WetRats
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It's a unique cuddle chair.
I see this happen fairly often, along with doubling of doors on plots.
It's a unique cuddle chair.
Ye same too happen for almost every plots 60% of the time x) double bed chair door radio etc.I see this happen fairly often, along with doubling of doors on plots.
that's my boat house(Still trying to figure out how to place the image)
that's my boat house
refresh will fix that
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.
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.
The latest version of Fallrim Tools should open those saves - if not, let me know and I'll contact the author about it.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.
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 )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.
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.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.
Excellent! Thank you, kinggath. A city rebuild will bring my TVs back. Sorry to raise a false alarm. ;-)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.
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