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The Unassignable Settlers Bug


pra

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This bug seems to be well-known, but I failed to find any real thread on this forum, so I decided to make one.

 

The most obvious symptom of the bug is that you can't assign settlers anymore. If you use DCMS, you also can no longer use any of the settlement commands.

 

Apparently, this is an engine bug made by bethesda:

http://afkmods.iguanadons.net/index.php?/topic/4462-fo4-unlimited-settlementssettlers-a-caveat-for-mod-users/

(Although, this has been said about the settler reset bug as well...)

 

But, that thread on afkmods is somewhat old, and it's not entirely clear on how to avoid running into the issue. So...

- What exactly counts towards this 128 items limit? First time I noticed the bug, I was in a rather small settlement, with < 10 people, a few crops and guard posts. Is this the limit for ALL settlements combined? It was the same in other settlements, too...

- Should deleting things like crops or beds or killing settlers restore things back to normal, or is the savegame corrupted from that point on?

- Is there any console command, mod, or anything, to get the current value of the limit?

- Now I'm not even sure why I ask this since I'm pretty sure I know the answer, but, is there any chance for a workaround for this?

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I had this when Automatron first came out. Suddenly all my workplace assignments were gone and I could't arse settlers to go back to them. The game said, the resource is assigned, but it wasn't.

 

It seemed to be down to the robot workbench being there and you having created a custom robot. It was a real nuisance but I didn't have it for quite some time.

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I've got between 30 and 60 settlers at my settlements (47 of them) bar a couple I just started building at and the ones at Far Harbor for just having discovered the place. I'm running DDProductions' Increased Build Limit Enhanced and Puma361's Increased Settler Population set to 100 for quite a while now and never ran into this kind of bug.

 

My guess is that either one of the above mods circumvents the limitation, or, and this seems more plausible, between last May and now, the issue was addressed by Bethesda in one of their patches.

 

Or, as a last possibility, you're running a mod that somehow clashes with how the game engine handles settlers/settlements...

 

I'm still at v1.7.9, by the way...

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I had this when Automatron first came out. Suddenly all my workplace assignments were gone and I could't arse settlers to go back to them. The game said, the resource is assigned, but it wasn't.

 

It seemed to be down to the robot workbench being there and you having created a custom robot. It was a real nuisance but I didn't have it for quite some time.

 

That can't be the same thing. I never see the "resource is assigned" message, and it seems like neither do the other people.

 

edit: this is my load order:

 

GameMode=Fallout4

 

Fallout4.esm=1

DLCRobot.esm=1

DLCworkshop01.esm=1

DLCCoast.esm=1

DLCworkshop02.esm=1

DLCworkshop03.esm=1

ArmorKeywords.esm=1

Unofficial Fallout 4 Patch.esp=1

20pc.esp=1

noexfromint.esp=1

Armorsmith Extended.esp=1

Armorsmith Automatron.esp=1

Armorsmith Far Harbor.esp=1

AWKCRPatch-UFO4P.esp=1

Conelrad 640-1240.esp=1

Crafting Workbench.esp=1

Crafting Workbenches - Ammo.esp=1

Crafting Workbenches - Automatron DLC.esp=1

Crafting Workbenches - Faction and Quest Requirements.esp=1

Crafting Workbenches - Removed Crafting Experience.esp=1

Crafting Workbenches - Far Harbor DLC.esp=1

FunctionalDisplays-Collectibles.esp=1

FunctionalDisplays.esp=1

FunctionalDisplays-AID-Vanilla.esp=1

FunctionalDisplays-MISC-Vanilla.esp=1

FunctionalDisplays-Patch-DLC01.esp=1

FunctionalDisplays-Patch-DLC03.esp=1

Covenant Unrestricted.esp=1

BuildPaStation.esp=1

AtomicRadio.esp=1

CMPA +200.esp=1

SettlersRename.esp=1

STL-DLC06Addition.esp=1

STL-MiscMods.esp=1

Vault-tec brighter lights.esp=1

VendorVariety.esp=1

SMC.esp=1

Vault-Tec_PoweredDoor.esp=1

Journal.esp=1

Journey.esp=1

SettlementAttacksBeyond.esp=1

SettlementAttacksBeyondFH.esp=1

CartographersMapMarkers_Holotape.esp=1

VertibirdsAnywhere.esp=1

CutWeaponModsRestored.esp=1

CutWeaponModsRestored-FarHarbor.esp=1

CWMR-Patch-AWKCR.esp=1

Scrap-able Mods - CWMR+DLC - Vanilla.esp=1

ManufacturingExtended.esp=1

ManufacturingExtendedFH.esp=1

Vault88UnlimitedBudget.esp=1

VertibirdBeacon.esp=1

More Where That Came From Diamond City.esp=1

Quick Save.esp=1

SettlementLimitSlashedFarHarbor.esp=1

ScrappableLegendaries.esp=1

Laurent's Robot Skins.esp=1

th1nkEyebot.esp=1

th1nkEyeBot-FarHarbor.esp=1

Cyan's Legendary Mod.esp=1

ProvisionerSupplyContainers.esp=1

ImmersiveScrapping.esp=1

RecycleBottles.esp=1

Pre-War Money is not scrap.esp=1

NickUsesRepairKits.esp=1

Vertibird Alt Fix.esp=1

 

 

 

 

Thing is, disabling mods doesn't do anything. Whatever it is, it seems to be savegame-dependent, aka, at some point something happened, which corrupted the savegame. I can load an older save with the current configuration, and it works. I load a newer savegame, and it doesn't.

Edited by pra
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The issue has (or should have) been fixed as of the UFO4P 1.03 béta, apparently. I also see that your UFO4P is sitting in the wrong place: it should be right underneath the DLC. You have ArmorKeywords in-between...

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The issue has (or should have) been fixed as of the UFO4P 1.03 béta, apparently. I also see that your UFO4P is sitting in the wrong place: it should be right underneath the DLC. You have ArmorKeywords in-between...

Well, I have UFO4P 1.0.5, so...

Thanks for the info regarding it's placement, though. Can't hurt fixing that at least...

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