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Outpost Zimonja Bugs for RotC

This is at level 0 but I don't know if that matters. The elevated plot space isn't aligned correctly with the flatbed under it. It seems like it just needs to be rotated a bit.
 

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LVL zero
 
This is at level 0 but I don't know if that matters. The elevated plot space isn't aligned correctly with the flatbed under it. It seems like it just needs to be rotated a bit.

That's completely intended. yea I love to break the grid..... now the little bit poking through the bottom of the flatbed means the plot can be nudged up a tick, but I might not have been able to do so because of the ladder and or pathing... I am sure I had reasons I just can't recall them...
 
As for the floaty bits..... that shouldn't be happening... might have to look into that...
 
I am still getting deficit for here even though I have used scrapall command and not built anything there.
 
i have wire floating after build here that are not scraped by the city plan refresh or tear it down dont scrap them, they are up the caravan.
 
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Others bug with 3.1.5 the hidden marker like navmesh bloc appear al ltime i fast travel here the only way i find to get them go hidden is to make WS only leave menu go in WS leave and put aggain Hidden but if you fast travel again here they are up again even if the option are Hidden.
 
patch 3.2a outpost zimonja seem insanly slow with assignement plot appareance HUD refresh etc like in only this settlement the script seems ultra high. i have a pretty good pc and don't have those slow things in the others 20 settlement. BTW outpost zimonja for me even with new playtrough i have al ltime some bug here dont know why :o
 
This seems strange to even say, but are the stores supposed to be stores? I just got to level 3 and started really looking everything over and it doesn’t seem like they are. To this point I just assumed, but my hud shows a lot of unemployment and they don’t seem assignable and there’s no blue man there.
 
This seems strange to even say, but are the stores supposed to be stores? I just got to level 3 and started really looking everything over and it doesn’t seem like they are. To this point I just assumed, but my hud shows a lot of unemployment and they don’t seem assignable and there’s no blue man there.

They "should" take up jobs at the stores on their own even if they have trouble pathing to them. Which I tested a great deal to make sure they at least try to :). When you leave the area and come back is no one ever at the stores? The store in front of the trailer near the entrance is the same way... is an npc at the counter there?
 
I’m almost positive I’ve seen someone at the counter in front of the trailer, but not for a while. I’ve never seen anyone at those three stores in a row and it’s been a lot of coming and going to get to level 3.
 
My Outpost Zimonja lvl 3 city somehow decided to rebel and starting shooting at me on approach.

I totally blame Dayna (Fusion City companion), who I left in charge of the town. I think she's making a takeover play...
That greedy beeeyotch!!

I'll have to come back and clean house sometime..Blow it up since I got too many cities going
 
Does anyone still have perma-cinema mode here? I even told the holotape to go limited time on the cinema mode, but it just rolls and rolls. I don't really see anything being built either. I decided to just turn off cinema mode, fire off the upgrade and walk away.
 
There always seems to be some navmesh blocks.
Others bug with 3.1.5 the hidden marker like navmesh bloc appear al ltime i fast travel here the only way i find to get them go hidden is to make WS only leave menu go in WS leave and put aggain Hidden but if you fast travel again here they are up again even if the option are Hidden.


I have the same issue
 
I have a bit of an unusual bug: the three merchant stands in the Outpost don't seem to be spawning merchant markers. They show up in Finch Farm, Abernathy Farm, Tenpines Bluff, et al. but for some reason, the ones in Outpost Zimonja just refuse to spawn. I've reset the city back to level 0 to see if they'll spawn but they continue to elude the plans, and if I refresh the city it seems every single NPC marker disappears as well. I'm having somewhat similar issues with Convenant (trying a city reset there to see if it fixes it) but Zimonja just seems to refuse to get with the program. I'm including a screenshot for a referral to the issue.

Outpost Zimonja Bug - Merchants.png
Outpost%20Zimonja%20Bug%20-%20Merchants.png
 
I have a bit of an unusual bug: the three merchant stands in the Outpost don't seem to be spawning merchant markers. They show up in Finch Farm, Abernathy Farm, Tenpines Bluff, et al. but for some reason, the ones in Outpost Zimonja just refuse to spawn. I've reset the city back to level 0 to see if they'll spawn but they continue to elude the plans, and if I refresh the city it seems every single NPC marker disappears as well. I'm having somewhat similar issues with Convenant (trying a city reset there to see if it fixes it) but Zimonja just seems to refuse to get with the program. I'm including a screenshot for a referral to the issue.

View attachment 1936
Outpost%20Zimonja%20Bug%20-%20Merchants.png

those stands were always a problem.... they are slightly too close to the border, and I think the npc just don't want to have anything to do with them... sometimes they get in there... They also look like they have been changed since I last worked on them... I will check with the "optimization" crew... we will get to the bottom of it...

Thank you for the report :)
 
Had a nasty problem with Zimonja today -- haven't really checked on it since before I upgraded to 3.3.0, so I dropped in to see what level the city was. By appearances, it looked to be at at least level 2 (walls were up). Codsworth is the original city leader, but when I checked the desk, it said the city was level 0, and showed Mr. Sommerville as the leader. Rebuilding the local data corrected that, but now the city showed as 0 with no leader. Re-assigned Codsworth, and the only options I got were to build the city from scratch.

Note that I only recently got Sommerville as a settlement (like, yesterday RL), and I'm building it manually, so I haven't set a city leader there yet.
 
Tried the optimized version of this city plan today and after 3 hours of game time it only built 1 farm. I scrapped and rebuilt plan, and still only built 1 farm.

Turned complex city plans on, scrapped and rebuilt and worked as expected.

Any ideas?
 
Tried the optimized version of this city plan today and after 3 hours of game time it only built 1 farm. I scrapped and rebuilt plan, and still only built 1 farm.

Turned complex city plans on, scrapped and rebuilt and worked as expected.

Any ideas?
Same problem here.
Hud shows 3 settlers. Without "/??"
Other cities are in example 5/15, in Zimonja only number 3
 
Having the exact same problem the previous two posts have currently. To specify, it builds all of the level 0 non-plot structures, but only creates a single agriculture plot and there is clearly spots for other plots (Such as the normal martial design for other cities). In addition, the HUD doesn't reveal the amount of settlers needed to fill the settlement (3/15, 22/22, etc). Second-to-last, the city upgrade progress never moves (Remains 0% forever, even if you pamper them), but the agriculture plot does upgrade separately. Lastly, the donation safe lists donation and stockpile options normally disabled for other settlements, like Food Surplus, Water Surplus, and Armory Quality (Which are disabled in my game). This leads me to believe the settlement is overwriting the default settings, and even freshly selected local ones (as changing local settings has no effect). If you'd like any further information, I'd gladly oblige.
 
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