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Patch 3.1.2 - Praise Be to Glorious Leader

A plot refresh takes care of the 90 degree rotations. I get em all the time when Im zipping around. They don't really have any game impact, just looks obnoxious.

As I understand it, what's going on is more or less the plot is rebuilding when the cell unloads so the items are there but haven't had time to apply rotation data.
 
A plot refresh takes care of the 90 degree rotations. I get em all the time when Im zipping around. They don't really have any game impact, just looks obnoxious.

As I understand it, what's going on is more or less the plot is rebuilding when the cell unloads so the items are there but haven't had time to apply rotation data.

Cool. Thanks for the explanation.

Would that be the cause of the extra doors as well?
 
Duplicate items mean the game engine had to ignore a call to delete something for some reason. It's pretty rare that script calls are dropped, but if it's happening a lot, it's a sign of one of three things: 1. You've got too many scripts running, I've only really seen this for people who are using War of the Commonwealth/Endless Warfare; 2. Your system is light on resources - this can be solved with the Papyrus variables in the Improving Performance section of the Wiki; 3. Your save is backed up with so many scripts, that the script wasn't actually dropped - it's just queued up and letting the game catch up by leaving your character somewhere for 15 minutes might resolve it. Alternatively, as a solution to #3, you can use Fallrim Tools and terminate some of the scripts under Active Scripts.
 
Duplicate items mean the game engine had to ignore a call to delete something for some reason. It's pretty rare that script calls are dropped, but if it's happening a lot, it's a sign of one of three things: 1. You've got too many scripts running, I've only really seen this for people who are using War of the Commonwealth/Endless Warfare; 2. Your system is light on resources - this can be solved with the Papyrus variables in the Improving Performance section of the Wiki; 3. Your save is backed up with so many scripts, that the script wasn't actually dropped - it's just queued up and letting the game catch up by leaving your character somewhere for 15 minutes might resolve it. Alternatively, as a solution to #3, you can use Fallrim Tools and terminate some of the scripts under Active Scripts.

I've done all the preformance improving procedures except Texture Optimization, which I found a bit intimidating. Guess I'll tackle that next.

Since I installed some Creation Club content, Fallrim Tools won't open my saves.
 
I've done all the preformance improving procedures except Texture Optimization, which I found a bit intimidating. Guess I'll tackle that next.

Since I installed some Creation Club content, Fallrim Tools won't open my saves.
The latest version of Fallrim Tools should open those saves - if not, let me know and I'll contact the author about it.
 
The latest version of Fallrim Tools should open those saves - if not, let me know and I'll contact the author about it.

I'll check for updates tonight.

Thanks.
 
Hi SS Team,

I am absolutely loving RoTC! Thank you for the enormous amount of work and love poured into this project. I'm running the 3.1.2 version of SS, IR and RoTC. 3.1.2 banished the TVs with test pattern animation, but I've come across two possible leftovers that were not culled out:
(1) TV in Mama's Liquors at the bar in Sanctuary (City Level 3)
(2) TV in the NW corner, 1st floor of the main building in Abernathy (City Level 2)
These haven't caused me any problems (I deleted both through disable in the console), but I thought I'd report them in case this wasn't some gremlin unique to my game.
 
Fortunately, the TVs in the city plans are fine - it's the ones on the plots that were a problem due to how Sim Settlements simulates power.
 
hey did some one else noticed that the settler IA is "stuck" with this patch ? before 3.1.2 i get 25-30 settler and no IA stuck and others "big" mod with scrypt but know i have only 6-7 and they are "stuck" the only ways to make it work again at 80% and is not for all settler is the have only sim settlement for big mods with scrypt was thinking i was the only one and was some sort of conflict but the last two days i see some folks got the same problem with not the same mods as me.
I dont say is sim settlement just try to find the cause because if is not a bug from sim settlement, that thing impact sim settlement and is anoying.
 
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There are a few things that can happen with the AI:

1. Navmesh is broken - this usually will happen if you're using scrap mods and removing things that aren't normally scrappable and not also laying down lots of snapped paths for NPCs to walk on.
2. The paths are too complex - Not even visually, but with lots of pieces that need to be walked on, especially in vertical spaces. Sometimes, even if the pathing works, for example if you manually issue commands to move through a space; the NPC can still fail to figure out the path on their own when AI controlled. You'll see this in our Hangman's Alley build.
3. The game is overwhelmed - AI pathing for the settlers is considered low priority to the game engine, so if it's processing a lot at once, the sandboxing AI (which is what lets settlers wander around doing things) can be sacrificed.
 
There are a few things that can happen with the AI:

1. Navmesh is broken - this usually will happen if you're using scrap mods and removing things that aren't normally scrappable and not also laying down lots of snapped paths for NPCs to walk on.
2. The paths are too complex - Not even visually, but with lots of pieces that need to be walked on, especially in vertical spaces. Sometimes, even if the pathing works, for example if you manually issue commands to move through a space; the NPC can still fail to figure out the path on their own when AI controlled. You'll see this in our Hangman's Alley build.
3. The game is overwhelmed - AI pathing for the settlers is considered low priority to the game engine, so if it's processing a lot at once, the sandboxing AI (which is what lets settlers wander around doing things) can be sacrificed.
Ye for me at least is pretty sur the 3 option but i dont know why now, with same mods list happen at 6-7 settler and before with sanctuary at 25 abernaty at 20 no issues with the IA ( Before 3.1.2 )
At begin was thinking it was npc travel but with a new save with same mods that i have before from like 1 years with sim settlement never got this problem so is not a npc travel. npc travel is not more in my mods list.
Edit : is just to points out maybe is just my game now but i did a fresh install like 2 weeks ago maybe you will find something maybe not cause is only for me and some folks with others mods.
Edit2 : Can be maybe leader pack ? because sturges mama murphy are not supposed to leave the settlement maybe fallout 4 vanilla try to puts those guy in the right settlement and script are conflicting ? ( i dont know i'm not a modder )
Edit3 : the only mods i recently update this month are junk town with some leader and UF4P.
 
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I would guess the overwhelmed factor is on the save level more than your load order. The longer you play a save, the more things are running to slow down the engine.
 
I would guess the overwhelmed factor is on the save level more than your load order. The longer you play a save, the more things are running to slow down the engine.
was a new playtrough to get ride of the maintenance cost bug deficit only 16h of game time but i added npc travel and delete was better but no like before so now i will play a new playtrough again ( sik ) to see if happen again with the same mods that worked for so long. and tell you if happen again.
 
Fortunately, the TVs in the city plans are fine - it's the ones on the plots that were a problem due to how Sim Settlements simulates power.
Excellent! Thank you, kinggath. A city rebuild will bring my TVs back. Sorry to raise a false alarm. ;-)
 
Dunno if this needs a full bug report, but I'm also getting the issue where Sanctuary's city design items won't re-appear on a city refresh, leaving plots hanging in mid-air. Stopped and started the objectspawner quests, manually reinstalled the mod, no dice. Haven't wiped the settlement back down to level 0 yet, was hoping another solution would emerge. Not using Vanilla Extensions or any mods that I think would conflict with cities, though I am using Scrap Everything w/ combined objects still on.

I also had to re-run the 3.0.3 hotfix using Fallrim Tools after updating to 3.1.2, because refreshing plots was stalled up. Doing the hotfix cleared it up, though.

Otherwise, everything is awesome. Thanks to the team, as always, for all y'all's hard work! :)
 
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