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Patch 3.1.2 - Praise Be to Glorious Leader

Per Kinggath, the same leader should appear in the list twice and it'll go with whichever one is associated with the one you picked.

(Hopefully he'll add a mod identifier on it so we can track it back to the adding mod in case of an issue)

Kinggath doesn't need to add anything, folks can type whatever they like into the message. For example on mine I did "Supervisor White - Industrial City by mytigio" in mine, so that you would know which supervisor white card it was (as I'm sure plenty of others will make her a leader as well).
 
@Rangermanlv Can you try running these commands and then do another refresh:

stopquest kgsim_creationmanager
startquest kgsim_creationmanager

stopquest kgsim_objectspawner1
startquest kgsim_objectspawner1

stopquest kgsim_objectspawner2
startquest kgsim_objectspawner2

stopquest kgsim_objectspawner3
startquest kgsim_objectspawner3

stopquest kgsim_objectspawner4
startquest kgsim_objectspawner4

stopquest kgsim_objectspawner5
startquest kgsim_objectspawner5
 
@Rangermanlv Can you try running these commands and then do another refresh:

stopquest kgsim_creationmanager
startquest kgsim_creationmanager

stopquest kgsim_objectspawner1
startquest kgsim_objectspawner1

stopquest kgsim_objectspawner2
startquest kgsim_objectspawner2

stopquest kgsim_objectspawner3
startquest kgsim_objectspawner3

stopquest kgsim_objectspawner4
startquest kgsim_objectspawner4

stopquest kgsim_objectspawner5
startquest kgsim_objectspawner5

Ok I started with a "vanilla" save before I had ever used the "City Refresh" command yet on Sanctuary. Got almost the same result, pretty much the same as what you see in my screenshot, except this time it had restored some of the things I had scrapped before first building the city. Most notably the two junk houses on either side of your main hub house where the Concord 5 like to hang out and do things on. And the junk house on the left as you come over the bridge into Sanctuary. It was not able however to restore the walls part of the next house on the left where ROtC sets up 2 interior residential plots and then leaves that place alone pretty much. I accidentally scrapped those after I started the city when I was trying to clear weeds and dead trees from around that house. That house I did try to put up my own walls to replace them so it may have not restored that because of those walls.

I see all the status messages on the top left while the refresh is going on. And it eventually says it's finished in the popup. But nothing really comes back.

If I could make one other point, when I start it on the city when it gets to the point of removing things that have been ROtC built, is it supposed to remove it all first and build it back up at the end or is it supposed to rebuild things as it's refreshing them kind of like a "refresh all plots" does?

I am wondering if possibly this has something to do with my Spring Cleaning mod although I'm not quite sure how it could be interfering as SS and ROtC never had any problems before building up when I first make a city a ROtC city, and it's never had any problems with updating the city architecture when the city levels up. Also I have checked again to make sure but I do not believe I am running any mods that modify anything having to do with city operation or architecture only some of the ones that change the appearance of settlers and make it more likely that they are female such as the most current version of "Better Settlers".

I'm stumped, this is the first time this mod has done something this dramatic to my game or itself. :D I thought I was lucky. Guess that came back to bite me on the ass. :D

P.S. As a further test I took control of the city, then reassigned it to Codsworth and told it to go ahead and scrap everything and rebuild. It rebuilt the Level 0 city fine. I waited for a few mins to give the settlers a chance to build up some things then I did another Settlement Refresh. This time everything refreshed correctly, except i'm back to having a Level 0 city again. Not a world shaking crisis as i'm sure since there are already 21 settlers there they will get it back up fairly fast, i'll just need to wait for the time componant of the city upgrades again. But it is nice to know that at least at that point the Settlement Refresh seems to be working correctly.
 
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Kinggath doesn't need to add anything, folks can type whatever they like into the message. For example on mine I did "Supervisor White - Industrial City by mytigio" in mine, so that you would know which supervisor white card it was (as I'm sure plenty of others will make her a leader as well).

Have I missed an update from you?

Zsa Zsa ... er ... Supervisor White is quite put out at having that hideous hybrid Ada running the Garden and can't wait to kick her lopsided ass to the curb and show what a *real* leader can do.
 
Ok I started with a "vanilla" save before I had ever used the "City Refresh" command yet on Sanctuary. Got almost the same result, pretty much the same as what you see in my screenshot, except this time it had restored some of the things I had scrapped before first building the city.

Did the start/stop quest commands not help? If not, the only thing I can think of is that you're missing some scripts or files, which a manual install should resolve.
 
Did the start/stop quest commands not help? If not, the only thing I can think of is that you're missing some scripts or files, which a manual install should resolve.

See my PS on my reply to you from before. Since the refresh worked on the newly built city i'm wondering if the problem was the refresh command or the city, except the same thing happened in another city I did a refresh on that was at lvl 1.

In any case I will try manually removing and reinstalling all the SS and ROtC files and then try refreshing the L2 Sanctuary again and see if that works.
 
Have I missed an update from you?

Zsa Zsa ... er ... Supervisor White is quite put out at having that hideous hybrid Ada running the Garden and can't wait to kick her lopsided ass to the curb and show what a *real* leader can do.

No, I haven't released the patch that has Supervisor White yet. I'm making a custom leader as well and I'm making a little fetch quest to obtain and I'm working on tweaking things so Buddy will work as a leader as well (but it might have ramifications, so I'm trying to make sure I won't break him by letting him be a leader).

Sadly neither Jezebel nor the Mechanist can be leaders as they are, although I did consider making a Jezebel copy to be a Leader.
 
@RogPW You shouldn't alter the LeaderSelectTemplate, you need to duplicate it and alter your duplicate. I'll double check the tutorial verbiage and make sure that's clearer.

EDIT: Looked at the tutorial, definitely mentions duplicating. Each LeaderCard's LeaderSelectMessage property will be pointing at it's own Message form. So you get to individually name each one.

Sorry, I used the name from SimSettlements in the previous post. I had actually duplicated these.

I looked at the Leader mods now showing up on Nexus, I think they had the same questions as one mod duplicated QUESTS for each NPC along with MiscItems and Messages.

Here's how it makes sense to me:

At the completion of the tutorial your addon should have the following in the Creation Kit:
Quest - One Quest, duplicated from the kgSIM_AddonTemplate
This provides the interaction with the City Planner Desk in game.

Formlist - One Formlist, duplicated from the LeaderList
This is a list of all the NPCs you are adding (internal to the game)

MiscItem - As many MiscItems as the number of NPCs you are adding, duplicated from the kgSIM_LeaderCard_Template
This contains the NPC reference and traits (internal to the game)

Message - As many Messages as the number of NPCs you are adding, duplicated from the kgSIM_LeaderSelectTemplate
This is information (name, traits, et) about each NPC you are adding, shown at the City Planner Desk in game when selecting a leader.

--------

The Quest is what will add the NPCs to the City Planner Desk in game.
The Quest adds these using the script (SimSettlement:AddonScript)
The script takes the NPCs from a Formlist constant - MyCityContent/MyCityLeaders/Pick Object - your duplicated LeaderList

The Formlist is simply an array, which contains the MiscItems created for each NPC being added.

Each MiscItem adds a single NPC using the script (SimSettlements:Leadercard) from the formID property (decimal number you converted)

Each MiscItem adds a Message for that NPC using the script (SimSettlements:Leadercard) from the LeaderSelectTemplate property - your duplicated LeaderSelectTemplate

Note:
Custom created NPCs that you want to add as leaders to SimSettlements, must be assigned to any settlement prior to using the City Planner desk. If these custom NPCs are wandering the world and not assigned through the workshop menu - R assign button they will not be visible in the City Planer Desk.

-------

Everything works for me. The custom NPCs all show, are assignable and take on leadership roles.
Now with the updated Toolkit I can start working on building some custom SimSettlement addons. :)

Thanks for your time, your hard work and that of the others making this a better game.
 
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Yeah seriously guys, download to your pc, extract, and then manually install the ba2 esp files for simsettlements, and any mod over 100mbs, I have had problems in the past when I used NMM, soon as I switched to manual it eliminated most of the problems.
 
Did the start/stop quest commands not help? If not, the only thing I can think of is that you're missing some scripts or files, which a manual install should resolve.

Ok well manually removing the SS and ROtC files and copying them back into place with a fresh manual download didn't change anything. Unless other people start reporting the same problem i'm just going to chalk it up to some kind of conflict with another mod or something another mod did at some time in my game.

Since taking control of the city and then re-assigning a mayor and letting the settlement restart from level 0 does seem to work correctly and be able to be refreshed correctly i'll just go that route for any of my current ROtC settlements for now.

I'm thinking now might be a good time to remove Spring Cleaning and use Place Anywhere as you suggest, I just hope Place Anywhere lets me scrap all the ugly individual bushes and garbage and leaves in my streets still. :D

Letting them built up from Level 0 isn't a horribly long process esp since I already have at least 10 settlers in each settlement I am using ROtC on so far. :grin:grin
 
Ok well manually removing the SS and ROtC files and copying them back into place with a fresh manual download didn't change anything. Unless other people start reporting the same problem i'm just going to chalk it up to some kind of conflict with another mod or something another mod did at some time in my game.

Since taking control of the city and then re-assigning a mayor and letting the settlement restart from level 0 does seem to work correctly and be able to be refreshed correctly i'll just go that route for any of my current ROtC settlements for now.

I'm thinking now might be a good time to remove Spring Cleaning and use Place Anywhere as you suggest, I just hope Place Anywhere lets me scrap all the ugly individual bushes and garbage and leaves in my streets still. :D

Letting them built up from Level 0 isn't a horribly long process esp since I already have at least 10 settlers in each settlement I am using ROtC on so far. :grin:grin
Same problem happens to me on xbox one x but only at Sanctuary. All other setttlements refresh with no problem. I don’t have spring cleaning or any scrap mods installed though.
 
Well, I'm seeing some CTDs again.

So far at Abernathy & Finch as I approach.

If I turn off all the performance options and approach very very slowly, I can usually get in, and once I'm inside the city build boundaries, I'll be OK.

If I'm within HUD range when a settlement upgrades, I'm swept up into cinematic mode, and watch for a bit before being kicked out of the game.

I think I'm probably being too impatient, and having too many cities building at once. (I can't help it... they're so freaking cool!)

Also: I don't know if it's related, but fairly often, I'm seeing plots with chairs placing duplicate chairs in the same spot, rotated about 90 degrees to each other.
 
I have a question, and I'm going to apologize in advance if it has been addressed already or is stupid. I have not seen an answer to it yet (unless I misread something).

If I use 2 mods that add leaders and both have the same NPC, such as Jacob Finch or Blake Abernathy, and I get 2 of those people in my game, what happens to the sidequests (such as clearing out the places where the Forged are, or getting the locket)? Can I receive those quests twice? And if so, is that going to do anything strange to my game?
 
You won't get 2.

The leader behind the scenes is an addon to an existing settler. If two different recipes exist for that settler, you'll have to pick the one you like. They both disappear from the list when the settler is assigned and one of them is picked and they both come back when that settler becomes unassigned.
 
Thank you.

I went back and reread a post and realized that I had read it incorrectly.
 
Not a huge problem, but when you go into explanation of the traits for leaders press b(on my xbox controller for pc) does nothing, the only way to escape the menu is to search for a trait.
 
Not a huge problem, but when you go into explanation of the traits for leaders press b(on my xbox controller for pc) does nothing, the only way to escape the menu is to search for a trait.
Same here, on XBox. The Traits menu doesn't let me exit.
 
Hey there.
Fallout crashes on me anytime I approach Sanctuary, whether it is by walking, running or fast travelling.
I tried all the fixes, I'm using the latest versions.
Here's the end of the papyrus log:

[02/15/2018 - 11:28:39PM] warning: Assigning None to a non-object variable named "::temp1195"
stack:
[ (FF005F92)].autobuilder:autobuildplot.UpdateSettlementModifierData() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 3395
[ (FF005F92)].simsettlements:simplot.UpdateSettlementModifierData() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 1983
[ (FF005F92)].autobuilder:autobuildplot.UpdatePlotModifiers() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\AutoBuilder\AutoBuildPlot.psc" Line 3250
[ (FF005F92)].simsettlements:simplot.UpdatePlotModifiers() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\SimPlot.psc" Line 862

<truncated stack>

Weird thing is, my steam folder isn't located in Program Files (x86), it's not even on this drive. But I moved my Fallout install to C: (since it is a SSD).

Do you know what causes the crash?

Thanks a lot and kudos for this awesome mod!
 
The papyrus logs aren't that helpful in finding the culprit, there's a lot of things this could be.

Off the top of my head, I'd suggest loading the save into fallrim tools resaver and see if you've got a lot of active scripts running.
 
Same here, on XBox. The Traits menu doesn't let me exit.
You can just select any of the traits and the menu will close. We're pretty limited in what we can do with message boxes. I thought about adding a cancel button, but then you have to scroll all the way to the top or bottom, so instead, every trait acts like a "Go Back" button.
 
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