the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Hotfix 2.0.0e

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,189
Tonight's hotfix addresses the following:

(IMPORTANT - After booting this version, if you are already up to or past the quest How to HQ, please wait about 10 minutes after booting up before doing anything in HQ, as there is a lot of code that needs to run.)
  • Upon startup of this patch, if the player is in the middle of quest How to HQ, SS2 will attempt to reassign all NPCs to HQ, in case any of them failed to be assigned to HQ due to script lag or other bugs, which could result in some of the quest objectives being impossible to complete.
  • If the player has turned off the disease system, when arriving at a settlement, any settlers who were previously infected will now be cured of all diseases.
  • Migrated many of the MCM hotkeys to use a new central management quest to relay the commands to the HUD. This should eliminate a quirk with MCM, where it is unreliable when working with quests that have multiple scripts, and should help the SS2 hotkeys work more consistently.
  • Identified and attempted to fix a bug where in HQ, some references were ending up deleted, which could cause many features to quit working. This was most notable in that the max number of workers each department could handle wouldn’t match what the player would expect based on what is built.
    • After booting a save with this patch, the deleted references will be recreated and set to a protected state which should prevent anything other than the engine itself being able to delete them again.
    • If you ever arrive at HQ and find tons of items missing, you can refresh the Rooms from the Room Control panels to restore the items, but if mechanically HQ feels like something broke - such as assignment issues, supply agreement issues, resource issues, energy issues, etc - please send me your .fos save file so I can further investigate into why this is happening for some players.
  • The quest Hostile Takeover will no longer choose interior settlements, which can cause the quest to be non-completable.
  • The quest Hostile Takeover now has a fallback system to simply spawn gunners near the workbench if the assault system fails to queue up a proper raid.
  • Fixed a bug where HQ could become disconnected from the settlements it had Supply Agreements with.
  • Fixed a bug in HQ where scrap resources couldn’t be spent from Command Mode if resource complexity was set to Simple.
  • Restored Alan Walsh’s missing outfit files.
  • Changed several markers used during the quest War is Good for Business to try and ensure Jake is close to Lupe, which is required for some of the conversations to play correctly.
  • Adjusted the setup during Martial Law to fix an issue where Jake would sometimes wander around the Hardware store instead of sitting in the church as Lupe says he is.
  • Peace of Mind should now be completable by activating the area near Old Paul, even for players who had not previously done the quest Let Sleeping Dogs Lie.
  • Fixed several dialogue problems in the quest Martial Law that could occur if Algernon was killed or told to leave during Runners and Gunners.
  • Mansfield's radiant quests will now be auto-completed if the player had any active after the quest Moving Day.

Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/

Xbox players, the versions to watch for when you can safely update are: 36 of SS2, and version 9 of Chapter 2.

-kinggath
 
I think the quest to fix the church might be borked. It never started, but I don't know when it starts. When does it start? Does it have a quest or just handles it automatically? I got the notice to listen to one of his sermon's very early on even before the Caravan jobs popped up.
 
Last edited:
Hotkeys for SS2 appear to be back to normal. Thank you so much! I can now hotkey summon settlers in workshop mode again.
 
I appreciate the awesome commitment, the attention to detail, yada, that Kinggath and his team. Previous play-thru I gained possession of the new HQ building. Lost trying to implement the new HQ functionality - so restarted new play-thru sans chapter 2. Nevertheless - awesome work. Should I wait until I'm ready to start chapter 2 before installing the (then) current bugfix?
 
Tonight's hotfix addresses the following:

(IMPORTANT - After booting this version, if you are already up to or past the quest How to HQ, please wait about 10 minutes after booting up before doing anything in HQ, as there is a lot of code that needs to run.)
  • Upon startup of this patch, if the player is in the middle of quest How to HQ, SS2 will attempt to reassign all NPCs to HQ, in case any of them failed to be assigned to HQ due to script lag or other bugs, which could result in some of the quest objectives being impossible to complete.
  • If the player has turned off the disease system, when arriving at a settlement, any settlers who were previously infected will now be cured of all diseases.
  • Migrated many of the MCM hotkeys to use a new central management quest to relay the commands to the HUD. This should eliminate a quirk with MCM, where it is unreliable when working with quests that have multiple scripts, and should help the SS2 hotkeys work more consistently.
  • Identified and attempted to fix a bug where in HQ, some references were ending up deleted, which could cause many features to quit working. This was most notable in that the max number of workers each department could handle wouldn’t match what the player would expect based on what is built.
    • After booting a save with this patch, the deleted references will be recreated and set to a protected state which should prevent anything other than the engine itself being able to delete them again.
    • If you ever arrive at HQ and find tons of items missing, you can refresh the Rooms from the Room Control panels to restore the items, but if mechanically HQ feels like something broke - such as assignment issues, supply agreement issues, resource issues, energy issues, etc - please send me your .fos save file so I can further investigate into why this is happening for some players.
  • The quest Hostile Takeover will no longer choose interior settlements, which can cause the quest to be non-completable.
  • The quest Hostile Takeover now has a fallback system to simply spawn gunners near the workbench if the assault system fails to queue up a proper raid.
  • Fixed a bug where HQ could become disconnected from the settlements it had Supply Agreements with.
  • Fixed a bug in HQ where scrap resources couldn’t be spent from Command Mode if resource complexity was set to Simple.
  • Restored Alan Walsh’s missing outfit files.
  • Changed several markers used during the quest War is Good for Business to try and ensure Jake is close to Lupe, which is required for some of the conversations to play correctly.
  • Adjusted the setup during Martial Law to fix an issue where Jake would sometimes wander around the Hardware store instead of sitting in the church as Lupe says he is.
  • Peace of Mind should now be completable by activating the area near Old Paul, even for players who had not previously done the quest Let Sleeping Dogs Lie.
  • Fixed several dialogue problems in the quest Martial Law that could occur if Algernon was killed or told to leave during Runners and Gunners.
  • Mansfield's radiant quests will now be auto-completed if the player had any active after the quest Moving Day.

Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/

Xbox players, the versions to watch for when you can safely update are: 36 of SS2, and version 9 of Chapter 2.

-kinggath
Is it possible that it has something to do with cc? I know that the Minutemen vs Gunners would make my game crash if I didn’t fast travel out of Quincy or even during the fight at Quincy. The longer save times I’m currently experiencing I mean.
 
fyi I installed a copy of fallout 4 vr and that does not even have creation club and its an older version of the engine and it still has the longer save times
 
fyi I installed a copy of fallout 4 vr and that does not even have creation club and its an older version of the engine and it still has the longer save times
Well I guess that answers that question. Why does this game have to be so buggy? I’d rather they fixed fallout 4 then do AE Skyrim.
 
Hello there, i am short after the Mission "Where there is smoke"... the first thing to notice with this new patch now is that it CTD's started to appear now. Not many... but before i had not one with this mod. Now i had 2 in 2 hours.
 
Hello! I’ve been facing issues with the quest “end of the beginning” not starting after I deliver lupe to the Ron. I have approached the minutemen and cpd to attack the gunners, those quest markers disappeared but the miscellaneous quest hasn’t and the next quest hasn’t started. Any ideas?
 
Have you waited for a while? There is a delay between War is Good for Business ending and End of the Beginning beginning (the miscellaneous quest does not affect it, and I'm not even sure it can be completed in any other way than starting the assault in End of the Beginning even if you recruit all possible allies).
 
Have you waited for a while? There is a delay between War is Good for Business ending and End of the Beginning beginning (the miscellaneous quest does not affect it, and I'm not even sure it can be completed in any other way than starting the assault in End of the Beginning even if you recruit all possible allies).
I've had the issue going on 3 days (real time) hoping to see it get fixed in a hotfix. In game, it's been about two weeks and I've been messing around with other quests in that time. I've started from before that quest each time a new hotfix has come out but haven't had any luck. I tried recruiting my allies before I turned in lupe and that didn't work either. That said ive been lucky enough to also get practically every other bug too so i'm not surprised to be having another hard stop lol
 
After getting back jakes custom weapon from the gunner dude it keeps fading in and out same with the belt that it’s attached to.
 
After getting back jakes custom weapon from the gunner dude it keeps fading in and out same with the belt that it’s attached to.
Ok also with this newest hotfix So I started the hq quest after this was installed basically I cleaned the area built Mansfield’s office then it said build living quarters so I cleaned that area but when I tried to build I only have 50 facility energy out of 60 needed and no idea how to get more so I’m stuck on the build living quarters. Anything to do with the gnn was started after this hotfix so nothing to do with gnn was started before this.
 
Someone is using IDEK2 and have issues? I have an issue that after this update the HQ is connected by a caravan conection to the network and i think that brokes the resources hud or something because i cant see the real value of what I had in the HQ and i can only see the regular network resources.
 
Someone is using IDEK2 and have issues? I have an issue that after this update the HQ is connected by a caravan conection to the network and i think that brokes the resources hud or something because i cant see the real value of what I had in the HQ and i can only see the regular network resources.
yeah I had to uninstall it and start new game
 
I mean, is not destroying my game or anything, i can still use the resources, i only cant see what i have.
later in my playthrough it started breaking the trade routes and popping up 5 - 10 times every time I went to a settlement saying resources are buggered and needing to teleport me around.
 
later in my playthrough it started breaking the trade routes and popping up 5 - 10 times every time I went to a settlement saying resources are buggered and needing to teleport me around.
I really liked IDEK for SS1, but it seemed to do some really weird things to supply routes in SS2, even before Chapter 2. Really miss the locker function of that mod, but the constant prompts and spastic settlement HUD numbers wasn't worth it. Hope he gets it sorted out someday.
 
I really liked IDEK for SS1, but it seemed to do some really weird things to supply routes in SS2, even before Chapter 2. Really miss the locker function of that mod, but the constant prompts and spastic settlement HUD numbers wasn't worth it. Hope he gets it sorted out someday.
It worked ok in ss2 but I had to remove it for chapter 2 as it wasn’t registering for chapter 2 wouldn’t show resources and stuff.
 
Top