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Discussion The Settlement Recovery Procedure

I hope we don't misunderstand what to cancel as im think we write about different things.My English is not the Best so sorry if i explain me bad.But you have not to touch or Cancel something in the scripts.You have to cancel under ChangeForms the REFR entry
 
Removing this entry from the save will reset the WorkshopScript script properties to default.
OwnedByPlayer = false


Not confirmed by logs
 

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For reference, I just had to use this guide on an L1 city - Nordhagen Beach. Adding here some images so that people have an idea of what it can look like with Option #2 in the step-by-step guide.

This is what it looks like when you cannot get close enough to use the "Remote Destruction" option and have to go through the Home Plate series of options. (I'm waiting the 10-15 minutes while I write this post.) These images are all 4k resolution.

For the record, it is very eerie when you are walking through a settlement in this state. Like an extreme ghost town.
20180925193141_1.jpg
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20180925193441_1.jpg
 
No settlers, no Cait (original City Leader), and cannot assign Cait as a leader once I took it back.

Looking for her now.
--edit--
For reference, I had to console her in.

prid 00079305
disable
enable
moveto player

Otherwise she simply didn't seem to be anywhere and was bugged. Will continue and see how things go.
 
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Removing this entry from the save will reset the WorkshopScript script properties to default.
OwnedByPlayer = false
wim95 i make that Fix now on 16 City's half are SS full City and 3 full Vanilla and 5 Imported heavy City's from Transfer Settlement in not one i lost the Access to the settlement or the Workbench.And in no one the Workbench script was change to own False after.
For the test i make yesterday some test with a Level 3 of a full SS City Fix and some day pass ingame.All Bugs are gone SS work final perfect every Building do what it have to do the Settler Ai is Working.Workbench Work like a Charm and load all fast and perfect.All SS Function from SS work even Perfect to be true much better then before.The Build limit get reset and it show you the real point of the Limit (after you recalculate) so you see even what of your build Limit use the full City from SS.All Mods that have to do with Settlements get load right and work right and have after the right entry's.For Vanilla things that need Energy you have to replace after the Wired lines as they get reset or miss the entry that they are connect to Power to fix it only go WB mode chose them and cancel Chose done.SS Energy get not touch all Buildings have there energy and work fine.all Double Build things get Fix and remain only the Original Build things from SS and dont return if you refresh the City or Build it new.

Before same City.Lot of Bugs.Wrong Hud entry's many times CTD or very slow loading of the City.Buildings ok but Settlers Ai not really.Workbench working but load real slow as i have a good amount of Mods that add items to the bench.SS option to see markers never work for me even the option is on for SS.Energy Red Bug that come out of nothing,Build limit was Bugged i think as it show me even in a Empty Settlement that there is no limit left to Build any more many times.Many things was double Build and nothing from the standard option from SS Help.Refresh City=Double Build,Refresh Plot =Double Build only Fix on Plot based Buildings all what is not on a plot was Double Build.Other Mods that have to do with Settlements work but some not right as i find many of them with no entry

Sorry if i ask but why no one make this test by itself to see what real Happen?Get a Save apart use a City even without Bugs and look what happen if you follow what i write until the !!!END!!!.Only to understand what real do this Fix and what it Change.For the long-time test i do it as i Play anyway my actually Play trough and thanks to the Fix now for 2 Days with no Bugs or Problems from before CTD if i go near many settlements and Around Hangmans even CTD in the entire Zone.
 
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Removing this entry from the save will reset the WorkshopScript script properties to default.
OwnedByPlayer = false

wim95, good-lord! thank you very much for the screenshots.

It helps me a lot, to learn, follow and understand what is being said.

Thank You!!
 
I hope we don't misunderstand what to cancel as im think we write about different things.My English is not the Best so sorry if i explain me bad.But you have not to touch or Cancel something in the scripts.You have to cancel under ChangeForms the REFR entry

screenshots, please.

You have made this thread so much more interesting.

I hope you don’t get frustrated!

You have gotten some really smart folks interested in what you are saying. haha “I am not included in “the smart folks” team of that statement” but still.... very interested :)

I am really, really trying just to keep up and follow.
 
No settlers, no Cait (original City Leader), and cannot assign Cait as a leader once I took it back.

Looking for her now.
--edit--
For reference, I had to console her in.

prid 00079305
disable
enable
moveto player

Otherwise she simply didn't seem to be anywhere and was bugged. Will continue and see how things go.

Wisper, it could take awhile for her AI to recover.

I would let her sit, or move her and then let her sit for what may seem a good long while in game.

Maybe she’ll take less time than some other NPC’s?
 
Wisper, it could take awhile for her AI to recover.

I would let her sit, or move her and then let her sit for what may seem a good long while in game.

Maybe she’ll take less time than some other NPC’s?
I couldn’t find her at all physically. She was not in Nordhagen, nor at either of her two prior cities where dropped off.

Eventually I tried a “moveto player” on her - nothing. Thankfully I’d already been through this before with Trader Rylee, exactly the same issue. Since I had several saves I applied the same fix - bingo, no problems.

She’s even come up with a couple dialog lines that I’ve never heard before.

Tomorrow night I’ll give @GladiusVictorius fix a go on an older save and see what happens. If I can wrap my head around the Fallrim tools.
 
screenshots, please.

You have made this thread so much more interesting.

I hope you don’t get frustrated!

You have gotten some really smart folks interested in what you are saying. haha “I am not included in “the smart folks” team of that statement” but still.... very interested :)

I am really, really trying just to keep up and follow.
Screenshot from Win above is the right File.
Until now all Work like a Charm 1000 Times better then before i make the Fix.
Yesterday i Fix Zimonja and Today it was the First City Wide Upgrade :) i Find a Bug inside SS but it helps me even to understand what my Fallout can do now with the Fix.
The Bug is you can not switch between Optimate Plan and Complex City as when is an City upgrade the Plan will be use what you have in the option turn on.That mix up and Build then 2 City in one.That happen at Zimonja today as the Optimate plan don't work there near all use the Working Complex plan.As i don't want in other Settlements to have complex City's i Turn in Zimonja some day ago after i Build it the option again on optimate Plans.Now what happen as i reach Zimonja after the City wide upgrade it Build that what is in my option on inside the existing City so i have the optimate City and the Complex City in one.My PC was Close to burn out to load both City but thanks to my Fix all Codes seams to work so perfect that my PC even it was on 100% Cpu usage for more then 10 minutes handle all that( before was 1 City alone enough to risk a CTD).As i don't want to destroy the City i try to change the option again on Complex City and use then the city Refresh but there pop up then first the Refresh for the Optimate City and then the Refresh for the Complex City but i confirm both to see what happen and my Pc was able to handle both City's refresh even the cpu was always at 100% until it start to rebuild the City.The refresh Fix the Bug as when start rebuild only the Complex City was rebuild.So that is the Fix if some other have that problem.And give a warning to people to not mix Complex and optimate plans to avoid bugs.
 
Day 3 of the Fix Test all Work like a Charm much better then in the not Fixed Settlements.No Bugs,CTD and nothing missing.I Test Quest that i start before the fix in the settlement they can be Finish with no problem after the Fix and go on with no Problems.Settlers Work Final no longer stand around and grat there Balls.Production perfect transfer of the Products virtually to my Main Settlement with the IDEK Station work even perfect now.Fastravel from City to City no problem even between City's that was before difficult.Main Story or new Quest start and Work.Mods do all what they have to do.SS have no Problems and work much faster. Triangle of Death have now around 200 SS Plots and is Stable.No slowdown or CTD
 
Since I have another migraine starting up, I will work on this for a couple hours until my eyesight goes.
 
The eeeevil results of my very bad modding back when I was a clueless newb: 100 unattached instances.

Note that I have shifted to Home Plate to do this, for interior cell minimum hassles.

Continuing the testing, screenshots will follow as I progress.

01-unattached.jpg
 
Got the reference for Nordhagen Beach from here:

http://fallout.wikia.com/wiki/Fallout_4_settlements

I'm about to delete the reference.

02-reference.jpg

Some things to check, will post again with some checked results:

If a new reference is generated, it should/will be different from the old reference.

This would indicate that this is a one-way street, if the same city in your save goes bye-bye once more then you will have a nasty time trying to find what the reference is if you want to attempt this again.

Does SimSettlements use the "vanilla" reference from Fallout 4 (fallout4.esm) in the coding? If so, what effect will deleting and generating a new reference have on the holotape options of SS?

What about various mods which do things like extending build areas?

So we should probably keep in mind that this might be the "nuke the site from orbit" option. Excuse me while I go nuke the site from orbit.
 
Note that I did this with a different profile/savegame:
03-nuke.jpg
04-nuke.jpg
05-nuke.jpg
06-nuke.jpg
07-nuke.jpg
08-save.jpg
09-save.jpg
I will continue.
 
CTD fixed, walking to the settlement now.
 
A few screenshots - I've only been standing around idle for about 5 minutes (maybe I should get myself something to drink and see if things change more).

Working provisioner:
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Looking good from a distance:
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Supply line, yet not in list of owned workshops:
20180926085559_1 (Large).jpg
20180926085610_1 (Large).jpg
There appears to be stuff inside the workshop:
20180926090142_1 (Large).jpg

And many apologies for spamming this thread with a bunch of FO4 images. :P

I will now go and check the REF with fallrim.
 
Slight growth in filesize:
10-reload.jpg
The new ref is the same:
11-reload.jpg
I will play with this profile/save for a few weeks and see how things go.
 
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