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Tonight's public beta attempts to address the following (this has been updated on the Xbox PTR page as well, but that can take quite a while to update).
Download public beta patch 1.0.0L here
One of the things I still need to do before patch 1.0.1 is a full clean of the ESM to remove dirty edits. I did a rough pass this round, but there are likely more I can clear out. If anyone here considers themselves an expert in identifying vanilla edits that are causing problems or mod conflicts - would love someone to point me to the remaining issues in that regard!
-kinggath
- Gunner spawns from Where There’s Smoke will now be disabled after the quest shuts down to avoid them respawning when the zone resets.
- In New Plots on the Block, Jake will now be teleported to Old Paul if the player asks to see the demonstrations once the player loses line of sight with Jake. This will resolve an issue where Jake appeared to become non-responsive before Old Paul pathed his way to Jake.
- [XBox Only] Removed a handful of model files from the XB1 archive to make additional space for future updates. None of these models were used by SS2 content, but may have been used by addon packs. All addon authors have been notified so they can include those models in their packs if necessary.
- [XBox Only] Reduced the painted wood textures to 1k for XB1 to make additional space for future updates.
- [Xbox Only] Restored the dynamic soundscape sound files and feature.
- [Xbox Only] Restored a number of character combat voice lines which had been cut to make space in the archives at release.
- Custom charge-up sound for Vito-matic now works correctly (previously it had been using the gauss rifle sound).
- The tutorials section of the City Manager holotape should now function correctly.
- Fixed a bug with the Street Lamp power pole from Sim Settlements so that it can be placed without Place Everywhere.
- Improved the models of the Street Lamp and Ornate Street Lamp power poles to restore the smoothing from the original models they were based on.
- Aiden will now correctly stay close to the player during the combat portion of Where There’s Smoke, this should make it easier to find all of the enemies as they are set to use him as their waypoint.
- Fixed a bug that was causing normally uncommandable NPCs to be auto-assigned to plots and some other workshop items.
- Attempted to fix issues with many of the MCM options that have been reported.
- Upgrade Available option on ASAM Sensor menu, which shows up when a plot is eligible for upgrades but hasn’t started its upgrade yet, will now trigger a manual construction attempt which will show resource costs to the player if they haven’t been paid yet.
- Old Paul will now correctly take Dog Food or meat when the player agrees to do so and Cola will then react to it afterwards.
- Fixed a bug with “The Ron”’s work quest to fetch items that prevented them from updating the objectives or being turned in.
- Restored a missing model that was causing level 2 of the Laser Cannon Platform building crash the game.
- Adjusted several scenes in the quest Grey Matters to match the writer's intentions.
Download public beta patch 1.0.0L here
One of the things I still need to do before patch 1.0.1 is a full clean of the ESM to remove dirty edits. I did a rough pass this round, but there are likely more I can clear out. If anyone here considers themselves an expert in identifying vanilla edits that are causing problems or mod conflicts - would love someone to point me to the remaining issues in that regard!
-kinggath
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