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Closed General Settlement Instability since 3.1.6a

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 ended up rolling back and refreshing all my settlement plots. Seems like the spawning issue is gone now and my settlements are working again.

Thanks! I love this mod and look forward to seeing how this issue turns out. Thanks for your hard work.
 
I'm having all the issues the OP listed and then some (I commented on another thread about my upgrades being locked up). My settlers just stand around, they don't assign themselves to residential plots properly. The plots will upgrade, but the settlers don't interact with anything. They're just standing in place, occasionally griping about the bed situation as I walk by.

I play on Xbox so a rollback isn't an option. Also, most of my mods are just skins, not many scripts. I have the Cheat Terminal, Don't Call Me Settler, The Unofficial FO Patch, and Beantown Interiors running. Everything else is recolors.
 
Ravenlee, just for your information Don't Call Me Settler is known to have some serious problems, both by itself and with Sim Settlements. Its listed under the Problematic Mods on the Sims wiki.

For others: I am not, nor have I ever had that mod installed, so I would guess these specific problems are not related to it.
 
I'm having all the issues the OP listed and then some (I commented on another thread about my upgrades being locked up). My settlers just stand around, they don't assign themselves to residential plots properly. The plots will upgrade, but the settlers don't interact with anything. They're just standing in place, occasionally griping about the bed situation as I walk by.

I play on Xbox so a rollback isn't an option. Also, most of my mods are just skins, not many scripts. I have the Cheat Terminal, Don't Call Me Settler, The Unofficial FO Patch, and Beantown Interiors running. Everything else is recolors.
I too have seen that Don’t Call Me Settler causes issues with settlers not wanting to be assigned to objects. Like Chef, I’ve never installed that mod either because of all the issues It’s been known to cause. May be an idea to look at possibly uninstalling it to see if that helps fix the settlers. As someone who doesn’t use it, make sure that it’s safe to do so in the middle of a game. I’d hate for an uninstall to make your issues worse.
 
I've also heard that Beantown Interiors can cause some problems as well but Don't Call Me Settler doesn't just cause issues, it is notorious for them. What functionality does that provide that you consider must have? Most of it has been replicated (safely) outside of that mod without the attendant problems the mod causes.
 
In my experience the issues with Beantown are more related to worldspace conflicts with other mods. Mostly you just get invisable buildings. I don't know how it acts on its own, but with mods like Lexington Interiors and Subway Runner you will have issues. I had it installed for a testing playthrough, and even with a bunch of time patching things in xEdit I still couldn't get it to play nice. Thats not to say that it may be just fine on its own.
 
Grim, I read your other post. I would be curious to see if everything remains OK after you return to another settlement after an absence. In my game, it seemed that process happened multiple times.

@Chef (and anyone else who's listening), here's that update I promised. I apologize in advance for its length.

I think I left off with my walkthrough somewhere around Abernathy Farm. A rad-storm and subsequent Ghoul Horde spawn (from True Storms) forced me back to Sanctuary, but that did give me chance to check if the plots where stable and to see how my level 3 Sanctuary would handle an attack. The plots didn't respawn and despite some frame-rate issues (I'm running a GTX 970, 4MB @ 2560x1600 on an old i7 @ 3.2GHz and 24MB RAM) everything went smoothly (well, as smoothly as 25 - 30 fps will get you, anyway).

After that, I took a detour to pick up Strong (I felt bad for leaving him wandering around Trinity Tower) and after finding him under a pile of raider corpses, we backtracked to Starlight. This took a bit of time to get fully refreshed and I did have some issues with my settlers bugging out if I had them assigned to a non-plot work object. They would invariably assign themselves as a scavenger and wouldn't re-assign to their original, non-plot, work object (regardless of my auto-assignment settings). I had to use an old SS trick to get them assigned... build (or simply find) an agricultural plot, assign them to the plot, and THEN assign them to the non-plot work object. Weird I know, but it works.

With Starlight in order, I was off to Tenpines. That was a smaller settlement and had no issues. I didn't even have to refresh my Logistics station that, if you recall, were giving me problems when the interior Logistics stations would refresh incompletely.

Oberland Station was next and I took the opportunity to pass back by Starlight to see if the plot refresh stuck. It did. No issues there. Oberland Station is, of course, another smaller settlement and it went smoothly, though I still need to return to double-check my non-plot trading station which may have issues, though it looked like it was still staffed when I checked it in WM.

My last stop last night was Egret Tours Marina. This one was the most interest to me, given that I had issues with the city plan not spawning plots after it's initial level 0 build. I'd rolled back to 3.1.5 because of this. When I arrived the refresh went quickly and smoothly with it's 2 or 3 plots. I didn't feel like waiting around for another few settlers to arrive naturally, so I saved, quit and downloaded a "Settler Spawn Button" mod. After firing that up and mashing the button a few times, I ended up with two new settlers and after a 24 hr rest (which seems to be the new normal for plots to spawn here at least) one of the settlers had started to set up a farm and a house... so, yay.

So... to answer your question. Everything seems to be working fine on my end, no respawning of the plots, no empty plots, no frozen settlers, no issues really other than typical SS quirkiness.

I'm sorry that I couldn't reproduce your issue, but I hope that you find something out of this ridiculously long post that might help you.

Cheers :drinks
 
@Chef (and anyone else who's listening), here's that update I promised.
So... to answer your question. Everything seems to be working fine on my end, no respawning of the plots, no empty plots, no frozen settlers, no issues really other than typical SS quirkiness.

Cheers :drinks


Hey, thanks for the update! I’m going to give this a try too!

EDIT: Looks like it worked. So far so good. Thanks, @GrimHarlequin !
 
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not worried about the 3.16a patch cause it will not download for me to even install. every time i download it it does not appear still on 3.16 so hopefully i will be able to get things fixed on the next patch
 
I decided to start a new game with 3.1.6a installed. At Sanctuary and Abernathy I let RotC build the foundation level then I left to go build myself a base at Red Rocket (no settlers, just my personal base) and take care of some other early game quests. I returned after being gone for around a week in game.

When I got into both Sanctuary and Abernathy, while in workshop mode the bar at the top displayed 1 bed with about 8 settlers each. The HUD Framework widget showed no lack of beds. At Abernathy I went around and check the plots and it said that they all had people assigned even though that was not what was displayed while in build mode. After standing around for about 15 minutes the count at both settlements came back up to the point where I had a 1 bed deficit and would not increase from that point. There were vacant residential plots at that time. When I went around a counted, the number of residential plots that were occupied matched the build mode display, but the HUD Framework widget showed no deficit.

Checking back through my last 10 saves with Fallrim tools those saves have between 7 and 11 active scripts in them.

I'm not sure whats going on, but if there is any more info I can provide, please let me know.
 
yeah the count thing is buggy I think cause I once saw Sanctuary had pop of 69 and I am like wtf I thought I had the recruit beacon off. went there to move/kill some settlers but after the city loaded I only had 32 pop
 
That is a known issue where the number reported in the pipboy is different that what is happening in a settlement while away from said settlement. Its been around a long time. From before when Sim Settlements was released.
 
That is a known issue where the number reported in the pipboy is different that what is happening in a settlement while away from said settlement. Its been around a long time. From before when Sim Settlements was released.
yeah it is vanilla thing the short time i played vanilla I noticed it
 
Another quick update after re-upgrading to 3.1.6. I've had some issues with Sanctuary settlers un-assigning from non-plot jobs and had to turn off auto-assignment for that settlement. This didn't really come as a surprise given the size and complexity of Sanctuary at level 3. Like I mentioned earlier, I get around 20-25fps in Sanctuary when looking down the main drag from under the "Sanctuary" neon sign arch. The low fps is going to wreck havoc on an already slowed down script engine and it's no surprise if something gets twisted. Of course, I could simply turn around, look at the sky or the ground, etc, and get 40fps, but I can't bring myself to run through my own settlement like some perp leaving a courtroom with his coat over his head. :)

The only settlement so far that's squirreled out was Abernathy and that was probably my fault. I changed Abernathy's leader to Blake from Connie (I'm using Leaders of the Commonwealth) when I first traveled there to have the original update run and may have done it before it was finished. When I returned last night, I got a popup telling me Connie was now the leader of Abernathy and several of the agricultural plots reset themselves. After waiting for them to finished I set Blake back and will see it sticks or not.

I have also noticed that @EyeDeck 's Logistics stations need a kick in the side (by recalculating resource redistribution) for them to get working again (i.e. for the WM to show the correct, shared resources) when I return to most settlements, but once again, this could just be my own impatience.

I'll jump on here if I find any other glaring issues. But, so far, if I "go low and go slow" so to speak, I've minimized any issues I do have.
 
@GrimHarlequin I ended up uninstalling Real HD faces and finally turning my Anistropic Filtering down from 16 to 12 in my Sanctuary. My Sanctuary has a population of 54 and over 100 plots at 3440x1440 with ENB. I could always switch to FXAA and not TAA but the grass looks all horrible and pixellated. RealHD faces turned it into a slideshow after SimSettlements added visitors.

Also, I use Diskeeper 16 for disk caching and that makes a huge difference. It competes with the ENB memory used with ForceVideoMemorySize setting though but makes more difference than enabling that. I tried Sanctuary without Diskkeeper enabled and my FPS was halved down into the teens in some areas of the settlement. If you run from SSDs and don't have a physical drive you can use SSDkeeper for just the caching.

I tried plenty of other things when first encountering performance issues with a huge settlement including memory disks such as DimmDrive. My 64 GB of system memory wasn't enough to create a large enough memory drive even if I tried to selectively pick what files to put on it.

Anyway, just my random 2 cents!
 
@GrimHarlequin I ended up uninstalling Real HD faces and finally turning my Anistropic Filtering down from 16 to 12 in my Sanctuary. My Sanctuary has a population of 54 and over 100 plots at 3440x1440 with ENB. I could always switch to FXAA and not TAA but the grass looks all horrible and pixellated. RealHD faces turned it into a slideshow after SimSettlements added visitors.

Also, I use Diskeeper 16 for disk caching and that makes a huge difference. It competes with the ENB memory used with ForceVideoMemorySize setting though but makes more difference than enabling that. I tried Sanctuary without Diskkeeper enabled and my FPS was halved down into the teens in some areas of the settlement. If you run from SSDs and don't have a physical drive you can use SSDkeeper for just the caching.

I tried plenty of other things when first encountering performance issues with a huge settlement including memory disks such as DimmDrive. My 64 GB of system memory wasn't enough to create a large enough memory drive even if I tried to selectively pick what files to put on it.

Anyway, just my random 2 cents!

Thanks for the tips. I'll look into lowering my AF to 12, though I haven't touched that setting on any game for two or three graphics card generations now... it used to have a noticeable impact, but not recently. I think my CPU has become my bottleneck (1st or 2nd gen 4-core i7 @ 3.2GHz). It pegs to 100% on all 4 cores the entire time I'm in any settlement. But the fps drop is (in my opinion) from the concentration of lighting effects clumped in and along the main drag in Sanctuary's level 3 RotC build. I have a similar problem in Starlight's level 3 RotC build. Lots and lots of lighting effects added in addition to vanilla built lights. My GTX970 does what it can, but it can only handle so much at my monitor's native resolution.

Edit: I should say that last night I did drop my shadow quality from Ultra to High and that gave me a few more frames. My settings are all set to Ultra with the exception of Godrays at Low and (now) shadows at High. I get excellent framerates at 1080 (or whatever the equivalent is in widescreen) but it looks like garbage.
 
I used the Fallout Performance Monitor to determine that disk access was my original bottleneck. Changing AF from 16 to 12 didn't make that much of a difference, maybe 5 FPS for me but I noticed Sanctuary slowing down alot recently so I tried it to see if it could help a little bit. Actually, I suspect in my case it could be the level 4 hydroponics agricultural plot from Mytigio's Industrial City. It has lines and lines of little robots animating constantly and I have a bunch of those plots in Sanctuary :)
 
I used to use Diskeeper, back when it was its own company. Then it (like everything eventually does) got bought out and the next update for the software didn't honor my software license and wanted to sell it to me again to keep using the software. I gave them the finger instead.

An SSD is definitely on my short list though. I'm getting reeeeaaaalllly tired of rebuilding my RAID array everytime the power hickups.
 
Closing this thread and moving it to Archive for several reasons:
- original topic was problems experienced upgrading from 3.1.5 to 3.1.6/a, the most current patch is 3.2.1
- last comment describing an issue was 23 days ago
- most of the last feedback posted showed things trending in a positive direction

However, if you are experiencing the same or similar issues, especially if you are on the latest patch please feel free to start a new thread so we can evaluate the issues being reported from a fresh perspective. If you are still on 3.1.6/a and having similar issues, I highly recommend you update to the latest patch.

Thank you
 
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