jshull49 Posted April 15, 2018 Share Posted April 15, 2018 My settlement transfer and trade route list is missing some settlements, 4 or 5. I can't assign settlers to them or set up trade routes. When I went to save Taffington in Transfer Settlements as a blueprint, it wanted to title it commonwealth instead of taffington. Now I'm making Murkwater and I cant assign settlers there either. On top of this my recruitment beacons do not seem to be working. My settlements are not growing.Anyone have any idea on this? Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 16, 2018 Share Posted April 16, 2018 You've added a settlement mod of which the map marker was implemented wrongly and as such the game doesn't know where the settlement is located and replaces that name with Commonwealth since that's the larger area where the settlement is situated. Depending on where exactly the settlement is, other (even vanilla) settlements can be affected. From the moment a settlement has been replaced with Commonwealth all kinds of things stop working. Known settlement mods that can cause this are some of the Mystic Pines mods and the Red Rocket Settlements mod (the culprit in the set of 16 Red Rockets is the Quincy one that is sitting too close to the former Quincy Quarry, now known as Vault 88. All other Red Rockets work fine. Don't go near the Quincy Red Rocket). What also can cause this to happen is when you use a mod that expands settlements and you have moved the Workshop too far from its original place and into another cell. Putting that workshop back in its original place solves the issue. Check you Pipboy's Data/Workshops list to see which settlements are missing and do away with one or more settlements you've added to see which one caused it. Link to comment Share on other sites More sharing options...
speedynl Posted April 16, 2018 Share Posted April 16, 2018 When I went to save Taffington in Transfer Settlements as a blueprint, it wanted to title it commonwealth instead of taffingtonyou change the name of vannila settlements, and then wonder why it don't work ?even a n0ob like me can understand why it not work Link to comment Share on other sites More sharing options...
jshull49 Posted April 16, 2018 Author Share Posted April 16, 2018 To begin with, I didn't change anything. The game changed it. So your comment is idiotic.Now, Jimmy's comment is much more helpful. I will check that. Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 17, 2018 Share Posted April 17, 2018 To begin with, I didn't change anything. The game changed it. So your comment is idiotic. Nah, SpeedyNL's no fool. A misinterpretation I guess. Speedy probably thought you'd changed the name of Taffington into Commonwealth yourself. Anyway, there's umpteen mods that can cause the issue, even adding a Workshop by yourself through use of the PlaceAtMe console command can be the reason. A Workshop always needs to be tied to an area and that area is then the settlement and the game looks at the workshop to see to which area that workshop is connected in order for that location to be seen as a settlement, name the map marker and implement all that goes with it, i.e. sending settlers to that location or setting up a supply line from any settlement to the new location (FROM the location will usually work -not TO it- but the workshop won't get connected to the "cloud". The supply line will be visible on the pipboy map, but often the map marker will be missing when hitting "C" to view supply lines). Link to comment Share on other sites More sharing options...
jshull49 Posted April 17, 2018 Author Share Posted April 17, 2018 I went back and put the workshops back close to their original position. The settlements are now back in the list, but when I assign settlers nothing happens. I'm wondering if I have to start a new game.NONE of my settlements are growing. That's probably a mod, but I don't know how to figure out which it is. Link to comment Share on other sites More sharing options...
SharraShimada Posted April 17, 2018 Share Posted April 17, 2018 Anytime, a settlement "renames" to "commonwealth", something seriously screwed up. From this point on, your lost beyond redemption. Roll back, and try again. Identify the mod causing the problem, and get rid of it. Link to comment Share on other sites More sharing options...
JimmyRJump Posted April 18, 2018 Share Posted April 18, 2018 ...()...From this point on, your lost beyond redemption...()...Nope. Not at all. It depends on if there's more going on than just the relocationing of some WorkShops. If putting the WorkShops back in or close to their original location has made all Commonwealth entries disappear from the PipBoy's Data/Workshops list then all's A-okay. That settlements don't grow has to do with how the game calculates how many settlers will pop-up at any settlement with regard to local happiness and character charisma and a few other things I can't remember off the top of my head. When re-assigning settlers to another settlement, watch if the count drops in the settlement you sent them from. Depending on distance, it can take up to a couple of days before a settler arrives at his/her new destination beause the game calculates how long it takes to go on foot from point A to point B. Sending someone from, say, Somerville Place to Coastal Cottage can take four days before the settler makes it there when crippled along the road by an encounter with an enemy. If settlers are made vulnerable so they can die, then some settlers will never show up at their destination because having been killed en route. Settlers not doing what they are assigned to do depends on -or can be caused by- a few things. - When having a serious surplus in water and food, assigning settlers to crops won't work because the game feels there's enough to eat and drink. Emptying the Workshop of food and fresh water will get settlers back to work, except when there's supply lines involved that connect several settlements where there's also a surplus.- Sometimes new settlers are Synth spies and sometimes those Synth spies act weird (running from left to right with gun drawn, not doing an assigned job).- When having lots of script-heavy mods, it can take a bit (from a few seconds to minutes) before a settler springs into action, because sometimes scripts get cueued-up and they are handled in the order they started. Also, after having tinkered with WorkShop location (and maybe other things you did) first make sure that the settlers you're trying to make do stuff are still part of the settlement they're at. For example, uninstalling a settlement without first sending settlers elsewhere will have the settlers still hanging around the place and they will show as "Settler" when talked to, but they are no longer tied to any settlement. Re-installing the settlement will have the same result and you'll need to re-locate the settlers to the settlement they're actually at, but not tied to it anymore... Link to comment Share on other sites More sharing options...
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