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Infinite Death Loop

C B Wright

Active Member
Messages
246
Who knew the planning stages of building a settlement could be so deadly?

This isn't so much a bug per se as probably an unintended consequence of how the "destroy everything and build" part of starting a settlement works.

So I decided I wanted to build a house BEFORE starting the settlement and a chose a spot that I figured would be out of the blast radius. I put it over the water, near the bridge. It was a pretty thing, up on stilts, with a nice deck and a space for my workshop.

The "up on stilts" thing is important. When I triggered the Sanctuary "build the settlement" command in ROTC, the settlers merrily tore down everything in site... including my lovely pier-house, which was, I suddenly realized, in the blast radius. So after the great animation played my character fell to his death.

And then the game reloaded to the last save.

And then my character fell to his death.

And then the game reloaded to the last save.

...yeah, apparently the game saves right after the animation ends, which was when my character was still in the air, no longer supported by the elaborate boathouse structure that was previously preventing him from hitting the ground at life-ending speeds. I reverted to the savegame I was using *before* I pulled the trigger on the sanctuary build and everything's fine, but I wonder if there's some way for the sanctuary build script to check on the state of the player to make sure he or she is resting firmly on the ground before continuing?

:)
 
Update: Power Armor makes you immune to falling damage. So wearing power armor while managing your city is a recommended best practice. I plan to tell Codsworth to update our OSHA Compliance manuals to reflect this going forward. :D
 
Just a little more filler information for your Unexpected-Building-Hazard enjoyement. Careful attention to zoning laws is important.

I don't know what made me think "certainly this will be out of the blast zone." There's probably a parable in it somewhere.

house.jpg


Thing is, I don't think this should be enough to kill me. I've jumped off that wall into the water before. So I wonder if what's actually happening is that the script that makes you fly up into the air to look at the initial build realizes it can't put me back where I was, because there's no longer a surface to put me on, so it just aborts at 40,000 feet in the air and I plummet to my death.

Anyway, after wearing the power armor I found that Codsworth in his infinite wisdom left me with something of an engineering challenge.

nohouse.jpg


I plan to solve this via time travel (earlier save). I like my house. I'd rather move it than have to rebuild it...
 
Gah, I meant to put this in the Rise of the Commonwealth bug reports section. Not sure I can move the thread but I will try. If I can't, would an administrator kindly do it for me?
 
Gah, I meant to put this in the Rise of the Commonwealth bug reports section. Not sure I can move the thread but I will try. If I can't, would an administrator kindly do it for me?
Moved it into the general problems for RotC as it is likely not settlement specific.
 
I'm not sure this is really a bug per se.
If this should happen to you in the future, pop the console and coc SanctuaryExt

Request submitted to Kinggath to have it fast travel to the current settlement fast travel point on cutscene exit, hopefully that will keep the death loop from striking again :)
 
The floating crafting stations are a little quirk in the way the scrap code works that I can hopefully resolve in the future. As Tank mentioned, using the fast travel locations will make for a better experience at the end of Cinematic Mode so I'm going to look into that.
 
Update: Power Armor makes you immune to falling damage. So wearing power armor while managing your city is a recommended best practice. I plan to tell Codsworth to update our OSHA Compliance manuals to reflect this going forward. :D

Also Power Armor Frames are immune to gravity!
 
I'm not sure this is really a bug per se.

Yeah, I don't think it's a bug in a traditional sense. I just didn't know how else to describe it. It's definitely an edge case.

Using the fast travel location makes sense thematically and would probably solve the problem.
 
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