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Upcoming Hotfix

I have a hotfix planned for tomorrow (Tuesday the 2nd). It will address the following issues:

Be warned, that if you have a lot of cities you think should have upgraded, you'll want to change city upgrades to manual to make sure they don't all happen at once and overload your game.

thanks for the time and effort you have put into this work of art and thank you for sharing it with us.
you're doing well here, and have add a noticeable bit of FUN to my gaming.
 
Red Rocket at Level 1 - sirens won't stop.
Uh. It won't stop...

help what am i missing have turned off the one with power, but its still going..

:)
 
Red Rocket at Level 1 - sirens won't stop.
Uh. It won't stop...

help what am i missing have turned off the one with power, but its still going..

:)
The sirens take a few seconds to stop after you power them down - I'm looking into a fix to prevent them from going off in the first place.
 
One thing (not sure if it's intended or not)

I just made a fresh start with the beta, to rule out anything. At first Sanctuary was built... but people would just sit there and... that's it, they would just sit there (even after a couple of day ingame)

So i started making RR myself (this way i can always have a base of reference without they leader and such..). Got a settler, sitting there doing nothing. Then it hit me, hold on.. do i have assignement turn off !?! and ideed they were.

Now question is, should this impact settlemetn managed by a leader as well ? It kind of kill right there the idea that they manage it for you if you gotta go in and do all the assignements yourself.

aniway turned it on, refreshed the city and voila, people are doing stuff !
In one of the first patches, I'm going to auto-override a bunch of the settings locally so that non-intuitive things like this don't happen to people.
 
In one of the first patches, I'm going to auto-override a bunch of the settings locally so that non-intuitive things like this don't happen to people.
good to know i'm not totally crazy lol

and i just tried removing Unofficial fallout 4 patch from my previous game (in case) didnt solve everything (that save is a bit wrecked now) but clearly it did somthing to it, part of my settlement started working again.

Perhaps there is something mixing up with both mods at some point.
 
good to know i'm not totally crazy lol

and i just tried removing Unofficial fallout 4 patch from my previous game (in case) didnt solve everything (that save is a bit wrecked now) but clearly it did somthing to it, part of my settlement started working again.

Perhaps there is something mixing up with both mods at some point.

I just pulled UOFO4P, SS, IR, and RotC into FO4Edit and ran a compare. The only place I can see a conflict is the Commonwealth entry under Worldspace. The ICON - Map Image row registers a conflict between the two, though I can't actually see the conflict offhand. Both the patch and SS (and everything else but Far Harbor) has the same "Interface\Pip-Boy\WorldMap_d.dds" entry for that row. Different file version, maybe? Since core SS is an ESM and UOFO4P is an ESP, the patch would load later and could theoretically be overriding that entry from SS, though it's too arcane for me and I would leave it to @kinggath to determine if it's actually an issue.
 
Both Sanctuary and the Castle have 100% supplies ~80% Happiness, its been around 15 days, and have 14 people each respectively. I'm assuming I must be getting the glitch and should prepare for the hotfix by switching to manual upgrade. correct? I also have two other settlements with 6/5 people in the same boat.
 
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On a new save, this is what my papyrus log is showing:

City Upgrade Ineligible Reason: Not enough plots built or upgraded, levels required: 16, levels found: 38.

I set up a couple recruitment beacons at Starlight and Red rocket and then moved the settlers that spawned to Sanctuary. I'm now at 21 settlers, Preston(Not companion yet), a dog and Codsworth(leader) are in there. That may be why the plots don't match up to the settler count, but it's still higher.

My farms aren't upgrading either. Stuck at level 1 with full water and 11 or 12 days.
 
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On a new save, this is what my papyrus log is showing:

City Upgrade Ineligible Reason: Not enough plots built or upgraded, levels required: 16, levels found: 38.

I set up a couple recruitment beacons at Starlight and Red rocket and then moved the settlers that spawned to Sanctuary. I'm now at 21 settlers, Preston(Not companion yet), a dog and Codsworth(leader) are in there. That may be why the plots don't match up to the settler count, but it's still higher.

My farms aren't upgrading either. Stuck at level 1 with full water and 11 or 12 days.
Upgrade wait time.. 10/15/20
Happiness.... 70/80/90
 
Holy Shit, i got it to work. Set F4SE_loader and Fallout4.exe to admin. Refreshed plots and they started upgrading immediately. Refreshed city and then slept for 24 hours, look at the desk, upgrade option was available.

Gotta be nearly 48 hours of play later...

Hope this helps others.

Oh, I also noticed that the upgrade timer said 12 days when doing some of the console commands mentioned earlier. So, make sure that's covered.
 
Holy Shit, i got it to work. Set F4SE_loader and Fallout4.exe to admin. Refreshed plots and they started upgrading immediately. Refreshed city and then slept for 24 hours, look at the desk, upgrade option was available.

Gotta be nearly 48 hours of play later...

Hope this helps others.

Oh, I also noticed that the upgrade timer said 12 days when doing some of the console commands mentioned earlier. So, make sure that's covered.

To bad we can’t do it on Xbox.
 
I'm working with the latest beta script and I'm getting, uh, some very interesting numbers.

[01/02/2018 - 09:50:04PM] Checking settlement 19 [workshopscript < (000250FE)>] to see if it is eligible to upgrade...
[01/02/2018 - 09:50:04PM] [workshopscript < (000250FE)>]City Upgrade Ineligible Reason: Not enough plots built or upgraded, levels required: 16, levels found: 7.
[01/02/2018 - 09:50:04PM] Checking settlement 9 [workshopscript < (0006F5C5)>] to see if it is eligible to upgrade...
[01/02/2018 - 09:50:04PM] [workshopscript < (0006F5C5)>]City Upgrade Ineligible Reason: Not enough plots built or upgraded, levels required: 10, levels found: -9.
[01/02/2018 - 09:50:04PM] Checking settlement 16 [workshopscript < (00054BAE)>] to see if it is eligible to upgrade...
[01/02/2018 - 09:50:04PM] [workshopscript < (00054BAE)>]City Upgrade Ineligible Reason: Not enough plots built or upgraded, levels required: 4, levels found: -24.
[01/02/2018 - 09:50:04PM] Checking settlement 35 [workshopscript < (0009B1BE)>] to see if it is eligible to upgrade...
[01/02/2018 - 09:50:04PM] [workshopscript < (0009B1BE)>]City Upgrade Ineligible Reason: Not enough plots built or upgraded, levels required: 13, levels found: 7.

That matches the four settlements being managed, Sanctuary, Red Rocket, Abernathy, and Nordhagen. I had Sim Settlements plots at all four and ran the local self-destruct to clear them out before I started building the Rise of the Commonwealth settlements, which is probably something I'm going to do to kickstart new settlements while my old ones finish building, all game long. Sanctuary, Red Rocket, and Abernathy were all fairly built up.

Sanctuary reports it's level 0, with scrapping and construction complete. ManagedWorkshops from cpmanager likewise reports 19, 9 16, 35. I'll try refreshing Sanctuary and report back.
 
That's what I had for Sanctuary. My plots were getting stuck too. This was a fresh game and that was the only city I worked on. I'll try my bigger saves now.
 
Sanctuary has gotten back up to level 3 plots in a lot of places, the refresh has gone through and it reports level 0, scrapping and construction complete, though the tumbledown houses on the left and right of the Rosa house are missing. I'll wander around a bit more until it does the upgrade check.
 
Something is corrupting the data structures used to track how many plots exist - hence the negative numbers. As a band-aid I'm just going to have those counters regenerated whenever you return to a settlement until I can determine why they are being corrupted in the first place.
 
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