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Old Post Starlight problem with scrapped items

diziet

Active Member
Messages
544
I just tested my single level at starlight and a) the parts of the diner that i scrapped are still there - the fallen wing and the tops of the supports on the other sides. b) it appears that anything I can remember that I disabled/markfordelete'd is still there. I've exported each profile twice after a reload - incl the baseline for ASE. I also tried using the built in baseline for vanilla but that just looked the same.
I must be missing something but what?
I have no scrap mods enabled.
 
Try this:

-In console, click an item you had disabled and grab the last 6 characters of the Base ID - this will be displayed in the lower right corner if you have Better Console F4SE installed.
-Open your Scrap Baseline file in a text editor, such as Notepad++, and search for that Base ID.

If you find it there, check the Scrap Profile for the same. If you don't find it in the Scrap Baseline, can you upload your original save file with your settlement design to dropbox.com and I'll see if I can get it working?
 
I tested two baseids, one for part of the fallen diner roof, that id was in the baseline but not the profile, the other id was for leaves, that had multiple instances in the baseline but fewer in the profile, I assume because I didn't scrap all of the leaves. The diner roof is scrappable by 'place everywhere' extra object selection, and the leaves have to be done by disable/markfordelete.
 
If the item is in the baseline but not the profile - that's perfect. That means it should be scrapped.

Do you have Precombines turned off in your ini? bUseCombinedObjects=0
 
Do you have Precombines turned off in your ini? bUseCombinedObjects=0

I've just treble checked and I don't, which would explain but I turned it off and disabled scrap everything for my second playthrough and this plan is on another playthrough just for making the plan.
 
Further observations:
The number of settlers seems to be incorrect, I designed 26 beds for 26 settlers - I had 26 settlers when I did the export, and, as you know, more than 26 work objects. Yet the hud says 2/23 !
Also despite a refresh one of the entertainment plots looks like this:
20180321234350_1.jpg
And also also, none of the plots have sensors that I've found so far.
 
Yet the hud says 2/23 !

Ok I can sort of explain this, all four of my levelled beds have not appeared, but the dirty mattress at the top of the projection tower is still there when it should be scrapped. So, 23 beds instead of 26
 
The plot sensor issue should be resolved in the next patch - assuming it's the same cause I ran into on Monday.
 
On the starlight overhang thing, that's baked into the settlement precombined objects and you will need to disable precombined objects in order to scrap it.
 
Then I must have broken the precombined by using place everywhere because the testing of the city plan was done initially under the same mod environment as it was built - just an earlier save. Otherwise whatever broke the precombined would be present in both building and testing environments and thus it should have worked, right?
 
I have eldarths save with all the settlements unlocked. If I disable my ASE mods (inc. far harbor) then the fallen wing at starlight cannot be scrapped with place everywhere extra object enabled, but...
guess what happens if I enabled the ASE mods and load that save? Now i can highlight the fallen wing and scrap it if i have extra object selection enabled! All this time I was trying to design a city fro ASE and it seems that ASE itslef has broken the precombines, what is not explained is why the city didn't build properly while I still had the ASE mods enabled, if precombines are broken during design and during building, then shouldn't it work?
 
I still need help here please! I have the situation that a city designed in a mod environment will not scrap properly _in the same environment_ . So whether precombines are broken or not (and the evidence suggests that All Settlements Extended does - in starlight at least) surely if the situation with respect to breakage is the same in designing and then building there should be no problem? i have 4 1/2 days in-game time of designing my starlight, I'd like not to have to start again. :)
 
If you want to package up your original save file, your blueprint, scrap profile, and scrap baseline - and upload them to dropbox.com I can take a look.
 
Just checking, in the tutorials the command "cqf kgsim_cpmanager PrepareTSExport true" is only mentioned in relation to exporting a levelled city, not the simple blueprint example first given, but what you say about markers suggests that it is always necessary (assuming I have markers - which i do)?
 
Yes, always run it. The early tutorial was meant as just a quick method for folks to learn from- you should be using the methods in the later tutorials after you learn them.
 
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