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Agility training not showing up sometimes

UndercoverHat

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This is an odd one. I have unlocked all of the training plots (as far as I know), but am having trouble building the Agility training plot. It seems to be available in settlements where the city plan has that plot (currently this is Nordhagen, Egret Tours, and Starlight (although I haven't yet visited all my settlements. In the following settlements, all other training plots appear to be available, but no Agility - Jamaica Plain, The Castle, Sunshine Co-op, Oberland Station, Graygarden, and Abernathy Farm.

According to the image in the Wiki, I should have had access to these plots a while back, as I have access to all the others, including Luck.

I am having a blast exploring the mod, wasting way too many weekends. :)

Any tips or hints?
 
Agility Training only requires you to have built a single Martial Plot in order to unlock, so that one should come pretty easy. Tried doing a "refresh cache" in the Tools/Advanced in the holotape?

I'm having a lot of issues with plot types/designs I know I should've unlocked not showing up now on 1.0.9 too though, and it's not even consistent across multiple saves - even with using all the "cheats" to unlock everything, sometimes some plot designs just aren't in the manual selection list, but sometimes they are.
 
I haven't yet tried the "refresh cache" option, as I wasn't entirely sure what it did. I'll give it a shot, but I'm not too hopeful.

Since 1.0.9, I now have access to a few more production plots (the newspaper, magazine and brewery). I had already unlocked the distillery (somehow - I can't remember). Booze for all the citizens!

If the cache refresh does fix it, I'll post it on here.
 
Since 1.0.9, I now have access to a few more production plots (the newspaper, magazine and brewery). I had already unlocked the distillery (somehow - I can't remember). Booze for all the citizens!
Yeah, kinggath deliberately changed it in 109 to make it so everyone always gets access to those three (the newspaper, magazine and brewery) since they're considered important enough to not be so well-hidden.
Let me know how it goes, I'm in the middle of doing some more testing on this and a couple other potentially-related issues simultaneously here.
 
It looks like when I get my system back I'll be doing a new profile again. I for testing upgrades from old saves my building profile and my new playthrough from 1.0.9 on profile
 
I'm having a lot of issues with plot types/designs I know I should've unlocked not showing up now on 1.0.9 too though
In my last few playthroughs, I have been using WSFW layouts. I get the impression that plots imported do not count towards the unlock conditions, but I have no definitive proof. (aka merely speculation) I don't use city plans, but I suspect this may apply to them as well seeing they use the same system.

IIRC, the new plot types (when unlocked through the MQ) are restricted to the NW corner of the map until chapter one is completed.
 
I don't use city plans, but I suspect this may apply to them as well seeing they use the same system.
The ones in City Plans definitely DO count towards unlock requirements, verified that for certain on my last 'proper' playthrough - at least, the "have a level 2 Organics to unlock the ability to make Mechanics" type requirements count plots in City Plans.
 
Hmmmm, so script lag or something with the WSFW layouts. In my current game started on v1.0.7, after completing New Plots on the Block, I did not unlock the 'agility' plot until I built a martial plot. At this point I had at least 5 basic martial plots L2 or L3 and a few advanced. (all imported) Could it be that the unlock condition only looks for a L1 plot? Also of note, I skipped the Jake holding my hand part, so I didn't build the "demo" plots.

I still haven't unlocked Production and Conversion despite having 12 L3 (gathering) industrial plots. Again, all imported save 1 and I have chapter 1 complete. I haven't looked too deeply into this as I have been bug fixing addon stufff.
 
Ah rats. I tried the "Refresh Cache" option, but that didn't fix it. From the description, I thought it might. I have a lot of hours into this playthrough, and am kind of reluctant to start a new game.
 
Somewhat off-topic... so I started a new game. Is there a point in the new game where you can safely save in order to avoid having to do the vault part every time? Like, if I save just before leaving the vault, or just before building the very first beacon?
 
I would say right after you get the pip boy is a good start. The cleanvaultsave starts you here from the city plan contest mod. Right before you get the chance to change thing for last time before leaving vault
 
Somewhat off-topic... so I started a new game. Is there a point in the new game where you can safely save in order to avoid having to do the vault part every time? Like, if I save just before leaving the vault, or just before building the very first beacon?
Just before you enter the elevator to leave The Vault is a good spot to make a 'clean' hard-save. (since it asks if you want to re-do all your character's stats/appearance when you step onto that elevator too) I think the game actually automatically makes a save in between opening the Vault Door and stepping onto the elevator too, probably for that exact reason.
 
Just before you enter the elevator to leave The Vault is a good spot to make a 'clean' hard-save.
If you use UFO4P, you will want it in your load order at the start of a new game. IIRC, there are some fixes that are only applied on a new game.

The other thing to note: after applying your load order to this save, you would want to wait a good 10-15min. before leaving the vault to give the added mods a chance to initialize.
 
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