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Castle Bugs for RotC

The industrial water purifier remains unpowered, so no water, and if you try to place a generator anywhere in the castle so it can be powered game automatically crashes to desktop.

Edit: even trying to connect to the cables that reach the purifier causes the game to crash.
Edit2: even touching the switch on the power pylon that remains crashes the game, conclusion the castle power system is all kinds of messed up.
Edit3:when trying to scrap ANYTHING be it a tree, a tire that somehow appeared, anything at all, game crashes.
Edit4: the crashes may be unrelated, but the fact that the purifier remains unpowered when building the city is a major PITA
 
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The only way I found to fix the power issues with the Castle is to allow a leader to set the framework of the city-the skeleton-and then take back the city before any actual plots are built. From there set your own generators/plots/etc. It's not the same I know but it was the only way I was able to actually go to the Castle with the power issues. I started having power issues at Sanctuary as well but found if I set non-vault DLC generators it didn't seem to be an issue... let's hope that continues. As it stands I have a bunch of medium and large generators around Sanctuary powering advanced industries.
 
This may still be in work, but I thought I would mention it while plan optimizations are still in work; Ronnie Shaw's 'Long Walk' is still a thing (If, <-*coff*-><-*coff*-> one were foolish enough to plant a desk before starting 'Old Guns').

Workaround for me was 'setstage min03 750', but presumably a door still needs to find its way into the wall betwixt the Castle and Ivan's so Ronnie doesn't path her way the long way around and get lost for the console crowd.
 
Castle level one has a bunch of stuff 'off kilter' angle wise? Most things aren't , but this doesn't really seem like it can be intentional?

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It's not. This is all part of a bug that is happening to multiple players at many different locations, especially when a settlement upgrades and you're not around to see it. A city refresh will fix it.
 
Just some bugs that seem to have happened to others that I've read in this thread so far.

I took the advice of waiting til old guns was finished before putting the foundation down, so I had 15 power worth of generators and a pair of sim settlements farms to keep the settlement working until I was done. When building the settlement it destroys the farms and generators, but it does it in a way that:
1. Items plugged into the generators don't change state when the generators disappear, so the remain powered as if the generators were still running.
2. Settlers working sim settlements plots have a delay before becoming unemployed, so the blueprint does not create jobs for these settlers. Minutemen caught in the wall patrol nodes may also be exempted.

The first can be fixed by refreshing the settlement. I don't currently know what I can do to get the city plan to recalculate the number of unemployed.
 
2. Settlers working sim settlements plots have a delay before becoming unemployed, so the blueprint does not create jobs for these settlers. Minutemen caught in the wall patrol nodes may also be exempted.

This is my problem that I have had every time, every game. I kept wondering what the commonality was, and I think I know what it is. I THINK there is a special status or script for the Minutemen soldiers that take the Castle with you, OR it is the Minutemen that spawn for the Old Guns quest (there is always at least one new Minuteman soldier when Ronnie Shaw shows up so you have someone free to assign to the artillery). In every playthrough, one or two of those guys will remain unemployed, but they will be assigned housing. The weird part is I can move them to other settlements and they will auto assign jobs and housing at the new settlement every time, but if they come back to the Castle, they wont. I don't understand what is with these guys, but they don't seem to count towards employable NPCs or something, because what will happen when I manually assign them to an existing plot that was built for another settler, that settler will now become the unemployed permanently one. Like I said, I don't understand this one. I originally thought it had something to do with the Radio Operator or Ronnie Shaw, but both of those guys behave normally. It is one or two of the Minutemen soldiers spawned by the quests that are broken.
 
Warwick Homestead thinks it is The Castle. Preston is The Castles leader and it is actually working right, but Warwick's Homestead won't build and has Preston as its leader. I set Rodger as the leader to get it to build and that did not work. It said that Preston was removed from the Castle as the leader when I did so and then I went to the Castle, thinking oh shit, and it told me that Preston was now assigned to the Castle. I checked back at Warwick and it is still Preston and not building.
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EDIT: I think I got it to stop after remote demolishing Castle and then taking back Warwick then going back to castle so that RotC could see that Preston was there. Then I went back to Warwick and set Rodger as leader again.
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This is my problem that I have had every time, every game. I kept wondering what the commonality was, and I think I know what it is. I THINK there is a special status or script for the Minutemen soldiers that take the Castle with you, OR it is the Minutemen that spawn for the Old Guns quest (there is always at least one new Minuteman soldier when Ronnie Shaw shows up so you have someone free to assign to the artillery). In every playthrough, one or two of those guys will remain unemployed, but they will be assigned housing. The weird part is I can move them to other settlements and they will auto assign jobs and housing at the new settlement every time, but if they come back to the Castle, they wont. I don't understand what is with these guys, but they don't seem to count towards employable NPCs or something, because what will happen when I manually assign them to an existing plot that was built for another settler, that settler will now become the unemployed permanently one. Like I said, I don't understand this one. I originally thought it had something to do with the Radio Operator or Ronnie Shaw, but both of those guys behave normally. It is one or two of the Minutemen soldiers spawned by the quests that are broken.

On reaching level 1 and 20 population, the fault seems to have corrected itself.
 
Unable to use town gavel to gather settlers, but able to put them to work. The game doesn't recognize the settlers in the castle and I can't recruit people to the castle after the foundation level. I don't know what is causing it or if it's something like Unlimited Companion frameworks as I'm aware that this mod has problems with sim settlements.
 

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