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Hotfix 2.0.0i

kinggath

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Tonight's hotfix addresses the following:
  • Altered the starting code of “How to HQ” to reset MALA’s stats. This should help resolve a conflict out there that causes her stats to be reduced to 1 - which then causes Energy amounts to not match costs during the quest.
  • Fixed a bug that could allow female player characters to start the quest Martial Law too soon.
  • Algernon now has the appropriate keyword to prevent his Power Armor from being destroyed.
  • GNN minefield kill zone will now play sounds, trigger the vanilla mine HUD marker, and post a warning in the corner so the player knows what happened and has several seconds to try and turn around and exit the blast area.
  • Jake should now remain on the first floor of the hardware store during the quest Hostile Takeover, this should prevent an issue some players were experiencing with his dialogue scene at the end of the quest.
  • Altered the names of several script files to get them under the max character budget that the CK warns about when attempting to compile them.
  • Fixed a bug during the quest “Casting a Line” that could cause the quest to get stuck if the player killed the raider leader without speaking to him first.
  • Fixed a bug that could cause the daily change data on the Resource Panel to exclude operating costs from plots. (thanks for the heads up cbrgamer2!)
  • Fixed a bug that could prevent the camera sequence from playing near the end of the quest “Well Well Well”.
  • Attempted to fix a bug that would prevent petting Cola again after the quest “Let Sleeping Dogs Lie”.
  • Arriving in a settlement will now queue up code to update all current Plot assignments and ensure settlers are correctly configured with correct assignment keywords and titles.
  • Fixed previs breaks in Vault 81 and Satellite Station Olivia - which may have caused wall flickering at some points in the cell when viewing at certain angles.
  • Fixed a bug that would prevent The Ron’s default dialogue tree from working after the quest “Runners and Gunners” started, until the quest “End of the Beginning” started. It should now correctly function again after the player has met with Aiden at the first objective of "Runners and Gunners".
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: 40 of SS2, and version 13 of Chapter 2.

If you noticed the list of fixes has shrunk, it's because I've finally found some folks who can help me work on the "long saves" issue! So a lot of my attention has gone there.

Hopefully as the team gets involved again this month, we'll see a larger array of fixes - especially to the CPD which I know have a large list of issues to resolve. I'd expect that after the save file issues are sorted, and any remaining main quest showstoppers are resolved, we'll shift into the bi-weekly patch schedule again.

-kinggath
 
I shall deliberately not respond to the one you thought I was going to.

Fixed a bug that could cause the daily change data on the Resource Panel to exclude operating costs from plots. (thanks for the heads up cbrgamer2!)
I'll go close my own ticket about that from back in September too.
 
I always like seeing how many of the fixes seem to be specifically for things Kottabos ran into in his latest video. ;D
I swear, you guys need to get him on the QA team because he will find every bug and glitch instantly.
 
Nice the fix for jake staying on the first floor is nice I hate the upstairs downstairs dialog cuts. I’d prefer he stayed downstairs for the most part anyways for me he always sandboxes to the upstairs crafting benches making me have to track him down all the time.
 
I always like seeing how many of the fixes seem to be specifically for things Kottabos ran into in his latest video. ;D
I swear, you guys need to get him on the QA team because he will find every bug and glitch instantly.
Ha - usually when I'm watching an LP, I fix any bugs I see them run into if they are easy fixes.
 
@kinggath i decided to go a different route this play through, but now I have questions. 1st I’m on XBOX for reference, but is the Wes in chapter 2 linked to the one in the Plaza? If so, will killing him at the beginning of the game, but before getting the quest that activates the mine field mess things up later?
 
Do we need to wait for any scripts to run the first time after updating? I got some pretty heavy fps loss where there was none before, just trying to figure out if it’s temporary.
 
Hopefully my change actually worked...
After a bit of poking, it appears that it is in fact NOT working.
I notice that changing "Operating Costs: Non-Plot" in the Holotape causes a brief (sub-1 second) hang for me, I presume that's it calculating what those costs would be? Changing "Operating Costs: Plot" does not cause an equivalent hang.
 
@kinggath after having a look at the new code I'm not sure how it would achieve anything different than before. I can see what you have tried to do with GetSpecificDailyCostV2 (run through multiple AVs, which could include both the ratingresource and the virtualresource). However, when GetSpecificDailyCost is called it only loads up one AV into the array and that AV is the one that is passed. So I can't see how it would function any different than before.
To work with this format doesn't GetSpecificDailyCost need to add the passed AVForm AND the other version of that form (ie, if a virtualresource actor value is passed, it needs to add that AND the equivalent ratingresource actor value to the array).

Unless you have other plans for GetSpecificDailyCostV2, I think it's easier just to modify the original GetSpecificDailyCost to achieve what you want.
Here's what the function could look like.
1641116841324.png
If you want to keep GetSpecificDailyCostV2 the way it is, you'd need to put the first 9 lines into GetSpecificDailyCost and add both VRForm and RRForm to the array that is passed to GetSpecificDailyCostV2.
Alternatively, if you have a time machine handy you could just go back and make it so plot costs are stored using the rating resource instead of the virtual resource ... :grin
 
A single anecdotal case here, but slow saves seem to be very mitigated for me now. Playing last night I had multiple 5+ minute autosaves (I live with them - while currently my FO4 install is pretty stable and I can go days without a CTD, I sometimes get them in clusters in a session still), playing this morning with 'i' installed, worst I've had is a couple of 10-15 second quicksaves, and one 30 second black screen with the circle animation in the bottom right corner. It might not be everything and I might just be lucky, but certainly appears better to me.
 
Tonight's hotfix addresses the following:
  • Altered the starting code of “How to HQ” to reset MALA’s stats. This should help resolve a conflict out there that causes her stats to be reduced to 1 - which then causes Energy amounts to not match costs during the quest.
  • Fixed a bug that could allow female player characters to start the quest Martial Law too soon.
  • Algernon now has the appropriate keyword to prevent his Power Armor from being destroyed.
  • GNN minefield kill zone will now play sounds, trigger the vanilla mine HUD marker, and post a warning in the corner so the player knows what happened and has several seconds to try and turn around and exit the blast area.
  • Jake should now remain on the first floor of the hardware store during the quest Hostile Takeover, this should prevent an issue some players were experiencing with his dialogue scene at the end of the quest.
  • Altered the names of several script files to get them under the max character budget that the CK warns about when attempting to compile them.
  • Fixed a bug during the quest “Casting a Line” that could cause the quest to get stuck if the player killed the raider leader without speaking to him first.
  • Fixed a bug that could cause the daily change data on the Resource Panel to exclude operating costs from plots. (thanks for the heads up cbrgamer2!)
  • Fixed a bug that could prevent the camera sequence from playing near the end of the quest “Well Well Well”.
  • Attempted to fix a bug that would prevent petting Cola again after the quest “Let Sleeping Dogs Lie”.
  • Arriving in a settlement will now queue up code to update all current Plot assignments and ensure settlers are correctly configured with correct assignment keywords and titles.
  • Fixed previs breaks in Vault 81 and Satellite Station Olivia - which may have caused wall flickering at some points in the cell when viewing at certain angles.
  • Fixed a bug that would prevent The Ron’s default dialogue tree from working after the quest “Runners and Gunners” started, until the quest “End of the Beginning” started. It should now correctly function again after the player has met with Aiden at the first objective of "Runners and Gunners".
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: 40 of SS2, and version 13 of Chapter 2.

If you noticed the list of fixes has shrunk, it's because I've finally found some folks who can help me work on the "long saves" issue! So a lot of my attention has gone there.

Hopefully as the team gets involved again this month, we'll see a larger array of fixes - especially to the CPD which I know have a large list of issues to resolve. I'd expect that after the save file issues are sorted, and any remaining main quest showstoppers are resolved, we'll shift into the bi-weekly patch schedule again.

-kinggath
Are that raiders still will summon in Concord a bug? since many other places could be "hijacked"
 
Edit: moved my few like 3, mods around and now he's dead,, couldn't get any deader!:::

I updated both o. XBOX and now Bergman won't die...
 
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A single anecdotal case here, but slow saves seem to be very mitigated for me now. Playing last night I had multiple 5+ minute autosaves (I live with them - while currently my FO4 install is pretty stable and I can go days without a CTD, I sometimes get them in clusters in a session still), playing this morning with 'i' installed, worst I've had is a couple of 10-15 second quicksaves, and one 30 second black screen with the circle animation in the bottom right corner. It might not be everything and I might just be lucky, but certainly appears better to me.

I'm a bit envious. I think the number of slow saves has decreased for me, but I haven't been at all scientific about it. I'm still getting them. Hopefully it isn't a conflict with a super common mod, and that all this investigation will be worth it!
 
Are that raiders still will summon in Concord a bug? since many other places could be "hijacked"
I had this happen after the hq where jake moved to the hq when I returned to concord had raiders waiting. But to me it’s a no biggie I just pretend they are there to try and loot but get caught and killed.

but yeah seems like the raiders respawn at some point.
 
I had this happen after the hq where jake moved to the hq when I returned to concord had raiders waiting. But to me it’s a no biggie I just pretend they are there to try and loot but get caught and killed.

but yeah seems like the raiders respawn at some point.
That's a base game raider spawn point. They'll always come back, SS2 or not. I dunno if it can be disabled, but it's been brought up before.
 
@kinggath after having a look at the new code I'm not sure how it would achieve anything different than before. I can see what you have tried to do with GetSpecificDailyCostV2 (run through multiple AVs, which could include both the ratingresource and the virtualresource). However, when GetSpecificDailyCost is called it only loads up one AV into the array and that AV is the one that is passed. So I can't see how it would function any different than before.
To work with this format doesn't GetSpecificDailyCost need to add the passed AVForm AND the other version of that form (ie, if a virtualresource actor value is passed, it needs to add that AND the equivalent ratingresource actor value to the array).

Unless you have other plans for GetSpecificDailyCostV2, I think it's easier just to modify the original GetSpecificDailyCost to achieve what you want.
Here's what the function could look like.
View attachment 14710
If you want to keep GetSpecificDailyCostV2 the way it is, you'd need to put the first 9 lines into GetSpecificDailyCost and add both VRForm and RRForm to the array that is passed to GetSpecificDailyCostV2.
Alternatively, if you have a time machine handy you could just go back and make it so plot costs are stored using the rating resource instead of the virtual resource ... :grin
Hmm - I thought I replaced all calls to GetSpecificDailyCost elsewhere when I did that, ie. everywhere GetSpecificDailyCost was called previously, there is now code to create an array of both vars and call V2 instead.

The migrating GetSpecificDailyCost to call V2 was just to keep the code clean (ie. no duplicate functionality).

The reason I didn't alter the function as you suggest, is it does not have native access to TrackedVirtualResourceTypes, so that would be another latent call back to ResourceManager for every resource.
 
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