started getting destroyed but got rebuilt just as fast and no notification came. Oops. 2nd attempt I dropped the plan then attempted the destruction however, this time no plots were destroyed and no message came. Each of these attempts and those listed further up were attempted after reloading an earlier save. I didn't try them all at once. Lol.

I am using:
SS 3IO 4.0.10 (no complex)
Conqueror 4.0.10
Workshop Framework 1.1.6 (loaded before SS)
Contest City Plans (selected from fomod)
A bucketload of addon packs.
Workshop plus.
SMM
Hud thingy for Settler Needs Hud.

I know I don't have anything conflicting from a plugin perspective, but I'm not much of a coder so I haven't gone digging around in the scripts. I figured the purpose of scripting it to escape such conflicts. Although this is Fallout and stranger things have happened. Lol. Please let me know if this is expected behaviour or otherwise. I mean, I can get by as it is, but I was really hoping to be able to change things about and check out some of these other plans.

And I should point out that it has been some time since I played RoTC so... I could just be missing something.

Thanks for everything else though! Mod's been great.
 
you could try a city refresh from the city planners desk

also you can try Rebuild Local data from the city holotape Tools>Config tools
 
Sorry I should have mentioned that I did city refresh. Once after I experienced the half city only. Might need to try that again.

I did not try Rebuild local data though, so thanks, I'll give that one a try!
 
No but I did discover that it works with Wardaddy's knife-spin animation which reminds me of my days working in the trades. Lol.

I had relied primarily on the settings included in the holotape/desk. So that was the self-destruct, the tool you mention to refresh data, the plan refresh, and varying arrangements of those. I tried to test it in heaps of different ways but it always seemed as though the code never got to finish, but it also didn't hang, which is saying something. Most things that stated there will be a confirmation dialogue rarely ever provided one. The refresh data did make that return but with no other benefits, unfortunately.

Overall I had spent quite a bit of time testing things and considering this save was effectively a trial run for my mod-list, I didn't think it worth the effort to keep trying. I've gone back and trimmed a lot of unnecessary mods and started a new clean save with the base plans installed. I'll try changing them over to contest ones down the line. If things start acting up again I'll be sure to post another forum but for now I might as well consider this answered.

Regardless, I appreciate the help.
 
To properly remove/change a city plan I find it needs to be done twice.
I use the the local self destruct in the holo, once it completes > fast travel away > return and use the scrap option with the Townhall Gravel > fast travel away > return and use the clean this settlement option in the holo > fast travel away > build the new city plan upon return.
 
Oh, interesting. It's like a whole ritual. I'll be sure to keep this thread in mind the next time I do it. To be fair though, I just started a new game and things are pretty glitchy, so I have reason to believe there are other things interfering too.
 
Have you got an ini entry for the papyrus scripting engine?

I considered checking it out but got a little sidetracked. I only ever had it set to the basic logging so would that even tell much? Are they just the logs in the documents directory?

I had some trouble with a recent restart though, had some more problems with ctds and what not. Noticed some unattached instances and undefined elements in the save after the build, specifically from simsettlements. Cleaning them didn't help though.

And I should point out that I don't fully understand what they refer to. I normally just use Fallrim tools to clean out any left over level list injections if I get sloppy and forget to remove them before I install some armors or weapons.

Reattempted with a short build order of city plans and things seem fine with no loose ends. Seems like selecting a high number of settlements was causing my most recent problems. There is likely a relationship considering my pc's kinda rubbish. I should probably just play it safe.

If you guys are interested I could dig up those logs. Assuming they haven't been overridden.
 
It's not about the logs it about giving more headroom for scripts to run.

[Papyrus]
fUpdateBudgetMS=2.4
fExtraTaskletBudgetMS=2.4
iMinMemoryPageSize=256
iMaxMemoryPageSize=1024
iMaxAllocatedMemoryBytes=307200

Also, uninstalling mods is a bad idea, even if you use ReSaver.
The engine is not designed to deal with eps's being removed.
 
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Thanks, Phil, I already have those. And also this one which I imagine is related: fPostLoadUpdateTimeMS=500.0

Sure they shouldn't but I certainly never had an issue with simple armor/weapon mods. Provided the engine isn't trying to pull from a level list that doesn't exist or reference something in the cell that I just jacked. That isn't to say that the game can handle it, but by the time I'm at level 60 when I find myself doing that kind of thing, I find any consequences negligible. Which is also why I didn't want to give people the run-around on this forum with this thread because I had been setting up a lot of mods for a new playthrough, and quite haphazardly at that.

I appreciate the help though guys.
 
Just a little note for reference. I found when pre-building a large number of settlements that script reliant mods can have a notable impact. This might be obvious to those that work on SS, however, I wrongly assumed that little mods which include a holotape quest, small ll injector, or a MCM config wouldn't impact too much. I know that quests all start when a new game is started which is why I thought they would happen right after character creation, but they'd end right there. Turns out they still hold things up quite a bit.

In my last test I dropped about six MCM mods (like GCM, Holotime, etc.), and about the same number of mods that have holotape quests at the start. Settlements built much faster and without error in this instance.

I'm not going to pretend that I fully understood what was happening but this does seem to line up with the script limit thing. I suppose I also forgot the rule of not trying to start a new game with all your mods active at once. Lol.
 
The Papyrus values found in the wiki may also be too high for your PC, especially if you can't keep the framerate at or near 60 around settlements. For me, I found iMaxAllocatedMemoryBytes at 307200 to be the only tweak needed. Adding the other settings makes things worse for me.
 
Interesting thought. Especially since I had more drag with certain settlements than I was used to. Not to mention it's not uncommon for PC configurations to behave differently when it comes to the FO engine. Thanks for the tip, I'll try it out.
 
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