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Bug Multiple Scav Team Dispatcher spawning in one settlement

It is definitely peculiar.

Anything I can try to troubleshoot this?

If you are willing, tonight when I get home I will send you a new version of a few script. It should write out logs if you have debug logging enabled so we can get a better idea of whats going on
 
I think I have logging enabled. Not sure if is the logging you require.

[ Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

Is this the logging you require?

And most definitely I will give it a try, cannot promise immediate results though, need to let it happen 'organically'; if I force spawn settlers with console and then manually assign them to the plot (to get quick results) as opposed to letting the settlers spawn and be assigned by SIM Settlements I am already changing the variables.
 
Yeah that's fine

and yes, that's the logging I need, although until I give you a debug version of the script it won't have anything from my the plotselection/dispatchers in the log, I'll do what when I get home this evening (in about 7 and a half hours, just got here :P)
 
Yeah that's fine

and yes, that's the logging I need, although until I give you a debug version of the script it won't have anything from my the plotselection/dispatchers in the log, I'll do what when I get home this evening (in about 7 and a half hours, just got here :P)

Okidoki, seems we are in different time zones :)
 
Sorry for the delay, i ended up working late last night and didn't get to this, but here are the recompiled scripts for debug:

Unzip this into your Fallout 4\Data directory:

https://www.dropbox.com/s/kmad6r5izr55k84/Data.zip?dl=0

Once testing is done, make sure to remove them again or it will cause you issues in future versions of the mod
 
Shall get it fired tonight after work.

Sod's law, this time it will work fine :D
 
I have now added the scripts and in Tenpines Bluff which was untouched I have done what I usually do in new settlements:

Pop housing, water, agricultural plots and three industrial plots then manually select the Scavanger Support blueprint for each one of them.

After that popped the beacon; tonight I will just carry on playing and see what happens.
 
Finally I got enough settlers.

First plot, dispatcher.
Second plot gets assigned but not built; I get a message saying "New Blank ScavSorter registered. Likely a placeholder on plot selection" every 10 seconds or so.
Waiting for another settler for the third plot.
 
Finally I got enough settlers.

First plot, dispatcher.
Second plot gets assigned but not built; I get a message saying "New Blank ScavSorter registered. Likely a placeholder on plot selection" every 10 seconds or so.
Waiting for another settler for the third plot.

hmm, I'll be a bit late tonight, but that gives me something to look at for sure
 
Righty, third plot manned.

I get 'duplicate ScavSorter for workshop'

Neither plots #2 or #3 got built. I got the scaffolding animation then the message that the settler had finished building the factory however both plots remain with the 'unbuilt' layout.

Trust me to find the peculiar behaviour :P
 
I'm actually not surprised by that because of what the second plot did, once I resolve that we'll see what the 3rd plot branches into
 
OK, replace this script in Data\Scripts\mytigioIndCity\mytigio_IndCity_ScavSorter_Control.pex

https://www.dropbox.com/s/u80eo32sgjyav65/mytigio_IndCity_ScavSorter_Control.pex?dl=0

Then let me know what, if anything changes. You will need to pick up that 3rd plot, let it destroy (don't choose "the "build same" option), then set it back to a scavanger support plot after this new script is in place, then let me know what it picks
 
hmmm mixed bag of tricks, at least to the untrained eye. Every attempt was done after loading the same save.

Attempt #1

As soon as I choose the layout suddenly both plot #2 and #3 see some scaffolding action. Plot #2 becomes a shed. Plot #3 becomes 'un-constructed'(is that even a word?). I no longer get the duplicate warning but still get the 'placeholder' message.

Attempt #2

I choose the layout, plot #2 doesn't care, remains unfazed, 'I am a placeholder and that is that.' Plot #3 looks at plot #2 and goes 'well, if you ain't changing neither am I': I get the scaffolding animation but the plot remains unbuilt so now the plaque in both plots just reads 'Scavver Support' but I no longer get the duplicate message. Still get the placeholder message.

Attempt #3

Choose the layout, plot #2 gives zero f**ks. Plot #3 kind of does but doesn't. I get the scaffolding animation, plot remains unbuilt. Before I can exit and reload I get the scaffolding again and now becomes a shed. No duplicate message but yes to placeholder message.

Attempt #4

Before doing anything I fast travel around three settlements. Go back to Tenpines, do the deed... Plot #2 once more unchanged, plot #3 scaffolding comes and goes, nothing happens, plaques on #2 and #3 still read 'Scavver Support`

Do some more fast travelling, come back to Tenpines, now I get a 'Duplicate Sorter' message. Plots remain unchanged.

Attempt #5

F**k I have to go to work!

EDIT: Full disclosure, my papyrus log is rammed with some kind of NukaWorld related script error. Something about not being able to set the state of a protectron pod?

After that there is another battering round of something I think might be related to one of JtBryant's mods. I have messaged him in the nexus about it:

[None].JtB:nerd:arracksFactionSupport.CheckQuestTriggers() - "C:\Users\tnboy\AppData\Local\Temp\PapyrusTemp\JtB\BarracksFactionSupport.psc" Line 57
[None].JtB:nerd:arracksFactionSupport.::remote_Actor_OnPlayerLoadGame() - "C:\Users\tnboy\AppData\Local\Temp\PapyrusTemp\JtB\BarracksFactionSupport.psc" Line 139
[08/09/2017 - 07:11:21PM] error: Cannot access a variable of a None struct

I don't know if either of those could be related to this issue.

EDIT2: I think there might be room for confusion in my prose. In neither attempt I touched plot #2 at all, I just did as instructed: select plot #3, let it go kablam then manually choose the relevant blueprint through the ASAM menu.
 
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that's fine for now, can you send over the papyrus log and I'll have a look?

The nuka world error is normal
 
I think you might have.

As soon as I load the game, without having to do anything, plot #3 starts building and shortly after plot #2.

Plot #3 becomes 'Salvage Sorting Facility' and plot #2 'Scavver Shed'

A few seconds later I get the 'ScavSorter Updated' message.

This behaviour is repeatable.

May I say 'woohoo'? Splendid work mytigio!
 
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On a completely unrelated note - I am a greedy (and recently found out lazy) bastard. I am currently running no less than 13 AddOn Packs for SIM Settlements. I love how they add variety and colour by themselves rather than spending countless hours per settlement decorating by hand.

-Sim Settlements Scrappers v1.0
-Sim Settlements AddOn Pack - Brae's Defences v0.5
-B84s Themed Residentials v1.2.2 FIX 1
-SimSettlementsAddOnPack - RaiderRefugees v0.9.9
-Altairp's Animal Farm - Add-On for Sim Settlements v1.0.5
-Wasteland Ventures v5.0
-JtBryant's Utilities v1.0.2
-JtBryant's Sim Settlements AddOn Pack - SimTowers 1.1.0
-Sim Settlements AddOn Pack - JtBryant's Foundations 1.0.2
-Always Free Sim Settlements MrJoseCuervo vfree1.2.1
-Trailer Park Dreams v1.2b
-Industrial City v0.7.8
-Ruined Homes and Gardens Add-on v1.2.1

Feasible to merge all those using FO4Edit? What do you think?
 
I'm not sure honestly, but I would only merge plugins that are pretty close to feature complete, otherwise you'll fairly constantly be re-merging each time any one mod updates.
 
I'm not sure honestly, but I would only merge plugins that are pretty close to feature complete, otherwise you'll fairly constantly be re-merging each time any one mod updates.

Fair point. Guess I will let these add-ons mature a little bit before I get into the business of merging them.
 
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