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Tenpines Bluff Bugs for RotC

What a coincidence! I'm used Preston there too! He forced me to unlock 4 settlements, so he is building 4 settlements!

Right? Preston was on a very slow roll to rebuild all 30 settlements of the commonwealth - but the latest new update with the awesome leader traits seem to have saved him from that fate.
 
Could the creators of the Tenpines blueprint (it's lovely by the way, I really enjoy what you came up with) clarify how much water is supposed to be available with patch 3.1.2?

Prior to the patch I was meeting my water needs (10 water for 10 settlers, plus the extra costs for upgraded housing, etc.) by putting in about 14+ water pumps scattered around. After the patch my water level jumped up to over 100. I reset the city to L0 and it starts off with 100 water. The only other two ROTC settlements I have didn't have their water levels jump up by that much.
 
That's getting fixed, hopefully by the next update!

It'll get better, I promise!
 
No need for promises, it's amazing as it is and everyone has done a brilliant job so far. I was more than happy to headcannon away all the excess water =)
 
The problem is now that settlement needs to have 100+ defense or it's going to be under constant raider attack.
you may want to real-cannon launch the water away after a day or two.
 
Tenpines Bluff: CTD during the cinematic flyover. I tried the "Use the Town Meeting Gavel to scrap the settlement first" method and even tried scrapping everything manually.
 
I posted this problem in the Sanctuary Hills but it seems to have also popped up in Tenpines Bluff for me.

Tenpines Bluff at the moment has 999 water for me. Researched and found the hose in Oberland Station in the past but I can't seem to find what's giving me this much water at the moment in Tenpines Bluff.

Has anyone else come across this issue and if so what did you find to be the source of the problem?
 
999 shows instead of a negative figure, the game never expected to need to display less than zero. You'll either need to increase supply or be connected by provisioner to settlements that are producing extra. Or get nagged at by thirsty settlers.
 
Right but the 999 is green, isn't a negative 999 red?

Not always. I had the same issue in Tenpines and figured it was the typical dynamic needs issue so dropped down a couple of hand pumps until it went positive which fixed it. I'll just have to keep monitoring it so that when the actual water supply of the city updates I can pull out my extra water.

Also, if you've had this problem check your workshop and pull out any extra purified water. Because of this issue I had over 2500 purified water in the various workbenches connected via supply lines. This was causing all of my RotC cities to be attacked constantly until I cleared it out.
 
Not always. I had the same issue in Tenpines and figured it was the typical dynamic needs issue so dropped down a couple of hand pumps until it went positive which fixed it. I'll just have to keep monitoring it so that when the actual water supply of the city updates I can pull out my extra water.

Also, if you've had this problem check your workshop and pull out any extra purified water. Because of this issue I had over 2500 purified water in the various workbenches connected via supply lines. This was causing all of my RotC cities to be attacked constantly until I cleared it out.


Alright, I'll check that as well. Thank you.

The main reason this all concerned me was that orginially in Oberland Station the hose was causing green 999 numbers so I thought it was overflowing it while red 999 meant you were in a negative. I'll try everyone's listed solutions and hopefully I won't have much for settlement attack problems.
 
PC. I'm getting CTD on Tenpines with 3.2.2. Approaching from the south/west I crash around 70-90 feet out. Approaching from north/east it's exactly at 78 feet out. Nothing loads in at a distance from east/south/west. From north I did manage to see the giant windmills and a security post but then lost sight as a I got closer.

I tested a hard save with 3.2.0a, and had no issues. I can't remember at which point I installed 3.2.1, but I'm guessing I never visited Tenpines with that update. I'm now running 3.2.0a and am testing random saves after the 3.2.0a hardsave but before 3.2.2 and so far i'm crashing around 55 feet out. I'm guessing the issue started with 3.2.1?

I can access Abernathy, Sunshine Tidings, and Outpost Z with no problems at all. Tenpines was L3, and there was nothing going on in the settlement except for RoTC. Well I did have one added item to boosts happiness and a different brahmin trough, but those items exist in other settlements and didn't cause a problem in 3.2.0a. I have not removed any mods, though I have added/upgraded a few SS addons.

With 3.2.2., Remote Detonation from Outpost Z does not locate Tenpines. Settlement A is OZ, settlement B is Red Rocket. The rest are blank.
 
I'm having a problem where my game CTDs anytime I'm in and around Tenpines Bluff or - now - trying to send a provisoner to run a supply line there. I got Preston's 'First Steps' quest for the place, completed the quest and got the settlement. I tried to just do a few basic things to it until I found the time and the crystal and fiber optics to make more ASAM sensors to really deal with the place, but the game kept crashing within seconds of formally getting the settlement. I finally managed to fast travel out of the place quickly enough, planning to try again letter, but the simple act of trying to run a supply line there (so I could get access to all those tatos for Veg Starch, if nothing else) caused another CTD.

I don't know for sure that it's SimSettlements/Rise of the Commonwealth related, but in my last game, I had one mod that affected Tenpines Bluff - All settlements Extended - and Tenpines bluff did fine for the whole game, no CTDs, and the only new mod I've installed on this new game that could have any impact on Tenpines Bluff is SimSettlements (all Settlements extended is in this game as well, but worked until Tenpines Bluff for Sanctuary and Red Rocket).

EDIT: So I just tried disabling All settlements extended and messing around with tenpines bluff, and I just can't use the workshop mode for more than five seconds (or send a provisoner to run a supply line) without a crash. So it has to be sim settlements related in some fashion - though I suppose it could be as much some weird combination of random particularities, it seems odd to only be happening here - so far.
 
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PC. I'm getting CTD on Tenpines with 3.2.2. Approaching from the south/west I crash around 70-90 feet out. Approaching from north/east it's exactly at 78 feet out. Nothing loads in at a distance from east/south/west. From north I did manage to see the giant windmills and a security post but then lost sight as a I got closer.

I tested a hard save with 3.2.0a, and had no issues. I can't remember at which point I installed 3.2.1, but I'm guessing I never visited Tenpines with that update. I'm now running 3.2.0a and am testing random saves after the 3.2.0a hardsave but before 3.2.2 and so far i'm crashing around 55 feet out. I'm guessing the issue started with 3.2.1?

I can access Abernathy, Sunshine Tidings, and Outpost Z with no problems at all. Tenpines was L3, and there was nothing going on in the settlement except for RoTC. Well I did have one added item to boosts happiness and a different brahmin trough, but those items exist in other settlements and didn't cause a problem in 3.2.0a. I have not removed any mods, though I have added/upgraded a few SS addons.

With 3.2.2., Remote Detonation from Outpost Z does not locate Tenpines. Settlement A is OZ, settlement B is Red Rocket. The rest are blank.

popping in to say that i'm having these issues with tenpines, too, with all-in-one 3.3.0. a while ago, i got a notification that tenpines was upgrading to L2, but now as i'm trying to approach, i'm getting CTDs on approach. i'm not even getting anywhere close to tenpines -- i start to cross the bridge from the east, and i CTD. i try to circle around from the southwest instead, and i'll CTD within view of the little sign at the bottom of the hill with the arrow pointing towards tenpines. i managed to get up towards it once, but not actually within the borders, and stopped to let the place load -- but then it went down just moments after.

i'm attempting to activate remote detonation, but after it says the little "searching for nearby charges" message, i get... nada. nothing comes up. i'm on my way to claim outpost zimonja for my mercer safehouse, and my RotC cities are sanctuary, the slog, and tenpines. (i also have access to taffington and county crossing, but i don't have anything sim settlements-related set up there.)

i've added the ini fixes to allow for more scripts to run, i've turned all my sim settlements performance settings to on, i've tried fast traveling across the map and then back to the crashed skyline plane to walk over, i've tried sleeping to see if it would finish up some script issues... the only thing that helped was the ini fixes, which lets me get closer, but not close enough to actually get within the borders. i have sim settlements to run on as little threads as possible, too...
 
That 100 base water is trashing me. Not even a scrappable object. -_-

I'd say a good rule of thumb is that if you're going to dump 100 water into a settlement let me scrap it if that's too much.
 
That 100 base water is trashing me. Not even a scrappable object. -_-

I'd say a good rule of thumb is that if you're going to dump 100 water into a settlement let me scrap it if that's too much.
OH boy I hope you never upgrade overland to level 1 (300water). You can scrap it with place everywhere (hit insert)
 
I've done that before, also a mess. It was later in the game so easier to slap down a hundred high end turrets. Realllly not cool tho. Maybe cap it at 30 water for Tenpines?

I understand having water overproduction but we need martial or space (for turret) to counteract it. This is obscene...
 
The water producers are really helpful for provisioners to bring to other settlements that don't have as much. Like, say, the Starlight build which has very little resources on its own. Also, water is a really good source of caps. You can take the extra purified water and sell it to make your money, and keep all of your tax rates as flat as possible to pay for just the upkeep costs (if you play with that on).
 
it still takes 100 turrets when I can't afford to build ten. Maintenance on the turrets is obscene. I've become the maintenance man.
 
and I get the "interlinked settlements" idea. I tend to plot swap around so I have a couple food producing settlements and the rest on scrap and shops. Prefer Nuka Raider setup.

I'm more pointing out that when basically every settlement is 100+ water and i can't scrap the massive overproduction in any of them it creates a problem. I don't necessarily see running to and from shop-towns a dozen times on survival just to build turrets and then get a month's maintenance on said turrets to be particularly engrossing. I understand the problem created and how to fix it within the systems. I offered this feedback with all that in mind.
 
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