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This is caused by the game loading up part of the settlement, for example if you're standing in Concord outside the Museum of Freedom, it'll load the bridge and western part of sanctuary. Unless you have everything in your settlement in the loaded part, it'll think sanctuary has no beds or water purifiers or generators. If you load your game from the middle of Sanctuary, the southern half of Red Rocket won't be loaded so if you have your beds/power generation/water/food in that part, it'll think that the settlers in Red Rocket are starving/bedless or whatever.
Placing all your resources in one spot or scattering them throughout the settlement doesn't help.
This requires a fix on the settlement simulation so that it works independently from the game resource loading. Only Bestheda can fix this and they haven't bothered as this was known from all the way back when Fallout 4 was in beta.
FYI: am old retired software engineer
added: it takes and extra amount of stupid to not be able to write code that cannot keep track of the number of beds while I am not in the settlement, case it can only change when I am in the settlement
It is extremely annoying because the 'glitch' sometimes takes a little bit to materialize which means that I could be in Far Harbor when I notice it and would have to travel all the way back to open the workshop mode to reset everything. I agree with tullie040657 in that those responsible for this glitch and their apparent lack of professionalism in fixing it, should be grounds for not only 'heads against the wall' but also a good swift kick in the rear end
This unloads the active commonwealth cells simultaneously and keeps a partial load from playing with the numbers.
If you walk out of a settlement, go back and sit a few minutes before FT'ing to a "safe" interior cell.
If you're having issues in the 'devil's triangle' of Abernathy Farm, Red Rocket, and Sanctuary, FT in from safe and *don't look around*, watch your feet until the calculation gets run again, then FT out. Big issues with those three because if you look the wrong way, you start loading parts of the other settlement's cells.
I'm starting to see the issue crop up with the Far Harbor settlements and that's a real bugger because there's no nearby interior cell... thankfully cell visibility is short due to the fog, the landscape, and the distances between settlements.
Personal opinion is that the unlocked 'short' calculation is where the problem comes from, since that's the only one where variables can change in the middle of operation. The daily 'long' calculation has a lock mechanism. What the game does is make an array of each settler and then add/subtract from the settlement baseline values depending on that settlers needs/contributions. If a single settler bugs into some 0 values, well, there are multiplication and division operations in that calculation... and apparently sometimes settlers are getting counted more than once, too.
In other words, Beth should fix their game
Well to be honest and knowing how much doing this kind of stuff cost it would be like 50000 to 100000, but yea you have a point
They could just come out with another crappy DLC and that would pay for itself.
Mere drops in the bucket for Beth-Milking-Thesda.
I am sure that somewhere in this post is a workaround of some kind because we all know Bethesda is not going to fix the problem.
Are you saying, don't fast travel at all? A related issue are the settlement attacks like those that occur while you are running through the Nuka World gauntlet or those that happen while you are doing Far Harbor or the other DLC. They couldn't just switch off these attacks while you were away? I mention this because I fast travel to the settlements getting attacked. I've tried running to settlements after getting the attack alert but getting caught up in unavoidable goul/raider/synth/Super Mutant agression on the way often causes the "help" quest to fail.
What is a safe interior cell? What workaround would stop this constant need to run around all of my settlements because of what should be merely pipboy instrumentation failure.
I thought I was pretty clear. TLDR, use a FT-enabled interior cell location (railroad HQ, Institute, Home Plate, Mechanist's Lair) as a waypoint when fast-travelling between commonwealth locations, because the game dumps all the loaded commonwealth cells when you travel into an interior cell, and when you travel out it reloads the 'landing' settlement cells all at once.
IIRC, game loads world by whole cells so if you somehow manage to put everything in one cell would it be impossible to load resources partially?
So there is a guy and probably not a single guy that located and decompiled the script - meands it can be modified and put into addon, assuming someone has enough knowledge and will to do so... any volunteers?