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Taffington Boathouse Bugs for RotC

damanding

Cluttered Mind
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Please post bugs specific to Rise of the Commonwealth and Taffington Boathouse in this thread.
 
20180106095632_1.jpg 20180106095534_1.jpg I'm having a bit of an odd issue here. Santuary is working fine, but Taffington is badly bugged. The settlement boundaries sometimes appear to be invisible, so I cannot tell where the settlement ends. Additionally, the build goes outside the auto exit area for them. Several elements seem to indicate an unfinished foundation as well. Lightbulbs hang in midair. Flags have no pole. I'm not sure how to send a save, but I gladly will.
 
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A couple of the settlements have assets outside the boarders, intentionally. Taffington has several turrets that are out of your control, unless you are using Place Everywhere. (Hint: F5 will turn off out of bounds timer)
If you have Maintenance Costs turned on.. the assets will self repair around 3 times, if I remember right, then they break permanently.
The floaty stuff is known and will be fixed. Most likley after the major bugs are taken care of. LOL

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In your bottom screen.. The building with just the back walls, closest to you, is a settler kill zone. Settlers will spawn under the floor and drown almost every time you visit.
 
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didn't know about the settler kill zone but definitely recommend getting that one up to level 1 so it builds in sooner rather than later so the interior plots in that building will spawn and the settlers will quit hanging out there.
 
didn't know about the settler kill zone but definitely recommend getting that one up to level 1 so it builds in sooner rather than later so the interior plots in that building will spawn and the settlers will quit hanging out there.
Doesn't work.
Thanks to Bugthesda... they will still spawn under the floor. As a rule, I never build along the shore.. unless it's a walkway. LOL
Level 3
Fallout 4 Screenshot 2017.12.16 - 17.16.16.51.png
 
Level 1

okMa6DM.jpg
 
Couple more things that don't quite work... I'm currently at level 1 with MacCready as my manager, but improvements only seem to come up when I approach the settlement. It's been very different than my other settlements (Sanctuary, Hangman's, The Slog) where I get updates no matter where I am on the map. With Taffington I have to get very close (100m?) and then a slew of updates take place at once (like 10 of them). It looks like it recruits settlers no problem, but they don't get assigned until I'm close.

There are also a couple other visual bugs that haven't been mentioned: the bathtub on the second floor of the house that is there from the start now has a dresser growing out of it (it should probably be one of the pieces that get scrapped at the start) and the bed that is in the house has a floating pillow and teddy bear next to it, instead of on it. Actually - I may have built the bed, so it's actually just floating pillows and teddybears. There is also an unpowered industrial plot.

I also had a CTD when I tried to get a settler to build a home. But I think that may have been just some unlucky timing with the mass of updates, and the plot was already assigned by the manager at the same time, so there was a conflict. When I went back and did a refresh the plot had a building on it instead of looking empty with a 'for rent' sign.
 
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Are there any local rules set to override the global settings?

I got nothing on the unpowered industrial, I suspect we are getting one unpowered plot per settlement now (this is the second settlement that has reported an unpowered plot). but I'd like to see if we get more folks reporting it.

The house bedroom on the middle level should have two bedrooms. The beds inside should level with the settlement and at level 3 should be nice clean beds, it's possible the teddy bears and stuff were added to the beds without that being taken into consideration.
 
Are there any local rules set to override the global settings?

I got nothing on the unpowered industrial, I suspect we are getting one unpowered plot per settlement now (this is the second settlement that has reported an unpowered plot). but I'd like to see if we get more folks reporting it.

The house bedroom on the middle level should have two bedrooms. The beds inside should level with the settlement and at level 3 should be nice clean beds, it's possible the teddy bears and stuff were added to the beds without that being taken into consideration.

Hmm. Not sure about any local rules - but I haven't messed with any settings other than putting taxes to 50% to help with happiness, and I think that's global. I do have a lot of mods, but very few are settlement related (and most of those are SS add-ons). Right now I think I have no bedrooms on the second floor of the house, just clutter and the one bed (but this is only level 1 and all my occupants already have rooms, so they may not have spawned in yet)

But I also noticed that I can't look at the plot stats in the City Manager. I can look at them in other settlements, but at Taffington all I have for options is the main report and the happiness report. This was still the case after doing a refresh. So there is definitely something weird going on.

And FYI, I also have a plot in Hangman's Alley that is unpowered.
 
Going to ask for @kinggath to weigh in here... he may be able to point right at a solution for you on this one instead of me guessing and hoping I got it right.
 
Regarding the desk, could you try building another desk manually to see if the new one has the same issue with the plot report?

The things being delayed until you get to the settlement seems to be common. It has to do with how much the game can keep in memory, now that Sim Settlements is creating plots, there's a lot more happening off camera and the game is forced to unload more things from memory. I'm hoping to find a solution.
 
I'm on survival and over by Kingsport at the moment, so it'll probably be a few days before I head back to Taffington. I will try building a desk manually when I get there and let you know the results!
 
I have found two unpowered plots in Taffington: The industrial plot was already mentioned, I also have an unpowered martial plot:

PTA7RfU.jpg
 
Ack. Two of the shops are completely useless; Perhaps due to their location, assigned settlers will just give their usual annoying banter when you try to trade.

As soon as they leave their shop, they go back to normal...
 
can you try manually powering those plots and see if they come alive?
 
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