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Refresh City and multiple doors/turrets/gates

chemwiz

New Member
Messages
14
Xbox One X
I am having problems with refresh city and duplicate door/turrets/gates appearing. I was able to snag some screenshots to help illustrate what is happening (Greentop Nursery). I will go to a door on a residential plot or by the shack next to the main house. Voila- 2 doors are there (I have had 3 doors appears at Finch Farm).
IMG_2049.JPG
I can open and close them fine- it's just that there are 2 of them. And if I choose the "refresh city" option from the SimSettlements desk, they remain afterwards. I have also had the turrets double up in the same spot after a "refresh city".
IMG_2050.JPG
I don't know what could cause this AND it doesn't happen consistently. For example, in Greentop Nursery, maybe 50% of the doors will double up like this after a "refresh city" from the desk. But if it is a wooden door, I can scrap/store the door and it goes back to being a single door again.
IMG_2052.JPG
Until I "refresh city" and it will randomly double up again.
I don't know if it is related to the level of the city (Greentop Nursery is level 2 = double doors, Finch Farm is level 3 = triplicate doors). I am clueless as to what is causing this and how to fix it. Please let me know if you need any more information that would be helpful in fixing this problem. I LOVE this mod and will do what I can to help/experiment , especially when it comes to Xbox One issues.
IMG_2048.JPG IMG_2051.JPG
 
What happens if you simply sit tight in that settlement for a little bit? The scrapping may just be lagging out and it just hasn't gotten that far yet.
 
What happens if you simply sit tight in that settlement for a little bit? The scrapping may just be lagging out and it just hasn't gotten that far yet.
I have stood by the main house for 20 minutes, just listening to Diamond City Radio, and nothing changes- still duplicate doors, gates, and turrets. My understanding of script lag is minimal but could this be due to script lag? I have a fair amount of items in my workbench (but NO shipments).
And thanks again for all your hard work. You guys have really made a most excellent mod:agree:
 
I've had duplicate doors during the upgrade, but only (that I noticed) when the plan was changing the type of door, wood to metal or something. The new door would be built before the old door was scrapped.

At any point did you move or even select those doors in build mode? If you move them, even if you cancel the movement, I think that may change the ID of the door so the plan tries to rebuilt it when the city upgrades. (I'm guessing, no clue if it works that way.)

I'd scrap the doors then do a refresh. If you can't scrap them disable them with the console, then try the refresh.
 
I've had duplicate doors during the upgrade, but only (that I noticed) when the plan was changing the type of door, wood to metal or something. The new door would be built before the old door was scrapped.

At any point did you move or even select those doors in build mode? If you move them, even if you cancel the movement, I think that may change the ID of the door so the plan tries to rebuilt it when the city upgrades. (I'm guessing, no clue if it works that way.)

I'd scrap the doors then do a refresh. If you can't scrap them disable them with the console, then try the refresh.

I am not aware of ever having moved or selected any of these doors, gates, or turrets. I have only opened the doors to explore the living spaces. Unfortunately, since I am on Xbox One X, I am unable to use console commands to disable the doors that I cannot scrap. My idea is to just scrap all of the doors/turrets that I can, then do a city refresh. Hopefully this should fix this issue.
 
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