TLDR: It is a significant optimization feature used by the game.
Disabling it allows you to scrap more but may severely reduce performance depending on your hardware. Settlement Modding Information:
Spoiler:
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There are some fantastic tutorials available for learning settlement modding:
Eventual plans may include a City Plan for this someday. Anything I add to the location would be via City Plan only, so that other builders can build whatever they want for their own City Plans, Transfer Settlements Blueprint or personal build. My interest in custom settlements is renewed by Sim Settlements Conqueror!
Anyone else had the issue with assigned settlers just standing around. Every settler I assign to the settlement just stands in the water or by the gazebo. I opened the mod with CK and discovered the settlement sandbox ref was linked to Boston Commons, not Swan's Pond. I changed the link to point to Swans' Pond and now the settlers seem to behave correctly.
I have this issue as well and I know the fix is simple (in theory) as it's a fairly straight forward process. Not something I haven't done before in a thousand program menus before... However each time I do this, the reference below disappears and I don't understand how to get it back, or what I've broken. Dyslexia and now old age has finally defeated me and now as my brain has turned into mush, I understand why my parents were never able to program the clock on the video player...
Anyway, that's a long way of saying that I'm not able to make this fix myself, so is it possible that you could release this as a patch until OP puts the fix out themselves? (I only as ask I see you release mods yourself). Regardless of your answer, thanks for the headsup or what the problem was.
I can't seem to find/activate the workshop, any ideas? Holding Alt like normal does nothing and I can't find the physical thing either.
I have two map markers named Swan's Pond and Boston Common and the radiation from the barrels seems to be disabled, so at least something is loading. I've been playing around with load order relative to Horizon/Architect stuff and haven't had any luck, including in a position that works fine for a College Square settlement mod.
Is it normal that areas around Swan's Pond show on the map as Settlements (but they aren't one) after activating the Swan's Pond bench? Boston Common, Park Street Station, etc when I mouse over them show the happiness and settler count from Swan's Pond.
The game seems to be registering a bunch of other areas around swan's pond as settlements which is causing issues with IDEK's Logistics Station's ability to create caravan lines, is there any chance this is able to be fixed or is it just an unavoidable side effect of the addon?
Try update 1.04. If this doesn't solve it, there's a scripted route that could be tried for a 1.05 update. If that still doesn't solve it then it may be unavoidable at least in some cases.
I replicated the issue on my end, and was able to see it solved by making this change to the ESP even on a save that's already had Swan's Pond claimed on 1.03. It may be necessary to need to break and re-establish supply lines(for those not using IDEK's Logistics Station 2), or on IDEK's Logistics Station 2? to recalculate supply lines although should happen anyways after some time. I used ILS 2's 2x2 Municipal plot for testing this, I no longer have a Sim Settlements 1 mod profile anymore as I only use the latest so uncertain about that for any still using the old versions.
Just wanted to let you know that something wonky is going on with npc's created/spawned within the boundaries of the Swan's Pond settlement. DLC wise this applies to robots created at the automaton workbench, you have to actually move them to Swan's Pond even though they were created there in the first place. Mod wise, I use a mod that creates children and it has this same issue as well. The children have to be actually moved to Swan's Pond instead of automatically belonging to it as they do at other settlements. I'm trying to think if I've ever done this at your other settlements...I could swear I've created robots at Mystic and not had the issue but I can't swear that's the case.
Usually that happens if the cell where the NPC spawn marker does not have the correct Location assigned for the settlement. Settlers/etc will get WorkshopID of -1, this makes them removed from any settlements which is why they had to be "moved" to the settlement and likely assignable objects in that cell were not working. This can happen if other mods which also edit any of these cells are loaded after this settlement mod:
Vault114Ext [CELL:0000E099] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 3,-4)
BostonCommonExt [CELL:0000E09A] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 2,-4)
BostonCommonExt03 [CELL:0000E0B8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 3,-5)
SwansPondExt [CELL:0000E0B9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 2,-5)
If any other mods do edit these cells and are loaded after SwanPond - Settlement.esp, the cells will be highlighted red in that case when loaded in xEdit with entire load order. The most likely one is Boston FPS Fix AIO. Load SwanPond - Settlement.esp after those other plugins.
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Previews:
TLDR: It is a significant optimization feature used by the game.
Disabling it allows you to scrap more but may severely reduce performance depending on your hardware.
Settlement Modding Information:
Eventual plans may include a City Plan for this someday. Anything I add to the location would be via City Plan only, so that other builders can build whatever they want for their own City Plans, Transfer Settlements Blueprint or personal build. My interest in custom settlements is renewed by Sim Settlements Conqueror!
Anyway, that's a long way of saying that I'm not able to make this fix myself, so is it possible that you could release this as a patch until OP puts the fix out themselves? (I only as ask I see you release mods yourself). Regardless of your answer, thanks for the headsup or what the problem was.
I have two map markers named Swan's Pond and Boston Common and the radiation from the barrels seems to be disabled, so at least something is loading. I've been playing around with load order relative to Horizon/Architect stuff and haven't had any luck, including in a position that works fine for a College Square settlement mod.
I also noticed that other locations next to Swan's Pond show up like settlements on the map.
Swan's Bar and Pitstop - https://www.nexusmods.com/fallout4/mods/50588
I replicated the issue on my end, and was able to see it solved by making this change to the ESP even on a save that's already had Swan's Pond claimed on 1.03. It may be necessary to need to break and re-establish supply lines(for those not using IDEK's Logistics Station 2), or on IDEK's Logistics Station 2? to recalculate supply lines although should happen anyways after some time. I used ILS 2's 2x2 Municipal plot for testing this, I no longer have a Sim Settlements 1 mod profile anymore as I only use the latest so uncertain about that for any still using the old versions.
If any other mods do edit these cells and are loaded after SwanPond - Settlement.esp, the cells will be highlighted red in that case when loaded in xEdit with entire load order. The most likely one is Boston FPS Fix AIO. Load SwanPond - Settlement.esp after those other plugins.