niston Posted August 6, 2021 Share Posted August 6, 2021 I can for the life of me not get my exterior settlement's Map Marker to show the settlement stats.I've quadruple checked everything. SKK Workshop Utilities finds no keyword or resource faults with my settlement. Everything looks good in CK and in xEdit. Yet, the map marker stubbornly refuses to shows any stats. BUT: A nearby indoor settlement marker now shows settler count of my exterior settlement, combined with happiness of the indoor settlement.Yet, they have separate encounter zones, separate locations and both map markers are assigned correctly to their respective encounter zones. I really don't understand why this is happening? Link to comment Share on other sites More sharing options...
aurreth Posted August 7, 2021 Share Posted August 7, 2021 (edited) Can you assign settlers to the settlement with the malfunctioning map marker? Can you set up supply lines to it? Data not showing up on the map isn't a marker problem, it's a problem with proper registration in workshopparent. And yeah, I've had the problem with data showing up on the wrong marker, but it was because the build and sandbox areas of the two were just about touching. The game would see a settler on the edge of one area and post his stats to the other area. I guess there is some slop built into the system to handle border cases. Edited August 7, 2021 by aurreth Link to comment Share on other sites More sharing options...
niston Posted August 7, 2021 Author Share Posted August 7, 2021 Yes, the settlements works fine. Settlers are assignable at both, can be sent to both.They show up with correct location name and stats in Pipboy workshop stats page.Stats are tracked properly in the workshop interface for both.Workshop production is fine in both. But the map marker for the outdoor one refuses to work. No matter what I try or set, it simply displays nothing but the location name.Drives me insane. Never had this problem before.In fact, I have a settlement for the same place where the same map marker works properly. I tried copying all the settings, to no avail.It just does not work. I also do not understand at all how stats of two different settlements in two distinct locations and separate encounter zones can get mingled. Especially when they are not even in the same worldspace.How does that even work??? Link to comment Share on other sites More sharing options...
niston Posted August 7, 2021 Author Share Posted August 7, 2021 Welp, 13 hours later and I still can't figure it out. I've even tried creating new map markers. I've placed them in cells tagged with the proper location. Nada. No stats. On any of them. So I investigated the pipboy code that shows the map marker stats: public function SetSelectionInfo(param1:Object) : * { this._LocName = param1.name; this._IsCleared = param1.dungeonCleared == true; this._IsWorkshopLoc = param1.workshopOwned == true; if(this._IsWorkshopLoc) { this.WorkshopInfo_mc.SetWorkshopInfo(param1.workshopPopulation,param1.workshopHappyPct); } SetIsDirty(); } So... Why is param1.workshopOwned apparently not true for the outdoor settlement marker? This is the only explanation for the lack of stats. But why?!?! The encounter zone is set as "workshop", the location has the encounter zone assigned, there *is* a workshop in the location, it has all the proper keywords and it *is* player owned. So what the heck gives??? And why does my map marker for the interior settlement show outdoor settlement stats instead? That one really blows my mind, it's a completely different location with it's own, separate encounter zone! The map marker in the exterior is linked to a fast travel marker in the interior and it's encounter zone is set to the encounter zone of the interior settlement. It is the only map marker that shows any stats, but it does so for the wrong location! Argh! Dunno what else to try. About to give up on this. Link to comment Share on other sites More sharing options...
greekrage Posted August 7, 2021 Share Posted August 7, 2021 I had a similar issue with a neighboring settlement (both mine ) that are unrelated as far as cells go and all markers...When i had both installed the one would either show 0-20 happiness or even not show any stats at all (just a map marker in the pipboy)even though settlers would show up and the settlement would function.It was driving me crazy till i decided to disable the other mod..and BOOM like a miracle everything worked as intended...The only thing in common these settlements had was editing of terrain of a wilderness cell that separated them... Have you tried moving all markers to another cell like map,location and center ?(the workbench as well ).I used this as a solution at Mystic pines where i was trying to use the locations markers , location and zone and i would be getting zero happiness or no beacon activation message..Until i went to a different cell. Link to comment Share on other sites More sharing options...
speedynl Posted August 7, 2021 Share Posted August 7, 2021 when i did some moding i had this sometimes, most of the time i just forgot someting, things i did to fix it set encounter zone in mapmarker, set encounterzone in the belonging heading marker, set encounterzone to center, make sure location is linked to the rigt mapmarkermake sure the show interior is disable in location later on i made it a habbid to set encounter zone on all markers + wb, exept the 2 spam markers that shoud outside the cell(settlers spam true beacon) Link to comment Share on other sites More sharing options...
niston Posted August 7, 2021 Author Share Posted August 7, 2021 I tried all that. With encounter zone on all markers, on none of the markers, on the workshop, not on the workshop but on all markers, on some markers, etc.Lots of things to try in half a day. Nothing works so far. Link to comment Share on other sites More sharing options...
speedynl Posted August 7, 2021 Share Posted August 7, 2021 mm player owned you say, remove that, any settlement shoud not be player owned by default, setowned trigger will do, just a hunch not sure if it helpsbut i never used player owned by default also did you gave the mapmarker the right name ? just a n00b who try to help, but don't know much Link to comment Share on other sites More sharing options...
SKKmods Posted August 7, 2021 Share Posted August 7, 2021 As per speedynl above, how excatly did you assign ownership of the workshop(s) ? Some methods do not actually set all of the actorvalues, so on the workshops console [ getav WorkshopPlayerOwned ] or [ getav 33c ] should be true. But, what it really sounds like is a location record conflict or overwrite. Link to comment Share on other sites More sharing options...
niston Posted August 7, 2021 Author Share Posted August 7, 2021 I use a SetOwnedTrigger to claim the workshop. But also tried setting it to True already on the workshopscript. With the Help of Cpt Coots, I got it to the point where it works fine when coc'ing to Concord from the Menu, running to the Workshop and claiming it. Map marker good, stats good, all good. But when playing in a game where Concord has been visited already (but with the mod not previously installed), the Concord Map Marker won't show stats.I think it's got to do with the Encounter Zone settings, because in the Commonwealth GECK mod (which I have been using on my old game and which works fine), the Concord settlement stuff there has no encounter zone. But I already tried all possible combinations of Encounter Zone settings, so still not sure what gives. Checked for conflicts, but if there's any, I can't see them in xEdit. I tried disabling all mods (except for UFO4P), removed all loose script and interface files and disabled all xse plugins, but the problem is the same. Link to comment Share on other sites More sharing options...
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