Fallout 4

Fallout 4

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mrmike_49 Jun 24, 2016 @ 11:57am
Unhappiness Bug due to "data errors" in Pip Boy??
I've got maybe 18 settlements, all doing well, enough beds, food, water, defense, shops. Typical happiness is 80 to 85. Fine so far.

But then I look in my Pip Boy, and one settlement shows as 47 settlers, 6 beds, not enough food, just all the data is screwed, and Happiness is now 60! So, I fast travel there, everything is normal, correct counts, BUT the Happiness stays at 60!!!!!!! Does start to rise, at least it has an "Up" arrow now.

Any idea how to prevent this from happening? Is Bethesda EVER going to fix this bug, which has been there from day one??

btw, some good news: for some strange reason, I had ~ 350 Purified Water in the Workbench, normally this settlement produces ~ 20 per week, and I had been there in the last two (game) weeks.
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Showing 1-15 of 16 comments
veryinky Jun 24, 2016 @ 12:08pm 
This is a year old bug.

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.
mrmike_49 Jun 24, 2016 @ 12:09pm 
That makes sense, except for the 47 settlers (actual count was 25)
veryinky Jun 24, 2016 @ 12:17pm 
Settlers listed settlement since last migration + settlers in loaded area. There was a post on reddit where the guy decompiled the script, it tries to re-count the settlers if it thinks something is wrong, since the whole settlement isn't loaded it messes up badly. The whole settlement calculation function is a barely functioning hack.
mrmike_49 Jun 24, 2016 @ 12:20pm 
OK, I guess we can only hope Bethesda fixes it, since it seems to be "Too deep" into the basic mechanics of game for modders to fix. And after this much time, it appears VERY unlikely that Bethesda will bother
tulle040657 Jun 24, 2016 @ 12:22pm 
yes this bug makes me want to bash the person who wrote that mess' head against the wall a few times while screaming, "that is not the right way to do this", and then send him back to school.

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
Last edited by tulle040657; Jun 24, 2016 @ 12:24pm
B... Jun 24, 2016 @ 3:38pm 
I have this same issue and as stated earlier, it is a glitch in the game caused by partial settlement load up. I would say the two settlements where I have this issue the most is Red Rocket and Sanctuary Hills; obviously because if you fart around Sanctuary Hills you can partially active Red Rocket.

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 :steamfacepalm:
mfree Jun 24, 2016 @ 4:06pm 
Fast travel *only* to and from interior cells like RR HQ, Home Plate, or Mechanist's Lair.

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.
veryinky Jun 24, 2016 @ 4:29pm 
Supposedly Bestheda has profited by 90 million USD from it's Workshop DLC alone. You'd think they'd throw a few thousand of that money into fixing settlement bugs.
B... Jun 24, 2016 @ 4:30pm 
Originally posted by mfree:
Fast travel *only* to and from interior cells like RR HQ, Home Plate, or Mechanist's Lair.

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 :steamfacepalm:
tulle040657 Jun 24, 2016 @ 4:32pm 
Originally posted by veryinky:
Supposedly Bestheda has profited by 90 million USD from it's Workshop DLC alone. You'd think they'd throw a few thousand of that money into fixing settlement bugs.

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
B... Jun 24, 2016 @ 4:37pm 
Originally posted by tulle040657:
Originally posted by veryinky:
Supposedly Bestheda has profited by 90 million USD from it's Workshop DLC alone. You'd think they'd throw a few thousand of that money into fixing settlement bugs.

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.
lPaladinl Jun 24, 2016 @ 4:40pm 
Originally posted by tulle040657:
Originally posted by veryinky:
Supposedly Bestheda has profited by 90 million USD from it's Workshop DLC alone. You'd think they'd throw a few thousand of that money into fixing settlement bugs.

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

Mere drops in the bucket for Beth-Milking-Thesda.
djwolf Oct 27, 2016 @ 5:49pm 
Originally posted by mfree:
Fast travel *only* to and from interior cells like RR HQ, Home Plate, or Mechanist's Lair.

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.

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.
mfree Oct 27, 2016 @ 6:55pm 
Originally posted by djwolf:
Originally posted by mfree:
Fast travel *only* to and from interior cells like RR HQ, Home Plate, or Mechanist's Lair.

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.

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.
WildCat Oct 27, 2016 @ 9:13pm 
Originally posted by veryinky:
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.
Now this got me totally confused. Any idea why i don't get this bug every time i walk around some settlement?

Originally posted by veryinky:
Placing all your resources in one spot or scattering them throughout the settlement doesn't help.
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?

Originally posted by veryinky:
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.
Originally posted by veryinky:
There was a post on reddit where the guy decompiled the script
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?
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Date Posted: Jun 24, 2016 @ 11:57am
Posts: 16