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Patch 3.1.2 - Praise Be to Glorious Leader

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.

I'll have some more potential solutions in the next patch. The best to thing to test before that, is if the issue is solved when you temporarily disable Sim Settlements - for some users the problem is a save file corruption.
 
I'll have some more potential solutions in the next patch. The best to thing to test before that, is if the issue is solved when you temporarily disable Sim Settlements - for some users the problem is a save file corruption.
What about a memory leak? After having a settlement with SS plots nevermind a ROTC settlement autosaves in non-interior cells take significantly longer then normal.
 
What about a memory leak? After having a settlement with SS plots nevermind a ROTC settlement autosaves in non-interior cells take significantly longer then normal.
All garbage handling is done by the game engine, so if a memory leak is occurring, there's nothing I could do to stop it. Mods operate on a pretty strict virtual machine (for example, they don't allow arrays greater than 128 entries), so it's tough to even accidentally create something that would approximate a memory leak. The worst a mod can usually do is cause an infinite loop, which we have checks for that during testing now - so it's unlikely to ever happen to SS (or if it does, our community is now big enough that we'll know within hours of a patch release - thank god!).

Sim Settlements, while heavy in scripts, is very light memory-wise - its big killer for Xbox is usually because it uses so many different textures. Xbox uses shared memory, so it's a lot easier to crash it from any system in the game, where as PC will just allocate more ram or even HDD space to make up the difference during spikes.

There's still a lot of things I can try. From my testing on Xbox this week, it can handle the framerate pretty well, so I'm hopeful we can get everything running smooth.
 
After installing the update, I can't get new plots to appear. I tried in Greentop Nursery and Nordhagen Beach - both places that had never had a leader in my game. When I assign a new leader and choose to let the game destroy everything, it scraps the settlement and I get the "flying overhead" animation with music. But no new plots are built. I've given it more than five minutes to play out in the game, I've tried using the vanilla SS leaders, I've tried using a leader pack from Nexus, I've tried disabling every single Sim Settlement mod except for the original and ROTC, I've tried re-downloading and installing manually to be sure the right files got overwritten. I'm at a loss.

Is anyone else experiencing this?
 
Nothing at all builds. Everything that was there disappears, but nothing new is put in its place. If I look at Local Plots, it says that this settlement contains 0 plots.
 
I hate to be a pain in the ass, but I would like a cancel button, even if I had to scroll up or down.
 
Nothing at all builds. Everything that was there disappears, but nothing new is put in its place. If I look at Local Plots, it says that this settlement contains 0 plots.
Sounds like the management quests were removed or shut down somehow.

Try running theses console commands and then run Refresh City from the blueprint menu on the desk:

startquest kgsim_creationmanager
startquest objectspawner1
startquest objectspawner2
startquest objectspawner3
startquest objectspawner4
startquest objectspawner5
 
Try running theses console commands and then run Refresh City from the blueprint menu on the desk:

startquest kgsim_creationmanager
startquest objectspawner1
startquest objectspawner2
startquest objectspawner3
startquest objectspawner4
startquest objectspawner5

OK - I typed "startquest kgsim_creationmanager" and hit Enter. It went to the next line. (I assume that's the response I'm looking for? I haven't used this before.)

Then I entered "startquest objectspawner1" and got: "Item 'objectspawner1' not found for parameter Quest. Compiled script not saved!" The same thing happened with spawners 2 through 5.
 
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Could we get a patch for Junkmaster? It's a mod that massivly overhauls the game with quest fixes and content restoration. I get this weird fps dump at Kingsport Lighthouse.
 
@kinggath
Regarding the Last released Patch which "Fixed the floating flags at the red rocket truck stop": Since the patch release, I have been completely unable to enter any of the three settlements I have the sim settlement located at without the game crashing. Settlements include: Red Rocket Truck Stop <I cant even access it in order to refresh the settlement nor can I complete a Quest with Preston because he's in charge of that location>, Sanctuary Hills <when fast traveling I arrive outside the newly fortified front gate and my game crashes>, Abernathy Farm <I can walk all the way to the city managers desk before the game crashes>. All Locations crash the game on fast travel entry as well as Fast traveling to a nearby location and walking into the settlements.

PS- I'm writing this now after 16 game crashes with varying time allotments for the patches to take effect (as per your troubleshooting video suggested). I'd love to be able to use this mod but as of right now I cant even play the game.
 
I dont know if this will be of much help and i cant link yet but have you tried fallrim tools resaver to clear a save of all unattached instances? Its helped me out a couple of times. its on the wiki under
(PC) Sim Settlements Generally Acting Strangely

well holy shit balls that copied that IN FULL LARGE BOLD!
 
@kinggath
Regarding the Last released Patch which "Fixed the floating flags at the red rocket truck stop": Since the patch release, I have been completely unable to enter any of the three settlements I have the sim settlement located at without the game crashing. Settlements include: Red Rocket Truck Stop <I cant even access it in order to refresh the settlement nor can I complete a Quest with Preston because he's in charge of that location>, Sanctuary Hills <when fast traveling I arrive outside the newly fortified front gate and my game crashes>, Abernathy Farm <I can walk all the way to the city managers desk before the game crashes>. All Locations crash the game on fast travel entry as well as Fast traveling to a nearby location and walking into the settlements.

PS- I'm writing this now after 16 game crashes with varying time allotments for the patches to take effect (as per your troubleshooting video suggested). I'd love to be able to use this mod but as of right now I cant even play the game.
when you load your save what happen if you don't move for like 20 min not in menu( afk )and after try to go slowly in those settlement ? the 20 min afk can let the time for the game to catch up the scripts.
 
OK - I typed "startquest kgsim_creationmanager" and hit Enter. It went to the next line. (I assume that's the response I'm looking for? I haven't used this before.)

Then I entered "startquest objectspawner1" and got: "Item 'objectspawner1' not found for parameter Quest. Compiled script not saved!" The same thing happened with spawners 2 through 5.
Apologies, I missed part of the quest names. Each of the objectspawner should have the prefix kgsim_. Example startquest kgsim_objectspawner1
 
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.
Yeah, that took me a minute too before I figured it out.
 
Apologies, I missed part of the quest names. Each of the objectspawner should have the prefix kgsim_. Example startquest kgsim_objectspawner1
Thanks - I tried this, to no avail. It didn't give me errors this time, at least. But the behavior is no different. It still isn't building any plots. I made sure to Refresh City afterward.
 
Here's a small one, and probably a non issue for the most part. I restarted a fresh save after 3.1.2 (mostly because of the maintenance cost buildup problem that others have had) and everything is working great so far. I have only had two issues:

1). For some reason Sanctuary had a maintenance deficit when it was in the positive for cap generation (+6 vs -3 at the time). It only did this once, and I assume it was because of the new generator system that was built (whatever is giving 192 power), because now I have a black smoking conduit on the top of the Sole Survivor's old home which I can't repair. I paid off the deficit, and it hasn't happened since, but it is still there.

2). The HUD widget doesn't seem to like updating certain things. Or, more to the point, when I go away from Sanctuary and come back it shows the status of Sanctuary back a few days ago. IE, slightly short on water (which was rectified) and full defense (which went down as a result of fixing the water) and the %upgrade thing shows 15% when I last left it was actually at 54%. When I go into the settlement build mode and back out, it updates the HUD to the appropriate values (including any increase in the %upgrade since my last visit), but I just thought this was a little weird.

Minor note, the revamp of the skeleton has two Brotherhood of Steel type power armor cages down by the "police station" now, but one of them is located in a less than ideal position for getting back into a power armor. Maybe have them nudge it out a foot or two.

Like I said, both of these are probably small, non issues. Just things I've observed.

EDIT

As for anybody having issues with duplicate leaders, do be careful with it. When you cycle through leaders, it will show duplicates of certain ones that are installed on different mods. For example, the Sturges one shows up in both COOTS and Uituit's Junk Town update, which are the only leader updates I have installed so far. When I picked Sturges to be the leader for Sanctuary, I was a doofus and picked him both times, thinking it wasn't a duplication bug because I don't know why I thought that. Well, it went through the flyby mode with the music playing, then about 3 seconds later a SECOND iteration of the song started. For the most part, aside from the out of sync and annoying music overlay, everything went fine. Only one Sanctuary skeleton was built (nothing was torn down and rebuilt again, at least I don't think so), but once I got out, I was stuck in the song loop. Even fast traveling away didn't stop it. While I like the Fallout 4 theme music, it got old quick. I had to exit out of the game and back in to get it to go away.

Long story short, yes you can pick someone twice, so be careful, or you might be hearing the damn theme song the whole time you're playing.
 
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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.

476adb95b445e7aa0b7458fcd08bacb6

https://gyazo.com/476adb95b445e7aa0b7458fcd08bacb6

(Still trying to figure out how to place the image)
 
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