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Red Rocket Truck Stop Bugs for RotC

After I activate the city plan, when I leave the terminal, I begin to float up and away from RR, with no control over my character.
 
In my current save going from level 2 to 3 in RR I'm getting a CTD at the same point consistently in the overhead mode and up to the point it happens I have a low FPS during the flyover until I get to the outside edges of the settlement. I've added only unpowered turrets and unpowered water pumps to this particular settlement so this shouldn't be an issue with power. Anyone else have this problem? I'm going to try to cancel the flyover and just leave the settlement until the improvements are made, hopefully that does it.

Edit: Well once I cancelled the flyover and left I got no more CTD from RR though the level 3 build was... incomplete or messy. Ladders and shelves in random spots among some other oddities. I just did a reset at the city manager terminal and once it was done it was all good. Unfortunately after taking the city back and then setting Preston at the next settlement I got another CTD during the flyover. I think for some reason my game is suddenly having issues with the flyovers. So probably not a location issue.
 
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The flyovers take more resources, and the área between RR, sanctuary and Abernathy is very heavy to load, that´s why it crashes for some folks. Best thing is save before the flyover starts
 
So I’m not sure if this is a Red Rocket thing or game in gerneral. After installing all the mods on my XBox One X for Sim Settlements that I could and wanted I started the game. As you walking to Red Rocket from Sanctuary I noticed that the landscape on the right and side of the road is floating above the ground. Let me know if you need more information. I’ll get you what I can and if at all possible I’ll even send a save file if I can.
 
I'm getting a consistent Red Rocket CTD, most usually in the south east corner. I have the new optimized plan, and nearly all of the graphics hogs are turned off. It is lvl 1! I used Fallrim to find 1 unattached, which I killed. CTD continues. Some 2000 scripts going. I have nothing going on at Abernathy (vassal) or Sanctuary (ignored).

I'd previously had the full plans going at all three local settlements and rarely crashed, but this one definitely is having trouble. There are on average 4 - 7 raiders there. Just took it over again after the Pack went ballistic.

https://drive.google.com/open?id=1yOLjXKJGtghJuGPoSA-Eh0ZBuGERxd49 for my save files.
 
It's only 50 Active scripts.
Which are all coming from Pack Attack NPC.esp.
Might try disabling that mod @Ain't Much and see if things clear up.

Just read his compatibility article. It has a known issue with SS.. soo....the mod is unworthy of occupying the same space as SS. Trash it and sacrifice your PC to the closest Glowing One!
LMAO!!! Just kidding.. but I would drop it like it's hot and maybe give him your save so he can bring the mod up to proper standards. hehhehe
 
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Well, I have used Pack Attack alongside SS for a while now in several play throughs + using full city plans with a metric tonne of settlers. It's weird that the south east corner of RR and only there would be a place of discontent. I am contacting that mod author with my save file to see what they think. Is that a central location marker or something where things congregate? ;)

Thanks!
 
Well, I have used Pack Attack alongside SS for a while now in several play throughs + using full city plans with a metric tonne of settlers. It's weird that the south east corner of RR and only there would be a place of discontent. I am contacting that mod author with my save file to see what they think. Is that a central location marker or something where things congregate? ;)

Thanks!
Other than the molerat den and crossing the southern cell that splits the settlement starts loading Concord and being a stupid arse place to put a settlement it's nothing special.
But his scripts are backing up. So you've always had an issue or just happen to catch it at the right time.
 
Testing results: disabled Pack Attack, played a while in other parts of the Commonwealth, returned to Red Rocket. Still crashes near SE corner (mostly) near where the martial plot is above the den. Refreshed city and plots, played more, returned, crashes SE corner. Reverted city to lvl 0, no crashes at all. Going back to lvl 1 city = crashing here and there, SE corner. Reminder that nearly all of my performance options are off, especially the top most ones.

Pack Attack author said SS makes a mess of his settler changes, but has an MCM option that allows me to turn off his settler changes so SS runs exclusively. He said those scripts will slowly build up when fast traveling to a place, but they always come to a natural end or I could just kill them off with Fallrim. Lvl 0 city, no problem. Lvl 1 city, intermittent crash. I have other city plans going elsewhere with zero crashes while wandering around in them and a ton more going on in them (more settlers, more homes, etc etc). My game is pretty damn steady unless I do a ton of fast travel or door travel.

Because I don't really need to visit RR except to pass by, I just put a workbench near the main gate so if I need to drop shit off I can just drop it in and wander off. Would like to hear additional tips on what I can check for now.

Are there any functional reasons Nuka raiders ought not to be in a city plan? Would they be assigned to agri plots?

Other related question - if I take back a city, any new settlers or raiders will still be assigned to the next available plots OR will they simply hang out and not build their homes/work plots because the City Manager would need to be assigned? I know taking back means assigning a new city manager = reversion to lvl 0, but what do new settlers do otherwise?
 
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My Red Rocket has unpowered plots that were built by Sim Settlements, they include most of the martial plots and a house on the perimeter of the settlement. So the power status bar in the hud is never full. I cannot wire these plots to make them powered, it still shows unpowered. Also I have only found two generators made by sim settlements that produce 30 units of power each. These do absolutely kill my maintenance costs so I have activated them to turn them off. But the city at level 1 still has 30 power units produced that I don't know from where. :/

Playing with all the micromanagement options on doesn't quite work like this, as cities get built and are in large deficit by default.

I have refreshed the city and refreshed the plots, I have run shelter fix and rebuilt local data. No luck.
 
Ok, new finding, there are 2 generators inside each other giving 15 power each in the car rubble on the hill going down to Concord. tcl command may be useful to get to them, right next to the turret. I scrapped them, but now there is still 1 unit of power I cannot find the source of. XD

If I dismantle the settlement it returns to zero. Only with the RotC city do I get this. I am at level 1. Is there a way to highlight power producing objects or add an option to track the resource producing objects like the plots in the holotape? It would be much easier to find the overproduction of all resources, and list them to disable them in the next update to city plans.

Some auto-built plots still cannot be powered and will decrease the powered stat in the hud. :/

Thank you very much, this mod is great. :D
 
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I think that the report tool in The city desk shows if a plot is generating power
 
So i think there might be a corrupted cell at red rocket at the moment since I loaded up the game three times and every time when i tried to get close to red rocket (and it had just built it's city plan) It just crashed me to desktop, meanwhile when i rolled back to before i put ada in charge of red rocket and went there it didn't crash. (before you ask i don't fast travel instead i walk everywhere)
 
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