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Question Settlement Ownership issue

xspertone

Member
Messages
67
Using WSFW I can assume ownership of a settlement but that is not the issue. Also using WSFW, I have disowned a settlement. It works as long as I am in game, so that is fine. I do have allow settlements to leave set so here's the problem. I save my game, quit Fallout. When I reload the save, I get a message that I can use the workshop at the very settlement I used WSFW to dis-own. It shows up in the lists again. Seems to me like something that should be sticky is not persistent as I would expect. One other thing I have noticed is that no matter how long I ignore a settlement with absolutely no resources left behind that happiness never drops below 20.

What am I doing wrong?
 
Using WSFW I can assume ownership of a settlement but that is not the issue. Also using WSFW, I have disowned a settlement. It works as long as I am in game, so that is fine. I do have allow settlements to leave set so here's the problem. I save my game, quit Fallout. When I reload the save, I get a message that I can use the workshop at the very settlement I used WSFW to dis-own. It shows up in the lists again. Seems to me like something that should be sticky is not persistent as I would expect. One other thing I have noticed is that no matter how long I ignore a settlement with absolutely no resources left behind that happiness never drops below 20.

What am I doing wrong?
What settlement is it? Did you do a quest or anything else that might be applying the ownership when you log in?
 
Huh sounds like some sort of conflict. Workshop framework has a file you load last to repair any scripts that were messed up by other mods.
Other than that Id check the load order is set up like the guide says and check your load order. :)

On youtube Gamerpoets did a video on how to do a clean install. You might check what he mentions and see if some files are hanging around that shouldnt be there. Oh also if you use Steam verify the game files.
Dont worry the elements are on your side -

elemnts mane six.jpg
 
I have the override script esp/bsa where it belongs and SS2 all 3 chapters. For what its worth, I did try a completely new install. What I have not tried is to remove all the SS2 Addons I have running. I have mods like City Planner Tool, Throw Money, etc. None of these make any mention of keeping control of a settlement except CPT which does allow to take control of contest settlements. One thing I did try this pass was to eliminate literally all resources including defense and left 1 settler behind. This test pass happiness did finally get below 20 and the settlements drop off as expected. They still come back on reload with a 30+ happiness rating which does decline over time. There is definitely unexpected behavior coming from an addon or ss2 itself.
 
I have the override script esp/bsa where it belongs and SS2 all 3 chapters. For what its worth, I did try a completely new install. What I have not tried is to remove all the SS2 Addons I have running. I have mods like City Planner Tool, Throw Money, etc. None of these make any mention of keeping control of a settlement except CPT which does allow to take control of contest settlements. One thing I did try this pass was to eliminate literally all resources including defense and left 1 settler behind. This test pass happiness did finally get below 20 and the settlements drop off as expected. They still come back on reload with a 30+ happiness rating which does decline over time. There is definitely unexpected behavior coming from an addon or ss2 itself.
If you like share your load order/mod list and I'll be glad to take a look see and see if anything stands out to me.
 
Give it a glance. Let me know if anything stands out to you as a culprit.
I use loot detector - Im curious where you got the patches for it - and if they work? :D

Fast start is an infamous mod- In changes a lot of stuff and is script intensive and just bangs heads with SS2. I use the skip sanctuary prolog mod - it gives you 111 options like unlock the doors and kill the pests.

Id try making a save I can trash and disabling a bunch of mods to see what happened to the settlements. Like you might try disabling ss2 and see if the weirdness remains.
 
I'll give that skip prolog mod a shot on next attempt and as you suggest, leave SS2 disabled. As for LOOT, i wrote my own robco patcher for some items, I attached the ini for it here. The two addons for it I use are these, expansion, written by the ECO/LEO author and manager just one I randomly bumped into.
 

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  • Xs1 RobcoPatcher Extras.7z
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They would love a few mod save with the bug in it. It makes chasing down problems easier.

See if you can make the bug repeatable - if so include instructions on what triggers it.

@Cessori is the person to tag (I believe) - she will know what previous complaints exist.
 
Unfortunately, there are far too many additional mods for a save file to be useful to use to research these issues. I've not seen anyone else report these before.

Looking at your load order @xspertone, the WorkshopFramework_ScriptOverride.esp should go at the very bottom of your load order to do any good (as per the instructions).
If you could replicate these issues with minimal mods installed, provide the steps to replicate it and provide your plugins list and a link to a save file (.fos) on google drive or drop box, I could log an issue for you. See Testing Best Practices.
 
I did a reduction in the mods enabled. I've attached two loadorder files. "okay" is the one that let's me force remove and keep removed any settlement. "fails" are the enabled mods when i can no longer keep a settlement gone. I did notice in testing that after I have workshop plus enabled, if i remove it at all, wsfw no longer permits me to load saves that had it enabled. I'll keep trying to narrow down if you want, but i've been at this narrowing down for hours now.

oh and as for the override, i actually also extracted the bsa to be certain the scripts win in my testing too.
 

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  • loadorder fails thisr.txt
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Workshop framework makes a lot of tweaks to the settlement system (like letting you fly when building). Mods in general shouldnt be removed but this one in particular causes changes that cant be reverted without a clean save.

Id suggest starting a clean save with just the workshop framework and Sim Settlements 2. See if the behavior continues. If not add in other mods till it breaks (hopefully in a way you can see what the problem is).

You might try running your save through Resaver - it can cause more problems so its a last resort for me but it really is a good tool. These videos covers how to do it. Gamerpoets / Rybolt.

Gamerpoets videos are all excellent. I highly suggest his stuff for working out how FO4 works. Dont worry the answer is out there. :)

maths.JPG
 
Im having some quirks myself.
I claim a settlement - then I build there, and then it just isnt my settlement. I cant build there or anything. I have to go and redo claiming the workbench. Best example is in 88.
Doing the quests I dun the Overseer out and did her dialog. She told me to build her desk - and the settlement isnt mine any more. Luckily this one was fixed by running to the bench and grabbing the settlement again.
 
At least I'm on the right track, I've tried the items you suggested already. I am now down to doing the fifty fifty splitting of all those mods I run. Using only SS2/WFSW works as advertised. It certainly seems related to one of the SS2 addons, just haven't nailed that down yet either lol.
 
@Cessori , would you be able to parse out a save based on the attached load order? without SS2.esm, the claim/unclaim from WSFW works fine. Once I enable ss2.esm, I automatically get back any unclaimed settlements.
 

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  • loadorder ALSO FAILS.txt
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  • NATE_POST_UNCLAIM_3.7z
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@Cessori , would you be able to parse out a save based on the attached load order? without SS2.esm, the claim/unclaim from WSFW works fine. Once I enable ss2.esm, I automatically get back any unclaimed settlements.
It meets the less than 20 mods preference, however not sure how they will feel having to install all of the body mods to create the same environment as your save file. Downloading and installing mods to perform testing adds more time to an effort. I think that they would look at the mod list and move on to the next issue logged in the queue, since none of them use those.

I've published a link to Best Practices for Testing Sim Settlements 2 in a previous post. I've found that if I can replicate an issue using just listed mods or less, the issue gets attention earlier, because it's easier for them to use the saves provided to find what's causing it.
 
Ive encountered reports that Baka has issues with SS2 - dunno if it does but it might be a thread to follow.

Ive not used the Zex mods before. The only info I can find says it was uploaded a bit ago.

Do you not have Bodytalk 3 installed? Or is the patch the original mod+patch? I cant find that file at all.

I can get the other mods. Ill give a shot at making a version that matches your order.

The pip boy mod is being particularly hard to track down. I found a version in the Beth mod thing but only when I wasnt logged in. I added it to my library but it isnt showing up :/

The only version of the mod with PRP.esp I can find is the beta testing version - the normal version uses these files
prp.JPG
Loading PRP.esp leads to a need for the PPF.esm file to work.
 
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I didnt see you having F4SE installed so I tried running the game without that or the other mods. Logged in fine, gave up Sanctuary, went to Red Rocket, claimed it and released it, went back to Sanctuary.
Sanctuary wont put me in charge unless I 'destroy all the enemies". But I know the enemy spawns and when I killed them it still wouldnt join me. I even tried KAH and killall. Used the workbench managment and was able to reclaim the settlement like normal.
F4SE Version
Yea your def not using F4SE :D
baka.JPG
Whatever Baka did after I removed it my game crashes on launch now :/
 
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