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I can't assign my companions to a settlement


JN98

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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.

 

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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.

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my mod list is

  1. unofficial Fallout 4 patch
  2. AWKCR(all dlc)
  3. Armorsmith Extended v3.02 full version
  4. immersiveclothngcraftingDLC3
  5. Spawn items for xbox one
  6. costumepartygloves.esp
  7. craftable leather.esp
  8. Ponytail Hairstyle by AZAR v2.0
  9. tattooed player
  10. Vanilla crafting expansion
  11. RedRocketBaseX
  12. The gunslinger outfits
  13. bullet deflection mod
  14. Fallout 4 lazer sabers with defirrent colors and real sounds
  15. Glock P80
  16. Decoration & Furniture expansion pack (WIP release)
  17. alien assault rifle
  18. Punisher collection-standalone Bandana
  19. K-9 harness TBA
  20. Companion tracker all dlc
  21. Lots of male hairstyles
  22. [Xb1] UNDER-WEAR
  23. [XB1] steampunk gunslinger outfit
  24. See-Through-Scopes Nuka world dlc
  25. Black hunter armor (standalone)
  26. Nuka world-skip raiding your settlements
  27. SCAR-H
  28. Laser Assault Mods
  29. Tactical stealth suit (armorsmith extended patch)
  30. Synthetic Love
  31. B-35C heavy bos armor
  32. The forsaken institute assassin by Crimsomrider
  33. See through scopes
  34. unliimited building (xbox one)
  35. NCR ranger veteran armor (xb1)
  36. Loving Curie
  37. Loving piper
  38. Loving cait
  39. Junkmaster 1.78D
  40. Cheat terminal [xb1]

thats all my mods in the load order.

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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.

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  • 3 months later...
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

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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.

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  • 5 months later...

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.

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That same registration barrier is why we have basically no issue with spambots though. Tradeoffs :P (we expect people to need to look stuff up btw, bots usually can't)

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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.

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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.

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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.

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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.

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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 by bodhisattvah
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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.

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