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Public beta 1.0.0i

kinggath

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No, you didn't miss a release. Due to the complexity of changes that have started to occur in 1.0.0h and beyond, I'm simply not releasing these beta patches through the official channels.
We're now going to hold off on a proper release until 1.0.1, but I'll continue to increment the letter so people can keep track.

Though I am about to go on a short trip with the family, so it may not be possible for me to do any fixing for the majority of this week anyway.

Download public beta 1.0.0i here

In addition to the 1.0.0h changes described here, this also does the following:
  • Fixed a bug with the Power Armor store model that was causing the game to crash.
    • For those of you crashing when approaching/fast traveling to some settlements, this could have been the cause.
  • Boosted volume of radio chatter during Where There’s Smoke.
  • Added a new system for troubleshooting and bypassing stuck quests to help us bug hunt, and players to get past mod conflicts.
    • To use this, run the console command:
      Cqf ss2_mqmaster skipToQuest X Where X is the editor ID or form ID of the quest, the quests can be found in the creation kit by filtering for SS2*MQ.
    • Note that this can take a few minutes to run as it cycles through many quest stages to ensure all rewards are unlocked, and dynamic world changes are made in order (for example all the changes to the hardware store that occur throughout the questline). If after you've waited several minutes, you appear to have no quest objective - likely you need to talk to Jake next.

We've now got several people coordinating to replicate the bugs everyone is reporting and migrate them to my private git repo so I can focus on things that can be 100% replicated. Please continue to post your issues, and if possible a save file (if your save is too big for the forum - upload it to google drive, right-click it and choose Share, then at the bottom click "Change to anyone with link", and post the link to that instead).

-kinggath
 
Thanks looking forward to start testing. Currently lowered mod list to 240 mods *big clean up XD
As soon mod load is stable and set will start a new playthrough!
Good job on the quick fixes as always
 
With Beta 1.0.0h (and before, I think) I had a reproducable crash when trying to refresh the city plan in Sunshine Tidings, this issue is gone with 1.0.0i. So, whatever was causing this is fixed now. (Haven't verified yet if there is a power armor store in Sunshine.)
 
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1.0.0h i got through all the main quests with no issues it all seemed to run a lot smother and the scrapping seems better to. only issue i am having is i cant create more asams from the desks either city planer or the smaller desk i don't get options to make them it will make the holo and tracking and the device for measuring the settlers stats but no asams for some reason. i have all the ss2 addons and upgrades including wsfw update's and no mods making changes to workbenches or adding workbenches.
 
i have a problem when i place agricultural plot the game crashes


Started a new playthrough. will let you know if i have the same issue!
Meanwhile please always forward further info such as load order


EDIT: With my current load order, i was unable to reproduce!
 
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upgraded to i. took vault 88 and put in a caravan internal plot, does not seem to have linked to the other caravan 2x2 I put in sanctuary. it did say "in range" on one description maybe they are too far?
 
Here's my current save. Stuck on Who Can ASAM. Unable to advance the quest for an unknown reason. At a point where I sent the group to a settlement, in this case Croup Manor. 1st time going to this location in current playthrough. cleared the ghouls out. Quest marker points to Workshop. I built a planner, Stodge is the leader, used the Croup manor city plan and have assigned the settlers all jobs. Still won't advance the quest.


 
Here's my current save. Stuck on Who Can ASAM. Unable to advance the quest for an unknown reason. At a point where I sent the group to a settlement, in this case Croup Manor. 1st time going to this location in current playthrough. cleared the ghouls out. Quest marker points to Workshop. I built a planner, Stodge is the leader, used the Croup manor city plan and have assigned the settlers all jobs. Still won't advance the quest.


I am having that issue too... Kinggath says that I had a script data loss bug. I encountered this quest back on v.1.0.0d so I grabbed a save file just before "Memory Lane," and gonna replay it on v.1.0.0g (no beta builds).... In the meantime, he said that he will look at it and told me to install a save file monitoring mod called, "Canary," so that it can alert you if there is some kind of scripting data loss.

[THIS] is the same file with the "Who Can? ASAM!" not progressing bug, and [THIS] is the rollback save file to just before "Memory Lane."

So in short, I do know that he is looking into it at the moment and is using the files that I sent him.
 
I tried to go back before Who Can? ASAM! but I noticed no matter where the save was, it had that quest started. In other words, I can't really go back. Worse case and I want to avoid it, (second worse case really) is I advance the quest via console commands. I know that is not advisable hence second to last resort. Last resort is I quit playing FO4 because of this as I started a fresh new play through for this mod. I am not wasting more time restarting.
 
Which form id do we use to skip quests using the console command? I'm trying to skip memory lane, but I'm receiving the error "failed conversion - 02048336 is not a known form". 02048336 is the following quest "Who can, ASAM!".
 
Which form id do we use to skip quests using the console command? I'm trying to skip memory lane, but I'm receiving the error "failed conversion - 02048336 is not a known form". 02048336 is the following quest "Who can, ASAM!".
I wouldn't skip the whole quest, just a stage if need be. Lastish resort for me
 
In the meantime I did run Cqf ss2_mqmaster skipToQuest X to advance. Still uncertain why it locked up on one of the stages of the quest.

@sylvju48 I assume you used FO4edit to locate the quest due to the Form ID being 02048336. The 02 is likely not the load order. If you use FO4edit, run all your mods with it to get the Form ID. Then run the above so it makes sure as Kinggath explained, grants all the rewards and unlocks all the dynamic world stuff happening in the background skipping to the next quest.
 
The patch note says that you can use the editor ID, that should make things much easier to use than finding the form ID.
 
I have caravan plots in multiple towns now but no trade routes showing up and caravaneer in a level 2 plot says there is no routes to travel
 
  • not showing HOLO
  • showing Status frame but bars not filled
  • Resources frame not showing
Back to 1.0.0h... All works fine again...
 
I'm still stuck at Scavver's Delight Quest and using the Cqf ss2_mqmaster skipToQuest XXXXXXX command, did not fixed it for me.

I've in the Misc Quest Section: "Check for ASAM Sensors at Everett States" still open, however it is already completed, I can even trade chalks for ASAM sensors, even so, Jake is still stuck at Station Olivia close to the ASAM Sensors Box, and I'm unable to engage in a conversation with him.

I saw that others have the same problem with this quest line, is there other way to past thru it?
 
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