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!

Fixed Plots dead

Goffender

Member
Messages
61
Some of the plots just refuse to build. Settler will plop down a mattres or a hoe or whatever to show ownership and that's it. I've tried the IBB. Doesn't help. Only thing works is to destroy and set a new one. This is one reason I am out of sensors, lol, and struggling to find crystal.
 
If the building plan your plot is assigned is screwed up, it will just get stuck until you change the plan (which you can do with the Architect's TSquare).

The vanilla Sim Settlements building plans are all set up correctly, but if any of the add-on authors missed a step - you could run into that. I've been told the Homestead add-on by Eldarth had some troubles, do you happen to be using that?
 
No it was mostly on Kevbals Home Improvements but also on the vanilla residential and agricultural. Seems random.
 
my plots have all been repaired since version 1.1.2, there is a new AIO version thought that will break all kevbal plot because merging the mods changes the ID's of the plots and are to be repaired using the Architect tool as stated in my forum. But as I said, all kevbal plots are correctly setup tested and verified on pc and xbox
 
Yes, I updated, looks good so far, I doubt my problem is related to specific plots though. I will update again tonite. The only 2 right now are vanilla garden plots and I think that is related to food being full?
 
The plots don't care about your resource levels - they should build anyway.
 
I was having issues with kevbal's agriculture plots last night in Far Harbor. I had to T-Square them to a Kinggath plot because even after they were assigned a settler and built up, they still gave 0 food. (I'm almost positive it was kevbal's.. I'm at work right now, will have to double check tonight). I didn't post about it because I wanted to test it further to make sure it's an issue and not something I'm doing. It happened in both the lumber mill and Dalton Farm.
I'll update tonight.
 
well thats frustrating. Again all plots are functioning as intended if you think one of my plots is not functioning as it should I need details on the first post. Now Im forced to sit here and hit the refresh button every 2 mins until I do get details. Got a mail about a mysterious plot not spawning food the other day on nexus.... The person didnt even bother to let it finish building. But the game mechanics are simple, if food spawns the settlement will count it. So 0 food either means there isnt a crop on the plot or a static was spawned and I only use kgsim floral renamed to hi_floral and the stats boosts.
 
I promise to have more details tonight. :heart
This is why I didn't want to post about it last night because I wasn't 100% sure if that was the case.. this thread forced my hand though lol. It's 3:30 EST and I get out of work at 5. But.. I'm going for a run after work so I won't be playing until at least 7 pm. That gives you a rough 3 hours of knowing that you don't have to hit refresh. :grin
 
The plots don't care about your resource levels - they should build anyway.

So garden plots will build even when food bar I'd full? What about houses? Also will build if everyone has a home?

Kevbal, don't fret, I'll keep you updated, love your stuff! And there are at least 2 of the plots in sanctuary that where yours but after update they spawned as kinggaths and now won't build.
 
Last edited:
So garden plots will build even when food bar I'd full? What about houses? Also will build if everyone has a home?

Kevbal, don't fret, I'll keep you updated, love your stuff! And there are at least 2 of the plots in sanctuary that where yours but after update they spawned as kinggaths and now won't build.

If all 3 bars are 100% full, it means that every settler has a home and a job and that the existing agriculture plots are providing enough food for the settlement needs. In this scenario, new plots will not build.

In order for a home to build, you'd need a homeless settler to take ownership of it. In order for a new commercial, industrial or agricultural plot to build, you'd need an unemployed settler available to fill that position.

You can still place the plot(s) and if/when a new settler(s) arrives they'll get assigned to those unoccupied plots at which point they'll begin building.
 
NOTE: I posted this in too many places to list so I'll add to it again haha. This latest version is primarily a mod merger of homes and gardens. The act of merging the mods changes the ID's of the nif's (the structure that spawns) in the game. So when you load the game it will bug out. In order to fix it you have to:
A -Rebuild the plot
B -use the architect tool on it plus wack it with the hammer just to be sure.
- you have to verify that the change was made o each plot or you are bound to forget about a plot.
Does it suck? Yeah and its inconvenient but I no longer have anyone asking me to merge them and I simplified my life and reduced the amount of mods you have to download if you want to use them.
 
Oddly enough rebuilding the plot has been the solution all along. Ive already decided this playthrough is all about testing so it's really np. I will do that to existing plots and I will let you know if I encounter dead plots again. The only ones today simply didn't assign homeless settlers. As soon as I assigned them they built. They where trash trailer and wasteland lounger by kinggath.
 
And now they work. Last night the GHherb Farm1 was providing 0 food.. I even tried assigning different settlers to it, fast traveled away.. nothing worked. Now, it's providing 19 food.. which is freakin awesome btw!
 
I started over and went one by one to make sure it wasn't something on my end causing the problem with the melon grass plot. Every single one of them works and gives a proper food value. Something to note would be to use the 'Refresh settlement plots' in the 'city manager holotape' OR go around with the 'Immersion Breaker Breaker' after using the 'Architect's T-Square' any time an existing plot is changed to something else.

Obviously this should probably be noted on all the author's mods if it isn't included already in their FAQs but that is just my opinion. Will probably prevent false bugs from being reported.

So I guess I can refer you back to my original post from earlier :agree: All is good to go, no bugs or issues that I could find on my end. Looked for anything I could with AND without other mods active.
Thank again @Yuisaniv my favorite tester hehe
 
FOR ANYONE HAVING ISSUES WITH PLOTS NOT SPAWNING OR RESOURCES NOT SHOWING UP, PLEASE READ THIS AND TRY IT OUT STEP BY STEP BEFORE REPORTING A BUG -
  1. Try using the Settlement Manager Holotape. Go down to 'Tools' then select 'Refresh Settlement Plots' DO NOT LEAVE THE SETTLEMENT UNTIL YOU GET A POP UP MESSAGE TELLING YOU IT IS COMPLETED
  2. If step one did not work, craft the 'Immersion Breaker Breaker' tool from the (I think its the chemistry workbench) and go to the specific plot or plots and use the IBB on them.
  3. If neither steps one or two were successful use the 'Architect's T-Square' tool and advance the plot forward once, then backward once to select the same plot type you originally wanted to build. Then do step one OR two to make sure the plot refreshes itself.
  4. If needed you might want to try fast traveling away from your current settlement and then fast travel back to check the plot again. If it is still not working destroy that plot and build a new one, use the T-Square to select desired plot and either let a settler come automatically or assign one manually.
Just FYI I am not a mod author, nor have I had any experience creating mods. I have however tested a lot of the plots on my own and any issues I had with the plots was fixed by the above steps. Thanks for reading and I hope the steps fix any problems you might have with the plots. I wish you all tons of fun playing with these mods. I know I have :party:
 
FOR ANYONE HAVING ISSUES WITH PLOTS NOT SPAWNING OR RESOURCES NOT SHOWING UP, PLEASE READ THIS AND TRY IT OUT STEP BY STEP BEFORE REPORTING A BUG -
  1. Try using the Settlement Manager Holotape. Go down to 'Tools' then select 'Refresh Settlement Plots' DO NOT LEAVE THE SETTLEMENT UNTIL YOU GET A POP UP MESSAGE TELLING YOU IT IS COMPLETED
  2. If step one did not work, craft the 'Immersion Breaker Breaker' tool from the (I think its the chemistry workbench) and go to the specific plot or plots and use the IBB on them.
  3. If neither steps one or two were successful use the 'Architect's T-Square' tool and advance the plot forward once, then backward once to select the same plot type you originally wanted to build. Then do step one OR two to make sure the plot refreshes itself.
  4. If needed you might want to try fast traveling away from your current settlement and then fast travel back to check the plot again. If it is still not working destroy that plot and build a new one, use the T-Square to select desired plot and either let a settler come automatically or assign one manually.
Just FYI I am not a mod author, nor have I had any experience creating mods. I have however tested a lot of the plots on my own and any issues I had with the plots was fixed by the above steps. Thanks for reading and I hope the steps fix any problems you might have with the plots. I wish you all tons of fun playing with these mods. I know I have :party:


The only thing I can add is make sure its been assigned, I have had an instance where auto assign did not work. Settlers showed as homeless but I had to manual assign. I've gone to manual assigning in my settings now anyway cause it might make the setting process less hectic when im trying to find a certain plot.
 
Marking this as solved, lots of good information here for people who run into this issue.
 
Top