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City stuck at level 0?

Possibly a dumb question that I don't know if it is related - has anyone else had issues downloading from the Nexus? As in, downloads via NMM getting "stuck" quite frequently?
 
You'll want to do a manual download from the nexus page in order to do a manual install.
 
You'll want to do a manual download from the nexus page in order to do a manual install.
Will do. Should I do just your core files and hold off on the addon packs I'm using for the time being?

I'm also validating my game cache while I'm at it :)
 
Just the core files until you get past these problems, then you should be able to go nuts with add-ons.
 
Alrighty, so SS, Industrial Revolution, and ROTC. I'd presume the Settlement Menu Manager, HUD Framework, and the Unofficial Fallout 4 Patch as well - anything I'm missing before I give a go at the new character start?
 
Okay, so, it seems like it's working... I'm seeing this now:

[01/15/2018 - 05:47:39PM] [workshopscript < (000250FE)>]City Upgrade Ineligible Reason: Not enough plots built or upgraded, levels required: 48, levels found: 5.


Still seeing this error a LOT in the log (every few seconds)

[01/15/2018 - 05:58:46PM] error: (FF002134): the animation graph (Workshop) cannot currently process event "Reset".
stack:
[ (FF002134)].SimSettlements:ASAMSensor.PlayAnimation() - "<native>" Line ?
[ (FF002095)].simsettlements:simplot.DisconnectFromGrid() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 2143
[ (FF002095)].simsettlements:simplot.ObjectSpawned() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 1007
[ (FF002095)].simsettlements:simplot.UpdateIndicators() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1564
[ (FF002095)].autobuilder:autobuildplot.ResetPlot() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1407

Also seeing this:

[01/15/2018 - 05:59:56PM] error: Cannot call GetRace() on a None object, aborting function call
stack:
[ (FF001EE4)].simsettlements:simplot.AssignActorToPlotSpawnedItems() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 1951
[ (FF001EE4)].autobuilder:autobuildplot.UpdateSpawnedObjects() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2756
[ (FF001EE4)].simsettlements:simplot.UpdateSpawnedObjects() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 662
[ (FF001EE4)].simsettlements:simplot.setStage() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2315
[ (FF001EE4)].simsettlements:simplot.AdvanceStage() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 2299

Thoughts?
 
Huh, found something odd:

[01/15/2018 - 06:16:31PM] error: Array index -1 is out of range (0-36)
stack:
[WorkshopParent (0002058E)].workshopparentscript.GetWorkshop() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\WorkshopParentScript.psc" Line 4042
[ (FF0023C4)].simsettlements:simplot.HandlePowerStateChange() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\WorkshopObjectScript.psc" Line 561
[ (FF0023C4)].autobuilder:autobuildplot.OnPowerOff() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\WorkshopObjectScript.psc" Line 546
[ (FF0023C4)].simsettlements:simplot.OnPowerOff() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 341
[ (FF0023C4)].autobuilder:autobuildplot.UpdatePlotModifiers() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 3276
 
That last message will happen if one of your plots happens to update itself right after it was scrapped. It should only fire like that once, so nothing to worry about.
 
So, some good news, some bad -

I haven't found the cause yet (bad news).

Good news is, it all works through NMM no problem. It seems just one of the mods or addons is causing an issue - haven't found which one yet. I'm going through one by one, enabling them, and giving a wait and a few minutes to see if the Ineligible message shows up in the log.

I'm... on mod 26 of 47... lol. I'll let you know when I find the one :)

Out of curiosity - are the hard-coded lines an actual issue? I think a few of the add-on packs were throwing them.
 
I am curious what the "Reset" and "TurnOn" event errors are though - they are firing off every second or two into the logs.
 
Okay, I think it was the Manufacturing Extended mod that was doing it. I've got everything else I was running re-enabled, and it is giving me the ineligible line so... yeah.

I'll report back if things don't progress or something else weird happens :D
 
Okay, I think it was the Manufacturing Extended mod that was doing it. I've got everything else I was running re-enabled, and it is giving me the ineligible line so... yeah.

I'll report back if things don't progress or something else weird happens :D
I've had Manufacturing Extended enabled all through the alpha testing with no problem. NOT saying it isn't giving you fits! I haven't actually used it for months either. LOL
 
@Aki It could be that the level is just displaying incorrectly on the desk. I don't believe any of the settlements have walls or fencing at level 0. To test this, you can build a new desk and check the View City Details on that.

Ok, thanks. I'll try that.
 
I've had Manufacturing Extended enabled all through the alpha testing with no problem. NOT saying it isn't giving you fits! I haven't actually used it for months either. LOL
Hm... odd. Maybe it was a load order issue? The only item that wasn't 100% up to date was one of the add on packs (It was off by a .1 version number).

I'm almost to the point of rebuilding the Sanctuary City Desk on this new playthrough (start with all mods enabled) so here's hoping!

About Desk Displaying Wrong
I don't know if that was it, though - since I wasn't seeing the ineligible item in the logs before. I also appeared to have an incomplete foundation layer (bits were floating and such).
 
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