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[solved-ish] Virtual Resources not generating?

  • Thread starter Deleted member 10215
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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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Here's a beta build with the new console command: https://drive.google.com/file/d/18uvnvOsJUSpMBg8HdeDALsxvthJXbvRU/view?usp=sharing

Run: cqf ss2_settlementmanager DumpDataStoreRefIDs

[simsettlementsv2:objectreferences:settlementdata < (FF000E7A)>], Workshop: [DLC06:VaultWorkshopScript < (05000FEF)>], BaseObject: [Form < (090149F7)>], IsDisabled?: False, IsDeleted?: False, IsBoundGameObjectAvailable?: True

Can use those to confirm if you have data corruption, or if the issue was simply loading your save without all your mods. If it's data corruption, then I can look into a tool to regenerate those data stores.
 
Here's a beta build with the new console command: https://drive.google.com/file/d/18uvnvOsJUSpMBg8HdeDALsxvthJXbvRU/view?usp=sharing

Run: cqf ss2_settlementmanager DumpDataStoreRefIDs



Can use those to confirm if you have data corruption, or if the issue was simply loading your save without all your mods. If it's data corruption, then I can look into a tool to regenerate those data stores.
Thank you, however where would the Dump/log be generated? I run the command and nothing is happening.
 
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@TwilightOne you need to turn on papyrus logging.
I've copied this from the web for you
*****
Navigate to C:\Users\YOURUSERIDHERE\Documents\My Games\Fallout4\Fallout4.ini
Open with notepad, hit cntl + f, type in 'Papyrus'
You should get something like this:
[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
Change all 0 values to 1, this enables Papyrus logging.
*****
Once you've done that, go into the game and run he console command again. Then leave the game and look for the log SS2.0.log in
C:\Users\YOURUSERIDHERE\Documents\My Games\Fallout4\Logs\Script\User\

It's fine (and possibly even beneficial) to just leave papyrus logging on.
 
@TwilightOne you need to turn on papyrus logging.
I've copied this from the web for you
*****
Navigate to C:\Users\YOURUSERIDHERE\Documents\My Games\Fallout4\Fallout4.ini
Open with notepad, hit cntl + f, type in 'Papyrus'
You should get something like this:
[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
Change all 0 values to 1, this enables Papyrus logging.
*****
Once you've done that, go into the game and run he console command again. Then leave the game and look for the log SS2.0.log in
C:\Users\YOURUSERIDHERE\Documents\My Games\Fallout4\Logs\Script\User\

It's fine (and possibly even beneficial) to just leave papyrus logging on.
Thank you @cbrgamer2. @kinggath here is my log.

The log at line 421 seems to give the same information you quoted.
[02/04/2022 - 09:08:02PM] [simsettlementsv2:objectreferences:settlementdata < (FF000E7A)>], Workshop: [DLC06:VaultWorkshopScript < (05000FEF)>], BaseObject: [Form < (0A0149F7)>], IsDisabled?: False, IsDeleted?: False, IsBoundGameObjectAvailable?: True

I hope this is fixable. Thank you for your time in helping to find a fix for this bug. ^^
 
Actually, this is the more important line :
[02/04/2022 - 09:08:01PM] [simsettlementsv2:objectreferences:settlementdata < (FF000E39)>], Workshop: [workshopscript < (0009B1DB)>], BaseObject: None, IsDisabled?: False, IsDeleted?: False, IsBoundGameObjectAvailable?: True
It shows that your county crossing dataform doesn't have a base object, which is indeed causing your problem.
@kinggath I really liked spacefiddle's suggestion that the recal resources and production tool first checks to see if the datastore has a valid baseobject. If it doesn't, it could re-initialize that first. Also, while I'm at it, I'd also like to suggest a popup message box (not notification) when that tool has finished running, as it is not always obvious.
 
Actually, this is the more important line :
[02/04/2022 - 09:08:01PM] [simsettlementsv2:objectreferences:settlementdata < (FF000E39)>], Workshop: [workshopscript < (0009B1DB)>], BaseObject: None, IsDisabled?: False, IsDeleted?: False, IsBoundGameObjectAvailable?: True
It shows that your county crossing dataform doesn't have a base object, which is indeed causing your problem.
@kinggath I really liked spacefiddle's suggestion that the recal resources and production tool first checks to see if the datastore has a valid baseobject. If it doesn't, it could re-initialize that first. Also, while I'm at it, I'd also like to suggest a popup message box (not notification) when that tool has finished running, as it is not always obvious.
Yes having a popup saying the tool has completed would help not getting away before it completes. This means such a tool should fix the problem then. Yay! :D
 
So it looks like I already had code in place to automatically regenerate corrupt data stores, but since this GetBaseObject() == None is a new issue, I hadn't accounted for it. Starting in 2.0.2, this will also be accounted for.

When this occurs, the next time you visit a settlement, it will automatically try and recalculate any information it can gather from your current settlement items, such as daily production, caravan shared resources, plot counts etc, but the following will be unavoidably lost:

  • Previous stored virtual resources in that settlement
  • City Plan progress (it will act as if a city plan was never applied, current items will remain though)
  • Leader Assignment
  • Local ban list and theme tag settings
 
So it looks like I already had code in place to automatically regenerate corrupt data stores, but since this GetBaseObject() == None is a new issue, I hadn't accounted for it. Starting in 2.0.2, this will also be accounted for.

When this occurs, the next time you visit a settlement, it will automatically try and recalculate any information it can gather from your current settlement items, such as daily production, caravan shared resources, plot counts etc, but the following will be unavoidably lost:

  • Previous stored virtual resources in that settlement
  • City Plan progress (it will act as if a city plan was never applied, current items will remain though)
  • Leader Assignment
  • Local ban list and theme tag settings
Thank you, that situation was driving me crazy!

Should we use a command or a tool in the holotape or the situation is fully automatic? Will I have a notification when it's done?

The settlement was fairly new, I don't care razing it and starting it back again. Just that this makes it work makes my day! When 2.0.2 releases I can start playing again! :D
 
I know this is an old thread, but i'm having a similar issue. It's happening at Abernathy Farm. The only things i have built are a building materials plot and a large shipping container from SS2 and a vanilla large generator and a radio recruitment beacon. Oh, and a machine gun turret and city planner's desk. No matter how much time passes, the industrial plot doesn't generate any resources. I've tried running the recalculate tool on both category and component settings, i've tried destroying and rebuilding the plot. Sadly i'm on Xbox so i don't think it's possible for me to upload a save?
 
For the moment, I think you can get back to your game by doing the following. You need to be in tenpines when you do step 2.
1. Use the holotape or city planners desk to change to component level (using MCM should also work, I know it's supposed to call the same function, but I've never been 100% on its reliability). Make sure your HUD is showing all the components (and you should see no building materials being generated).
2. Use the city planners desk to run the recalculate resources function. You should now see the building materials listed as being generated.
3. Use the holotape or city planners desk to change back to scrap level. When you change from component to scrap level, no numbers are actually altered - only what you can see changes.
4. Test to see if the scrap is now being added properly.
Sorry i know this is an old post. Was having only wood showing in production and I did steps 1-3 and now resources show properly in hud. Thank you :happy
 
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