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Chronic Issue with assigning/moving settlers

10 isn't many at all. If I'm not mistaken there is one that has over 100 plots in one settlement. Or am I remembering wrong now @NikVilKok
10 plots is small. That's like 5 settlers. 1 settler typically equals two plots, 1 home + 1 job. We seen Sanctuarys with 100+ settlers. Mine reached 90+. That is a lot of plots. But then the polygon count breaks most machines and puts fps down to a crawl. Currently I'm trying to cap my settlements at around 25 settlers. But around 40 settlers works fine on a top of the line gaming rig.

12 active scripts however is probably too much. We don't know where the point of no return is, but a healthy save has less than 10. My worst was 78. When I looked through my saves they were like; 1, 3, 2, 1, 3, 2, 3, 5, 8, 6, 8, 45, 60, 78. I never got anyone above 8 to work. We've seen a few reports of this lately and we are still building knowledge on it. Meanwhile Kinggath and the team have been tinkering with the scripts to see if they can prevent this from happening, or at least lessening the risk for it, with 3.0 and future releases.

Please keep reporting in.
 
So... I'm unsure of what to do. Looks like starting over is the way to go?
Yeah. I'm with you. Problem for us to help is that you've might have corrupted your saves by "cleaning" them. So we don't know where to point you other than to start over.

If you do start over, remember to wipe everything clean before doing the reinstall. Otherwise you'll risk ending up with a messed up files anyhow. Don't just hit reinstall in Steam. Do an uninstall, then go in and wipe everything clean from the Fallout4 folder. Mods and all. Then install Fallout4. Have it update. While you're waiting on the install, study this FO4 mod list load order and stuff and then this Doing a rebuild, opinions on mods to chose and this 25-great-mods-to-use-alongside sim settlements.

Also, the game doesn't really open up until you've completed the bug hunting quest in Sanctuary with Codsworth. It is advisable to refrain from activating mods until Codsworth is recruitable.

Oh. And do a backup of your saves if you want to try opening them up in you new install.

Good luck!
 
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Yeah. I'm with you. Problem for us to help is that you've might have corrupted your saves by "cleaning" them. So we don't know where to point you other than to start over.

If you do start over, remember to wipe everything clean before doing the reinstall. Otherwise you'll risk ending up with a messed up files anyhow. Don't just hit reinstall in Steam. Do an uninstall, then go in and wipe everything clean from the Fallout4 folder. Mods and all. Then install Fallout4. Have it update. While you're waiting on the install, study this FO4 mod list load order and stuff and then this Doing a rebuild, opinions on mods to chose and this 25-great-mods-to-use-alongside sim settlements.

Also, the game doesn't really open up until you've completed the bug hunting quest in Sanctuary with Codsworth. It is advisable to refrain from activating mods until Codsworth is recruitable.

Oh. And do a backup of your saves if you want to try opening them up in you new install.

Good luck!

@NikVilKok

Thanks for the advice. I'm going to do a full clean. It's a bit heart breaking, but I did pop a few saves into a spare folder in case I ever want to revisit it. Just got to be too heartbreaking to be spending hours trying to fix the game over playing. At least I can do the big update today and see what that will be like.

I did try deactivating all of my mods and nothing fixed the settlers, so something was just deeply off about what happened.
 
Yeah. But that risk you kinda have to take into account when installing mods.
And you typically quickly forget the old character when the new playthrough takes up speed.
 
@NikVilKok

Any idea of what the new update will do with script requirements? I'm going to start a new game in the next few days and follow your instructions before building. I'm heavily guessing from what else I've read, part of the issue is my computer (it's older), part was how I built, part was due to my mods, and the last part was due to possibly messing up the game code with the Fallrim fix amongst other things. Sort of the perfect poop storm.

I just want to be sure I don't repeat any issues now that I've completely cleaned out my game.
 
You'll need the Fallrim tool (it's on Nexus). Open up your save with that and look for active scripts.

(Please beware that most tips for Fallrim are for Skyrim. Do not use the clean tools, as an example.)

Seems that something is really nerfed. All of the saves I have from around the middle of October onward can't be opened with the tool. I get this message about a global error. From before that, I can open a whole bunch, and most of those have well under 15 active scripts.
 
@NikVilKokAny idea of what the new update will do with script requirements?
No. Not really. I know Kinggath was aware of the problem and would look through the scripts. What actually made it into the release I don't know. And now isn't the right time to ask. ;)

But even with the same old scripts in place, you can play the game. When I reverted back to a save with a low number of active scripts, and the build a bit slower (giving each script some time to complete) from there on, it went down to 1 active (I had the Homemaker mod, and that one leave an ever present active script) on later saves. And a fresh game will most likely cause fewer problems.
 
Seems that something is really nerfed. All of the saves I have from around the middle of October onward can't be opened with the tool. I get this message about a global error. From before that, I can open a whole bunch, and most of those have well under 15 active scripts.
Ooch. That sounds pretty bad.
And yes, a healthy save should have a low number of active scripts.
 
No. Not really. I know Kinggath was aware of the problem and would look through the scripts. What actually made it into the release I don't know. And now isn't the right time to ask. ;)

But even with the same old scripts in place, you can play the game. When I reverted back to a save with a low number of active scripts, and the build a bit slower (giving each script some time to complete) from there on, it went down to 1 active (I had the Homemaker mod, and that one leave an ever present active script) on later saves. And a fresh game will most likely cause fewer problems.

I'm seeing the mention of the Script Extender. I'm not entirely sure what it does, but would that be something that can help? By the name alone it seems like it would...
 
Not really. It's a special kind of mod, you don't load it within the game as a normal mod. The FSE (Fallout 4 Script Extender) are a hack/modification of the core Fallout files. You can say that it opens up the engine, thus extending what the script authors can do with scripts. It breaks free of some of the limitations Bethesda has put on modders. It's great in that it enables some cool mods, however it doesn't improve the engines capacity to process mods in any way (as in handling more scripts at a given time period).
 
Sorry to hijack this thread, but it's one of the few places I've found people actively discussing this issue, which has plagued me over several different saves and mod lists.

I've noticed that this happens frequently, though I don't think exclusively, when I enter interior locations. In one recent save I'm inside Vault 81, but looking at my save in Fallrim Tools, I see active workshop scripts that say they're trying to assign a settler to something ("workshopparentscript.TryToAsignResourceObjectsPUBLIC()"). Obviously that's not my doing, I'm not even in the overworld. Could this be Sim Settlements attempting to assign a new recruit to a plot somewhere?

Another script I see running is "workshopnpcscript.::remote_FollowersScript_CompanionChange()," and a while back (over an hour ago in real time) I swapped from Ada to Piper. They're sort of co-leading Sunshine Co-Op, depending on who I need at the moment, and I use RotC's pop-up option to reassign the other as leader each time. I had this issue before RotC/3.0 released, so I doubt it's related, but...

In this save I only have 7 active scripts. I'm at a loss here because, due to having to constantly roll back saves, I have to keep redoing about 50% of my quests/dungeon dives to maintain the ability to assign settlers, and that's just not fun. I lost my first save because of this bug as well, and I started a fresh playthrough to try to avoid it, but it keeps popping up. I'm paranoid and constantly check to make sure I can reassign settlers (then, when successful, I load the previous save as to not create more script lag by assigning and unassigning settlers), so before I set off on an adventure, I know I have the ability to assign. Then I get back, dump loot, craft, sell things, and remember to check a settler, only to find I can no longer assign. It's pretty heartbreaking.

Not sure if it's worth it, but in case it's helpful, I uploaded a few recent saves to Dropbox. 94 is the most recent save I can find where I can assign settlers, 96 is the save when I'm inside Vault 81 (and I did load that one and leave immediately to try and assign a settler, but it didn't work, so I know by this point the bug is present), and 98 is my last/most current save. Dropbox link: https://www.dropbox.com/sh/xmp4nja8mv0eirx/AADGSLaUGtcs1rvCbMXCPfzra?dl=0
 
Thanks for the report @newzac
Sorry to say that I don't have an answer right now. The scripts you mention are new to me, but I have very limited time with RotC as my rig went belly up in time with release.

Please bear with me, but I have to ask the typical support question, have you tried these tips and tricks to speed up the script processing link to wiki
 
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