It's a common xbox problem, so the fix should be relatively painless. This will usually manifest in other ways as well, for example, your settlers may ignore your assignment commands or never go to another settlement if you try and send them. The issue lies when you need to do multiple updates. I can't promise that it's perfect. Currently they compare base weapon range and base cap cost value. That having been said, not everything is really a bug, and I would very much appreciate if you could do a bit of leg work before reporting it.
If not, I put out a mod called Sim Settlement Helper, install that - you'll then be able to scrap all of the stuff on top of the plot. If they are panicking and in retreat, both factors take deep hits. Even when removed, the mods data will still remain in your save data. Resources at 999 If a settlements resources are at 999, it means that the resources are being used into a deficit. Nothing in the mod alters base records. Are all mods affected by Load Order? If you are getting a repeating bug that you can reliably reproduce, try kicking on Debug Mode and see what the messages say.
The mod does a wide area scan every time you enter a new cell. Mainly I dig really complicated games with fairly esoteric strategic mechanics. Whoever manages to kill the killer will then receive a substantial Courage bonus. Creating another instance of the script would however have the new values. SaveTool has quite limited filtering options.
You could even re-load the point before sleeping and repeat and just do the normal to remove any time latency concerns about it having completed between the autosave and starting the normal. All was well until I wanted to get rid of it due to a bug that it caused: I could not raise affinity with any other companions. But others, such as Molerats and Mirelurks, will need case-by-case consideration and probably custom coding and templates. This mod mainly alters what they do at that point. Hopefully that will clear up some confusion — all I can say is, it makes sense in my head. Refresh Local Plots Option Stops Before Completion Issue: After starting the Refresh Local Plots tool, the refreshing messages stop, but you get a warning not to leave until completion.
But it is a limit that we will all have to be aware of going forward. About Specific Factions Q: So what exactly is the deal with the Brotherhood of Steel? I hope maybe that shed light on what the issues might be that your users are having. Critters in general are going to be taken case-by-case. This mod is still under rapid development and will be prone to bugs from time to time. It's normally very hard to reach this limit, but Sim Settlements makes heavy use of that as a storage method, and so we've done something Bethesda had not prepared for. Can you load older and older saves in resaver and see which one doesn't have any unattached instances, then load it up in the game, and save it as a new save and see if those 15 unattached instances appear in the clean save? All others will be removed.
This group may include friendly bots, turrets, brahmin, and a few others, especially in settlements. I work from home and am fortunate to have an understanding spouse. If anyone can, then with some ingenuity, everyone can. The most obvious would be make an override of the record and modify the passed property. In the older system, there was simply a common pool of resources, and a single process could drag down the whole game.
And is there anything I can do as an author to prevent them needing to do this every major update? That could, conceivably, lead to a much more fun mod. They do have their problems though. There's so many things that could be going on there with scripts. And they can't handle Fallout 4. There are two videos toward the bottom for it on it's nexus description page found here and I think it's about the same. Also, according to the Fallout 4 utility author these are his instructions: You run it, enter the number of saves per character you want preserved, tell it to make backups of the to-be deleted saves if you want, and run.
It's worth pointing out that as a mod designer you'll need to think about this particular issue as you write scripts and anticipate how it may impact your mod. Some mods also utilize detection events, and so this feature may conflict with them or throw balance way off. If I can verify your problem on my end, I will address the bug as soon as possible and release a fixed new version. Add a script to it. This should no longer be an issue. All smaller factions have been similarly assigned existing combat templates.