the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

4.0.1 Public Beta

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,182
While we're working through all of the launch bugs, I'll start posting public betas for PC players of the patches a day or two in advance.

Here's the potential patch for tomorrow: https://drive.google.com/open?id=1QuiC8pPUU0KRNaBmz_NJ2xFzRnaTdHCF

It requires you do a manual install, overwriting your existing files in the Fallout 4 Data folder.

Patch notes are up now, but might have additions added tomorrow if additional issues are fixed from this beta. Unlike previous expansions, the Conqueror notes are separate from the Sim Settlements notes.

Please respond to this thread and let me know if any of the issues listed as fixed continue to be a problem for you with this beta build.
 
I installed this, and when i kill tower tom the game still does not update my kill.
It also happened with the raider girl but when i restarted the game it worked, but that doesn't seem to happen in this case. Also, I tryed loading a save prior to recieving the quest to kill tower tom and now it doesn't update too...
 
I installed this, and when i kill tower tom the game still does not update my kill.
It also happened with the raider girl but when i restarted the game it worked, but that doesn't seem to happen in this case. Also, I tryed loading a save prior to recieving the quest to kill tower tom and now it doesn't update too...

I’ve been having the same problem too, but instead of tower tom, it’s Walter at Walden pond who won’t update the quest when I kill him
 
@Pedro André If you run sqv kgconq_raidergang

Then PageUp and look for the TowerTom alias, what does it have in it?

@Shrektimoose The Walden Pond objective is not touched in this patch. If you are having issues with it, then you likely have a conflicting mod. On Xbox, you have no access to console commands, so this is not something I can help you past, other than to advise checking on mods that might be interfering.
 
Starting a new game with this.

The pop-up notification won't toggle on.

Progress bar is working nicely, though.
 
I installed this beta (Yes, I got the update confirmation message.). I loaded up my saved game with the "execute" instead of "enslave" issue on Civilians and Settlers. The issue appears to persist. I'm at the "subdue remaining defenders" stage and I am still only able to execute settlers, civilians, and the NPCs unique to Warwick.

However, something is different. Jammer is saying new things, now, it seems. I've never seen before the message about him being mad that I'm still playing house with the minutemen, and it came up immediately the first time I visited him in my latest save. When I rolled back to the Warwick save, I saw another new message I hadn't seen before: he was telling me I better hurry up and get to the attack site, or else they'll think I've gone soft. I had to do a setstage on Jammer's quest to get him to what I thought was a usable state when Conqueror was first released; this new development reminded me of that and it seems worth mentioning. Maybe I should be relaying this on one of the bug reports, not sure.

I will test a few more cases and report back. Side note: in the new raid I just setup, I see that the raiders do retain their power armor when they go on a raid. Love that!

It appears that a fresh raid I setup may work. It now allows me to either "pickpocket" or "enslave" a downed settler, but I forgot to take collars, so I'll have to try again. :P Note I am raiding another settlement, so it's not a perfect deduction.

Now that I took collars, here's what I got. I don't see any dead settlers or civilians anywhere after the battle. I have a functioning vassal after the attack. I was offered the ability to enslave settlers and civilians during the attack. I was able to enslave two of them, and then the third seemed to glitch. I wasn't offered the pop up to send it to a city. I want to say that the first two were settlers and the third was a civilian, but maybe I'm wrong. After that, I didn't get any options on the other downed civilians or settlers. There was a short time (10 seconds?) after the battle finished where I was still able to, in theory, collect slaves, since the settlers/civilians were still "downed", but without the option pop-up wasn't able to actually test that.

The last thing I can think to report is that there still does seem to be something up with moving the raiders and slaves around between settlements. They still don't seem to move at all. I am only able to find one radier in my slaver outpost, but it reports 11 people, some of which were slaves sent from a few places. I thought there were several radiers here, but maybe they were sent on the raid? I'm not sure how Jammer grabs his people; specifically, if he grabs some of them from other settlements.

Very excited to see this progress! Finally picked up a couple slaves! Thanks @kinggath.
 
Last edited:
Starting a new game with this.

The pop-up notification won't toggle on.

Progress bar is working nicely, though.

I was definitely not giving it enough time before. After two hours, I'm at 46% on stage 4. And I'm only building Level One settlements this time.
 
@Adamo I haven't addressed the collar issues yet. Check the patch notes to see everything I've touched. It will take me 3 or 4 patches to get to all of the issues that have been reported, as it involves me experimenting with lots of mods to try and figure out where the weird interactions are coming from.
 
I was definitely not giving it enough time before. After two hours, I'm at 46% on stage 4. And I'm only building Level One settlements this time.
Stage 4 is the longest one for sure, as it essentially has to go through and refresh each plot - and I'm sure you all know how long it takes to run the Refresh Local Plots tool. Now imagine it doing that to every settlement at once... You can still play during this period, but the plots won't all be setup yet, and occasionally a new plot you build during this period will have to be added to that same queue (based on the random moment of the threading code), in which case that plot won't finish initializing until the sequence is fully complete.
 
@Adamo I haven't addressed the collar issues yet. Check the patch notes to see everything I've touched. It will take me 3 or 4 patches to get to all of the issues that have been reported, as it involves me experimenting with lots of mods to try and figure out where the weird interactions are coming from.
For what it's worth, I have suspected -- and this could be totally off, since I don't know how your system is designed at all -- that at least part of my issue was Jammer being in the wrong state. That may explain the partial recovery.
 
Nope I still crash tho it did take much longer then before. I even disabled sim settlements conquer to see if its the mod, and I didn't crash when I disabled it.
 
Nope I still crash tho it did take much longer then before. I even disabled sim settlements conquer to see if its the mod, and I didn't crash when I disabled it.
That would make sense because disabling it would kill the scripts. Does it cause crashes for you if you decline the city plan startup wizard?
 
That would make sense because disabling it would kill the scripts. Does it cause crashes for you if you decline the city plan startup wizard?

Hey Kinggath thanks for the reply! Ill give it a try tomorrow. Something tells me in my gut it won't, if I ignore the startup wizard will the scripts still run? Also if it helps heres my current load order. I don't intend to add any more mods till I figure out why its crashing.

*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*ArmorKeywords.esm
*SimSettlements.esm
*WorkshopFramework.esm
*Homemaker.esm
*Armorsmith Extended.esp
*EFF.esp
*Spiff's Gravel & Dirt.esp
*dmhelmetlight.esp
*ENBLightsHDRPatch.esp
*W.A.T.Minutemen.esp
*Simple Artillery Strikes.esp
*SimSettlements_XPAC_Conqueror.esp
*chinalakeandholorifle.esp
*F4NV-AMR.esp
*LAER.esp
*f4nvservicerifleredux.esp
*WattzLaserGun.esp
*M1Garand.esp
*M1Garand - AWKCR.esp
*M1Garand-2xDMG.esp
*anyonecanfillabottle.esp
*leeenfieldno4mki.esp
*Mosin.esp
*Crafting Workbench.esp
*Crafting Workbenches - Pre War and Manufactured.esp
*Crafting Workbenches - Power Armor.esp
*Crafting Workbenches - Junk Items.esp
*Crafting Workbenches - Ammo.esp
*Crafting Workbenches - Ammo Special.esp
*artilleryv6.esp
*AK400.esp
*PipeTweak.esp
*MinigunDamage v2.0x.esp
*CAMP.esp
*TruBy9.esp
*BetterJunkFences.esp
*dD-Enhanced Blood.esp
*sw500.esp
*dmmarinehelmetlight.esp
*More Resistant Power Armor - Extended.esp
*SettlementLimitSlashed.esp
*Power_Armors_Redone.esp
*Vivid Fallout - All in One - 4k.esp
*155mm Howitzer M1.esp
*MorePowerfulWindmills200.esp
 
Last edited by a moderator:
I would recommend checking your loose files for scripts with workshop in the name, they'd be in Data\scripts\, if you find any, they would be overwriting the scripts from WorkshopFramework which would definitely cause issues.

If not, if you kick on Papyrus logging and send me your Papyrus0.log file the next time it crashes, any obvious problems in your LO with scripts will be there.
 
I would recommend checking your loose files for scripts with workshop in the name, they'd be in Data\scripts\, if you find any, they would be overwriting the scripts from WorkshopFramework which would definitely cause issues.

If not, if you kick on Papyrus logging and send me your Papyrus0.log file the next time it crashes, any obvious problems in your LO with scripts will be there.
just crashed again sent you the log in the pm.
 
Repeating the message I just sent you here in case someone else has this issue:

You need to reinstall F4SE, your script files are all missing from it.
 
Top