So I have a weird one. The brickworks industrial building kills my settlers. Anyone that assigns to it will go inside and do the animation near the furnace but after a couple of days they will be inside the building dead near the furnace. Sim settlements will assign a new settler and they will go in and work around the body but they to will eventually die. I have had the building in 2 different settlements and between the 2 they have killed 7 settlers. The bodies are also a pain to drag out of the building.
For full clarity I AM using a mortal settlers mod but still the building shouldn't be killing them.
Just did an extensive bug test as I couldn't load my saves anymore I built a fairly large settlement in sanctuary and was having random crash to desktops infrequently and when I started to link up my settlements it got worse. Culminating on working on Sanctuary and being unable to load saves anymore. tried loading in mods in groups one at a time and narrowed it down to this one causing some sort of conflict or error. Unsure if its a sim settlements conflict or with another mod or the new Fallout update.
In my case there was an issue with CTD when rendering the Bread item added by this mod. The sorting patch in the latest release of Radrose Usability Enhancements includes a patch to replace the Bread model with the base game Sweetroll model, which fixed crashes related to the spawning of that item. If you aren't interested in the full sorting mod, you can deselect other mod patches and install only this one.
Also: You need to update the town hall's city planner's desk to the new kinggath's update. He changed the computer's side so the player wouldn't have any problems with the animation when placed in a tight spot, but for me it's just a cosmetic thing (I still place a city planner on the cities, and use kinggath's city planner :D)
EDIT: Nevermind, my settlers upgraded the building on their own when auto upgrades was manually enabled on the ASAM sensor. though I still can't choose the upgrade I want.
Great mod, a must for survival playthroughs... though I'm having an issue. My school and town halls both are able to upgrade (I have upgrades disabled, though some cities just turn those on for some reason) but the prospector tent has no, and I mean NO intention of upgrading... when I put up the tech tree, all upgrades are undiscovered, and in manage upgradea I only have the option to see the tech tree and auto upgrade it. I have more than enough materials (around 300 each concrete and ceramics) and happiness is around 90, caps production, food, water ans defense are all at their highest, it has been built for about two in game weeks, it still doesn't show the option to upgrade. Am I missing something?
56 comments
For full clarity I AM using a mortal settlers mod but still the building shouldn't be killing them.
The sorting patch in the latest release of Radrose Usability Enhancements includes a patch to replace the Bread model with the base game Sweetroll model, which fixed crashes related to the spawning of that item.
If you aren't interested in the full sorting mod, you can deselect other mod patches and install only this one.
Great mod, a must for survival playthroughs... though I'm having an issue. My school and town halls both are able to upgrade (I have upgrades disabled, though some cities just turn those on for some reason) but the prospector tent has no, and I mean NO intention of upgrading... when I put up the tech tree, all upgrades are undiscovered, and in manage upgradea I only have the option to see the tech tree and auto upgrade it. I have more than enough materials (around 300 each concrete and ceramics) and happiness is around 90, caps production, food, water ans defense are all at their highest, it has been built for about two in game weeks, it still doesn't show the option to upgrade. Am I missing something?