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BandX

Member
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47
I established three settlements with three different leaders.

Coastal Cottage - Paladin Danse
Murkwater construction site - Strong
These two sites from scratch - just walked in lay down small generator and settlement beacon. There are settlers there at this point and I dismissed the leader and reassigned the leader.

Oberland Station - Hancock
This site had 45 settlers, so no beacon but I did set out a generator.

At no point, per the video, did I ever get a screen asking me if I wanted the settlers to tear down.
Msg to tear down.jpg

So is it me, or is it the Mod?
 
Couple of questions. Are those the only settlements you set up, or the only settlements that did not ask for a tear down? How did Oberland get 45 settlers without a beacon? What are the versions of Sim Settlements, Industrial Revolution (if you have it) and Rise of the Commonwealth are you using?
Thank you
 
And also, have you chosen a city plan? At this point there's only one for those two settlements (but you still have to actively choose it).
 
Owen - I tore down the settlement at Oberland Station which is why it had 45 settlers - it was sprawling all the way north to Greygarden and down to the river on the west and was constantly giving me buggy reports. I pulled 140k caps out of it before I left and stored a lot of items I set up (not sim structures). As you can imagine I didn't enjoy going there that much. Fun to build not so much to actually go there.

Versions are current and up to date. I waited for a month or so before I updated just to let some of the bugs get worked out.

Tinuvia - Ok, I'm going to confess my ignorance to being able to answer - whenever I looked at city plans it showed none. I'll have to go back and see if there are any to be had at this point. I was looking at plans at some point and found nothing.

I'll be honest with my confusion. When I looked around that feature, it listed all the plans for buildings which I didn't mess with cause it wasn't clear if I was pulling plans out of the inventory of plans (ones I didn't want to use) or putting them into building a city plan.

From what I could gleam from the video, to start having a settlement start building itself, all I had to do was throw down a beacon and pick a leader and it would do the rest which is why I didn't mess too much with trying to figure the above paragraph out.
 
A very common mistake is actually to not have downloaded the Rise of the Commonwealth expansion mod itself (or that it isn’t checked in the in game mod list, or that NMM messed up the download). That would lead to city plans not showing up. If everything works, you should be able to click the blueprint on the city desk planner and choose city plan from there.

The plans for buildings are different - this is where you can vary what buildings the settlers will build (if you have a certain style you would like for one settlement), but you can do that at a later step.

EDIT: hm, I may be wrong on the having to choose plan part. Like you say, the videos show the cinematic starting right after a leader is assigned (I just always choose plan too). But if you can’t see any plans under Select city plans, the RotC mod didn’t load right. If that’s the case, you could try a Manual installation and see if that helps.
 
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Ok, ic where my problem is with the city plans issue - Last week I posted an issue with 'active threads' going bananas and crashing the game. It started after I updated Sim Settlement mods which I had postponed for a month or two to let the bug dust settle. In troubleshooting I unloaded several new mods in case that was my issue. City Plans was one of those included and I had not checked them back into game play mode.

-whew!- Okay, whilst I was out, and kudos to Archerdown for being crystal clear with needed mods on the nexus download page, I found three (3!) mods I needed to run City Plans which I was unaware of not having.

That said, I'd like to point out that even though I try to keep updated on mods, I do not find the Sims wiki Addons page to be very user friendly. One reason is that the names on the wiki's are not listed the same way on the Nexus Mod Manger - at least in the order they are presented and they keep change time to time making it very confusing. So trying to stay on top of that (and not being a full time fully immersed FO4 player - WOW addicted) is somewhat confusing. And one has to go back and forth, and back and forth between the NMM & the Sims wiki Addons page to figure out what you already have and what you need to update.

So, is there a way that the user (since we're logged in as a user) be able to have a box next to each of the Addons Packs we could place a check mark for INSTALLED so that we can easily see what we have vs what we need/want and not have to slog through the entire list each time? I realize that for probably many, this is not a challenge, but for the casual player it would be a nice bonus benefit.

BUT - Murkwater and Coastal Cottage still have no plans in the desk! So here is what I have on my NMM.

City Plans NMM 2.jpg
 
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If that is your entire mod list then you're missing Rise of the Commonwealth which is what you need to get the city building to happen and to see plans in the desk.

As for figuring out what needs to be updated and what you might want I find using the Tracking Centre (next to last entry on the Mods dropdown at the top) on Nexus to be a great benefit. I add all of the mods I download to it as well as others I'm interested in trying out later. If you sort by Last Uploaded->Desc and turn on Highlight Updates you can see when any mod is updated. It also shows when you last downloaded the mod but unfortunately it won't let you sort by last downloaded.
 
oooook. Does this replace Sim Settlements 3.1.5a? or is it an addition to that mod?

I'm thinking in addition to since the latest update to 3.1.5a was this month.

Gotcha on the NMM which I already use. Updating really wasn't the issue.
 
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You need to grab Sim Settlements - Rise of the Commonwealth. That's the 2nd expansion for Sim Settlements that includes all of the city plans we've released so far.
 
Ok, I've got an answer for my title - It's ME! and the lack of loading all the mods needed to solve this issue. thanks all for you patience and help.
 
Was just able to actually go try it out at Coastal Cottage, and after the cut scene, the screen when dark with the little pulsing icon in the bottom right lower corner of the screen and ... and.... and.... well, it's still blinking. What is a reasonable time for it to reappear?

Ok - sure wish ppl would use tags on their posts. Shut down the cinematic which alleviated the blank screen problem. And Coastal & Murk started to build as did Oberland then it crashed, so I'll have to start over there.

One observation I noticed - At Coastal I'd put down a settler beacon and a small generator then when it moved things around, there is no power at all. I'll give them a chance to address that moving forward unless this is not correct. In Murk, it left the generator and settler beacon where it was.
 
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So, it should take about the same amount of time to transition from the cinematic as it does when you fast travel. As far as CTD's goes that should not happen right off after building a new settlement.
Doing this could help the team solve CTD's: Crashing-Help Us Solve Them
These resources may also help you with any CTD's:
Fallout 4 Crash Guide
Manual Installation
Fallrim
All power for objects built by the city is provided by underground cables :grin. At this point the only way for a city to create wires is through f4se and the team does not want you to have to use anything but vanilla resources. In any event, any object you build will need to be powered by you.
Thank you
 
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