JN98 Posted January 29, 2017 Share Posted January 29, 2017 I don't know if my problem is because of my mods or not but for some reason on all my saves i can't assign my companions to any settlement by dismissing them so is there a way to fix this or can this be fixed by the next update? also i don't know if this matters but i play on xbox one. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted January 30, 2017 Share Posted January 30, 2017 Could you post your mod list and load order please ? This has been reported by several people on various occasions, but I could never reproduce it with only the base game (+ DLCs) and UFO4P installed. Maybe we can find the culprit though. Link to comment Share on other sites More sharing options...
JN98 Posted February 2, 2017 Author Share Posted February 2, 2017 my mod list is unofficial Fallout 4 patch AWKCR(all dlc) Armorsmith Extended v3.02 full version immersiveclothngcraftingDLC3 Spawn items for xbox one costumepartygloves.esp craftable leather.esp Ponytail Hairstyle by AZAR v2.0 tattooed player Vanilla crafting expansion RedRocketBaseX The gunslinger outfits bullet deflection mod Fallout 4 lazer sabers with defirrent colors and real sounds Glock P80 Decoration & Furniture expansion pack (WIP release) alien assault rifle Punisher collection-standalone Bandana K-9 harness TBA Companion tracker all dlc Lots of male hairstyles [Xb1] UNDER-WEAR [XB1] steampunk gunslinger outfit See-Through-Scopes Nuka world dlc Black hunter armor (standalone) Nuka world-skip raiding your settlements SCAR-H Laser Assault Mods Tactical stealth suit (armorsmith extended patch) Synthetic Love B-35C heavy bos armor The forsaken institute assassin by Crimsomrider See through scopes unliimited building (xbox one) NCR ranger veteran armor (xb1) Loving Curie Loving piper Loving cait Junkmaster 1.78D Cheat terminal [xb1] thats all my mods in the load order. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted February 2, 2017 Share Posted February 2, 2017 Will have a llook whether any of these does something inappropriate with the followers script. This will take some time, so don't expect to get an answer within the next couple of days. BTW, what is a "lazer" supposed to be ? "Laser" is an abbreviation that stands for "Light Amplification by Stimulated Emission of Radiation". What does the "z" stand for ? Zootropic ? I hate it when mod authors want to be super cool and are just plain dumb. JN98 1 Link to comment Share on other sites More sharing options...
JN98 Posted February 2, 2017 Author Share Posted February 2, 2017 The actual mod is called "lazer" for idk what reason Link to comment Share on other sites More sharing options...
ilego Posted May 28, 2017 Share Posted May 28, 2017 On 2/2/2017 at 3:03 AM, Sclerocephalus said: Will have a llook whether any of these does something inappropriate with the followers script. This will take some time, so don't expect to get an answer within the next couple of days. BTW, what is a "lazer" supposed to be ? "Laser" is an abbreviation that stands for "Light Amplification by Stimulated Emission of Radiation". What does the "z" stand for ? Zootropic ? I hate it when mod authors want to be super cool and are just plain dumb. I think that is a light saber mod that "might" have been taken Down for some reason it was called lightsabzers or something like that the "z" was in "sabers" somewhere Link to comment Share on other sites More sharing options...
ilego Posted May 28, 2017 Share Posted May 28, 2017 On 1/30/2017 at 2:02 AM, Sclerocephalus said: Could you post your mod list and load order please ? This has been reported by several people on various occasions, but I could never reproduce it with only the base game (+ DLCs) and UFO4P installed. Maybe we can find the culprit though. I can post my load order but I will warn you it has mods that are no longer available. I have heard some people say it is a bug in the game it self also. Link to comment Share on other sites More sharing options...
bodhisattvah Posted November 17, 2017 Share Posted November 17, 2017 I've got this same problem. I can assign companions if I dismiss them inside the bounds of a settlement, but the dialogue for where to dismiss them never pops up. Sending settlers or dismissed companions between settlements doesn't work either. I suspect this is all related. In addition, in the Settlement Management Software mod, Sanctuary shows as "Not Owned". Tried some commands to fix that, but it didn't change. I can build in sanctuary just fine. My load: Spoiler # This file is used by the game to keep track of your downloaded content. # Please do not modify this file. *ACS Master.esm *HUDFramework.esm *Robot Home Defence.esm *Snap'n Build.esm *Homemaker.esm *ArmorKeywords.esm *Unofficial Fallout 4 Patch.esp *F4Fixes.esm *Knockout Framework.esm *SpringCleaning.esm *ACS Master.esp *ACS Paintings.esp *ABP Paintings.esp *BNK.esp *BNK_DLCs.esp *Savant.esp *Better Power Armor - Extended.esp *settlementheight9000-aio.esp *library.esp *BuildableBurningCampfires.esp *CWSS Redux.esp *dinoshelf.esp *dinoshelf_extra_ammo.esp *dinoshelf_retex.esp *FJetPackTweaksV2a.esp *Friendly CoA.esp *Harness-calyps.esp *Holsters & sheaths.esp *Eli_Immersive Coffee Mod 9000 GTX French Roast.esp *Marmo1233 - Immersive Settlers.esp *ImmersiveVendors.esp *AkaInvisibleFurniture.esp *Armorsmith Extended.esp *F4Fixes.esp *F4Fixes - ArmorKeywords.esp *BetterSettlers.esp *BetterSettlersCleanFacePack.esp *BetterSettlersMortalSoldiersPack.esp *BetterSettlersNoLollygagging.esp *Settlements - Lights Out.esp *subwayrunnnerdynamiclighting.esp *UniversityPointSettlementSPE.esp *BreakheartBanksSettlementSPE.esp *FaceMaxson.esp *CommonwealthChooksAndBunnies.esp *VaultSuitBoxes.esp *More Smarter Companions Mod.esp *ModdableCodsworth.esp *CombatZoneRestored.esp *Docile Rabbits and Chickens.esp *Danse GTFO Power Armor.esp *ellen.esp *CurieFix.esp *Crimsomrider's Transparent Cleanroom Suit.esp *FizzshopGrille.esp *MODwasher.esp *RedWave.esp *TheFishermansGambit.esp *Eli_MarlboroughHouse.esp *Rebuilt_HomePlate.esp *homeplatesink.esp *Diverse Cats.esp *Boston Pirate Radio.esp *p865_SyntheticLove.esp *Orphans.esp *Nate's Old Footlocker v2.0.4.esp *bbprepatch.esp *Friffy_Holstered Weapons.esp *LegendaryModification.esp *KLWD.esp *LegendaryModification2LM.esp *LegendaryModification2LMAKPatch.esp *LegendaryModificationMisc.esp *LegendaryModificationCSA.esp *LegendaryModificationGroknak.esp *LegendaryModification - DLC Far Harbor.esp *LegendaryModification - DLC Far Harbor (2LM).esp Live Dismemberment - Mental.esp Live Dismemberment - Mind-Blowing.esp Live Dismemberment - POSTAL.esp Live Dismemberment - Brutal.esp Live Dismemberment - Insane-o.esp Live Dismemberment - Liebermode.esp *Live Dismemberment - Regular.esp *EveryonesBestFriend.esp *Locksmith.esp *LongerDeathReloadTime.esp *LongerPowerLines3x.esp *LoyalPorterGage.esp *NukaBenchv1.5.esp *Crimsomrider's Obedient Concord Group.esp *PipPOD.esp *EpilogueRestored.esp *MilkThatBrahmin.esp *FIXEDGoodfeels_no_DLC_needed.esp *ModdableGoodfeels.esp *More Where That Came From Diamond City.esp *NickValentinesDay.esp *No Lowered Suppressor and Bayonet Range.esp *No-respawn.esp *NoCellResetDLC.esp *NukaExMachina.esp *OCDecorator.esp *OCDispenser.esp *OCDecoratorDLC.esp *One Minutemen Radiant Quest At A Time.esp *PlayerMarriage.esp *AzarPonytailHairstyles.esp *StandalonePowerArmorStationWithChains.esp *Publick Occurrences Expanded.esp *RealComics.esp *RestorePAFrames.esp *SchoolDeskObject.esp *Settler Sandbox Overhaul.esp *No Mess.esp *AkaSinger.esp *AkaSingersWardrobe.esp *Sneak Rank 5 Perk - Subtle Effect.esp *Soldier_of_Misfortune_Preston_v2_1.01.esp *Tactical Thinking.esp *Wasteland Workshop Streetlights.esp *console.esp *T-800 AS X6-88 V5.0a.esp *TinaDeLucaSettlerVoiced.esp *TinaDeLucaSettlerBrave.esp *Dogmeat behavior reflagged.esp *Actor Scale Remover.esp *UsableCigarettes.esp *MoreVaultRooms.esp *VaultSuitBoxes-DLC.esp *AnS Wearable Backpacks and Pouches.esp *AnS Wearable Backpacks and Pouches - Ballistic Weave.esp *AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp *VisibleWeapons.esp *TheFridgeWireless.esp *Weapon Rack Extended.esp *WildHarvestables.esp *AkaMoveYourWorkbench.esp *OWR_CraftableDecor_CW.esp *OWR_CraftableDecor.esp *OWR.esp *Survivalist GoBags-Chem Station.esp *CREAtiveClutter.esp *g2m_FishFarmBridges.esp *HillsofCorpses.esp *CROSS_GoreCrits.esp *CROSS_GoreCrits_FarHarborPatch.esp *Wall Oil Lamps.esp *Wall Oil Lamps - Real Light Patch.esp *Science!5.esp *AutomatronPrewarPaints.esp *SaveAcadiaFromBoS.esp *Armorsmith All DLCs Patch.esp *F4Fixes - Armorsmith All DLC Patch.esp *Better Cooking Stations.esp *Better Cooking Stations - Far Harbor + Nuka World patch.esp *Covscript.esp *PR_Automatron.esp *Buildable_PAFrames.esp Buildable_PAFrames_Recipe.esp *DarkerNights.esp *DarkerNightsDetection.esp *Centered camera.esp *AWKCR - Color Swap Mod Slot Hider.esp *LimitBreakerSPECIALTraining.esp *Better Workshop Street Oil Lamps - Shadows.esp *Crafting Mastery - All DLC Eammo Clut Rep AE.esp *SanctuaryParts.esp *50CalTurret.esp *Intimidation Overhaul.esp *HoodieOutfit.esp *Crimsomrider's 1950s Feminine Outfits.esp *ChineseStealthSuit.esp *DX Commonwealth Shorts.esp *DX Vault Girl Shorts.esp *Armorsmith Combat Helmet Illumination 1.2.esp *BioshockInspiredPowerArmor.esp *Rangergearnew.esp *JNF_Dresses.esp *Ranger-Arm.esp *EnclaveX02.esp *Hellfirenew.esp *tsuki no hana.esp *roadflare.esp *Marco's Armor-Piercing .50 Receiver.esp *ChinaLakeandHolorifle.esp *Holorifle_1.5xDamage.esp *DOOM1911.esp *CorvalhoWidowShotgun.esp *DOOMThatGun.esp *ClassicSniper.esp *SkibsWHMk22-AWKCR.esp *1918bar.esp *M1Garand.esp *M1Garand - AWKCR-VIS-VW.esp *M1Garand-2xDMG.esp *Automag.esp *Mauser.esp *AUG-A1.esp *Laser Musket Mods.esp *FridayThe13th.esp *M9.esp *shotgun range.esp *ImmersiveBoomstick.esp *mjp_PTRS41ATR.esp *MegaExplosions_FatManOnly.esp *Craftable Armor Size.esp *Craftable Armor Size - Fix Material Requirements.esp *OCD1_1-OverhauledCriticalDamage.esp *Snappy_HouseK.esp *Snappy_DLC03.esp *LooksMenu.esp *LooksMenu Customization Compendium.esp *BTInteriors_Project.esp *BTInteriors_Project_Sorting.esp *ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp *No Essential Npcs - All Dlc.esp *DV-Deadly Vertibirds.esp *RightHandedHuntingRifle.esp *rhlegendary.esp *UniqueMalePlayerAndFollowersDLC.esp UniqueMaleFollowersNoHancock.esp UniqueMalePlayerAndFollowersDLCNoHancock.esp UniqueMalePlayerAndFollowers.esp UniqueMalePlayer.esp UniqueMaleFollowersDLCNoHancock.esp UniqueFemalePlayer.esp UniqueMaleFollowers.esp UniqueFemalePlayerAndFollowersDLC.esp UniqueFemalePlayerAndFollowersNoHancock.esp UniqueFemalePlayerAndFollowersDLCNoHancock.esp UniqueFemalePlayerAndFollowers.esp UniqueFemaleFollowers.esp UniqueMaleFollowersDLC.esp UniqueMalePlayerAndFollowersNoHancock.esp *LooksMirror.esp *Forgottencove.esp *Kukri1.1.0.esp *UsefulCrank.esp *BetterWeapons.esp *Lasers Have No Recoil.esp *Piper Natural mom.esp *TransferSettlements.esp *mso_sms.esp *NW-WeStillFriendsPreston.esp *Minigun Gau-19B.esp *PrivateVertibird.esp *Firelance2.5.esp *NB.esp *HMAExtended.esp *DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp *Thematic and Practical.esp *ScrapDeadThings.esp *Starlight_V2.esp *Sanctuary_V2.esp *StarlightLOD.esp HAIA With Crafting.esp HangmansCleanUp.esp aC3KWorkingTitle.esp FQ_NoMoreLODFlicker_AIO.esp ColonialMarinesWeapons.esp *SC_ExpandedScrapList.esp *Scrap Everything - Ultimate Edition.esp *ScrapUpdate - Ultimate.esp *SpringCleaningCompatibilityPatch.esp DecentElevators.esp RiKiIGN (2).esp Two-Shot Shotgun Support.esp NoYouAre.esp Gorski Stash.esp 155mm Howitzer M1.esp *RAW INPUT.esp MrHandyFactoryPaint.esp P.S. registration here is atrocious! I haven't played any of the games in the security questions and had to dig through the wikia page for ESO just to post this. Link to comment Share on other sites More sharing options...
Arthmoor Posted November 17, 2017 Share Posted November 17, 2017 That same registration barrier is why we have basically no issue with spambots though. Tradeoffs (we expect people to need to look stuff up btw, bots usually can't) Link to comment Share on other sites More sharing options...
bodhisattvah Posted November 18, 2017 Share Posted November 18, 2017 Except it took three wrong answers, with the fourth working...I'm not stupid, but I'm also utterly ignorant of almost everything ES related, which is what every question was about. I guess I learned that there are WAY more ES games and DLC than I imagined. But that's enough whining for one year! So this is only my second play through, with my first having few mods (mostly weapon ones). My first play through, I could assign pretty much everyone everywhere, with the exception of Tina. All the companions were assignable, even Codsworth and Ada. Is this a mod issue, or did Beth break things with updates? My old saves still seem to work the same. Only on my new game am I having trouble moving settlers, recruiting/assigning wandering level 4 vendors, and I get no dialogue to choose where to send dismissed companions--but I can send them between settlements...sometimes. If I don't immediately assign them a task, they usually wander off. This is nothing like my first game. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted November 18, 2017 Share Posted November 18, 2017 I assume that you are running a mod that uncaps the population limit (presumably by modifying WorkshopScript), but does not increase the value of the game setting iWorkshopSettlerPopulationMax at the same time. Or, if not, your settlements are at or close to their population limits. The settler limit at a given workshop does not depend on that setting (it only depends on the calculation formula coded on WorkshopScript). However, the code that displays the destination workshops to select from when you send settlers around DOES check that game setting, and if the population at a given workshop is beyond the limit, that destination will be grayed out (i.e. not a selectable option). Also note that this latter code cannot be modified because it is implemented at engine level (so we have no access); that is, it can only be controlled indirectly, via the aformentioned game setting. I should add here that the limit imposed by the game setting may be too low even without population limit uncappers, since the maximum number of settlers that may be created at a given workshop if you make use of all charisma boosting equipment available in the base game (plus charisma boosting chems) can go beyond that value. Link to comment Share on other sites More sharing options...
bodhisattvah Posted November 18, 2017 Share Posted November 18, 2017 I've got 20 Charisma (includes bonuses) and I haven't gotten more than a couple people at most settlements. I had to cram companions into the Castle to get to 10, to get the dialogue option to click for the wandering vendors. And it doesn't actually work--they say "I'm confused". I ground out a high level character without doing much of the storyline. Now I'm doing it and stuff isn't working as expected. As far as I know, nothing I have loaded mods the settlement cap. I have a height cap mod, and a couple mods that expand settlement borders. I disabled them and tried anew, but that didn't change anything. My load is listed in the spoiler in my comment above. Maybe I'm barking up the wrong tree, but this is where the google lead. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted November 18, 2017 Share Posted November 18, 2017 What do you mean exactly with 'ground out a high level character' and 'not doing much of the storyline' ? Because settlements will grow slowly over time. Your workshops will stop recruiting if there are five or more settlers without jobs assigned, so you have to concentrate heavily on workshops at least. Even then however, it may take a long while until the population limit is reached. Building limit uncappers and settlement border removers do not harm your game in any way. They do however enable you to ruin your game yourself, by building too many scripted objects. it's those that eventually lead to the issue where settlers apparently become unassignable [NB: I'm explicitly referencing to this as an issue: this is not a bug, but a limitation imposed by game design. Papyrus is simply too slow to handle too large a number of objects within a sufficiently short period of time]. Of course, if you disable the uncappers, all of the stuff you built won't go away, so it won't make a difference whether those mods are enabled once the issue has hit you. EDIT: For clarification: the settler assignment issue is an entirely separate issue that is not related to the previously discussed problems with sending settlers around. To make all your workshops available in the selection menu, you really only have to increase the value of that game setting. Link to comment Share on other sites More sharing options...
bodhisattvah Posted November 18, 2017 Share Posted November 18, 2017 (edited) Grinding = killing stuff and building stuff for XP. No shortage of things to kill in the wasteland. All without doing many quests. (a bare minimum of radiant MM quests, and I've avoided listening to Radio Freedom) I got through the bare minimum up to Old Guns (so I could build artillery) and I've built at least 20 beds, planted enough food (bumped total with an eat-o-tronic), set up 20-40 water (depending on the availability of a water source like County Crossing), a decent amount of defenses (one of my mods has some pretty burly turrets, so I don't need to build a lot), and assembled basic shelter at each settlement. They're only attracting a max of 1-3 settlers. But maybe that's because I've only hung around long enough to build and leave? I DID play through once before, and built far more complex settlements, and I had at least 20 settlers at each settlement. And that was with lower charisma! I'd say I'm building WAY more efficiently than my first play through, when I wasn't using place everywhere. I can't imagine I have more objects this time. In fact, if Transfer Settlements is correct, I'm using 1/2 to 1/3 the number of objects in each settlement than last time. I don't think I'm really pushing the limits here. (although, I do build over the budget with the scrapping exploit) System specs for reference: Nvidia 970, AMD 1900X, 32gb ram Edit: my Nordhagen (super detailed/decorated) has 1047 objects. My more modest, efficient Starlight is 414 objects. Edited November 18, 2017 by bodhisattvah add info Link to comment Share on other sites More sharing options...
Sclerocephalus Posted November 19, 2017 Share Posted November 19, 2017 Only the scripted objects (mainly beds, crops, settlers, turrets) demand papyrus resources. But I agree that this is likely not a problem with your workshops, considering the stats you provided. Best guess therefore is that there is a mod conflict, presumably with scripted mods. It may also be worth checking whether one of the mods you're running makes significant changes to the conditions for creating new settlers. Link to comment Share on other sites More sharing options...
bodhisattvah Posted November 19, 2017 Share Posted November 19, 2017 That is a very good observation. I take it that UFO4P doesn't mess with settlers then? Thanks for taking the time to respond! Link to comment Share on other sites More sharing options...
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