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Plots won't automatically upgrade - 2.2.4a

Unknown Zombie

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I'm walking around Sanctuary and realizing that none of my plots have upgraded in quite a while so I start inspecting ASAM sensors. I find that nearly every plot in the place says "Operational, Can't afford upgrade costs."

I have ample supplies in storage to pay for these upgrades. All options that should allow for plots to automatically upgrade are turned on:
  • AutoPay: Plot costs: ON
  • AutoPay Plot Upgrade Costs: ON
  • Auto-Upgrade Basic Plans: ON
A plot will construct and it will move from L0 → L1 once placed, but will not upgrade by itself any more past that.
  • Selecting the "Upgrade Available!" option presents me with a window to pay for the upgrade, and once I do the building will move to the next level.
  • Refreshing the plot will pause the game with a pop-up prompting me to confirm the cost of the building upgrade.
These plots are not part of a City Plan. I have not attempted to use a City Plan yet in this playthrough so I can't say if the behavior is different in that case.
 
I believe (but cannot confirm) that you get the "Operational, Can't afford upgrade costs." status when a plot is ready to upgrade, but there's not enough supplied in the VIRTUAL STORAGE to pay for the upgrade (probably correct wiki ref). this is in line with the pop-up prompting you to confirm the cost of the building upgrade, which (again, my understanding, i'm open to being corrected) permits the plot to draw from the general junk in the workbench also.

assuming my understanding is correct, the best way to get over this block would be to make sure you have enough industrial plots and enough storage space to keep a little bit of everything you need in virtual storage (the numbers up by the top right near the caravan plots).

i'll see if i can get you a better reference.

i stand corrected.
 
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pop-up prompting you to confirm the cost of the building upgrade, which (again, my understanding, i'm open to being corrected) permits the plot to draw from the general junk in the workbench also.
Even if I didn't have enough in the virtual storage, I have "AutoPay Plot Upgrade Costs" turned ON, as listed in the first post, which gives the system permission to pull scrap from the Settlement Workbench (at least, according to the description of the setting):
1667350506922.png
 
I started noticing other weird things going on while trying to troubleshoot this problem. Abernathy Farm is just full of people scratching themselves like their lives depend on it, but none of them are reported to have any disease. My settlement HUD tells me there's an active caravan network, but both of my caravan plots tell me there's "no other caravan service in range."

I tried loading old saves to test if automatic plot upgrades were working properly in any of them. When going all the way back to an old save with over 24 hours less playtime on it, I'm seeing plots upgrading normally. So... I'm guessing something just got hosed in my save file somewhere along the line. What a bummer.

I don't think it's script backup causing issues because when I look at the most recent save in ReSaver, I don't think it really looks that crazy:
1667360382796.png

So, I don't know what happened, or what is wrong. I'll just roll back to this really old save. Unfortunately, I'm painfully aware that's just "the cost of doing business" when playing heavily-modded Beth games... Just wish I had caught the problem sooner.
 
I'm prolly wrong but I think "caravan services" ( fast travel & beacons ) are provided by Lvl 2 caravan plots, not Lvl 1 ( Lvl 1 "only" link settlements, which seems to work for you )
 
I started noticing other weird things going on while trying to troubleshoot this problem. Abernathy Farm is just full of people scratching themselves like their lives depend on it, but none of them are reported to have any disease.
Can you use disease cures on them? I believe you won't get any disease reports until learning that from the nightingales. Could be that you turned disease off at some point, after settlers already got sick. Or their AI package just ignored it like it happened with incapacitated people recently (think that was fixed).
The no caravans in range line is probably normal. Do you see them connected on the map? Are virtual resources shared?
As for plots not upgrading, dunno, fairly sure 2.2.4a was meant to fix exactly that.
 
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Can you use disease cures on them? I believe you won't get any disease reports until learning that from the nightingales. Could be that you turned disease off at some point, after settlers already got sick. Or their AI package just ignored it like it happened with incapacitated people recently (think that was fixed).
The no caravans in range line is probably normal. Do you see them connected on the map? Are virtual resources shared?
As for plots not upgrading, dunno, fairly sure 2.2.4 was meant to fix exactly that.
There wasn't an option to give them disease cures. Their pop-up status info windows had "bright green smiley faces." They were, however, doing the animation where they scratch themselves.

But I don't even have those save files anymore to do more investigating. I deleted them and started a new game because I think that something critical broke in the save at some point and there were too many weird things going on to say what the actual problem was. For example, I went past Graygarden at some point and realized that I could see the green/red outline around the settlement as if I was in workshop mode, even though I didn't even own that settlement (and had not even spoken to the robots there to begin their quest).
 
For example, I went past Graygarden at some point and realized that I could see the green/red outline around the settlement as if I was in workshop mode, even though I didn't even own that settlement (and had not even spoken to the robots there to begin their quest).
I'm pretty sure that is caused by the UFO4P. It added settlement borders to the bridge in the latest update but they don't seem to toggle with workshop mode.
 
Yeah, I think I have that too. UFO4P doesn't seem to patch a whole lot. Like I still have some hats not showing up on settlers, leading to half bald ladies.
 
But I don't even have those save files anymore to do more investigating. I deleted them and started a new game because I think that something critical broke in the save at some point and there were too many weird things going on to say what the actual problem was.
Unless you’re able to tell for sure that something broke, I wouldn’t abandon a save just like that. Those issues are often due to the combination of mods installed and our limited knowledge of their inner workings.
 
Yeah, I think I have that too. UFO4P doesn't seem to patch a whole lot. Like I still have some hats not showing up on settlers, leading to half bald ladies.
The visual bug at Graygarden is an oversight that will be fixed in the next version. For now there is a temporary solution:
If you have hats not showing up on settlers, I’d look into other possible culprits, as the Unofficial Patch is usually overridden by other mods and shouldn't lead to such conflicts.
 
[...]UFO4P doesn't seem to patch a whole lot. [...]
i think you underestimate how much is broken in the release version.

UFO4P has thousands of fixes, and while most of these are spelling mistakes or using steel instead of lead in a LEAD pipe crafting plan, some of them are significant, like the first level of the Ninja perk is missing part of it's effects, and some of them can be game breaking, like one of the activators in far harbor just doesn't work for one of the quests that uses it. ya it's stable now, but the game hasn't seen any regular content since Nuka, so you'd expect fixes to slow down as old problems get resolved and new content isn't being added.
 
I'd say that one is a pretty old glitch, along with the occasional blackface on characters. Or vertibird to Fort Strong not showing up, even though that one could be my fault cause I always walk out on Maxson's introduction speech to rush it. Same as skipping Preston's walk to Sanctuary, gathering to take the Castle, Deacon's spy stuff and Arcjet, dead drops - just running through all of it.
 
I'm walking around Sanctuary and realizing that none of my plots have upgraded in quite a while so I start inspecting ASAM sensors. I find that nearly every plot in the place says "Operational, Can't afford upgrade costs."

I have ample supplies in storage to pay for these upgrades. All options that should allow for plots to automatically upgrade are turned on:
  • AutoPay: Plot costs: ON
  • AutoPay Plot Upgrade Costs: ON
  • Auto-Upgrade Basic Plans: ON
A plot will construct and it will move from L0 → L1 once placed, but will not upgrade by itself any more past that.
  • Selecting the "Upgrade Available!" option presents me with a window to pay for the upgrade, and once I do the building will move to the next level.
  • Refreshing the plot will pause the game with a pop-up prompting me to confirm the cost of the building upgrade.
These plots are not part of a City Plan. I have not attempted to use a City Plan yet in this playthrough so I can't say if the behavior is different in that case.
I'm having the exact same issue. Additionally, I've noticed that assigning a different settler to the plot will also prompt me to upgrade and pay. I also noticed that junk gathering industrial plots are exempt from the issue and behave as expected.

If I turn of Construction Costs: Plot, Construction Costs: Building Plan, and Building Plan Construction Costs, every thing starts auto upgrading as it should. Turning the settings back on borks the auto upgrade again.

I have no scratching settlers issue to go with it, though.

I didn't update to 2.2.4a mid save. I started a fresh play through on 2.2.4a, so I'm wondering if it's only affecting new games, and that's why it's not being reported by others.
 
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Chiming in to say I'm also having the plots-not-auto-upgrading issue. Very similar presentation to OP. It doesn't seem to affect my mayor/city plan settlements, those upgrade as normal.

I'm playing on Xbox so minimal other mods. I didn't think to connect the problem to the latest update, but I started the save shortly before it dropped and I don't think I noticed the problem until I updated, so they might in fact be connected.
 
Yeah, I think I have that too. UFO4P doesn't seem to patch a whole lot. Like I still have some hats not showing up on settlers, leading to half bald ladies.
Go back and play vanilla, then play again with just UFO4P. Youll see just how much it patches, and how poorly Bethesda polishes their games before release. You can do the same thing with Skyrim and its unofficial patch.
 
Go back and play vanilla, then play again with just UFO4P. Youll see just how much it patches, and how poorly Bethesda polishes their games before release. You can do the same thing with Skyrim and its unofficial patch.
Most of my games were without UFO4P (that's hundreds maybe thousands of hours), didn't notice much positive change now that I have it or back when I used it "in the old days". But, I can be totally wrong on that.
 
Same here. Half the time, I witness a flurry of upgrading when I pass through a settlement - with the cute pyrotechnics - but the other half, plots are idling with Upgrades Available!
 
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