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Public Beta 2.2.3 and Workshop Framework 2.3.0

Not sure if there'll be time to fix this for the patch release, but...
I skipped quest to Hub of the Problem, and went through it. Afterwards, I quest skipped to New Plots on the Block. I had not left the Vault-Tec basement when I did so, and Old Paul popped in. I ignored him and went on to talk to Jake, followed him to Sanctuary and watched him disappear. I tried 3 times, even tried to talk to him before he disappeared the third time. I checked my Pipboy and the map marker changed to the Vault-Tec building. Went there and sure enough Jake was standing there next to Paul in the basement.
Paul shouldn't auto-pop until you reach the settlement, either by following Jake or fast travelling in.
I realize I probably shouldn't have quest skipped until I was in Sanctuary, but to my mind this is a bug that's fixable. yeah?
It's pretty hard to account for every variable with the quest skip system - and it will likely have quirks forever, as every time we update any quest, it could compromise any skip from that quest on.

I pretty regularly test the skip feature from Sanctuary, after I've take control of it, and haven't run into any issues in a long time. Without a starter settlement to work from, the first 10 quests can get funky.
 
Alright, I just checked again on my ABSOLUTELY CLEAN INSTALL. After over 15 minutes realtime of waiting, still not getting any form of "Mansfield wants to talk to you" corner-message (the call that I know will trigger quest "Doctor in the House") with the MCM option for "HQ Radio Auto Contact:" switched to OFF.
(save has a couple of plots built because I was checking corner-messages were working at all and not doing that 'those just stop showing for the rest of this game session for some reason' thing I've never managed to resolve and nobody else ever mentions happening)

Here is a save at that point (running absolute bare minimum load order, no Extended):


Other notes:
Stodge did spawn with his "Stodge's Rags" in his inventory, but they weren't equipped.
Also, quest-skipping past "How to HQ" gives this questlog update (in this specific instance, it should be Sanctuary, not [...]). (this isn't new, just noticed it again now)
 

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I was super excited to try the new patch but when I replaced the other patch my game became so unstable I couldnt do anything to save it. Im back to rolling a new character :/

No matter how I try to change mods my game just refuses to run for more than a minute or so with that patch installed :(
 
I'm not sure if this is related to the radio changes, but I just found a rather strange and new bug.

For the quest Hostile Takeover when you listen to Jake's Private Frequency to start the quest, it doesn't play Jake's audio, instead it play's Archibald and Treadmill's radio message about meeting somewhere with the vault dweller.

I currently have the "sunflower at sundown" quest active. I also have Treadmill's radio message active in my pipboy, which also plays the same message.
I had this one before the 2.2.3 open beta, So I'm I don't think it's caused by anything in the beta.
 
I have a few of questions.
1) Is the recalculating resources method supposed to repeat on settlements that it has already run? I ask because at least for me it repeats going into and out of every settlement whether it ran there once or not.
2) Do I have to revisit every settlement to get the persistence method to function properly?
3) If a corrupt power grid already exists, will this in turn corrupt the persistence 'database'?
 
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Got a weird bug at Kingsport Lighthouse. Don't know if it is related to the beta version.
After I assigned someone to the planners desk and activated the city plan, the cinematic mode got interrupted after a few seconds giving me a message, that a planners desk is needed.
I built a new one, reassigned the mayor and fast traveled somewhere else.
After some hours of playing, I noticed that the population still was 1, so I went back there to check and noticed, that several objects have been doubled.
I checked the planners desk and strangly it showed me Abernathy Farm :/
I removed the planners desk and built a new one and it correctly showed Kingsport, but the city layout is still messed up.

I changed the city plan to the basic version and let it rebuilt, but the cinematic stopped again very soon and now it seems even more messed up.
Also tried scrapping everything using the workbench menu and the raze my settlement mod, but it won't delete the stuff placed by the city plan.
Seems that I'm able to remove stuff manually, but I don't want to ^^

Guess I'll ignore the settlement for now, but in case someone wants to investigate, I'm adding my save game and mods.

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccbgsfo4001-pipboy(black).esl
254 FE 1 ccbgsfo4020-powerarmorskin(black).esl
254 FE 2 ccfsvfo4001-modularmilitarybackpack.esl
254 FE 3 ccfsvfo4002-midcenturymodern.esl
254 FE 4 cceejfo4001-decorationpack.esl
7 7 ccrzrfo4001-tunnelsnakes.esm
254 FE 5 ccbgsfo4045-advarccab.esl
254 FE 6 ccfsvfo4003-slocum.esl
254 FE 7 ccgcafo4001-factionws01army.esl
254 FE 8 ccgcafo4002-factionws02acat.esl
254 FE 9 ccgcafo4003-factionws03bos.esl
254 FE a ccgcafo4004-factionws04gun.esl
254 FE b ccgcafo4005-factionws05hrpink.esl
254 FE c ccgcafo4006-factionws06hrshark.esl
254 FE d ccgcafo4007-factionws07hrflames.esl
254 FE e ccgcafo4008-factionws08inst.esl
254 FE f ccgcafo4009-factionws09mm.esl
254 FE 10 ccgcafo4010-factionws10rr.esl
254 FE 11 ccgcafo4011-factionws11vt.esl
254 FE 12 ccgcafo4012-factionas01acat.esl
254 FE 13 ccgcafo4013-factionas02bos.esl
254 FE 14 ccgcafo4014-factionas03gun.esl
254 FE 15 ccgcafo4015-factionas04hrpink.esl
254 FE 16 ccgcafo4016-factionas05hrshark.esl
254 FE 17 ccgcafo4017-factionas06inst.esl
254 FE 18 ccgcafo4018-factionas07mm.esl
254 FE 19 ccgcafo4019-factionas08nuk.esl
254 FE 1a ccgcafo4020-factionas09rr.esl
254 FE 1b ccgcafo4021-factionas10hrflames.esl
254 FE 1c ccgcafo4022-factionas11vt.esl
254 FE 1d ccgcafo4023-factionas12army.esl
254 FE 1e ccawnfo4001-brandedattire.esl
8 8 ccswkfo4001-astronautpowerarmor.esm
254 FE 1f ccswkfo4002-pipnuka.esl
254 FE 20 ccswkfo4003-pipquan.esl
254 FE 21 ccbgsfo4062-pippat.esl
254 FE 22 cceejfo4002-nuka.esl
254 FE 23 ccbgsfo4072-pipgrog.esl
254 FE 24 ccbgsfo4073-pipmman.esl
254 FE 25 ccbgsfo4075-pipshroud.esl
254 FE 26 ccbgsfo4028-powerarmorskinorange.esl
254 FE 27 ccbgsfo4063-papat.esl
254 FE 28 ccrzrfo4002-disintegrate.esl
254 FE 29 ccbgsfo4091-as_bats.esl
254 FE 2a ccbgsfo4097-as_jack-olantern.esl
254 FE 2b ccbgsfo4104-ws_bats.esl
254 FE 2c ccbgsfo4111-ws_jack-olantern.esl
254 FE 2d ccacxfo4001-vsuit.esl
9 9 Unofficial Fallout 4 Patch.esp
10 a WorkshopFramework.esm
11 b HUDFramework.esm
12 c SS2.esm
13 d SS2_XPAC_Chapter2.esm
254 FE 2e SS2WorkshopHUDOverride.esl
14 e SS2Extended.esp
15 f CleanMySettlement.esp
16 10 W.A.T.Minutemen.esp
17 11 CheatTerminal.esp
18 12 Esk_NoTeleportingCreatures.esp
254 FE 2f Raze My Settlement.esp
19 13 SS2_CityPlanPack_RiseOfTheCommonwealth.esp
254 FE 30 SS2AOP_VaultTecTools.esp
20 14 InstituteSettlements2.esp
254 FE 31 SS2Extended_OutfitInjectionPatch.esp
21 15 SS2_Addon_R2R.esp
22 16 Glock86.esp
23 17 WattzLaserGun.esp
24 18 WorkshopFramework_ScriptOverride.esp

xSE PluginPreloader F4 0.2.5.1
Place Everywhere
Address Library
Baka Srap Heap (@ 4)
Buffout 4
[Fixes]
ActorIsHostileToActor = true # Fixes a crash when invoking Actor.IsHostileToActor with a none form
CellInit = true # Fixes a crash where a form does not get converted to a form pointer on unloaded cells
CreateD3DAndSwapChain = true # Fixes a crash on startup when enumerating certain monitor display modes
EncounterZoneReset = true # Fixes encounter zones resetting immediately once you leave them on foot
GreyMovies = true # Fixes a bug where movies that don't define "BackgroundAlpha" on their movie root could load with a grey background
MagicEffectApplyEvent = true # Fixes a crash when magic effect apply events are dispatched on null references
MovementPlanner = true # Fixes a bug where the the movement planner crashes with non-actors
PackageAllocateLocation = true # Fixes a crash when allocating the location for a package
SafeExit = true # Fixes crashes related to exiting the game that can be caused erroneously by F4SE plugin hooks
TESObjectREFRGetEncounterZone = true # Fixes a crash when looking up the encounter zone on a reference that has not yet initialized
UnalignedLoad = true # Fixes a crash related to SIMD intrinsics with an aligned move on unaligned memory
UtilityShader = true # Fixes a crash when a shader can't be found for a given technique id

[Patches]
Achievements = true # Enables achievements on modded saves
BSMTAManager = true # General rendering performance improvement
BSPreCulledObjects = true # General rendering performance improvement
BSTextureStreamerLocalHeap = false # Replaces the texture streamer's local heap with os allocators
HavokMemorySystem = false # Replaces the havok memory system with os allocators
INISettingCollection = true # Massively improves startup times for large load orders by optimizing ini setting loading
InputSwitch = false # Automatically swaps inputs between kb+m/controller
MaxStdIO = -1 # Replaces the maximum stdio handles
MemoryManager = false # Replaces the global memory manager with os allocators
MemoryManagerDebug = false # Enables debug tracing to determine faulting modules
ScaleformAllocator = false # Replaces the scaleform memory allocator with os allocators
SmallBlockAllocator = false # Replaces the small block memory allocators with os allocators
WorkshopMenu = true # Alleviates lag while opening the workshop menu

[Warnings]
CreateTexture2D = true # Warns when a call to CreateTexture2D fails
ImageSpaceAdapter = true # Warns on bad IMAD definitions which will corrupt your memory and crash your game

[Compatibility]
F4EE = false # 1.6.20 - Patches various LooksMenu bugs
Save before cleanup tries
Save after cleanup tries
Mods
The cinematic mode getting interrupted is a known issue for a long while now. The City Planner desk missing message is also common and can likely be ignored. I get it sometimes myself. The desk is still there and the Mayor is still assigned. The message is likely appearing because of so many scripts running at once and it gets congested. I personally wouldnt use Raze/Clean My Settlement mods with SS2, especially if using City Plans.
 
So far so good on two profiles on my potato PC. One is with the smallest mod list I have ever run (83 mods) and the other on my full mod list of 206 active mods. The only thing I can report is both profile SS2 is running better than before.
 
I had this one before the 2.2.3 open beta, So I'm I don't think it's caused by anything in the beta.
Ah okay, glad to know at least it isn't some sort of unique load order issue. I opened up another thread for it: https://www.simsettlements.com/site...-problems-with-treadmill-and-archibald.24510/

I also want to chime in and say I also experienced Lupe being naked during the HQ assault quest. She was equipping her modular armor pieces (leather arm, etc.), so I'm guessing her plain outfit doesn't play nice with modular armors.
 
Also, another issue I've noticed is Vanilla settlement resources are losing their assignment. I have auto-assign turned off for everything in WSFW, and yet I see settlers who are assigned to crops and beds lose them. It's very strange because at least looking in the workshop mode, the food resource doesn't seem to go down.
 
Got a conflict with "Raze My Settlement" The option to just clean up the brush and trash, now removed everything in the settlement But tables, chairs, beds, doors and trash still hang around... This is a problem I just noticed with this release. Might be a conflict bug with WSFW.
 
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2Extended.esp
SS2Extended_OutfitInjectionPatch.esp

Ok so this revealed an interesting bug that I now recall running into previously.

There is a really dumb engine level bug that could probably be fixed, but not with this persistence system. When you are away from a settlement, any unassigned resources - food, water, beds, defense, power will count as negatives. So for example, in your Graygarden settlement, you have 18 food worth of unassigned items, so remotely that settlement will report -18 food. When the HUD sees a negative number it reports 999 in workshop mode, and in the pipboy 4294.

So basically, any time you have unassigned resources in a settlement, that settlement will report 4294 for that resource type. I think we might be able to resolve this for plots, but for vanilla items it may require an engine level fix (ie. some F4SE magic). I'll put it on my list to try and address.
 
Alright, I just checked again on my ABSOLUTELY CLEAN INSTALL. After over 15 minutes realtime of waiting, still not getting any form of "Mansfield wants to talk to you" corner-message (the call that I know will trigger quest "Doctor in the House") with the MCM option for "HQ Radio Auto Contact:" switched to OFF.
(save has a couple of plots built because I was checking corner-messages were working at all and not doing that 'those just stop showing for the rest of this game session for some reason' thing I've never managed to resolve and nobody else ever mentions happening)

Here is a save at that point (running absolute bare minimum load order, no Extended):


Other notes:
Stodge did spawn with his "Stodge's Rags" in his inventory, but they weren't equipped.
Also, quest-skipping past "How to HQ" gives this questlog update (in this specific instance, it should be Sanctuary, not [...]). (this isn't new, just noticed it again now)
Thanks - figured it out! Looks like a call from "How to HQ" gets left stuck in the queue blocking Mansfield's notifications, or even the ability to trigger his lines when radioing him. Have it fixed for next update.
 
On "Moving Day" When exiting the Vault, I run into the issue where the radio scene with Jake just pauses after he goes "hey, 1-2 1-2 testing, can you hear me?"

I tried using the two new radio options but unfortunately it doesn't help, the scene doesn't want to progress.
 
On "Moving Day" When exiting the Vault, I run into the issue where the radio scene with Jake just pauses after he goes "hey, 1-2 1-2 testing, can you hear me?"

I tried using the two new radio options but unfortunately it doesn't help, the scene doesn't want to progress.
In 2.2.2 that scene works in 3rd person.
 
In 2.2.2 that scene works in 3rd person.
Can you clarify what you mean by that? The radio conversations happen in 1st person for me and if I swap to third person it exits out of the convo.

EDIT: oh I see! it did work! With the new options that unlocks your movement and allow calls, I was able to be in 3rd person before I started the calland I see the dialogue reponses! man, thank you, I didn't see an answer for that when searching in the forums!
 
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Can you clarify what you mean by that? The radio conversations happen in 1st person for me and if I swap to third person it exits out of the convo.
During that conversation I scroll the mouse wheel to switch to 3rd person and the convo continues.
 
DISREGARD THIS POST!! SAVE WAS MADE WITH v1 OF THE BETA!!
I ran into a bug with Jake with "Hub of the Problem" at SS2_Sirick_MQ07 Stage 40! The ghouls spawn I killed them and the Jake just stands in the doorway and then goes and sits down in the chair in the lobby. I tried to talk to him while he was standing but nothing happened. I tried again when he was seated and the quest advanced. I did a CC save when he finished his dialogue at the lobby terminal and have gotten to the point of looking for the elevator card. I will put the save in my DropBox if you want it let me know. Fair warning it is on my smaller mod list of 83 mods.

 
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I ran into a bug with Jake with "Hub of the Problem" at SS2_Sirick_MQ07 Stage 40! The ghouls spawn I killed them and the Jake just stands in the doorway and then goes and sits down in the chair in the lobby. I tried to talk to him while he was standing but nothing happened. I tried again when he was seated and the quest advanced. I did a CC save when he finished his dialogue at the lobby terminal and have gotten to the point of looking for the elevator card. I will put the save in my DropBox if you want it let me know. Fair warning it is on my smaller mod list of 83 mods.

Are you using any mods that affect ghouls? I use DECAY, and it always causes an issue in this scene. In order to fix it, I usually TCL and shoot the ghouls in the basement, then the one under the desk by the computer. I'm pretty sure it's the one by the computer that causes this to hang. If that ghoul doesn't spawn, the quest won't progress.
 
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