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Trade agreements bug out (?) after a while and become a part of regular daily production after a while

DearValentina

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I had a severe deficit of Antiseptic, which is understandable given that I built hospitals and do not have any rare materials industry that I am aware of (maybe a city plan placed it?). I was at -80, so I made a trade agreement to import 100/d. I am now at +415/d. That is while I am exporting 200/d, because I was getting way too much of it. Funny thing is, I still don't have any rare materials industry, and it's only antiseptic that I have a lot of. You can see on the first screenshot that a lot of machine parts are also out of whack (all the materials I was short on at some point and made trade agreements for, I now have lots/day), pretty sure it's the same thing - when I make a trade agreement, over time, it becomes part of my regular "production", and I can cancel the trade and start selling it daily. Any ideas on what's causing it and/or how I can fix that?
I replicated it in this video by importing wood. Over time, my import of it is just added as daily production almost daily. In the end, I kinda fix it by doing Recalculate Daily Costs and Production, but even then it's still higher than it's supposed to be I'm pretty sure. The problem is, to record the video I went back to an earlier save before I installed a mod that I suspected (wrongly) was causing it, and now that I'm on current save, "Recalculate Daily Costs and Production", "Recalculate Resource Networks", and "Recalculate Virtual Resources" do not help, production is still out of whack. I tried cancelling all trade agreements and using those options, I still have way too much antiseptic (among other things, but I'm not supposed to have any daily antiseptic at all).
 
Same issue here, was always short on Ceramic and Cloth. Now I produce 75k each which obscures my resource balance. Some other resources I imported are affected as well. "Recalculate Virtual Resources" doesn't fix it. After switching my HUD to show the daily trends, I could see that apparantly Sanctuary (Capital City) was the "producer" of these goods. I guess that makes sense as you need a Capital City to use the trade agreements.
Would really appreciate a fix.
EDIT: I was able to fix the production numbers by using "Recalculate Daily Costs and Production" in Sanctuary and Finch Farm specifically using the City Manager Holotape (tried it several times at the City Planners Desk before). This doesn's however fix the issue with trade agreements slipping into daily production. I will try around a bit, maybe it doesn't happen when doing the trade agreements with Charlotte at NLTC HQ instead of the caravaneers.
 
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I had a severe deficit of Antiseptic, which is understandable given that I built hospitals and do not have any rare materials industry that I am aware of (maybe a city plan placed it?). I was at -80, so I made a trade agreement to import 100/d. I am now at +415/d. That is while I am exporting 200/d, because I was getting way too much of it. Funny thing is, I still don't have any rare materials industry, and it's only antiseptic that I have a lot of. You can see on the first screenshot that a lot of machine parts are also out of whack (all the materials I was short on at some point and made trade agreements for, I now have lots/day), pretty sure it's the same thing - when I make a trade agreement, over time, it becomes part of my regular "production", and I can cancel the trade and start selling it daily. Any ideas on what's causing it and/or how I can fix that?
I replicated it in this video by importing wood. Over time, my import of it is just added as daily production almost daily. In the end, I kinda fix it by doing Recalculate Daily Costs and Production, but even then it's still higher than it's supposed to be I'm pretty sure. The problem is, to record the video I went back to an earlier save before I installed a mod that I suspected (wrongly) was causing it, and now that I'm on current save, "Recalculate Daily Costs and Production", "Recalculate Resource Networks", and "Recalculate Virtual Resources" do not help, production is still out of whack. I tried cancelling all trade agreements and using those options, I still have way too much antiseptic (among other things, but I'm not supposed to have any daily antiseptic at all).

In your HUD, it looks like the wood from the trade agreement is being registered as coming from Taffington Boathouse. I watched the video, but it doesn't show the original HUD numbers (they are all 0 at the start, so I assume the HUD just hasn't updated yet).
Can you do some tests to see if the resources you get from trade agreements always show up as coming from the settlement itself on the HUD? The goods for trade agreements should only show as coming from the caravan network, not from any particular settlement.

EDIT : Oh, I just realised the original post was from May. I'm not aware of any changes to the resource code that have happened since then though. Does anybody else want to test this?
 
In your HUD, it looks like the wood from the trade agreement is being registered as coming from Taffington Boathouse. I watched the video, but it doesn't show the original HUD numbers (they are all 0 at the start, so I assume the HUD just hasn't updated yet).
Can you do some tests to see if the resources you get from trade agreements always show up as coming from the settlement itself on the HUD? The goods for trade agreements should only show as coming from the caravan network, not from any particular settlement.

EDIT : Oh, I just realised the original post was from May. I'm not aware of any changes to the resource code that have happened since then though. Does anybody else want to test this?
As far as I understand OP and I have the same issue. In my save there are several affected goods I imported via the trade agreements over a very long timespan (at least 5 days irl time). The most extreme examples are cloth and ceramic (~76k/day). I traveled to all of my settlements in case it's just a weird bug with one or several plots overproducing. While investigating I found that Sanctuary, which is my capital city in this playthrough, is apparantly "producing" all of these goods, while obviously not having the industrial capacity to do it legitimately. That's when I found this post. Like OP I came to the conclusion that somehow the goods imported through trade agreements can slip into the daily production. I attached a screenshot with the HUD numbers.
 

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As far as I understand OP and I have the same issue. In my save there are several affected goods I imported via the trade agreements over a very long timespan (at least 5 days irl time). The most extreme examples are cloth and ceramic (~76k/day). I traveled to all of my settlements in case it's just a weird bug with one or several plots overproducing. While investigating I found that Sanctuary, which is my capital city in this playthrough, is apparantly "producing" all of these goods, while obviously not having the industrial capacity to do it legitimately. That's when I found this post. Like OP I came to the conclusion that somehow the goods imported through trade agreements can slip into the daily production. I attached a screenshot with the HUD numbers.
If you are on PC can you upload a save somewhere for me? I'll do a little investigating.
 
Just encountered the same issue, after half in-game day all trade agreements for buying resources became a part of nearby big settlement production (starlight drive in, i dont think its my default capital city and i have not set one yet), trade agreements for selling seem to be unaffected. Recalculate Daily Costs and Production from manager holotype fixed the issues for now, if the issues persist later with new trade deals im gonna report back.
 
Just encountered the same issue, after half in-game day all trade agreements for buying resources became a part of nearby big settlement production (starlight drive in, i dont think its my default capital city and i have not set one yet), trade agreements for selling seem to be unaffected. Recalculate Daily Costs and Production from manager holotype fixed the issues for now, if the issues persist later with new trade deals im gonna report back.
I'm wondering if this might be a mod conflict. There ought to be at least a few dozen people doing component difficulty runs. Apparantly many didn't encounter this bug or they didn't realize.
 
Might be good idea to compare our mod lists then to look for possible culprits ?
Mine is:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccBGSFO4044-HellfirePowerArmor.esl
ccBGSFO4046-TesCan.esl
ccBGSFO4096-AS_Enclave.esl
ccBGSFO4110-WS_Enclave.esl
ccBGSFO4115-X02.esl
ccBGSFO4116-HeavyFlamer.esl
ccFSVFO4007-Halloween.esl
ccOTMFO4001-Remnants.esl
ccSBJFO4003-Grenade.esl
unofficial fallout 4 patch.esp
ppf.esm
REFramework.esm
WorkshopFramework.esm
HUDFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2_XPAC_Chapter3.esm
RecruitTraderRylee.esl
CanarySaveFileMonitor.esl
VISKeywords.esm
SS2_FDK_TinyLiving.esp
SS2-Jampads2.esp
Collectibles Helper.esp
CartographersMapMarkers Commonwealth.esp
SS2WastelandVenturers.esp
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
[SS2 Addon] SimSettlements SuperStructures.esp
BaselinePlotsBrotherhood.esp
ValdacilsItemSorting-00-NextGen.esp
EBMD_AllInOne.esp
twoShotLegendaryFix.esp
VIS-PatchSS2Ch1.esp
SS2Extended.esp
SS2WastelandReconstructionKit.esp
SS2-PraRandomAddon.esp
SS2-PraRandomAddon-VIS.esp
SS2_NobodysLeaders2.esp
SS2_NobodysLeaders2_Automatron.esp
SS2_NobodysLeaders2_VaultTecWorkshop.esp
SS2_CityPlanPack_RiseOfTheCommonwealth.esp
SS2UI.esp
LongerPowerLines3x.esp
WorkshopPlus.esp
SS2-Submachine-Gun-10mmRec-Fix.esp
ValdacilsItemSorting-JunkBetter+DEF_INV.esp
VIS-PatchUFO4P.esp
SS2_DLCSettlerPatch.esp
CartographersMapMarkers FarHarbor.esp
CartographersMapMarkers NukaWorld.esp
Simple FOV Slider.esp
prp.esp

One theory i have is that the issue might be somehow connected to using trade agreements before you set capital city throught quest progress ? In my case, this bug works in the way that each new day it adds the same amount of additional resource production in the capital city that is equal to the trade agreement i have set. So if i have 100 copper incoming from trade agreement, after 1 day i have 100 from trade + 100bugged, after two days is 100 from trade + 200 bugged and so on. So it looks to me like the script each day tries to correct the capital production to include the trade agreement because it doesnt recognise that resource import is already included, maybe because capital city storage is not fully registered as integral part of capital city ?

The only other thing that i can think of as possibly correlated is that i added ss2 to existing save in which i had already every settlement unlocked and then i changed main quest settlement in the city manager holotape which might have somehow interupted scripts that assign capital city ?

I also tried to change capital city twice and the only effect it had is that i had bugged production in different settlement
 
This is my modlist, haven't played for 6 months tho:
SS2Extended.esp
SS2WastelandReconstructionKit.esp
REFramework.esm
YouAndWhatArmy2.esm
GtN_SettlersatPlay.esp
SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
ccBGSFO4044-HellfirePowerArmor.esl
ccBGSFO4115-X02.esl
ccBGSFO4116-HeavyFlamer.esl
ccBGSFO4110-WS_Enclave.esl
ccBGSFO4096-AS_Enclave.esl
ccFSVFO4007-Halloween.esl
ccBGSFO4046-TesCan.esl
ccSBJFO4003-Grenade.esl
ccOTMFO4001-Remnants.esl
XDI.esm
DLCCoast.esm
DLCNukaWorld.esm
DLCRobot.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
Fallout4.esm
SS2_XPAC_Chapter3.esm
SS2AOP_VaultTecTools.esp
PPF.esm
WorkshopFramework.esm
WeaponModFixes-GOTY.esp
MechaTown_CityPlan_MechanistLair.esl
SS2.esm
ZebrinasWorkshopDevices.esp
HUDFramework.esm
SS2Addon_MS_BareEssentials.esp
Cho1_SS2_Encv_Plots.esp
Community Fixes Merged.esp
SS2_Addon_PSC_Plots.esp
SS2-Jampads2.esp
SS2_Addon_ShazbotsCots.esp
GavMan_RedRocket_Outpost_CityPlan.esl
GavMan_Finch_Feb22_CityPlan.esl
SS2-PraRandomAddon-FIS.esp
TMR_GlitchfinderAIO.esm
[SS2 Addon] SimSettlements SuperStructures.esp
SS2_SIMPDDDD.esp
SimHomestead2.esp
SS2_Addon_FHE.esp
SS2_FDK_TinyLiving.esp
RunningWithHandsAnim.esl
JunkTownTwo.esp
Unofficial Fallout 4 Patch.esp
SS2WastelandVenturers.esp
SS2_ruined_simsettlement_addonpack.esp
Ownership Fixes.esp
SS2-PraRandomAddon.esp
SS2_Addon_Favelabulous.esp
SS2_XPAC_Chapter2.esm
SS2_WastelandDefense.esp
3dscopes-replacer.esp
Attach Pack Mod Description Fixes.esp
Attach Pack Modcol.esp
AttachPack.esp
AVBMusket.esp
AVBPipeGunsReplace.esp
BlockingOverhaul.esp
Chemfluence AI Combat Dynamics.esp
Community Fixes Merged - Weapon Mod Fixes Patch.esp
Complex Vendors.esp
dcc-molotov-nerf.esp
Diamond City Supplements.esp
DiamondCityBillboards.esp
DLC Timing - UFO4P Patch.esp
DLC Timing.esp
Dogmeat Follow Behind.esp
Enhanced Vanilla Armor and Clothing.esp
Fixed Gobo Effects.esp
Flutter Flicker Fixer For Foliage.esp
FO4Hotkeys.esp
FO4ParticlePatch.esp
Gloomy Glass.esp
GoodneighborView.esp
GrenadeCombatFixes.esp
HuntingRifleSounds.esp
IAF - Far Harbor & Nuka World.esp
ImmersiveAnimationFramework.esp
JumpFallPoseFix.esp
Keep Radiants In Commonwealth.esp
Laser Weapon Reanimated.esp
Laser Weapons Reposition.esp
LegendariesTheyCanUse.esp
Legendary Mutation Messages Fix.esp
Less Annoying Berry Mentats.esp
Lightweight Lighting.esp
LongerPowerLines3x.esp
M8r Complex Sorter.esp
M8rDisablePipboyEffects.esp
MGRemesh.esp
MiscAnimTweaks.esp
No Sneaking in Power Armor.esp
No_BloodWorm_MoleRats_Scorpion_Teleport-BugFix.esp
NPCRespawnFix.esp
OutlineWorkshopShader.esp
PRP.esp
PRP-SS2.esp
PuddleReflectionFix.esp
RAW INPUT.esp
RemoveBlur.esp
ScopeOverlayDOF.esp
SimplePowerArmorReductionSystem.esp
Targeted Textures.esp
TerrainUndersides.esp
The Attachment Pack - Implementation WMF Patch.esp
WAVE.esp
WET.esp
Wetness Shader Fix.esp
WhoIsTheGeneral.esp
WorkshopPlus.esp
WTG - KRIC Patch.esp
I ran both our lists through PowerQuery, these are the matching mods:
SS2Extended.esp
SS2WastelandReconstructionKit.esp
REFramework.esm
ccBGSFO4044-HellfirePowerArmor.esl
ccBGSFO4115-X02.esl
ccBGSFO4116-HeavyFlamer.esl
ccBGSFO4110-WS_Enclave.esl
ccBGSFO4096-AS_Enclave.esl
ccFSVFO4007-Halloween.esl
ccBGSFO4046-TesCan.esl
ccSBJFO4003-Grenade.esl
ccOTMFO4001-Remnants.esl
DLCCoast.esm
DLCNukaWorld.esm
DLCRobot.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
ohSIM_Sim2_Settlements_Scrappers_Addon.esp
Fallout4.esm
SS2_XPAC_Chapter3.esm
WorkshopFramework.esm
SS2.esm
HUDFramework.esm
SS2-Jampads2.esp
[SS2 Addon] SimSettlements SuperStructures.esp
SS2_FDK_TinyLiving.esp
SS2WastelandVenturers.esp
SS2-PraRandomAddon.esp
SS2_XPAC_Chapter2.esm
LongerPowerLines3x.esp
WorkshopPlus.esp
I don't think that any oft these could realistically be the cause.
Your theory about the market glitching out when starting trade agreements too early seems plausible. I do remember using them right from the beginning with Sanctuary as my capital city, way before beginning CH3.
But still I think more people should have noticed that, doing component difficulty without the trade agreements is extremely tedious imo.
[EDIT]
I do remember that in my playthrough Random Encounter Framework glitched out horribly, respawning enemies in owned settlements etc.. But I don't think that could lead to a bug with the SS2 resources.
 
Yeah, doesn't seem like any of the overlapping mods could be the source of the issue, i thought that maybe my sorting mod (valdaci'l) could somehow mess virtual resources recognition by the script, but since you dont have it in load order its probably not the culprit.

As for more people noticing the bug, im wondering how big is the pool of component players to begin with. If we substract from that number of people who were playing chapters as they were released (so they didnt have acces to trade agreements functionality before chapter3, assuming thats the issue) maybe the group gets too small for more people to report the issue ?

Once i reach chapter 3 i will report back if reaching capital city quest solves the issue (not getting my hopes up tho).
 
I'll chime in to say this happened to me too, although I didn't notice it at first. I had set up purchase orders for Wood, Steel, and Cloth, due to being at the "building up HQ" phase and my income of those not being able to keep up with the rate I was constructing.
However I went and turned them off again after a few ingame weeks, and noticed the amounts of those resources was still going up WAY faster than they should, so I started investigating.
In the attached screenshot, I am at Sanctuary Hills (my Capital - I manually designated it as such) and have the resource panels set to show daily income amounts for both Local and Global. As you can see, Sanctuary is somehow still generating ~500 of the aforementioned resources/day despite not having the relevant Plots to do so (it has two Junk Gathering, one Mechanical Parts, and one Production that only consumes Scrap resources) - and looking at the Global totals, it appears more than one settlement has inherited that mystery income too.
I'm reasonably confident the daily Caps income is off too, I did have a sell order on Glass and I think Fertilizer for a while there too (since IIRC in total HQ only needs like 500 each of those), but those orders are now switched off too.

I would have just done One Time Sales/Purchases of the relevant resources to even things out more directly, but the menu for that never works right for me.
 

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I have a same problem. Bought 500 clothes in Trade Agreements. And it started to add every day this amount to Empire Production but not to a General daily stack.
On last 2 screenshots Trade Agreements Clothes is 200
 

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Got this since the last update too, +2000 copper a day, +1000 aluminium, thankfully I can use Excess Resource Manager to get rid of some lol
 
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I am seeing the same issue:

I am importing 100 copper, but the resource now says I am producing 4k per day.

I can also produce a save if anyone needs an example to look at.

20250601090327_1.jpg20250601090303_1.jpg
 

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