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Hotfix 2.0.0a

kinggath

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Tonight's hotfix addresses the following:
  • The quest Runners and Gunners now flags all vanilla references as optional so that any mod or Creation Club content altering them won’t prevent the quest from starting.
    • If Aiden asked you to meet at Malden and the quest Runners and Gunners didn’t start, you were likely impacted by this issue. If that quest does not auto-start shortly after loading this patch, you’ll want to reload your save to before you started playing with Chapter 2.
  • Fixed the "door to the Plutonium Well" being open and/or unlocked during the quest Dark Horizons. Should be inaccessible during the quest and opens after the scene with Lupe.
  • Fixed the Gunners not running away in front of the Hardware Store if one of the non-hostile approaches was taken.
  • Smoothed Jake's AI during the scene inside the Hardware Store in the quest Dark Horizons to get him inside faster and not to put away the Gatling during the scene.
  • Added candles and a light around the map for the “War Room/Battle Plan” scene; to add some aesthetics but mostly to help account for various lighting mods that can make night really dark.
  • Added "easter egg" holotapes that appear during the Noman Sland quest and one in the Gunner 34825 inventory that reference story moments of the main quest.
  • Fixed a bug with one of the CPD uniforms that could cause problems with VATS.

Obviously some of these aren't hotfix worthy issues, but given that with Chapter 2 we have a lot more folks who work on the quest content than just me, you'll see random stuff popping in whenever I put together fixes as I'm simply merging all the changes submitted by the team.

Our focus for the first few weeks will be on ensuring quests don't get stuck so you all can make it through the new story content. Then we'll move on to systems fixes and quality of life improvements.

We'll continue to hotfix as necessary before we shift back to a bi-weekly patch schedule! Keep the reports coming.

Xbox players, unfortunately it can take a day before the updates appear as available. C2's version will be 5, and C1's version will be 31 when its safe to update.

-kinggath
 
@kinggath. Maybe I'm really stupid. But I really need a much better explanation of HOW to do the commands
at the new HQ. No real visuals .. all abstract... have no idea if I;m actually accomplishing anything, Can't get a list of bedrooms anywhere in the HQ,. Foyer, offices, bathrooms... but no bedrooms. And bedrooms is what the quest wants done...
Really appreciate all you and the team have done.
 
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Will there be any fixes for the increase in save times? Without chapter 2 installed it seems to increase my save time from 3-4 mins to 30-40 seconds. Not sure what is causing it but noticed some YouTubers having the same issue. But it is awesome content wise it is amazing so far in my playthrough besides the saves causing it to freeze
 
Will there be any fixes for the increase in save times? Without chapter 2 installed it seems to increase my save time from 3-4 mins to 30-40 seconds. Not sure what is causing it but noticed some YouTubers having the same issue. But it is awesome content wise it is amazing so far in my playthrough besides the saves causing it to freeze
I hope so, mine's more like 10 minutes. After doing a lot of testing to try to figure it out, I think whatever is causing the spike in saves has to do with the Workshop Framework update.
 
Will there be any fixes for the increase in save times? Without chapter 2 installed it seems to increase my save time from 3-4 mins to 30-40 seconds. Not sure what is causing it but noticed some YouTubers having the same issue. But it is awesome content wise it is amazing so far in my playthrough besides the saves causing it to freeze
My impression is that after updating to 2.0.0a saving takes less time. I had severe problems with save times yesterday where the longest took over 10 minutes. Haven't had much issues in the few hours of gameplay so far this morning. Had one save taking a few minutes (was in Concord). Obviously I don't know if this is just a coincidence or if something fixed in 2.0.0a was causing save lag?
 
Load and save times are tremendous now with the new Chapter 2. Compared to pre-Chapter 2.

Also, using same load order (even reduced further to reduce potential conflicts), I am having a lot of the rusty black face on NPC's, even those I have used such as custom companions for years. I did re-start a brand new game and starting from beginning so it all flows together for me - Old Paul and Raiders had this black face issue.

This may be due to the long load times / cell loads so maybe this is just a mechanical issue.

John
 
Haven't yet tested hotfix and saving, but what the long save times reminds me of is the save times immediately after importing a Transfer Blueprint in my other non SS characters. I always have to remind myself to avoid saving until I leave the settlement that I just imported and am a bit far away. My save times have been 30-45 seconds when near a settlement, but only randomly that length outside of it.

Update: save times are the same with the hotfix, though I didn't expect they would change by random circumstance as nothing in the fix suggests that was addressed.
 
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  • Fixed the Gunners not running away in front of the Hardware Store if one of the non-hostile approaches was taken.
I thought it was funny how they didn't take it serious by running
 
  • Fixed the Gunners not running away in front of the Hardware Store if one of the non-hostile approaches was taken.
I thought it was funny how they didn't take it serious by running
Typical Gunners. Gun Runners - The Next Generation LOL
 
what I've noticed with save times and autosave times
1 if you just placed some plots it is going to take a while to save so probably script related
if you're doing one of jakes early quests it takes a while to save
if im not around the settlements it saves and loads like normal for me
if in a settlement it takes a while specifically once there are settlers so it may be the sickness system scripting system?

other than that i run the high fps fix mod so i don't see much issues in loading probably due to how that mod works.

on a side note, thanks for the hot fix
 
what I've noticed with save times and autosave times
1 if you just placed some plots it is going to take a while to save so probably script related
if you're doing one of jakes early quests it takes a while to save
if im not around the settlements it saves and loads like normal for me
if in a settlement it takes a while specifically once there are settlers so it may be the sickness system scripting system?

other than that i run the high fps fix mod so i don't see much issues in loading probably due to how that mod works.

on a side note, thanks for the hot fix
Well, kinda expected this actually hehehe. Every release is like this in ANY game so yeah i'd visit the Nexus every once in awhile to see if they updated it. Kind of a tall order to expect a bugless or peak performance game at fresh release. I'm calling it, i give em 1 week "Maybe", pretty competent guys there are Kinggath's side.

Holidays is creeping in too, hope they don't keep bug smacking while on holidays. It's no crime to just enjoy yourself or just plain R&R when it's Christmas "Christian or not, it's a holiday. Enough excuse to drop everything.".
 
Hey All - I was also having those absurdly long save times (I could get up and go get a drink before my autosave would resolve). I installed Baka ScrapHeap and it mostly resolved it. The saves definitely take a breath to complete, where before it was instant, but they no longer take minutes.
 
  • Fixed the "door to the Plutonium Well" being open and/or unlocked during the quest Dark Horizons. Should be inaccessible during the quest and opens after the scene with Lupe.
Fix was a little to aggressive. Inaccessible door is present during the "Memory Lane" quest also. =)
 
Fix was a little to aggressive. Inaccessible door is present during the "Memory Lane" quest also. =)
Same I had to console disable it basically there was 1 door chained like normal then an extra door. Behind it said it was barred but had nothing blocking.
 
Will there be any fixes for the increase in save times? Without chapter 2 installed it seems to increase my save time from 3-4 mins to 30-40 seconds. Not sure what is causing it but noticed some YouTubers having the same issue. But it is awesome content wise it is amazing so far in my playthrough besides the saves causing it to freeze
Unfortunately I have no idea what could be causing that. There's not really anything we have control over in regards to saving, its entirely handled on the engine side.
 
Unfortunately I have no idea what could be causing that. There's not really anything we have control over in regards to saving, its entirely handled on the engine side.
It seems to affect auto saves more then anything if that helps I turned off all auto saving and it seemed to alleviate the issue a little if that helps when you guys are trying to figure out why only Chapter 2 causes an increases in save times :). Love the work so far please keep it up its been a joy to play so far
 
Yeah, otherwise love the mod so been struggling through the save times. I been doing a lot of testing with running it different ways and I def think it's something to do with how the latest update to Workshop Framework interacts. As even without adding Chapter 2 but only doing the updates to SS2 and Framework it occurs. It will also occur if you only update Framework. It will not occur with both SS2 and Chapter 2 if Framework has not been updated, of course you won't start getting the quests, etc and other things will break. But yeah, whatever the miscommunication is with the engine, it's something framework connected. I wish I had more insight to give, I've just started playing it with rarely ever saving and hope it gets figured out at some point. Appreciate the work regardless.
 
Yeah, otherwise love the mod so been struggling through the save times. I been doing a lot of testing with running it different ways and I def think it's something to do with how the latest update to Workshop Framework interacts. As even without adding Chapter 2 but only doing the updates to SS2 and Framework it occurs. It will also occur if you only update Framework. It will not occur with both SS2 and Chapter 2 if Framework has not been updated, of course you won't start getting the quests, etc and other things will break. But yeah, whatever the miscommunication is with the engine, it's something framework connected. I wish I had more insight to give, I've just started playing it with rarely ever saving and hope it gets figured out at some point. Appreciate the work regardless.
yes, it seems to be something in the latest workshop framework as I've seen a few not using chapter 2 that have the issue after updating it. at least from what I've been reading through on nexus
 
The latest WSFW 2.0.17 now has code to reset/repair the power grid. This can be turned off in MCM. When entering a settlement, it will perform the reset/repair automatically. If there are corrupt nodes, it will prevent the game from crashing. Maybe this feature is going on, while people are trying to save their game.
I cannot test, as I am in the process of making a new fresh install.
2.0.17 (global version 45)

Added LockableWorkshopObjectScript and ProtectedWorkshopObjectScript to the WSFW library of scripts. The former allows for a workshopobjectscript that has locking functions to help prevent race conditions, the latter extends the former and protects the form from deletion by other scripts.
Fixed a bug in UIManager.ShowFormlistBarterSelectMenuV3 that would cause all unselected items to be returned to the player instead of disposing them. Added RestartTimer functionality to the task system, this can also be used to change the time on a timer.
Extended the set of Filter by Keyword function set by adding FilterByKeywordArray variations that will filter by a match of one or all keywords in the array depending on the abAnyMatch parameter.
Added UnregisterMenu function to WorkshopMenuManager, which will safely remove a registered entry to the workshop menus.
[F4SE Users] Workshop Framework now has code to repair/reset the power grid.
By default, WSFW automatically repairs/resets corrupt power power grids when entering a settlement. These options can be turned off in MCM or the Workshop Framework Controls holotape.
Note that when a power grid is repaired or reset, it will prevent the game from crashing due to corrupt power grid nodes, but some of those grids will need to be refreshed to make the power work again visually - such as lights being on. To do this, either rewire something on the grid, or pick up an item in the grid and put it down again.
[F4SE Users] MCM and the Workshop Framework Controls holotape have a new section under Tools: Power Grid Tools. This offers four options:
Repair Power Grid: This will analyze the local power grid and attempt to remove any invalid nodes so that the power grid functions once more.
Reset Power Grid: This removes the local power grid, ensuring all corruptions are eliminated.
Scan Power Grid: This will dump the details of the power grid to wsfw_identifier log inside of the Documents\My Games\Fallout4\F4SE\ folder.
Force Transmit Power: This will attempt to cause all power involved items to transfer power, triggering animations - this can be useful after running a layout or Sim Settlements City Plan where some of the items failed to power up correctly.
MCM and the Workshop Framework Controls holotape now have an option to disable auto-showing invisible objects.
Fixed a bug that could cause settlement layouts placement and exporting to stop working after several exports were done in a single save.
 
The latest WSFW 2.0.17 now has code to reset/repair the power grid. This can be turned off in MCM. When entering a settlement, it will perform the reset/repair automatically. If there are corrupt nodes, it will prevent the game from crashing. Maybe this feature is going on, while people are trying to save their game.
I cannot test, as I am in the process of making a new fresh install.
2.0.17 (global version 45)

Added LockableWorkshopObjectScript and ProtectedWorkshopObjectScript to the WSFW library of scripts. The former allows for a workshopobjectscript that has locking functions to help prevent race conditions, the latter extends the former and protects the form from deletion by other scripts.
Fixed a bug in UIManager.ShowFormlistBarterSelectMenuV3 that would cause all unselected items to be returned to the player instead of disposing them. Added RestartTimer functionality to the task system, this can also be used to change the time on a timer.
Extended the set of Filter by Keyword function set by adding FilterByKeywordArray variations that will filter by a match of one or all keywords in the array depending on the abAnyMatch parameter.
Added UnregisterMenu function to WorkshopMenuManager, which will safely remove a registered entry to the workshop menus.
[F4SE Users] Workshop Framework now has code to repair/reset the power grid.
By default, WSFW automatically repairs/resets corrupt power power grids when entering a settlement. These options can be turned off in MCM or the Workshop Framework Controls holotape.
Note that when a power grid is repaired or reset, it will prevent the game from crashing due to corrupt power grid nodes, but some of those grids will need to be refreshed to make the power work again visually - such as lights being on. To do this, either rewire something on the grid, or pick up an item in the grid and put it down again.
[F4SE Users] MCM and the Workshop Framework Controls holotape have a new section under Tools: Power Grid Tools. This offers four options:
Repair Power Grid: This will analyze the local power grid and attempt to remove any invalid nodes so that the power grid functions once more.
Reset Power Grid: This removes the local power grid, ensuring all corruptions are eliminated.
Scan Power Grid: This will dump the details of the power grid to wsfw_identifier log inside of the Documents\My Games\Fallout4\F4SE\ folder.
Force Transmit Power: This will attempt to cause all power involved items to transfer power, triggering animations - this can be useful after running a layout or Sim Settlements City Plan where some of the items failed to power up correctly.
MCM and the Workshop Framework Controls holotape now have an option to disable auto-showing invisible objects.
Fixed a bug that could cause settlement layouts placement and exporting to stop working after several exports were done in a single save.
I Love You. It's a MAH BAD for not even reading the changelog to begin with and i was really getting annoyed rewiring my REALLY MASSIVE cable network. Say do you by any chance know who made the Doctor Story "I'm being vague not mentioning the names for a spoiler free experience" coz god dayummmmm. They really threw the whole DECIONS DECIONS DECIONS at you on this chapter it's nuts and i love it. There's no clue too, just consequence and that's like replayability 101 and that's why i asked who made it coz if they made other mods i want it :D. Oh and i smell a Chapter 3 too, King doesn't play around this is a passion project at this point or a resume for God Howard to gush over and can't say NO to "Todd would be like, Todd: Whose my next meeting? Secretary: Someone named Kinggath, didn't mention his name sir, Todd: Finally, cancel my lunch appointments. "Lunch" Todd: So let's talk Staff, you can have all the staff you want and we'll provide whatever you need. Make a bucket list, welcome aboard." Don't even need his real name at this point.
 
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