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Hangman's Alley Bugs for RotC

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Cluttered Mind
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Please post bugs specific to Rise of the Commonwealth and Hangman's Alley in this thread.
 
Northside wall/entrance to the settlement may not be auto generating if moved prior to assigning a city planner... I had moved the wall/entrance to the far north of the settlement zone prior to installing RoTC, but had done nothing else in the settlement yet beside scrapping all the non-wall existing structures/items. From that save, on first attempt the wall did not move from where I placed it. I then reloaded the prior save, and scrapped the wall/entrance to see if the default placement. RoTC did not generate any wall or entrance on the Northside. The Northern most auto-generated object was a single trunk ramp that came down from the 2nd level walkway, but did not touch the ground.

Upon returning to Hangman's Alley (2+ in game days), settlement had grown from 2 to 4 settlers, but only one built a residence and both are unemployed. I manually assigned a settler to an existing residential plot. Waiting to see if they self assign jobs. I did not check all levels, but did not see any agg, commercial, or industrial open plots.
 
There is a floating string of lights by the little bus station looking alcove on the ground level.
 

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The water bar is sitting at ~20%. I'm even at the level where they're pumping water out of the river. It's clear this is only cosmetic as the settlement is above 90% happiness and advancing super quickly.
 
The water bar is sitting at ~20%. I'm even at the level where they're pumping water out of the river. It's clear this is only cosmetic as the settlement is above 90% happiness and advancing super quickly.

The default in 3.0.2 is to ignore requirements in City Plan controlled settlements, you need to enable high involvement mode if you want to manage their needs directly
 
The default in 3.0.2 is to ignore requirements in City Plan controlled settlements, you need to enable high involvement mode if you want to manage their needs directly

I don't want to manage their needs, like I said I know it's a cosmetic bug. Just pointing it out. They're happily ignoring the water "shortage". I just noticed in 9/10 settlements all the bars fill up right away, this one didn't: bug.
 
I don't want to manage their needs, like I said I know it's a cosmetic bug. Just pointing it out. They're happily ignoring the water "shortage". I just noticed in 9/10 settlements all the bars fill up right away, this one didn't: bug.

It's not a bug, they're ignoring the lack. The lack still exists, they j ust don't care.
 
Is there any reason that level 2 Hangman only produces 20% water where as all other settlements fulfill all 3 needs at 100% from level 0? I just haven't noticed this with any other cities. Thought I've only seen Sanctuary, Abernathy, Grey Garden, Sunshine Tidings, and Hangman.
 
Is there any reason that level 2 Hangman only produces 20% water where as all other settlements fulfill all 3 needs at 100% from level 0? I just haven't noticed this with any other cities. Thought I've only seen Sanctuary, Abernathy, Grey Garden, Sunshine Tidings, and Hangman.
All the settlements are different in what/how much they supply and when they get around to doing so.
For example, Coastal Cottage is in the negative on water until Level 3.
Hangmans Alley.. needs it's water numbers tweaked.. honestly.. it's pulling from the river.. hehehe
 
Noticed that the Hangman's build puts a number of plots past the border of the old north east wall the one on the chain door end, this area in the base game is not a place setters will go. " Hangman's Ally patch" mod fixes that and you might want to look into that for this settlement. Outside this I have through the ground floor industrial plot has a string of lights?. I have done a full refresh 2 times now with no change to that. Edit, with a little work I moved the lights using console commands. tcl to clip, while clipping, selecting the light string and then using moveto player while clipped through the floor above the plot, then I had to mess with its angle as it moves all wrong, I just set both x and y to 0. So to go over this again I move the string of lights manually with move to + setangle x 0 setangle z 0 while clipping with tcl.
 
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Twice now my provisioner, who is just a bog standard generic settler, has unassigned herself from my supply line in order to become a doctor or open a shop, even though doing so has nasty consequences on the water supply. I've been able to reassign her normally both times. I don't think it started happening until I upgraded to level 1. Haven't seen this happen anywhere else. Whatever the opposite of wanderlust is, she apparently has it.
 
Also how many beds should be available at level 1? I have a 12 settlers currently and 11 beds and the new settler doesn't seem to want to set up housing. Do I need to add more? I've noticed places like The Slog where there are "empty rooms" where you won't even see an ASAM or Fuse Box until the settler decides to move in, so it makes it difficult to tell if it's intended and I need to start throwing down sleeping bags somewhere.
 
Floating objects in my experience always belong to a higher city level. So don't move or delete anything, wait until level 3 and then everything looks perfect.

My provisioner here never had that problem, though I started the settlement long before Sim Settlements.

11 beds for Hangman's Alley is correct, though I seem to have 12 beds after upgrading to level 3.
 
Interesting. That would mean in addition to the water issues, HA was designed to have more job plots/work objects than it has beds, at least if you base your provisioner out of there.
 
Hangman's Alley level 1 features an unpowered plot. It was driving me nuts tracking it down after I noticed the power bar on the HUD not quite full. Ironically, it turned out to be the one on the upper floors with a power cable clipping through it:

qPRX27R.jpg
 
The power cable is an oversight and can be removed. I dunno why that plot decided to be non-self-powered.
 
The power cable is an oversight and can be removed. I dunno why that plot decided to be non-self-powered.

Just being the messenger! Wasn't sure if the power cable was a fixable element since it's one of those cosmetic (and possibly combined) objects from the vanilla game. The plot can be powered by manually wiring the wind generator to the tower on top of the "radio trailer," although that requires building outside workshop mode so if someone doesn't have that Place Anywhere toggle they either have to be very quick or they're out of luck/have to place their own generator. I haven't reached level 3 yet so don't know if the plan itself fixes things at that stage.
 
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Thanks for the heads up on it, it was totally on us to get that power cable out of there and we missed. I'll see if I can get it into the scrap lists for the next round of updates. I think its one of the ones that you can scrap with extra object selection turned on or at least hitting it with the console with disable/markfordelete.

The downside is that once the plot is spawned, it's spawned.
Once it's in there's no way to go back and reset the self-powered bit so that's likely to be a bug in the plot spawning process that @kinggath will have to address.

Apologies if I sounded short, it wasn't intentional. Been down with a flu bug for the past couple of days and my forum time has been a little more limited than usual.
 
Thanks for the heads up on it, it was totally on us to get that power cable out of there and we missed. I'll see if I can get it into the scrap lists for the next round of updates. I think its one of the ones that you can scrap with extra object selection turned on or at least hitting it with the console with disable/markfordelete.

The downside is that once the plot is spawned, it's spawned.
Once it's in there's no way to go back and reset the self-powered bit so that's likely to be a bug in the plot spawning process that @kinggath will have to address.

Apologies if I sounded short, it wasn't intentional. Been down with a flu bug for the past couple of days and my forum time has been a little more limited than usual.

Just a note that the unpowered plot remains unpowered at HA level 3, although I think that's exactly what you were saying would happen. I take it a plot refresh wouldn't help? Weirdly enough at level 3 the power readout in the workshop actually goes red and stayed that way with the plot unpowered until I actually built and hooked up another generator rather than just running a line from the wind generator on top established by the build plan. That worked at level 2 but not at 3.

Place Everywhere refuses to touch the power cables. Didn't try disable/mfd but hopefully it's not one of those cases like the eternal geodesic gym and monkey bars at Sanctuary which not even disable can touch. They don't seem to have a physical presence so you can walk right through them, but they're definitely an aesthetic issue with how they clip through the upper levels -- which is weird saying in the case of a built-up maze of junk steel and wood, but there you go...
 
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