the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Over populated settlements

Dman

New Member
Messages
5
I think it was the last update (maybe the one before) where "Communication Sets Max Settlers" option was implemented, and it worked great. I like controlling the settlement population. I then noticed some settlements way over the bed count after awhile (The Slog is now capped at 46:confused:). Going into the Local / Communication Sets Max Settlers settings I can no longer turn this option on.

Are there other settings that affect this? Please let me know what I am doing wrong?
 
This does seem to be a bug (I think it is related to the Comms plot, but that could be a correlation but not causation issue), but I don't know if anyone has provided a save with a minimal load order for Kinggath to look at to see if he can find the issue (I did mention in the patch post that the control for the Comms plot in the holotape isn't working). If your load order is minimal, posting a save with the issue might help.

I haven't run a minimal load order in a long time, but I'll try to set one up this week. I get the issue pretty consistently in Sanctuary at this point, so I think I'll be able to get a save with it, if no one beats me to it.
 
This does seem to be a bug (I think it is related to the Comms plot, but that could be a correlation but not causation issue), but I don't know if anyone has provided a save with a minimal load order for Kinggath to look at to see if he can find the issue (I did mention in the patch post that the control for the Comms plot in the holotape isn't working). If your load order is minimal, posting a save with the issue might help.

I haven't run a minimal load order in a long time, but I'll try to set one up this week. I get the issue pretty consistently in Sanctuary at this point, so I think I'll be able to get a save with it, if no one beats me to it.
Thank you for the response and I appreciate your help. Ya, my Sanctuary is at 32 while my Starlight drive-in is capped at 17 but only attracted 12 settlers (had to send some there to increase population).
 
Okay, I built my minimal load order of just SS2 and Ch. 2 and the minimum requirements, plus the Unofficial Patch & MCM (I forgot to take out some of my Creation Club freebies, please let me know if that is an issue). @Cessori (or anyone else with interest and access to the bug list), I have linked to a save game file on my google drive (please let me know if there are any issues with the link). Will you please review the save, and if you see the same issues will you please post it to the bug file? There are actually at least 3 issues on display - the incorrect bed count allowing recruitment beyond the actual bed count and Charisma, Codsworth doesn't show his leader card abilities, and Jake is still hanging around Sanctuary instead of going back to Concord after the first meeting with Old Paul. As I mentioned above, the holotape option to turn off the recruitment from the Comms plot does not work (it says it does in MCM, but it doesn't actually change anything).


And now I guess I can test for other issues, since I built this load order profile.

# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4018-gaussrifleprototype.esl
ccbgsfo4019-chinesestealtharmor.esl
ccbgsfo4025-powerarmorskin(chrome).esl
ccfsvfo4002-midcenturymodern.esl
ccfrsfo4001-handmadeshotgun.esl
cceejfo4001-decorationpack.esl
ccbgsfo4045-advarccab.esl
ccgcafo4001-factionws01army.esl
ccgcafo4002-factionws02acat.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4004-factionws04gun.esl
ccgcafo4005-factionws05hrpink.esl
ccgcafo4006-factionws06hrshark.esl
ccgcafo4007-factionws07hrflames.esl
ccgcafo4008-factionws08inst.esl
ccgcafo4009-factionws09mm.esl
ccgcafo4010-factionws10rr.esl
ccgcafo4011-factionws11vt.esl
ccgcafo4012-factionas01acat.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4014-factionas03gun.esl
ccgcafo4015-factionas04hrpink.esl
ccgcafo4016-factionas05hrshark.esl
ccgcafo4017-factionas06inst.esl
ccgcafo4018-factionas07mm.esl
ccgcafo4019-factionas08nuk.esl
ccgcafo4020-factionas09rr.esl
ccgcafo4021-factionas10hrflames.esl
ccgcafo4022-factionas11vt.esl
ccgcafo4023-factionas12army.esl
ccawnfo4001-brandedattire.esl
ccbgsfo4053-dggoldr.esl
ccbgsfo4056-dglabb.esl
ccbgsfo4062-pippat.esl
ccrzrfo4003-pipover.esl
ccfrsfo4002-antimaterielrifle.esl
cceejfo4002-nuka.esl
ccbgsfo4075-pipshroud.esl
ccbgsfo4078-pipreily.esl
ccbgsfo4008-pipgrn.esl
ccbgsfo4027-powerarmorskingreen.esl
ccbgsfo4063-papat.esl
ccbgsfo4048-dovah.esl
ccbgsfo4101-as_shi.esl
ccbgsfo4114-ws_shi.esl
ccbgsfo4093-as_camogreen.esl
ccbgsfo4106-ws_camogreen.esl
ccbgsfo4113-ws_reillysrangers.esl
ccbgsfo4112-ws_pickman.esl
ccbgsfo4108-ws_childrenofatom.esl
ccbgsfo4099-as_reillysrangers.esl
ccbgsfo4098-as_pickman.esl
ccbgsfo4095-as_childrenofatom.esl
ccacxfo4001-vsuit.esl
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2Extended.esp
creativeclutter.esp
WorkshopFramework_ScriptOverride.esp
# Automatically generated by Vortex
*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*WorkshopFramework.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SS2Extended.esp
creativeclutter.esp
*WorkshopFramework_ScriptOverride.esp
 
Okay, I built my minimal load order of just SS2 and Ch. 2 and the minimum requirements, plus the Unofficial Patch & MCM (I forgot to take out some of my Creation Club freebies, please let me know if that is an issue). @Cessori (or anyone else with interest and access to the bug list), I have linked to a save game file on my google drive (please let me know if there are any issues with the link). Will you please review the save, and if you see the same issues will you please post it to the bug file? There are actually at least 3 issues on display - the incorrect bed count allowing recruitment beyond the actual bed count and Charisma, Codsworth doesn't show his leader card abilities, and Jake is still hanging around Sanctuary instead of going back to Concord after the first meeting with Old Paul. As I mentioned above, the holotape option to turn off the recruitment from the Comms plot does not work (it says it does in MCM, but it doesn't actually change anything).


And now I guess I can test for other issues, since I built this load order profile.

# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4018-gaussrifleprototype.esl
ccbgsfo4019-chinesestealtharmor.esl
ccbgsfo4025-powerarmorskin(chrome).esl
ccfsvfo4002-midcenturymodern.esl
ccfrsfo4001-handmadeshotgun.esl
cceejfo4001-decorationpack.esl
ccbgsfo4045-advarccab.esl
ccgcafo4001-factionws01army.esl
ccgcafo4002-factionws02acat.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4004-factionws04gun.esl
ccgcafo4005-factionws05hrpink.esl
ccgcafo4006-factionws06hrshark.esl
ccgcafo4007-factionws07hrflames.esl
ccgcafo4008-factionws08inst.esl
ccgcafo4009-factionws09mm.esl
ccgcafo4010-factionws10rr.esl
ccgcafo4011-factionws11vt.esl
ccgcafo4012-factionas01acat.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4014-factionas03gun.esl
ccgcafo4015-factionas04hrpink.esl
ccgcafo4016-factionas05hrshark.esl
ccgcafo4017-factionas06inst.esl
ccgcafo4018-factionas07mm.esl
ccgcafo4019-factionas08nuk.esl
ccgcafo4020-factionas09rr.esl
ccgcafo4021-factionas10hrflames.esl
ccgcafo4022-factionas11vt.esl
ccgcafo4023-factionas12army.esl
ccawnfo4001-brandedattire.esl
ccbgsfo4053-dggoldr.esl
ccbgsfo4056-dglabb.esl
ccbgsfo4062-pippat.esl
ccrzrfo4003-pipover.esl
ccfrsfo4002-antimaterielrifle.esl
cceejfo4002-nuka.esl
ccbgsfo4075-pipshroud.esl
ccbgsfo4078-pipreily.esl
ccbgsfo4008-pipgrn.esl
ccbgsfo4027-powerarmorskingreen.esl
ccbgsfo4063-papat.esl
ccbgsfo4048-dovah.esl
ccbgsfo4101-as_shi.esl
ccbgsfo4114-ws_shi.esl
ccbgsfo4093-as_camogreen.esl
ccbgsfo4106-ws_camogreen.esl
ccbgsfo4113-ws_reillysrangers.esl
ccbgsfo4112-ws_pickman.esl
ccbgsfo4108-ws_childrenofatom.esl
ccbgsfo4099-as_reillysrangers.esl
ccbgsfo4098-as_pickman.esl
ccbgsfo4095-as_childrenofatom.esl
ccacxfo4001-vsuit.esl
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2Extended.esp
creativeclutter.esp
WorkshopFramework_ScriptOverride.esp
# Automatically generated by Vortex
*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*WorkshopFramework.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SS2Extended.esp
creativeclutter.esp
*WorkshopFramework_ScriptOverride.esp
@Synystyr1
And now I guess I can test for other issues, since I built this load order profile.

Yes, you can! Thanks, I'll load it up and see if it's the same in my instance.


Update: I loaded up your save and found the following:
1. Jake was at Concord Hardware when I checked.
2. Your settlement is showing 20 beds, and 21 people. The 21st is Preston, who isn't assigned a home and is wandering about the settlement, so unfortunately, this isn't a good save to reveal the issue with settlements over populating with the Communications set max settlers option. Preston, I find will sometimes take on a "job", and sometimes take a "residence", but often doesn't until after you complete his first quest.
3. Codsworth is already assigned as Mayor, so that is why he is not showing up in the list for available mayors. I think too, that since your settlement doesn't have a City Plan, his traits aren't showing up as they would if there was a City Plan - where they would show up in View Modifiers for the City Plan.
 
Last edited:
Okay, I built my minimal load order of just SS2 and Ch. 2 and the minimum requirements, plus the Unofficial Patch & MCM (I forgot to take out some of my Creation Club freebies, please let me know if that is an issue). @Cessori (or anyone else with interest and access to the bug list), I have linked to a save game file on my google drive (please let me know if there are any issues with the link). Will you please review the save, and if you see the same issues will you please post it to the bug file? There are actually at least 3 issues on display - the incorrect bed count allowing recruitment beyond the actual bed count and Charisma, Codsworth doesn't show his leader card abilities, and Jake is still hanging around Sanctuary instead of going back to Concord after the first meeting with Old Paul. As I mentioned above, the holotape option to turn off the recruitment from the Comms plot does not work (it says it does in MCM, but it doesn't actually change anything).


And now I guess I can test for other issues, since I built this load order profile.

Thank you for doing this!

I down loaded that save and it did indeed have the same issue with "Communication Sets Max Settlers" (in the City Planner Desk); not able to turn this option on. I will post to the bug file.

I have not experienced the Cogsworth and jake issues above.

I have also experienced the wrong bed count but I think it corrected itself. However, I have a NEW issue (maybe not as serious as above). Kingsport Lighthouse is showing 0 settlers in the REPORT / POPULATION. the settlement has 18. I fast traveled, slept and reloaded save, etc... and still shows 0 in that report.

Thanks again!
 
@Synystyr1

Yes, you can! Thanks, I'll load it up and see if it's the same in my instance.


Update: I loaded up your save and found the following:
1. Jake was at Concord Hardware when I checked.
2. Your settlement is showing 20 beds, and 21 people. The 21st is Preston, who isn't assigned a home and is wandering about the settlement, so unfortunately, this isn't a good save to reveal the issue with settlements over populating with the Communications set max settlers option. Preston, I find will sometimes take on a "job", and sometimes take a "residence", but often doesn't until after you complete his first quest.
3. Codsworth is already assigned as Mayor, so that is why he is not showing up in the list for available mayors. I think too, that since your settlement doesn't have a City Plan, his traits aren't showing up as they would if there was a City Plan - where they would show up in View Modifiers for the City Plan.
Thank you for looking at this!
1. Yes, Jake will go to Concord when I go there, but until then he hangs out in Sanctuary. Not a game breaker, unless someone doesn't know better and tries to talk with him in Sanctuary - then he breaks.
2. Interesting, when I play it shows 26 beds, and continues recruiting until it hits that number (unless it goes up again, which has happened). Preston I am used to, I create a vanilla bed for him at this point in the game and he is happy. Once I take care of Tenpines, he will take a residential plot normally.
3. Yes, I assigned him as mayor to see if his mayor traits showed up, but if I don't assign him manually, he does not show as an option, even after resetting the leader cache. That is interesting, I didn't know that a city plan was required for the leader traits to show up. I'll try that out.

Again, thank you for taking a look! I'm not sure why you see something different in the same save, that is odd.
 
Again, thank you for taking a look! I'm not sure why you see something different in the same save, that is odd.
grin Not really odd. It happens to me fairly often when I send my saves with bug reports.
I said "I think", meaning I'm not 100% certain re: View Modifiers and Traits showing up when viewing the settlement at the City Planner's Desk.
 
That 'limit recruitment to city plan' on/off. I'm setting to on. Majority of all the city plans I've setup seem to be holding. After setting up Somerville Place with city plan, I left then came back several game days later and there was 40 settlers. I was like wow. I've never seen this. So I assume some other city plans are going to do this, so get ready to turn the recruitment beacon off.
 
That 'limit recruitment to city plan' on/off. I'm setting to on. Majority of all the city plans I've setup seem to be holding. After setting up Somerville Place with city plan, I left then came back several game days later and there was 40 settlers. I was like wow. I've never seen this. So I assume some other city plans are going to do this, so get ready to turn the recruitment beacon off.
This is what I typically do - I scrap the recruitment beacon once a city plan reaches level 3. The problem does remain that a comms plot counts as a recruitment beacon though
 
Top