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Atomics Galleria shows up and Ten Pines disappears off of settlement list

FastBlackCat

Member
Messages
103
I have, or until now had, Ten Pines as a settlement. All of a sudden, Atomics Galleria shows up in my settlement list and now Ten Pines has disappeared off my settlement list. :shok1 I don't have any mods that add Atomics Galleria or any additional outside areas as settlements. The 36 vanilla ones are quite enough, thank you very much. :lol I zipped over to Ten Pines and I can still use the workshop to build but this is a bit perplexing. And now that I think about it, I had started a new game a few weeks ago, and the same thing happened while I was at Ten Pines building. At that time, the Ten Pine's happiness plummeted. :sad Out of curiosity, I went over to Atomics Galleria thinking that maybe it had been added in SS as a settlement, it showed (just like now) there's two settlers there. Nope, just the Atomics Gallery robots and no workshop.

I tried rebuilding the local data via the SS MCM menu and then the holotape, and now it doesn't recognize Ten Pines as a settlement.:swoon

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My PC is standing smack in the middle of Ten Pines when I took that 2nd screenshot, btw. Also:

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Not sure if any of the add on packs might have something to do with it, but I'm also using Wasteland Venturers, Flotsam and Jetsom, Ruined Homes and Gardens and Vault Tec Tools.
 
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That's a strange issue!
If you disable all of your mods as a test, does it go back to normal? If not, can you check back to some earlier saves to see if they are all like that?
 
Hi, Kinggath! Thanks for the quick response. I was just going to add that I tried the "Claim this settlement" option to see if it fixed the issue, and it didn't. And Settlement Menu Manager is telling me it isn't a viable settlement. Annnnd of course, like the last time this happened, their happiness is plummeting. Next step, like you suggested, is inactivating mods to see what happens next and let you know.
 
Okay, I went through by stages and deactivated all my mods and Atomics Galleria continues to be present under Workshops and Tenpines Bluff never shows back up. So apparently it's in there for good once it's triggered. I admit, I have a ton of mods but 98% of them are mods I've used a long time and have been using with SS since the springtime. I started using SS in April and until about 3 weeks ago, this whatever-it-is never happened. And from the two times it's happened, it appears to be random. The first time it happened, I had just gotten Preston and crew settled in Sanctuary and he sends me off for the "help this settlement" quest. Of course of he sends me to Tenpines :rollseye and I was actually at Tenpines starting to build when it happened. This time, I had been in game for a while longer and it triggered while my PC was at Oberland.

Ooops, I forgot to check earlier saves, I'll do that right now.
 
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What mods have you installed/deleted since about 3 weeks ago.. on the effected save?
 
Hi, Woodfuzzy. :) To be honest, all of them were reinstalled between 9/4/18 and 9/6/18. Long story involving a hard drive crash at the end of May and a new computer build with Win 10 that wouldn't play my older games so I ended up trading computers with my husband at the beginning of September (around Sept 3rd) because he still had Win 7 on his computer. But in the last month:

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Completely new mods I've never used before that I installed and were present in my load just prior to the first happening of this issue:

Workshop Decorations
Sarah Rage Armor
Beach Workshop
G2m Workshop
Laser and Plasma Weapon Power Mods and Supressors
Improved Wood Textures
Dull 2K (just more textures)

The rest of them are all just updates to the mods listed except for V's two mods and Northland Diggers is not new, but when I was deactivating mods last night down to 0, I was a little disconcerted to see scripts continued to run even after deactivating for both Northland Diggers and a mod called Dynamic Window Blinds, so I actually deinstalled them to get them to stop while I was testing to see if anything changed while deactivating mods.

The first time this issue happened was with SS 3-in-1 version 3.4.3. And having read the mod capatibility pages early on, I'm thinking there may have been a change in some sort of dynamics in 3.4.3 onwards that maybe be conflicting now with a mod or mods I've always used without trouble with SS. My top suspect in this is Start Me Up, which is an alt start mod. I'm also wondering if mods like FO4 NPCs Travel (which spawns NPC's) or Beantown Interiors might have something to do with this?

P.S. Not sure if that has anything to do with it, but a lot of mods I use have start up scripts at the beginning of the game.
 
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Just guessing.. REALLY just guessing!
It has to be something that touches locations. IF it is something like that, then disabling mods wont work, because the edits are baked into the save. So even uninstalling the mod wont fix the problem.
The only way is to roll back to before the issue.. but not knowing which ones are conflicting or had a brain fart.. is futile. Like Preston shutting the heck up.

Loading a clean vanilla save & doing the 1/2 mod list routine, is about the only way I can think of to weed out the gremlin. Problem is.. that may take a bit of time. But... you might fine other little issues along the way! Silver lining and all.. hehehe
 
Your guessing and my guessing are following the same lines of thought, it has to be something that messes around with locations, intentionally or inadvertently, and it's most likely inadvertent. And something or somethings that somehow link or intermesh in some way Atomics Galleria to Tenpines. And the stats on the Galleria . . . settlers, food, water, power, defense? Where is this coming from? None of the settlements I have match those. It's just frickin' weird. :scratchhead

Not sure what I'm going to do at this point. I've done hours and hours (and more hours) just working on two player homes that I realllllly hate to lose (outlined in another bug report of mine and VersusXV very kindly gave me some great detailed info on how to try and save the data). I may just keep this current game going for just taking screenshots and generally running around having fun blowing up stuff. :lol And start a new game vanilla (and add mods slowly and carefully) if/when I really want to get down and run through the main quest and whole settlement schtick again.
 
Transfer Settlements>> Export.
humm... wonder if that would work with the location being messed up?
 
I talked with Versus about using Transfer Settlements, but one of the places is FemShepping's island mod and she never intended it to be a settlement, nor does TS recognize it as one. The other one is iffy--I could try it, but it's Home Plate with Aloot's Home Plate mod installed--not sure how that would go. So Versus gave me some detailed directions on how to try and save the builds and try to put them into a new game.

Now I'm considering on trying to roll back to a previous version of SS where the issue didn't trigger. Alternatively, I was also considering on installing a mod that actually makes Atomics Galleria a settlement and see if that heads off triggering this strange event I'm having.
 
My top suspect in this is Start Me Up, which is an alt start mod. I'm also wondering if mods like FO4 NPCs Travel (which spawns NPC's) or Beantown Interiors might have something to do with this?

Hi, i´m pretty new to this forum and just browsed through some bugs finding this. I recently got rid of "start me up" as i had different issues wich could only be caused by it.
I think it makes a big difference if you use the mod just to skip the "intro" or create a different background with Traits etc.
Not starting as the sole survivor seems to alter much stuff that cant be redone later in the game and always caused problems for me with SS.

Disabling/enabling mods didn´t change anything for me, since the "damage" was already done to the world.

I currently use NPC´s travel in a 120hour+ save and never had any problems wich could be related to it, or such gamebreakers like i suspect "start me up" did.

I have no clue bout Beantown interiors but since it disables precombines in a lot of areas i´d never use it anyway.
 
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When leaving the Vault there are a LOT of scripts that run. Many that are key to the game. Bypassing that exit will cause issues.. unless.. those scripts are triggered by the mod.
Many mods rely on that event/trigger to load their goodies so they aren't loaded in Prewar Sanctuary. Some are even location dependent. Walking off of the Vault door is also a trigger.
 
Many mods rely on that event/trigger to load their goodies so they aren't loaded in Prewar Sanctuary. Some are even location dependent. Walking off of the Vault door is also a trigger.

But not all of them, unfortunately. When I'm done making my character at startup, suddenly my "inventory" has a bunch of settings holotapes and other goodies from mods and I get a crap ton of script notifications to the top left of the screen. Then, run to the vault, watch spouse die (SPOILERS!), get out of the refrigerator, get pip-boy, check inventory, and all those settings holotapes and goodies are now gone. More mod authors need to understand the importance of not having this stuff trigger until that vault door is opened.

As for Start Me Up, I thought TinyManticore had that factored into the alternative location starts, but he's not supporting that mod anymore, so who knows.
 
I took a chance (knowing there may be repercussions) and installed a mod that makes Atomics Galleria a settlement. Luckily (and so far), it's solved this issue of mine. There may be problems down the road, but for right now, things appear to be working normally.
 
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