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Resolved Swapped Settlement Plans

"4. Clicked on the Blueprint - Popup shows "Outpost Zimonja""

This means we're headed in the right direction and I at least have a thread to tug on for next patch!
 
I dug into this some more, and this is absolutely a case of your Workshops being assigned mismatched IDs. This means a mod that you used at some point messed with your workshops array .

The most likely candidates are:

Any New Settlement Mods - Generally, once you install a new settlement mod, you should never remove it - or risk the data getting screwed up for all workshops.
Conquest - This technically adds 10 workshops to your array, even if you don't actually set any up.
Alternate Start - These mods tend to mess with various things to make the game feel more immersive, one of those things is tweaking which settlements you can control - which if done incorrectly, can mess up the workshops array. The current popular one does not cause this, as far as I know, but there was an older one floating around that did.

I would recommend starting a new game without any of these, and head to some of those same settlements. If you still have mismatch settlement issue, it was most likely one of your other mods, and some trial and error will be in order to figure out which. If this happens, try one more new game with only Sim Settlements mods enabled, if it happens with just SS, I'll be able to use your save file to investigate further. If it doesn't re-occur in either scenario, it was almost certainly a save file issue from an old mod you removed at some point.
 
I dug into this some more, and this is absolutely a case of your Workshops being assigned mismatched IDs. This means a mod that you used at some point messed with your workshops array .

The most likely candidates are:

Any New Settlement Mods - Generally, once you install a new settlement mod, you should never remove it - or risk the data getting screwed up for all workshops.
Conquest - This technically adds 10 workshops to your array, even if you don't actually set any up.
Alternate Start - These mods tend to mess with various things to make the game feel more immersive, one of those things is tweaking which settlements you can control - which if done incorrectly, can mess up the workshops array. The current popular one does not cause this, as far as I know, but there was an older one floating around that did.

I would recommend starting a new game without any of these, and head to some of those same settlements. If you still have mismatch settlement issue, it was most likely one of your other mods, and some trial and error will be in order to figure out which. If this happens, try one more new game with only Sim Settlements mods enabled, if it happens with just SS, I'll be able to use your save file to investigate further. If it doesn't re-occur in either scenario, it was almost certainly a save file issue from an old mod you removed at some point.
Thanks. It will take me a bit to figure out profiles in NMM so I can create a clean profile with just SS, test, and then start adding back in the SS add-ons.

I will say that although I do run quite a few mods, the only mods that I have run that touch workshops have been:
Buildable Sanctuary Root Cellar
Uncapped Settler Surplus
Sim Settlements + Add-ons

I uninstalled Buildable Sanctuary Root Cellar after I experienced the bug that caused me to not be able to own the Sanctuary workshop. I followed the instructions you guys had to fix the issue and they worked <- there may be something left over that is causing this issue.

I uninstalled Uncapped Settler Surplus using IDEK's instructions when I first contacted you about this issue, but the script still seems to be firing when I claim a workshop.

Once I have a clean game with just SS installed, I'll report back and tag you.
 
Most likely the root cellar was the problem.

Sim Settlements doesn't modify the workbenches in any way.

Uncapped Settlement Surplus doesn't mess with the settlement arrays at all, it's got its own, separate and potentially game breaking issues due to CTDs with too many scriptable objects stored in the bench, but that's a whole separate topic.
 
I also wonder if it’s Ideks for a couple of reasons. One, whenever I install or uninstall a mod through NMM Ideks mod is always disabled after and I have to reenable it. This is the only mod to do that. Two, yesterday I had a couple of city’s with Ideks station that would now show unassigned even though they where assigned before and would not show a route on the map. I tried to reconfigure their routes and nothing. They are also showing that a settler had occupied the position. I posted a separate bug Sanctuary city plan at County Crossing.
 
I did some troubleshooting and disabled Ideks supply line mod. After loading my game and pulling up the map it still shows the same settlements mapped with the supply line Ideks mod established. Would this be normal?
 
I did some troubleshooting and disabled Ideks supply line mod. After loading my game and pulling up the map it still shows the same settlements mapped with the supply line Ideks mod established. Would this be normal?

That's a vanilla thing. I had that issue years ago where supply lines were intentionally broken (because I planned to reorient them with new settlements) and some still showed the old lines. I had to move provisioners around and do some other nonsense to get it fixed.
 
I also wonder if it’s Ideks for a couple of reasons. One, whenever I install or uninstall a mod through NMM Ideks mod is always disabled after and I have to reenable it. This is the only mod to do that. Two, yesterday I had a couple of city’s with Ideks station that would now show unassigned even though they where assigned before and would not show a route on the map. I tried to reconfigure their routes and nothing. They are also showing that a settler had occupied the position. I posted a separate bug Sanctuary city plan at County Crossing.
What version of NMM are you using? 63.14 doesn't support ESL files and you need one of the newer unreleased versions (I use 64.0) for them to play nice.
 
@kinggath Sorry for the delay. So after trying unsuccessfully to learn how to use NMM's profile switcher and hosing my mod list and order, I managed to get my config 90% back to how it was, and my main game playable again. I then did things the old-fashioned way:

1. I disabled all of my mods by making a backup of plugins.txt and removing the asterisks from all mod entries except:
Fallout4.esm (obviously)
All of the official DLCs
HUDFramework
SimSettlements
ROTC
Industrial Revolution
2. I loaded up my test save at Zimonja
3. I clicked on the Blueprint and then "Choose City Plan" - Result: Only "Sanctuary Hills" was available
4. I backed out, then moved the CPD to see if it tries to relink - Result: No change
5. I started a brand new game and used the console to go directly to Oberland Station (my other problem child) as there are no unfriendlies there.
6. I used the console to claim ownership, add the items needed, and built a CPD
7. I clicked the Blueprint and then "Choose City Plan" - Result: Surprise! Surprise! Surprise! The correct Blueprint shows up

So whatever the issue is, it's baked into the savegame :-(.

On another note, in my NMM adventure, I did realize that I also have Basement Living installed. I do remember doing a search before installing and finding a post from someone (either in your Nexus SS Posts channel, or in the Basement Living one) who claimed to be running both without issue. Maybe there's a conflict with ROTC, or how the CPD works? Either way, since running the test save from my main game with only minimal mods, still shows the issue, whatever the cause, my guess is that the issue is in the save itself.

If you think the savegame is still fixable, and you want to continue troubleshooting, I'm happy to keep testing or do whatever. I'm technically literate (developer/tech support/admin background), familiar in concept with how Fallout 4/Skyrim works, and good at following directions.

If you think that the time is not worth the effort, and you want to focus on other issues/features, I'll just create regular SS settlements at locations that have the issue, and turn off the features that require a CPD there. In this case I'll probably drop a feature request to include the "Manage Supplies" feature in the holotape.
 
If you'd like to fix the save, aside from your actual settlement progress, there's sort of a way - but it's not a guaranteed fix as I'm not 100% positive I know what the issue is.

Assuming I do know, this would be the solution:

- Scrap all of your active settlements with the Town Meeting Gavel
- Load the Sim Settlements Helper mod, craft the Reset Workshop Arrays item at the chem bench and consume it, wait for confirmation
- Clean save out Sim Settlements and resave your character
- Install SS again, grab/console the holotape and test if the issue is resolved
 
If you'd like to fix the save, aside from your actual settlement progress, there's sort of a way - but it's not a guaranteed fix as I'm not 100% positive I know what the issue is.

Assuming I do know, this would be the solution:

- Scrap all of your active settlements with the Town Meeting Gavel
- Load the Sim Settlements Helper mod, craft the Reset Workshop Arrays item at the chem bench and consume it, wait for confirmation
- Clean save out Sim Settlements and resave your character
- Install SS again, grab/console the holotape and test if the issue is resolved
Sounds like a plan. I'll do that this weekend and let you know the results. *fingers crossed*
 
@kinggath Sorry for the delay. So after trying unsuccessfully to learn how to use NMM's profile switcher and hosing my mod list and order, I managed to get my config 90% back to how it was, and my main game playable again. I then did things the old-fashioned way:

1. I disabled all of my mods by making a backup of plugins.txt and removing the asterisks from all mod entries except:
Fallout4.esm (obviously)
All of the official DLCs
HUDFramework
SimSettlements
ROTC
Industrial Revolution
2. I loaded up my test save at Zimonja
3. I clicked on the Blueprint and then "Choose City Plan" - Result: Only "Sanctuary Hills" was available
4. I backed out, then moved the CPD to see if it tries to relink - Result: No change
5. I started a brand new game and used the console to go directly to Oberland Station (my other problem child) as there are no unfriendlies there.
6. I used the console to claim ownership, add the items needed, and built a CPD
7. I clicked the Blueprint and then "Choose City Plan" - Result: Surprise! Surprise! Surprise! The correct Blueprint shows up

So whatever the issue is, it's baked into the savegame :-(.

On another note, in my NMM adventure, I did realize that I also have Basement Living installed. I do remember doing a search before installing and finding a post from someone (either in your Nexus SS Posts channel, or in the Basement Living one) who claimed to be running both without issue. Maybe there's a conflict with ROTC, or how the CPD works? Either way, since running the test save from my main game with only minimal mods, still shows the issue, whatever the cause, my guess is that the issue is in the save itself.

If you think the savegame is still fixable, and you want to continue troubleshooting, I'm happy to keep testing or do whatever. I'm technically literate (developer/tech support/admin background), familiar in concept with how Fallout 4/Skyrim works, and good at following directions.

If you think that the time is not worth the effort, and you want to focus on other issues/features, I'll just create regular SS settlements at locations that have the issue, and turn off the features that require a CPD there. In this case I'll probably drop a feature request to include the "Manage Supplies" feature in the holotape.
I am having the same issue as you. What mods did you have when the problem started?
 
@kinggath Ran the test. Here were my steps (just in case I missed something) and the results:
1. Loaded "fix-zimonja" (my savegame for testing solutions) and crafted a Town Meeting Gavel
2. Fast-travelled via console to every settlement I have and ran Scrap Settlement
3. Added "Reset Workshop Arrays" via console
4. Saved game as "fix-zimonja-2"
5. Quit without saving and removed all mods including SS via the plugins.txt file
6. Loaded "fix-zimonja-2"
7. Saved as "fix-zimonja-3"
8. Quit without saving
9. Reinstalled HudFramework + SS + IR + ROTC.
10. Loaded "fix-zimonja-3"
11. Fast-travelled to Zimonja
12. Added the Holotape via console and crafted a CPD - Results: Sim Settlements Intro and tutorial started fresh
13. Clicked on Blueprint - Results: Intro started fresh
14. Chose "Choose City Plan" - Result: Still shows Sanctuary Hills :-(

Whatever the cause, it must be pretty deep in the save. If I load the save in Fallrim Tools, any idea where I should look for the issue. I've already tried digging through a bit, but I'm not sure where to look for Workshop IDs

Thanks again
 
I am having the same issue as you. What mods did you have when the problem started?
Here's my complete mod list in order (plugins.txt):
Fallout 4 + All DLCs

*DLCUltraHighResolution.esm
*Unofficial Fallout 4 Patch.esp
*Homemaker.esm
*HUDFramework.esm
*SettlementKeywords.esm
*VideoMaster.esm
*Knockout Framework.esm
*ArmorKeywords.esm
*SimSettlements.esm
*JamaicaEx.esl
*SpectacleEx.esl
*SanctuaryEx.esl
*SunshineEx.esl
*CroupManorEx.esl
*SlogEx.esl
*CovenantEx.esl
*StarlightDriveEx.esl
*WarwickEx.esl
*KingsportEx.esl
*SommervilleEx.esl
*RedRocketEx.esl
*CastleEx.esl
*EchoLakeEx.esl
*LongfellowEx.esl
*NationalParkEx.esl
*DaltonFarmEx.esl
*MurkWaterEx.esl
*TenPinesEx.esl
*NukaWorldRedRocketEx.esl
*DV-No Levelled Vertibirds.esl
*10mmSMG.esl
*DV-Very Durable Vertibirds.esl
*DV-Armored Pilots.esl
*Deeper Voice For Preston - Type A6.esl
*Hulking Preston.esl
*Like Father like Shaun.esl
*CMPA +200.esl
*FriendlyRadstags.esl
*StrongerDeathclaws.esl
*EferasBetterBeds.esl
*UncappedSettlementSurplus.esl
*DD_Khassar_De_Templari_Increased_build.esl
*Multiple Floors Sandboxing.esl
*Settler Sandbox Overhaul.esl
*Colored Workshop Lights.esl
*Explosives_AWKCR.esl
*SettlementPrivacy.esl
*Non-Lethal Armory.esl
*SurvivalPowerArmorCraftingFix.esl
*Eli_Display Shelves.esl
*DD_bobblehead_stands.esl
*Vault81Etiquette.esl
*AbernathyEx.esl
*EgretToursEx.esl
*TaffingtonEx.esl
*FinchEx.esl
*GreenTopEx.esl
*GrayGardenEx.esl
*OberlandEx.esl
*BostonAirportEx.esl
*CountyCrossingEx.esl
*NordhagenEx.esl
*CoastalCottageEx.esl
*ZimonjaEx.esl
*StarlightLOD.esl
*SimSettlements_IDEKsLogisticsStation.esl
*SolarPower.esl
*Vault-Tec Historical Preservation Initiative.esp
*SimSettlements_XPAC_IndustrialRevolution.esp
*ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp
*Armorsmith Extended.esp
*WorkshopRearranged.esp
*Arbitration - Recommended Core.esp
*Arbitration - Survival Damage by Player 2x.esp
*Arbitration - Survival Damage to Player 2x.esp
*CraftableAmmunition_Adjustable.esp
*CraftableAmmunition_FarHarbor.esp
*timetravel.esp
*CraftableGunsAndWeapons.esp
*mso_sms.esp
*SafelyScrapNPCTurrets.esp
*ImmersiveVendors.esp
*Water Sources Expanded.esp
*RuleBreaker.esp
*console.esp
*AzarPonytailHairstyles.esp
*PAMAP.esp
*ValdacilsItemSorting-ExplosivesSortBottom.esp
*ValdacilsItemSorting-JunkBetter+DEF_INV.esp
*ValdacilsItemSorting-ArmorBySlot.esp
*ValdacilsItemSorting-CosmeticsByClass.esp
*VIS+DEF_INV+WR Junk Changes.esp
*CutWeaponModsRestored-GOTY.esp
*CWMR-GOTY-Patch-ValdacilsItemSorting-AllDLC.esp
*Grasslands - Healthy.esp
*Marmo1233 - Immersive Settlers.esp
Homemaker - Streetlights Use Passive Power.esp
*LoreFriendlySurvivalChemsVIS.esp
*DD_All_the_COncrete.esp
*PipBoyShadows.esp
*Better_Notes.esp
*strongheight.esp
*AnS Wearable Backpacks and Pouches.esp
*ValdacilsItemSorting - Wearable Backpacks and Pouches TAGS.esp
*AnS Wearable Backpacks and Pouches - Ballistic Weave.esp
*AnS Wearable Backpacks and Pouches - AWKCR.esp
*AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
*AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp
*Armorsmith All DLCs Patch.esp
*CompanionsGoHome_A.esp
*OutfitSwitcher.esp
*RadioEnhanced_1.1.esp
*Randomized DC Guard Outfits.esp
*Guards.esp
*PowerArmorVoice3.esp
*TurretStands.esp
*EndorsCustomCombatArmor.esp
*EndorsCustomCombatArmor_AzarHair.esp
*EndorsCustomCombatArmor_Valdacil.esp
*Vault-Tec Workshop Overhaul.esp
*UNnaked Power Armor.esp
*HPA.esp
*PAMAP_Aut+NW-VIS_BySlot_Patch.esp
*PACP.esp
*PowerArmorStorageSystem.esp
*More Energy From Windmills (10 Power).esp
*VaultTecAcceleratedFocusSystem.esp
*TheMobileMechanic.esp
*FilledBrahminFeedTroughs.esp
*No Lowered Suppressor and Bayonet Range 1.04 FH + NW.esp
*Provisioner Tracker.esp
*SpecialVideos.esp
*VaultTecTapes-MTV1930.esp
*VotWGeneralPurposePatch.esp
*SpecialVideos-VIS.esp
*VaultTecTapes-MTV1930-VIS.esp
*CompanionHealThyself - Base Only.esp
*CompanionHealThyself.esp
*Crimsomrider's Transparent Cleanroom Suit.esp
*Better Hooded Cleanroom Suit AE.esp
*PilesofCorpses.esp
*WhatsYourName.esp
*Better Settlement Defence.esp
*BetterSettlers.esp
*BetterSettlersCleanFacePack.esp
*BetterSettlersMortalPack.esp
*BetterSettlersNoLollygagging.esp
*LooksMenu.esp
*Immersive Waiting.esp
*SK_Leaders1.esp
*SimSettlementsHelper.esp
*HomemakerHolotapePatch.esp
*SKEHolotapePatch.esp
*RenCloseThatDoorMod.esp
StrongerDeathclawsWeaker.esp
*SurvivalPowerArmorCraftingFix.esp
*WaterpumpWithBucket.esp
*3DNPC_FO4.esp
*subwayrunnnerdynamiclighting.esp
*Eli_Faction Housing Overhaul - V81.esp
*FogOut - Interiors - All DLC.esp
*CrimeTown.esp
*MoreXplore.esp
*HAIA With Crafting.esp
*CombatZoneRestored.esp
*Rebuilt_CroupManor.esp
*ImmersiveGenericDialogues.esp
*TrainBar.esp
*Farm.esp
*MoreAGOMBz.esp
*SkjAlert_All_DLC.esp
*Eli_Armour_Compendium.esp
*Some Assembly Required.esp
*DeadAirplane.esp
*Publick Occurrences Expanded.esp
*Rebuilt_HomePlate-FogOut.esp
*DiamondCityPlus.esp
*EveryonesBestFriend.esp
*Spare Railroad as Institute.esp
*Subtle Courser Overhaul .esp
*IcebreakerCDO-Settlements.esp
*Some Assembly Required (Legendary Patch).esp
*Campsite.esp
*HomePlateConnected.esp
*Northland Diggers New.esp
*Brainwashing.esp
*Prepare_for_the_Future.esp
*Brainwashing-VIS.esp
*Farm_CP_NorthlandDiggers.esp
*Farm_CP_VIS.esp
*BetterSettlersCCAPack2.0.esp
*MoreAGOMBz_CP_ASEFH.esp
*Knockout Framework - CombatZoneRestored Patch.esp
*WorkshopRearranged_Campsite_Patch.esp
*3DNPC_FO4 AE.esp
*Supermutants Shall Inherit the Earth.esp
*EndorsCustomCombatArmor_AE.esp
*Vendor Diversity Overhaul.esp
*NPC LLD Rebalance.esp
*mr Loot Logic and Reduction.esp
*CWMR-GOTY-Patch-AWKCR.esp
*Knockout Framework - Legacy Patch.esp
*AnotherBrickInTheWall.esp
*The Sanctuary Bridge.esp
*PlaneWreck.esp
*StarlightDriveInVideos.esp
*Vivid Waters.esp
*AtomCatGarage.esp
*StarlightDriveInVideos-VIS.esp
*BuildingGroundFix.esp
*UFOCrashSite.esp
*Submarine Base Echo.esp
*DWUK_LexingtonInteriors.esp
*home_improvement_all.esp
*DiamondCityAutoClose.esp
*SPDV-KillersFromSpace-B.esp
*SPDV-PlanetOutlawsB.esp
*SPDV-KillersFromSpace-B-VIS.esp
*SPDV-PlanetOutlawsB-VIS.esp
*AtomicRadio.esp
*CroupFloorFix.esp
*WVSimSAddon.esp
*PCDugBuildAWall.esp
*ruined_simsettlement_addonpack.esp
*SimHomestead.esp
PCDugWedges.esp
*SimSettlements_XPAC_RiseOfTheCommonwealth.esp
*BasementLiving.esp
*Basement Living - Picket Fences.esp
*SPDV-BettyPage.esp
*SPDV-CivilDefenseVideos-1.esp
*SPDV-KillersFromSpace-A.esp
*SPDV-PlanetOutlawsA.esp
*WelcomeBackFilmReelVideo.esp
*SPDV-BettyPage-VIS.esp
*SPDV-CivilDefenseVideos-1-VIS.esp
*SPDV-KillersFromSpace-A-VIS.esp
*SPDV-PlanetOutlawsA-VIS.esp
*PCDugSIMAddon.esp
*SalvageBeacons.esp
*Advanced Settlement Power.esp
*Advanced Settlement Power - Homemaker Patch.esp
*VerticalConduits.esp
*Passthrough.esp
*ClearReconScope.esp
*Scrap Everything - Ultimate Edition.esp
*Farm_CP_ScrapEverything_UE.esp
*ScrapUpdate - Ultimate.esp
*VaultTecAcceleratedFocusSystem - FarHarbor.esp
*Vivid Weathers - FO4.esp
*Vivid Weathers - FO4 - Winter.esp
*Vivid Weathers - FO4 - Far Harbor.esp
*Vivid Weathers - Nuka World.esp
*FO4Hotkeys.esp
*Immersive HUD.esp
*ValdacilsItemSorting-JunkBetterDLC+DEF_INV.esp
*SimSettlementsHolotapePatch.esp
*VaultTecAcceleratedFocusSystem - NukaWorld.esp
*Radrose Usability Enhancements.esp
*MoBettaScrap.esp
*Radrose Usability - Workbench Perk Requirements + Armorsmith.esp
*Radrose - Valdacil Patch - 3DNPC_FO4.esp
*Radrose - Valdacil Patch - AnotherBrickInTheWall.esp
*Radrose - Valdacil Patch - Armorsmith Extended.esp
*Radrose - Valdacil Patch - Campsite.esp
*Radrose - Valdacil Patch - CompanionsGoHome_A.esp
*Radrose - Valdacil Patch - DWUK_LexingtonInteriors.esp
*RecruitableSettlers.esp
*Radrose - Valdacil Patch - Eli_Armour_Compendium.esp
*Radrose - Valdacil Patch - FO4Hotkeys.esp
*Radrose - Valdacil Patch - Immersive HUD.esp
*Radrose - Valdacil Patch - Immersive Waiting.esp
*Radrose - Valdacil Patch - Marmo1233 - Immersive Settlers.esp
*Radrose - Valdacil Patch - mso_sms.esp
*Radrose - Valdacil Patch - OutfitSwitcher.esp
*Radrose - Valdacil Patch - Publick Occurrences Expanded.esp
*Radrose - Valdacil Patch - RecruitableSettlers.esp
*Radrose - Valdacil Patch - ruined_simsettlement_addonpack.esp
*Radrose - Valdacil Patch - SalvageBeacons.esp
*Radrose - Valdacil Patch - SettlementKeywords.esp
*Radrose - Valdacil Patch - SimSettlements.esp
*Radrose - Valdacil Patch - Submarine Base Echo.esp
*Radrose - Valdacil Patch - WVSimSAddon.esp
*Radrose - Valdacil Patch - VaultTecAcceleratedFocusSystem - Nuka World.esp
*Radrose Usability - Empty Bottles.esp
*Better VATS - 0.75.esp
*Better Locational Damage.esp
*Better Locational Damage - DLC_Automatron.esp
*BLD - Leveled Lists.esp
*Better Perks.esp
*Better Locational Damage - DLC_WWorkshop.esp
*Better Chems - Valdacils Item Sorting.esp
*Better Locational Damage - DLC_Far_Harbor.esp
*Better Locational Damage - Valdacil's Item Sorting - Patch.esp
*Better Cooking.esp
*Better Locational Damage - DLC_Nuka_World.esp
*Better Locational Damage BMD patch.esp
*rep_immersivecanteen.esp
*LooksMirror.esp
 
We still haven't figured out how to edit most settlement things in save files yet. So it seems like that settlement is basically lost in your save.
 
We still haven't figured out how to edit most settlement things in save files yet. So it seems like that settlement is basically lost in your save.
Thanks for your time and your help. I'll continue on with regular SS builds in settlements that have the issue. With a bit of luck, maybe a fix will pop up while you're fixing other things. Either way, SS makes the settlements fun and is light-years ahead of the vanilla system. Can't fault Bethesda either. It's cool that they make these games so open to modding and overhauls.

Cheers.
 
Quick followup/post-mortem. I'm pretty sure this issue isn't related to SS now. I built a bunch of regular SS residential, commercial, and industrial plots at Oberland Station, then the same at Zimonja.
I went over to Tenpines (which is working just fine) and told one of the settlers to go to Zimonja. He immediately starts walking the other direction.
I'm heading back towards Starlight Drive-In, and I get message that a settler has built a house at Spectacle Island. I then see the settler that's supposed to be going to Zimonja in Concord heading to Sanctuary.
So something got in deep and blew this up. But I think this rules out something conflicting with SS, and more like something overwrote a vanilla record much deeper in my save game.
 
That's a bummer. If it's one of your current mods, most likely the issue will return in any new runs you start and you'll be able to start looking through your mod list to find the culprit.
 
I dreamed up another potential solution for the supply safe issue - it won't necessarily fix other issues with your workshops array - but this fix might be enough to at least get the city plans and donations working again. Will be going live in patch 3.1.6 next week. If any of you are still having this problem on a save, let me know if it's fixed after this next patch.
 
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