Fallout 4

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Unable to move/assign settlers
So I've found that I'm not able to move settlers or assign them to specific tasks in settlements.

Yes I am using a modded game that does feature the Unofficial Fallout 4 Patch mod as well as others, and apparently this caused something funny to happen to the game's code regarding settlers.

I have also seen that you can use console commands to make settlers useable in the workshop, but I don't know if that will help my case.

Can anyone help with this?
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Showing 1-10 of 10 comments
Nono Feb 22, 2017 @ 10:48am 
Better settlers mod could be the cause of this, it has been shut down since for known issues with unoffical patches.
24RailwayCuttings Feb 22, 2017 @ 10:52am 
Originally posted by Nono:
Better settlers mod could be the cause of this, it has been shut down since for known issues with unoffical patches.
Sadly I don't have that mods, so I'm not sure what else could be causing it, aside from UFo4
sdack Feb 22, 2017 @ 11:09am 
It's silly to ask your question when you already know it could well be one of the mods. Your best chance are the mod forums and talking to the mod authors themselves. If you are using a mod, which you suspect could be the cause and you cannot get help from the author or find anything useful in its documentation or comment section then abandon the mod. There are a ton of mods and quite a few bad apples in it. It's a learning experience and you do know there is always a good chance that it will wreck your save file. Many authors do warn about it and for good reason.

Perhaps post your list of mods here and hope somebody may spot something, but your chances are low.
Last edited by sdack; Feb 22, 2017 @ 11:09am
24RailwayCuttings Feb 22, 2017 @ 11:44am 
Originally posted by sdack:
It's silly to ask your question when you already know it could well be one of the mods. Your best chance are the mod forums and talking to the mod authors themselves. If you are using a mod, which you suspect could be the cause and you cannot get help from the author or find anything useful in its documentation or comment section then abandon the mod. There are a ton of mods and quite a few bad apples in it. It's a learning experience and you do know there is always a good chance that it will wreck your save file. Many authors do warn about it and for good reason.

Perhaps post your list of mods here and hope somebody may spot something, but your chances are low.

I have about 83 mods active, now that I've just counted. Should I post the entire list?
sdack Feb 22, 2017 @ 11:58am 
Originally posted by 24RailwayCuttings:
Originally posted by sdack:
It's silly to ask your question when you already know it could well be one of the mods. Your best chance are the mod forums and talking to the mod authors themselves. If you are using a mod, which you suspect could be the cause and you cannot get help from the author or find anything useful in its documentation or comment section then abandon the mod. There are a ton of mods and quite a few bad apples in it. It's a learning experience and you do know there is always a good chance that it will wreck your save file. Many authors do warn about it and for good reason.

Perhaps post your list of mods here and hope somebody may spot something, but your chances are low.

I have about 83 mods active, now that I've just counted. Should I post the entire list?
Like I said, your chances are low getting this fixed. But post the list, I won't judge you nor will I be able to tell you what it is. I keep away from any mod that may screw up my game. I like having less mods than more although I couldn't quite resist and have about 5-6 of them myself.
24RailwayCuttings Feb 22, 2017 @ 12:08pm 
Originally posted by sdack:
Originally posted by 24RailwayCuttings:

I have about 83 mods active, now that I've just counted. Should I post the entire list?
Like I said, your chances are low getting this fixed. But post the list, I won't judge you nor will I be able to tell you what it is. I keep away from any mod that may screw up my game. I like having less mods than more although I couldn't quite resist and have about 5-6 of them myself.

Oh well, here's the list of active mods I have, all from Bethesda.net unless stated otherwise:

Unofficial Fallout 4 Patch
Campsite - Simple Wasteland Camping
Sniper Perk Adds Damage
BallisticWeaver: get the Ballistic Weave
Reilly's Rangers Power Armor Paint
Sanctuary Bridge Fix
Ballistic Weave Far Harbor
Targeting HUD and Berry Mentats
Better Clothing (Vanilla + Far Harbor)
Pipboy Zero
Unbeakable Power Armor
Better MIRV
Combat Zone Settlement
Ballistic Weave extra resistances
Additional Ballistic Weaver options (Vanilla + Far Harbor)
Fallout 4 Lazer Sabers
Creative Clutter - All DLC
Marine Armor Expanded
Lowpolys Settlement Furniture Pack
More Power Armor Paint
T-51 Nuka Cola Paint (before Nuka World DLC)
Weaker Weapons Balance
Mechanist's Lair Expanded
Standalone Construction Power Armor
Nuka-Cola Pipboy
Unarmed Overhaul
Evclave Soldier Encounters
T-51 Police Protector Paint
T-51 Nuka Cola Quantum Glow Edition Paint
Craft that other Power Armor Station
T-51 Nuka Cherry Edition Paint
Fallout 4 Real Power Armor Protection
Pool Rack Fix
Upwards Conveyor Belt
T-60 Police Protector Paint
Manufacturing Extended
T-51 Nuka Cola Victory Standalone Paint
Sneak Rank 5 perk - Subtle Stealth Patch
Remove Invisibility Effect
Gatling Lazer Overhaul
Submersible Power Armor
Liberty Power Armor
Easy City Downs Settlement
T-51 Medic Double Paint Pack
Vault 88 More Space - More Rooms etc. (and other features)
Vault 88 - More Vault Rooms
Contraption - Composter
Ballistic Weave - Nuka World
Helmetless Nuka Girl outfit
Alien Assault Rifle
Vault 1080
Immersive Vendors
TES-51 Power Armor
Widow Shotgun
Reneer's Close that door mod
Unlock Raider Settlement items
Atomic Radio
Wasteland Imports
Institute Safe House
X1 Nuka Cola Glow Edition Paints
T-45 Diamond City Security Power Armor Paint
X1 Razer Paint
T-60 Marauder 2 in 1 Paint
X1 Liquidator Paint
Pre-war and Post-war Sanctuary Build Set
Automatron - Protectrons Expanded
Raider Power Armor Chopshop (from Nexusmods)
Enclave X-02 Power Armor (from Nexusmods)
Right-handed Hunting Rifle (from Nexusmods)
Cargobuddy
Vivid Waters
Loaded Loading Screens
Automatron Eyebot Companions (plus the DLC extras)
T-49 Storyteller Power Armor
Buffed Minutemen Militia 2
Improved Automatron Robots
Functional Displays (Vanilla + DLC Support)
Settlement Objects Expansion (All DLC)
Better Goodneighbour
Better Third Rail
JetpackUpgraded no AP cost
JH Feb 22, 2017 @ 12:14pm 
Originally posted by Nono:
Better settlers mod could be the cause of this, it has been shut down since for known issues with unoffical patches.

"Better Settlers" is fine. The one you are thinking of is probably "Don't Call Me Settler", a very ambitious mod that unfortunately broke stuff and has now been retired for fixing.

The problem is scripts, and specifically anything that modifies the settlement parent script. "Better Settlers" uses no scripts and is therefore safe.

OP, to fix your problem, remove anything that modifies settlement behaviour via scripts. It is very likely that you will need to load a save from before you installed the bad mod.

I see you have installed the FO4 Unofficial Patch. Good, it contains some changes to help settlements behave better. Unfortunately whatever you loaded after it would have overwritten UFO4P's changes to the settlement scripts.

Read the comments thread on the UFO4P Nexus page to understand the problem, and get in the habit of being kind to your settlements - if there is a delay with assignment, then wait and don't queue up commands.
24RailwayCuttings Feb 22, 2017 @ 12:25pm 
Originally posted by JH:
Originally posted by Nono:
Better settlers mod could be the cause of this, it has been shut down since for known issues with unoffical patches.

"Better Settlers" is fine. The one you are thinking of is probably "Don't Call Me Settler", a very ambitious mod that unfortunately broke stuff and has now been retired for fixing.

The problem is scripts, and specifically anything that modifies the settlement parent script. "Better Settlers" uses no scripts and is therefore safe.

OP, to fix your problem, remove anything that modifies settlement behaviour via scripts. It is very likely that you will need to load a save from before you installed the bad mod.

I see you have installed the FO4 Unofficial Patch. Good, it contains some changes to help settlements behave better. Unfortunately whatever you loaded after it would have overwritten UFO4P's changes to the settlement scripts.

Read the comments thread on the UFO4P Nexus page to understand the problem, and get in the habit of being kind to your settlements - if there is a delay with assignment, then wait and don't queue up commands.

I don't know if being kind to my settlements is the true way to go. For some reason I just can't simply assign any settler to anything, not even a supply line.
Nono Feb 22, 2017 @ 12:33pm 
Originally posted by JH:
Originally posted by Nono:
Better settlers mod could be the cause of this, it has been shut down since for known issues with unoffical patches.

"Better Settlers" is fine. The one you are thinking of is probably "Don't Call Me Settler", a very ambitious mod that unfortunately broke stuff and has now been retired for fixing.

The problem is scripts, and specifically anything that modifies the settlement parent script. "Better Settlers" uses no scripts and is therefore safe.

OP, to fix your problem, remove anything that modifies settlement behaviour via scripts. It is very likely that you will need to load a save from before you installed the bad mod.

I see you have installed the FO4 Unofficial Patch. Good, it contains some changes to help settlements behave better. Unfortunately whatever you loaded after it would have overwritten UFO4P's changes to the settlement scripts.

Read the comments thread on the UFO4P Nexus page to understand the problem, and get in the habit of being kind to your settlements - if there is a delay with assignment, then wait and don't queue up commands.

Exactly, 'Dont' Call me settler' was the one I was talking aboutn it's still hidden on FO Nexus.
24RailwayCuttings Feb 22, 2017 @ 12:40pm 
Originally posted by JH:
Originally posted by Nono:
Better settlers mod could be the cause of this, it has been shut down since for known issues with unoffical patches.

"Better Settlers" is fine. The one you are thinking of is probably "Don't Call Me Settler", a very ambitious mod that unfortunately broke stuff and has now been retired for fixing.

The problem is scripts, and specifically anything that modifies the settlement parent script. "Better Settlers" uses no scripts and is therefore safe.

OP, to fix your problem, remove anything that modifies settlement behaviour via scripts. It is very likely that you will need to load a save from before you installed the bad mod.

I see you have installed the FO4 Unofficial Patch. Good, it contains some changes to help settlements behave better. Unfortunately whatever you loaded after it would have overwritten UFO4P's changes to the settlement scripts.

Read the comments thread on the UFO4P Nexus page to understand the problem, and get in the habit of being kind to your settlements - if there is a delay with assignment, then wait and don't queue up commands.

I've even had an instance where I build and Automatron Robot in Boston Airport to assign to a supply line. Not only could I not assign it, it wasn't even set at the settlement (it showed 4 residents instead of 5), and I couldn't send it back to the settlement either. It just kept following me.
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Date Posted: Feb 22, 2017 @ 10:47am
Posts: 10