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[solved-ish] Virtual Resources not generating?

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I'm on a small scale save here - I only have things built in Sanctuary and Tenpines, which are linked by Caravan.
SS2 is set to "Simple" single-resource difficulty level.
Tenpines has a Level 1 Building Materials plot built and occupied.

However, every day, the Virtual Resources tally is only going up by 10 per day (which I presume to be the 'fertilizer' from the two Caravan plots), not the +137 the resources HUD itself says I should be getting. At my best estimate, the Building Materials plot isn't producing anything?

I feel like I've had this happen in the past, but can't remember what I did to fix it - and no, running the "recalculation" tool didn't do anything to fix it, nor did refreshing the relevant Industrial plot. Destroying and making a fresh Industrial plot didn't help either, and changing difficulty to "Categories" level also didn't.
Virtual Caps are still generating at the amounts they say they are (which matches my own calculation of what it should be).
Anyone seen this before?
 
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Yeah, the plot you can see in the youtube video I posted back up there is the core mod's Building Materials plot. (There is a Junk plot elsewhere in that save - that's Mama Murphy's job forever - but that was working fine)
 
I have tried your fix, go to categories. Use the option to recalculate costs and production. It seems to work but it does not actually. For example it looks like the solution works for my Sanctuary even though the caps totals never get added every day.

And for my County Crossing, absolutely nothing moves the values. I have a city plan, with storage, but storage is always zero/zero as are all the components. Scrapping the city, changing the plan, using the holotape to recalculate many times and waiting for hours in the settlement cannot move those values... something affects settlements more than others. The system is deeply borked on my end.
 
That county crossing one certainly does sound like something has gone seriously wrong.
If you are on PC and don't have any mods that I don't have that will totally break the save, you can upload the save and I can have a look at it. I'd be interested to see what the problem is.
 
That county crossing one certainly does sound like something has gone seriously wrong.
If you are on PC and don't have any mods that I don't have that will totally break the save, you can upload the save and I can have a look at it. I'd be interested to see what the problem is.
Hi @cbrgamer2
This is weird, I can make supply lines with caravan plots, but sometimes they get doubled for some reason (two supply lines from a settlements to two different destinations on pip boy map).

Here are other observations:

In my save, recalculating cost and production did help a bit (in Sanctuary) to recalculate the expected daily production of building materials.

In County Crossing, no Ressource Storage will actually show up on the hud, no matter if using the recalculate option. I have used a city plan that has a lot of containers, all values in that settlement are 0/0. It doesn't count storage at all.

If I donate to County Crossing, all resources will be given back to me as they do not have any place for it.

Even if construction costs are turned to settler generated only (aka not workbench, and no supply line network), they will be able to build in county crossing even though it says 0/0. (scrap the settlement to verify no storage can be used and place a plot, it will construct, it does on my end).

ReSaver shows no suspended stacks and no active scripts. I can spend a long time in the settlement and still the same issue.

No amount of time passed will actually add the "daily change" caps to any settlement's totals.

If you give for example wood shipments to a settlement with functioning storage you'll see the numbers go up normally in that settlements then be siphoned for pending construction elsewhere as you'd expect.

The "recalculate costs and production" option seems to only fix the expected "Daily change" amounts but nothing seems to be actually added except manual donations.

Some settlements have stopped recruiting a long time ago, is that normal?

I never uninstalled any mods on that save.

Canary Save File Monitor never threw a problem at me either.

I'm very curious about what you can find with it. I'm curious and out of luck trying to correct the situation.
_______________________

My Modlist has 49 plugins.

My problematic save:
 

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In County Crossing, no Ressource Storage will actually show up on the hud, no matter if using the recalculate option. I have used a city plan that has a lot of containers, all values in that settlement are 0/0. It doesn't count storage at all.
Maybe the containers placed by the city plan are just decoration. Try manually placing some storage containers.
 
Maybe the containers placed by the city plan are just decoration. Try manually placing some storage containers.
I used the same item from SS2 workshop menu storage. It does change the value in other settlements but not in that particular one. So it can't be decoration. :/

Edit: Also an industrial plot provides its own bit of storage and in that settlement it would still show 0/0.
 
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I've had a quick look. The problem may be deeper than Sim Settlements in the settlement, because I can't get it to assign a settler to any plot either. When I select the worker then right click on the plot it comes up with the ASAM menu for some reason. I'll try a few things over the next few days, see what I can find out.
 
I've had a quick look. The problem may be deeper than Sim Settlements in the settlement, because I can't get it to assign a settler to any plot either. When I select the worker then right click on the plot it comes up with the ASAM menu for some reason. I'll try a few things over the next few days, see what I can find out.
I can add an i dustrial plot and assign a settler. I did that after scrapping the city layout though.
 
Well, I've found the cause of why it's not working - there is a problem with setting and getting actor values in your County Crossing Settlement Data store (which has how virtual resources are stored). But I don't know what's causing THAT.
The papyrus log throws the error Unable to call SetValue - no native object bound to the script object, or object is of incorrect type

Using IsBoundGameObjectAvailable() I can tell that your data store is bound to a valid and available in-game object. So it's a little beyond me what is happening. Unless anybody else has further insights, I think I'd have to agree with your original assessment that your game is borked ...
 
Well, I've found the cause of why it's not working - there is a problem with setting and getting actor values in your County Crossing Settlement Data store (which has how virtual resources are stored). But I don't know what's causing THAT.
The papyrus log throws the error Unable to call SetValue - no native object bound to the script object, or object is of incorrect type

Using IsBoundGameObjectAvailable() I can tell that your data store is bound to a valid and available in-game object. So it's a little beyond me what is happening. Unless anybody else has further insights, I think I'd have to agree with your original assessment that your game is borked ...
Well that makes me sad :(
Yet another unrevoverable bug and restart? At least I am not stupid and you confirm somethings wrong.

County Crossing is far from my most visited settleemnts. It's especially weird.

Do you think a bugfix in an update could fix that?
 
County crossing has been bugged almost forever, as far as I remember. Things placed in the Soutwest corner will ever so often disapear the next time you vist the settlement.
I thought this would be fixed by now, but that happened again in my previous playtrough about a month ago.
An advanced martial plot and foundation for a couple of resident plots, mysteriously disappeared. I rebuilt the structures, but gone again the next time i visited.
 
Digging into this save, I see two problems with the settlement data stores (the objects that SS2 stores information about a settlement) - as far as I can tell, these are some sort of data corruptions in the save - though they very well could be happening because I don't have your full load order installed.

The first is that the data store for County Crossing reports that it has no base form. Which would explain why all sorts of things from SS2 won't work.

I see that Spectacle Island has a similar problem - though instead of no base form, its base form is that of a Fog Condensor Component.


This reminds me of the corrupt power grid bug, where random other references get cross contaminated in the power grid which is what causes crashes. My bet is that something caused the settlement data stores to be deleted at some point, and the game re-used the IDs. That would at least make sense of the Spectacle one.

A reference having no form at all should be impossible.


These data stores are also set up with a script type I created that prevents other papyrus functions from deleting them - which means the only thing that could have would be some sort of engine functionality.

I'll post a beta patch with a new console command up tomorrow you can use to dump some data for me that might help, as I'm hopeful all these impossible findings are simply because I don't have your full load order @TwilightOne
 
Nice one KingGath! I wonder if it would be possible to include a tool in the city planners desk that can detect if the settlements data store has become "unlinked" (or linked to the wrong thing) and reset it? Then the recalc production function could be run to get the numbers right.
 
Nice one KingGath! I wonder if it would be possible to include a tool in the city planners desk that can detect if the settlements data store has become "unlinked" (or linked to the wrong thing) and reset it? Then the recalc production function could be run to get the numbers right.
Maybe a check in the recalc tool itself, that verifies things are linked as they should be before it tries to run, and throws a warning if it finds an impossible unlinkage?
 
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