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Closed General Settlement Instability since 3.1.6a

Chef

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I am experiencing some odd behavior since updating to 3.1.6a.

Occasionally on return to a settlement I find that all settlers have unassigned themselves from beds/residential plots. I will then just stand in one place for awhile, and over the course of 5 to 10 minutes they will slowly reassign themselves.

Items (specifically a bed) that I placed in workshop mode are now unable to be selected while in workshop mode, although I can still sleep in it.

Settler behavior seems to be locked up. I can assign a settler to a farm plot, and said plot will upgrade, but the settler just remains standing in the center of the settlement and never moves.

New settlers to a settlement will be assigned jobs, but never build a house.

Also, just a general seat-of-the-pants feeling that things are not running correctly, which I realize is of no help to anyone, but I've been using Sim Settlements since it first came out and this is the first time I have had a feeling that somethings just off.

I am using the newest versions of SS, IR, RotC, and the Megapack (as of 3-24-18). I am running a 200+ mod load. I have checked through with xEdit, and see nothing that conflicts with SS. This is a save with about 13 hours of gameplay, and I am experiencing issues at Startlight, Sancutary, and Abernathy. I do also have control of Ten Pines and Sunshine, but I have not been back to those recently to see if problems exist. Also all of those settlements are under the control of RotC. I updated to 3.1.6a after about 7-8 hours of game play on this save. None of the above were happening before I updated.

If there is anything I can do to help narrow down what is going on, please let me know.

Thank you.
 
Just as an update, the issue with residential plots exists at Ten Pines and Sunshine also.

I am also starting to see some settlers losing job assignments.

Referencing the settler behavior issue, at Sunshine, Abernathy, and Starlight, its all my farmers. They just stand in one place and do not move even though their farm plots are upgrading.

While checking my settlements, the residential plots were unassigned in Sanctuary again, so it seems to happen multiple times.

Simpson, I saw your thread too, but decided to stat my own in case they were separate issues.
 
If you roll back to 3.1.5, do the issues remain? None of these sound like systems I touched in the patch - so I'm not sure what would be causing these issues.
 
I'm having a similar, yet different, issue. Right now, when I travel to a settlement, most of the items seem to have despawned. So while the plots have settlers assigned to them, there's nothing on them.

It's not only RotC settlements that this has happened to. My Red Rocket settlements also have the same problem. I'm working my way slowly through my settlements, sitting for the 15 or so minutes it takes to have everything respawn.
 
I have not yet tried to roll back to 3.1.5. I will now though. I just need to do some reading to figure that out. I will report back once I have rolled back.
 
Be sure not to overwrite your save if you rollback - in case something gets even worse. Rolling back is usually fine, but occasionally it can cause problems and you'll need to go to 3.1.6a again and having a save to go back to will be ideal.
 
I'm having a similar, yet different, issue. Right now, when I travel to a settlement, most of the items seem to have despawned. So while the plots have settlers assigned to them, there's nothing on them.

It's not only RotC settlements that this has happened to. My Red Rocket settlements also have the same problem. I'm working my way slowly through my settlements, sitting for the 15 or so minutes it takes to have everything respawn.
This should only happen once. There was a long time bug in Sim Settlements that I finally fixed - so a lot of plots need to refresh themselves to avoid the issue.
 
After rolling back here is my experience.

I went to home plate and spent an in-game week sleeping to try and let things resettle. I would wake up, wait to go AFK and then sleep for a day. During that time Ten Pines came under attack, which should not happen as I selected the "Keep my stuff safe" option with IDEK's Logistics mod. Sunshine and Startlight upgraded to level 1 during that time. Sanctuary and Abernathy seem to have stabilized themselves.

The beds issue has seemed to resolve itself somewhat. I havn't had any disappearing beds since the roll back, however I now have an extra bed or two in most settlements.

Most settlers are starting to sandbox correctly, I still have a couple that stand around and do nothing. Except at Startlight, I actually have more locked up settlers now. Also, my Com Officer at Starlight unassined herself from the com station (Salvage Beacons) and went back to the martial plot that she had been first assinged to when she showed up. When I reassinged her to the Com Station, that seemed to work, but she will not unassign from the martial plot (which may or may not be default behaviour, she will not go to the Com Station though, just stays at the martial plot).

Something still feels off in-game, can't say what it is though.

I am halting this game for the moment. I just don't know whats going on stability wise and I don't want to advance something thats unstable, and I jsut don't have it in me to restart again this quickly. If there is anything else I can try or test, please let me know.

The above is with about 4 or 5 hours of real time in game.
 
This doesn't sound like a fix because of the rollback. It sounds like your scripts were horribly backed up and they are starting to settle down.

If you load your save in Fallrim Tools - what is your ActiveScripts count?
 
Just for info
Intel i7-6700hq
970m 3gb
24gb ram

I went back through the last 20 saves, most had 4-6 active scripts, the highest was 14 (although 6 of them were called TERMINATED).
 
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Could the timing of upgrades or where the player is in the game matter? If someone is in a settlement and scripts are running and the player saves, upgrades, and reloads would it matter?

I try to upgrade when I'm away from a settlement in the game.
 
This should only happen once. There was a long time bug in Sim Settlements that I finally fixed - so a lot of plots need to refresh themselves to avoid the issue.

What if I saw the partial spawns and manually refreshed all local plots? Would that break the upgrade process? When I tried 3.1.6 I didn't realize that it may have been refreshing plots already and forced a refresh in Sanctuary.
 
This should only happen once. There was a long time bug in Sim Settlements that I finally fixed - so a lot of plots need to refresh themselves to avoid the issue.

So here's a weird variant on the empty plots problem. In most of my settlements, my plots have spawned all their items back with a short wait, as kinggath has suggested.

Except in Sunshine Tidings Co-Op (RotC lv 3, currently leaderless). No amount of waiting seems to trigger a respawn of all the missing items, and a manual refresh of the plots cycles through very quickly and still doesn't bring the items back. Here's what I've tried so far:
  • Waiting a loooooooot. No change.
  • Refreshing the city as well as the plots. No change.
  • Maxing out the threads in multithreading instead of having it set to Auto. No change.
  • Changing the building plan on a plot to reset it to level 1. What happens is that it'll change the plot and build the exterior, but no furniture or items will spawn.
  • Picking up a plot and moving it. Same as above.
  • Checking for script bloat via Fallrim Tools. Save only had two active scripts running. I killed 'em both anyway and loaded back in to wait some more. No change.
  • Reinstalling Sim Settlements. No change.
Only thing I haven't done is reset the city back to level 1 and see what happens. I've already had to do that once because of another bug, so I'd really like to avoid that if possible.

I don't know if this is related, but something else weird happened at Sunshine while I was trying to troubleshoot this. My companion's hat (normal vanilla Baseball Cap) went invisible, making her look bald. In the Sunshine Tidings cell, the hat doesn't appear, even when I un-equip and re-equip it. As soon as I fast travel away to another cell, it reappears.

Any ideas? Thanks!
 
I don't know if this is related, but something else weird happened at Sunshine while I was trying to troubleshoot this. My companion's hat (normal vanilla Baseball Cap) went invisible, making her look bald. In the Sunshine Tidings cell, the hat doesn't appear, even when I un-equip and re-equip it. As soon as I fast travel away to another cell, it reappears.

Any ideas? Thanks!

I ran into a couple female settlers, 2 different settlements, with that look, now I know, missing hats, they look weird as ...
 
The bald women thing pre-dates 3.1.6 though, I think. I was wondering about that but I've only seen it on visitors.
 
During that time Ten Pines came under attack, which should not happen as I selected the "Keep my stuff safe" option with IDEK's Logistics mod.
Yeah, that definitely shouldn't be happening. Setting that option sets the AllowAttacks property at that settlement to false, which totally prevents the vanilla attack system from even attempting to start an attack there. I do keep track of what the AllowAttacks state was prior to making any changes to it, so if you move your storage beacon elsewhere, AllowAttacks does get reset.

If your storage beacon is still in the same container, and you haven't changed that setting, all that I can think might possibly have happened is that either some data on the workbench was lost somehow, another mod fiddled with the AllowAttacks flag on the workbench for one reason or another, or another mod deliberately started an attack quest there.

Could the timing of upgrades or where the player is in the game matter? If someone is in a settlement and scripts are running and the player saves, upgrades, and reloads would it matter?

I try to upgrade when I'm away from a settlement in the game.
Technically speaking, it can potentially matter, but in practice it almost never does. Any time Papyrus starts running a function, it saves a copy of that function exactly how it looked when it was called to the save file. If you then update a mod and load a game, that particular function call will continue running the old version of the function, even if the updated function is different, until the function call finishes.

It's rare that this actually happens, and even rarer for it to cause problems though. If you're concerned about problems arising out of this after updating a mod, you can check your Papyrus log and any time it happens you'll see warnings about it like:
Code:
[03/26/2018 - 09:27:46AM] warning: Function skemenuinstallerscript..OnQuestInit in stack frame 0 in stack 6130 differs from the in-game resource files - using version from save
I still wouldn't worry about it though.
 
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If I were to guess I would have to go with the workbench. After that plot built, I put the storage beacon in the workbench and never touched it again, I do that every time, the same way. In probably 60 hours of playing with your mod I have never had a settlement attack once I chose that setting. I also have no mods that make attacks more likely, or at least say so on their mod pages, its the opposite behaviour that I want, and I didn't add much with this latest game. I think it was some armor and weapon mods.

I wan't trying to say anything bad about your mod, but to show how far off from expected my game was acting. It just feels like something knocked my game a bit sideways, and I had normal expected behaviour until I updated.
 
Well, any time you move one of my storage beacons, the old one gets removed and attack settings at the old workshop reset, assuming you're using workbenches and not some normal container anyway. The system is designed such that you only get one "logistics" container at a time, and the anti-attack setting is only there to protect the items you're storing in whatever your active workbench container happens to be at the time.

If you want to permanently disable attacks at a particular settlement, the easiest way is to select the workbench in the console and run "setpv allowattacks false". I know of at least one mod that lets you do this without console commands too, Trigger Attack Button, which is @wim95's.
 
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