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Hotfix 2.0.0i

Hello! I’m not sure if anyone has run into the issue with not enough facilities energy during the “how to hq” quest after this update I’m at 58/60 and I cannot build the living quarters… any ideas?
 
How can we get the reference from Simon Forseti or Caleb? The help command gives a NPC_ record, or two per individual and I cannot move to them or move them to me to complete quests. Made a post about Caleb and Knifepoint that show the end quest marker for caleb on his home computer with him nowhere in sight. I had to command complete the quest to stage 50 to end that...

Now I'm going to see the judge and Simon doesn't appear at the marker near the judge's house. The quest is stuck and without refids I cannot talk to the character to advance...

What can I do then?
 
This update on Xbox
Concord has NPCs populating in it now. I did not see more than 2 NPCs my first play through. With this update I see around 20. So that works and it does feel like the world is coming alive. It is a nice touch.
 
I keep seeing people talk about decreasing threads in WSFM. Is this actually good to do or can it goof things up?
You can think of it as a "How many things can WSFW do at the same time" setting. It mostly affects how long it takes to build a plot or city plan. That setting controls how many objects can be spawned simultaneously. There is no way to ask the script engine "How busy are you?" so, we have a setting that may need manual adjustment. This is also black magic territory thus that's about all I know about it. I would assume you could get better performance by lowering it a little which would lighten the script engine load.

I did some playing around with the spawn code (made my own version) and I can tell you the math to calculate the position data is pretty intense. I had an object I could build in workshop mode. It spawned 7 accessory objects when built/moved. Without threading,it took a good 2 seconds to spawn, calculate position data and move each object into position relative to the object I built. I can't imagine how long it would take to place thousands of objects through a city plan (even a plot) without threading.

TL;DR:
Q: What does the threading setting do?

A: Limit the max number of threads WSFW can create. Set it too low and you will notice building/refreshing a plot/city plan takes too long to complete. Set it too high and it could possibly overload the script engine, more noticeable playing on a potato. (and the mercy of :todd: and 'It just works(TM)')

Speculation: I assume Kinggath did some testing and came up with the magic number 50 (the default value) as reliable in most use case scenarios. I wonder if maybe it needs to be investigated again due to how much more load SS2 places on the script engine. (a lot more than SS1 as now it has to calculate HUD values, virtual resources, the disease system, a more dynamic cost/production system and who knows what else)
 
You can think of it as a "How many things can WSFW do at the same time" setting. It mostly affects how long it takes to build a plot or city plan. That setting controls how many objects can be spawned simultaneously. There is no way to ask the script engine "How busy are you?" so, we have a setting that may need manual adjustment. This is also black magic territory thus that's about all I know about it. I would assume you could get better performance by lowering it a little which would lighten the script engine load.

I did some playing around with the spawn code (made my own version) and I can tell you the math to calculate the position data is pretty intense. I had an object I could build in workshop mode. It spawned 7 accessory objects when built/moved. Without threading,it took a good 2 seconds to spawn, calculate position data and move each object into position relative to the object I built. I can't imagine how long it would take to place thousands of objects through a city plan (even a plot) without threading.

TL;DR:
Q: What does the threading setting do?

A: Limit the max number of threads WSFW can create. Set it too low and you will notice building/refreshing a plot/city plan takes too long to complete. Set it too high and it could possibly overload the script engine, more noticeable playing on a potato. (and the mercy of :todd: and 'It just works(TM)')

Speculation: I assume Kinggath did some testing and came up with the magic number 50 (the default value) as reliable in most use case scenarios. I wonder if maybe it needs to be investigated again due to how much more load SS2 places on the script engine. (a lot more than SS1 as now it has to calculate HUD values, virtual resources, the disease system, a more dynamic cost/production system and who knows what else)
Thank you for the explanation. It was very informative.
 
Has anyone else run into this issue? I'm not able to finish Brannigan's bounty. After killing all the raiders, getting the key to Craig's cage, and unlocking it. When i interact with him, he has no spoken dialogue i can hear. I had to enable subtitles to see what he says. He says two phrases, something along the lines of "they want to kill me" and " help". There is no option showing to free or untie him.
 
Has anyone else run into this issue? I'm not able to finish Brannigan's bounty. After killing all the raiders, getting the key to Craig's cage, and unlocking it. When i interact with him, he has no spoken dialogue i can hear. I had to enable subtitles to see what he says. He says two phrases, something along the lines of "they want to kill me" and " help". There is no option showing to free or untie him.
The search feature is a wonderful device.

 
Has anyone else run into this issue? I'm not able to finish Brannigan's bounty. After killing all the raiders, getting the key to Craig's cage, and unlocking it. When i interact with him, he has no spoken dialogue i can hear. I had to enable subtitles to see what he says. He says two phrases, something along the lines of "they want to kill me" and " help". There is no option showing to free or untie him.
+1
 
I just downloaded this version and gave it a whirl, unfortunately pastor edmond is still broken. He only says things like how are you doing and so on. Never goes beyond greetings. I am about to start ..where there's smoke.. so edmund should be talking to me.
 
I just downloaded this version and gave it a whirl, unfortunately pastor edmond is still broken. He only says things like how are you doing and so on. Never goes beyond greetings. I am about to start ..where there's smoke.. so edmund should be talking to me.
i have 2.0.0i and he fully build up with me sounds like your dealing with scrip lag try going south th the glowing see and let the game sit un paused for 1-2 IRL hours then walk back to concord
 
I had some fun with Chapter 2. Decided to install 2.0.0i since I assumed it was halfway mature by now, whittled out a small bunch of mods with only a couple of mini-quest mods active - Operation Manhattan, Subversion - the Institute alt ending mod, and Paper Mirror with a possible couple more, a bunch of weapon mods with level list inclusions. I have Unlimited Settlement Budget in there but it looks safe. Made sure everything was up to date including F4SE and started a new game. It was running well. I went ahead and bumped Nate's level to 25 because it's such an ordeal starting from level 1 where even rad roaches can kill you, and I also have danger mods installed. At some point after rescuing Preston's lost little lambs and settling them in Sanctuary, the game CTDs. Tried to run it again, and before the gets past the cute VATS catalog intro, it CTDs every time. Ran LOOT out of desperation and started a new game, with the same results. Peeked the mods with Wrye Bash and everything looked acceptable, but it won't go with Ch 2 installed.

I'm gonna leave it out until more dust settles, and if the game refuses to behave still, I'll try some of the methods mentioned in here to clean out the old game detritus.
 
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I had some fun with Chapter 2. Decided to install 2.0.0i since I assumed it was halfway mature by now, whittled out a small bunch of mods with only a couple of mini-quest mods active - Operation Manhattan, Subversion - the Institute alt ending mod, and Paper Mirror with a possible couple more, a bunch of weapon mods with level list inclusions. I have Unlimited Settlement Budget in there but it looks safe. Made sure everything was up to date including F4SE and started a new game. It was running well. I went ahead and bumped Nate's level to 25 because it's such an ordeal starting from level 1 where even rad roaches can kill you, and I also have danger mods installed. At some point after rescuing Preston's lost little lambs and settling them in Sanctuary, the game CTDs. Tried to run it again, and before the gets past the cute VATS catalog intro, it CTDs every time. Ran LOOT out of desperation and started a new game, with the same results. Peeked the mods with Wrye Bash and everything looked acceptable, but it won't go with Ch 2 installed.

I'm gonna leave it out until more dust settles, and if the game refuses to behave still, I'll try some of the methods mentioned in here to clean out the old game detritus.
did you try running the load order through fo4edit and see what conflicts? i don't know enough about the mods you're using to say if they conflict or not but maybe subversion, either way that shouldn't bork the starting section of the game so idk.
 
I can't imagine doing that for any mod or game.
it doesn't have to be the glowing see it can be diamond city as long as it's an interior cell. then just set down the controller for a little while and get a snack or something. also, if you want you can disable city upgrades and plot upgrades so that they aren't in the background using up scripting space.
 
it doesn't have to be the glowing see it can be diamond city as long as it's an interior cell. then just set down the controller for a little while and get a snack or something. also, if you want you can disable city upgrades and plot upgrades so that they aren't in the background using up scripting space.
The last time that edmond did work was back around hotfix "e" and for me he has been broken since. Yes i have started over from scratch many times and have spent long periods in interior cells, so can't see this a just scrip lag but thank you for the reply and will try leaving it idle for a while.
 
The last time that edmond did work was back around hotfix "e" and for me he has been broken since. Yes i have started over from scratch many times and have spent long periods in interior cells, so can't see this a just scrip lag but thank you for the reply and will try leaving it idle for a while.
I'm starting up a new save will see if I get the same issue.
 
@kinggath so sorry to bother you with this! Hello again! So I’m in a very weird position with the HQ. I have been setting up rooms and everything no problem and I have been in and out of the HQ a ton. I finally have enough space for 15 settlers. I ran to a settlement to recruit more and then I fast traveled back. The game loads to the black screen with the loading icon in the corner and then begins to chug and then freezes without a full ctd. So I reverted to the last save and tried again, the same thing. I reloaded again and walked there this time and entered from the east door. When it loaded me in I hear the alarm of a turret going and it looks like every possible item that spawns from a plot including plots have all spawned in the fast travel location for HQ. Has anyone ever encountered this and know how to fix it. I didn’t see anything like this bug anywhere else in the forums.1641434295234.png1641434315290.png1641435111846.png
 
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