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IDEK's Logistic Station Issues after 3.2.3

GA_Darkerside

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I hope this is not the wrong place to post this and if it is, please dont make me go and sleep outside, I dont fancy waking up in the middle of the night to find I have been half eaten by a Ghoul and to add insult, eating my legs killed him.

Since the update, I did it yesterday 27th, The Logistic Stations have been acting very strange by unassigning the settlers assigned to them. Sometimes the supply line disappears and sometimes it stays, but always the For Rent and the Red Man appears. The strange thing is, I got a far as 11 settlements, 9 using the Planner Desk and 2 of my own. It did this in my own settlements too, however they were perfectly balanced out, i.e. 20 Homes and a mixture of 19 industrial, martial etc, number 20 being the Logistic Station. The second was Mirkwater and simply 8 plots as I built a huge massive flash house that I could proudly store all my stuff and then show it off to myself. 8 plots: 4 homes, one recreational, one food and on Logistic Station, I mean you have to rob all that scrap from the poor to be rich, right?.

No matter how many times you assign someone to them, then get unassigned again. I have done a complete restart from fresh (Had to as made a silly mistake and all my saves gone), still that same problem.\

I know that this is not your mod but i am just wondering, in the update did you add or change an option that I am not aware of that could cause this?

On a good note (Yep a slight creep but hugely deserved), Sim Settlements brought me back to Fallout 4, in fact my gameplay has changed, (why I dont mind starting it all over again, plus i can correct my mistakes from my previous lack of undertstanding). I used to avoid settlements and now I love them, popping back to see whats happened, so much so that its cause a huge argument with the minutemen. Preston asked me himself why I seem so fixated on the settlements rather then making a difference, one victory at a time, he just doesn't get it, I changed and want to be an interior designer.
 
IDEK is responding on the bug tab on the nexus.

https://www.nexusmods.com/fallout4/mods/28945?tab=bugs

I am having the same issue but in my game just reassigning the provisioners to their station seems to be working.

I am also using the recalculate supply lines but have no idea if that is helping. Supply Lines are still showing in the map until I Fast-TVL to a settlement (then) the rent-sign pops up on the plot and the supply line show as missing. Odd thing, at least some of the provisioners show up in settlements tagged as provisioners but doing odd things not supply line related and the for rent sign is also up. odd

For me, I am just reassigning. Could be IDEK needs to update something after the SS-update this weekend.

My advice is you are not the problem right now so give IDEK and Kinggath time to sort it out.
 
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Yup they are looking at it - I'm wondering if the bug for this, and the Snap Point issue are one in the same as I've stated on nexus i'm noticing strange behavior on marshal plots too after this update for SS.
 
I'm investigating... haven't found anything yet though, and I haven't (yet) been able to reproduce.

I am also using the recalculate supply lines but have no idea if that is helping.
Most of the time you don't need to use that button, it's only really there in case you change a setting and want to force a recalc to happen instantly without needing to refresh the plot or something. Any time a station build/upgrades/has assignments change etc, the same thing happens automatically.

Odd thing, at least some of the provisioners show up in settlements tagged as provisioners but doing odd things not supply line related and the for rent sign is also up. odd
Yeah, that's a bug that nobody noticed (or, at least, bothered to report) until recently. Just ignore it for now, I'll have it fixed in the next version.

Yup they are looking at it - I'm wondering if the bug for this, and the Snap Point issue are one in the same as I've stated on nexus i'm noticing strange behavior on marshal plots too after this update for SS.
think that one is because my building model clips into some of the snap points on the SS plot model and prevents them from working properly. I haven't worked out how to fix that one either (other than making massive changes to my models), but it's definitely not related to assignments.
 
So Posted this at IDEK,s Bug page but posting all this here too, just incase someone might find it usefull.
----------------------------------------------------
IDEK's Logistic Station Log File and Papyrus File (attached)

1. Red Rocket was already unassigned, so I reassigned a provisoner. Left to a farish away location, waited, came back to sanctuary and then walked to red rocket, bumped into Cavarvan and the Ox, mule just disaapeared, got to Red Rocket, Station for rent.

2. Scraped the station, rebuilt new one, powered and assigned. Left for same farish location, waited, came back to Sanctuary, bumped into provisioner on their way back to Red Rocket and walked with them, they didnt really talk to me much and then, ox type thing just disappeared and as you can guess, Station up for rent

Please bear in mind, I updated sim settlements to lastest version and thats when the problems began, before the update everything was fine. However till this problem I never had logging running, so no previous logs I am afraid.
 

Attachments

  • IDEKsLogisticStation 29-05-2018 - Fallout 4.txt
    38.9 KB · Views: 113
  • Papyrus 29-05-2018 - Fallout 4.txt
    158.5 KB · Views: 204
after testing in my game, it isn’t all the settlements. it is most but not all.

almost wish it was all. at least that would be consistent.

also seems in an existing settlement when i show up everything is fine but at some point the longer the player is there then it will break.

I am hoping to find a better trigger other than just the visit or time. we’ll see.

thank you for the kind responses.. l will try to provide better feedback if I get some.
 
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To anyone affected, did you also update UFO4P recently? I don't have any particular reason to suspect it, but the timing is right (started getting later the same day that UFO4P updated) and the latest version includes a load of new workshop script tweaks that could possibly be the cause of the thing. I haven't looked through the new UFO4P source thoroughly enough to find any direct evidence yet, only vague circumstantial evidence, so don't go pestering them about it.
 
Yes, SS and UFO4P are the only two mods I've updated recently; posted on Nexus that the UFO4P changelog has this line which may be related:
  • WorkshopParentScript: Fixed errors in resource transfer between resources in a supply line chain due to bad array management. (Bug #22251)
 
To anyone affected, did you also update UFO4P recently? I don't have any particular reason to suspect it, but the timing is right (started getting later the same day that UFO4P updated) and the latest version includes a load of new workshop script tweaks that could possibly be the cause of the thing. I haven't looked through the new UFO4P source thoroughly enough to find any direct evidence yet, only vague circumstantial evidence, so don't go pestering them about it.

IDEK, I tested your Theory in my game. BTY, Excellent Call about the F04patch, I did not think about that!

All I did was disable the new FO4Patch and Re-Enable the Old FO4Patch

& IT Worked! No for Rent sign popping up!

I was in a particular situation where I could repeatedly watch the for rent sign disappear.

Duplicated with the old version of the Patch and it worked then, for me at least.

I want to be clear for others reading. I only tested in one settlement as it was such a good opportunity where my fast-tvl matt located.

IDEK - A Profound THANK YOU, Good-SIR!
 
Yeah, I found the culprit.
ufo4p-being-dumb.png

Why it does this check, I have no idea.

For the moment, I'm going to have to put a warning that my mod conflicts with UFO4P unless you turn "Travelling Caravans" to off. *sigh*
 
Yeah, I found the culprit.
ufo4p-being-dumb.png

Why it does this check, I have no idea.

For the moment, I'm going to have to put a warning that my mod conflicts with UFO4P unless you turn "Travelling Caravans" to off. *sigh*

huh, right now you can put a warning "anywhere you want". Hell, you can put Marcy Long's Nickers on your head run down the street telling everyone you are a ghoul; and, I would still think of you as one cool dude!

Thank you for figuring it out and calling the shot no one else was thinking about.

:agree:
 
Meh :(

good thing I didn't update ufo4p yet.

"Stop handing provisioners controlled by my mod as real provisioners, and turn them into a fake facsimile of a provisioner instead, at least when I detect that UFO4P is installed. I don't like this solution, because one of my goals were to make provisioners handled by my mod completely genuine, not just "sort-of-but-not-really" provisioners." This might still be the best solution, I think. Or, at least, auto-disable travelling caravans if ufo4p is detected, and show an error message if the user tries reenabling it.
 
This might still be the best solution, I think. Or, at least, auto-disable travelling caravans if ufo4p is detected, and show an error message if the user tries reenabling it.
If I can't get UFO4P to cooperate, what I'll probably have to do is create a "fake" travelling caravan ref collection alias with the same functionality as the vanilla one, then change the "travelling caravan" option to a mode select thing, something like
  • [Cycle: Caravan Mode - Travelling]
  • [Cycle: Caravan Mode - Travelling (Alt)]
  • [Cycle: Caravan Mode - Stationary]
With an explanation about what those options mean. Then, the best thing would probably be to detect if UFO4P is installed on initial mod setup (or update) and forcibly change the default to the alt/fake mode, and maybe enable an extra warning message in case UFO4P is active if the user tries setting it back to the standard mode.

I guess it's lucky that this wouldn't actually take that much effort since the code is already mostly set up to handle this sort of thing--the code changes to allow for "fake" caravans in the first place were substantial, but because of that, most of the work is already done--but it's still irritating.
 
If I can't get UFO4P to cooperate, what I'll probably have to do is create a "fake" travelling caravan ref collection alias with the same functionality as the vanilla one, then change the "travelling caravan" option to a mode select thing, something like
  • [Cycle: Caravan Mode - Travelling]
  • [Cycle: Caravan Mode - Travelling (Alt)]
  • [Cycle: Caravan Mode - Stationary]
With an explanation about what those options mean. Then, the best thing would probably be to detect if UFO4P is installed on initial mod setup (or update) and forcibly change the default to the alt/fake mode, and maybe enable an extra warning message in case UFO4P is active if the user tries setting it back to the standard mode.

I guess it's lucky that this wouldn't actually take that much effort since the code is already mostly set up to handle this sort of thing--the code changes to allow for "fake" caravans in the first place were substantial, but because of that, most of the work is already done--but it's still irritating.

to you & pra,

given some users knowledge “myself” it is simply impulse to update the F4patch even if we are running successful play through.

Question? Is there really any benefit at this point in the FO4 life cycle for a user to be so compelled. Why I am asking, is the thought now “for me” is to only update the F4patch at the start of a new play through?
 
Logistics storage can only send a junk to the specified container, can not I taking in and out any item?
Or is there something wrong?
I'm sorry if I made a mistake in the place to ask questions.
 
Logistics storage can only send a junk to the specified container, can not I taking in and out any item?
Or is there something wrong?
I'm sorry if I made a mistake in the place to ask questions.
There's a conflict with the XB1 "Place Anywhere" mod, I'm told you have to change some setting or other in that mod to make it stop breaking mine. I've tried contacting the author to see if there's anything I can do to fix it, since the author has made it impossible to even get a version I can look at myself by making it console exclusive, however it's been a few weeks and I haven't heard anything back.
 
There's a conflict with the XB1 "Place Anywhere" mod, I'm told you have to change some setting or other in that mod to make it stop breaking mine. I've tried contacting the author to see if there's anything I can do to fix it, since the author has made it impossible to even get a version I can look at myself by making it console exclusive, however it's been a few weeks and I haven't heard anything back.
Thank you for answering!
I will remove Place Anywhere and try using it.
 
Did the UP team respond when you pointed out the problem?
 
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