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Not a bug Possible Housing issue

McKaby

Member
Messages
62
I am not sure what it could be (as it's almost midnight here, so the old "disable mods until it works again" trick will have to wait a few hours, but.

I am getting it where settlements won't build houses unless I am stood inside the build radius (tested that bit with RR and Sanctuary) if I get settlers arriving there while, for example, I am down helping out Danse, or trying to get Sheffield out of my Nuka Cola stash again ... I get it where no houses, factories or farms are built, I am not entirely certain if upgrading isn't happening unless I am stood there (I have the "don't upgrade until I verify it" turned off anyway)
 
So you're out killing bad guys, you come back to the settlement, and all of a sudden a bunch of building starts?
 
Pretty much "all of a sudden homes are being built" I do get the occasional flag message up of "upgrading <industry, farm, commercial>" but never seen an "upgrading home" when out and about, plus it looks like my homes are still tier 1, since I have woken up enough I will be doing some digging around to see if they are actually upgrading homes.
 
Fallout 4 Vanilla has a notorious issue with it not correctly updating/displaying the stats of settlements until you visit them. Could it be that residential plots aren't upgrading because the food, water and defence bars aren't considered properly full until you visit the settlement and that updates them?
 
Possibly, I have been stood in Sanct and been getting RR notifications at least of building happening, yet Sunshine's is still screaming at me that it only has 1 bed and 3 settlers
 
Okay, just headed over to Sunshine, I got to the far end of the damn and the "Settlement Beacon Found" notification, still reported 1 bed, got half way across (random encounter point, this time Stash) and it had flagged that there are 3 beds but now said no food or water, entered settlement, everything fine.

However, still no housing upgrade at Sanct or RR right now even with the Dynamic Needs turned off.
 
Can anyone else verify that they've had buildings and upgrades trigger when they are out adventuring? I'm remember testing this extensively early in development, but I haven't tested that in a long time.

The numbers being inaccurate in the pipboy shouldn't affect upgrades, and the initial buildings don't look at any of those numbers anyway. Would you mind uploading your save to a drop box or similar site? I might be able to do some quick tests to at least confirm if it's a local problem or mod-wide.
 
In the test I was just playing I had several homes upgrade while I was at another settlement, but I wasn't out in the wastes, just not at the settlement that did the upgrading (homes and factories in Starlight were upgrading while I was working in Sanctuary)
 
I have had this issue a few times but for me it corrected once I visited and then fast travelled away. I found when it comes to beds check the pipboy fast travel there then back out. This usually resolves it.
 
I get triggers the entire time im away from my settlements. its almsot a constant barrage of notifications lol. never was an issue though, made me feel like the settlement was alive when i was away.
 
I get triggers the entire time im away from my settlements. its almsot a constant barrage of notifications lol. never was an issue though, made me feel like the settlement was alive when i was away.
That's why I added the notification toggle - when I'm playing, corner notifications drive me nuts - but I figured a lot of players would want to know about upgrades, so I have those on by default.
 
Aye, it seems turning off Dynamic needs means I have seen the notification of "Settler has upgraded home" and occasionally I see "Settler has started building home" but to get the building built I need to be in/near the settlement.

Also unrelated to that, but related to the notifications, I have one of the addons that spams "Settler has produced salvage" and yeah, it's frustrating as hell.

As for save, I run a lot of mods so do I need to include a mods list as well?
 
Hey McKaby,

Do you have my add-on (Industrial City) or AltairP's Farms? That message comes from our mods. My latest version (0.7.1) should clear them up out of my mod, I forgot to compile my scripts in a release mod so the debug messages were still firing.

I'm not sure if AltairP has cleared his up yet
 
If you want to include your plugins.txt file as well it wouldn't hurt.
 
Mytigio I have both yours and AltairP's addons, so it's one of the two.

Also Gath, I think it's related to the Fallout 4 papyrus issue, as that I have gotten houses to upgrade now (thank you Securitrons with robobrain heads as provisioners) but it seems when the house upgrades, that's when it is "forgotten" until I go close enough for the script to kick in.

Also, I have had a few non-this-mod related issues with F4, that I am going to doing a full clean install soon, will see if it carries on then.
 
Sorry for the silence for two days, but I have completed my nuking of Fallout 4 (and the rest of my HDD's thanks to some fine virus) and it seems to have fixed the issue, I am thinking a file got corrupted in the base game, as it seemed to be similar to what Robrecht said, where the script wasn't updating.
 
Glad you got it fixed! :shakes fist at virus authors:
 
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