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!

Hotfix 1.0.0b for Sim Settlements 2

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
3,747
Tonight's hotfix 1.0.0b (version 4 for Xbox) resolves the following:

  • Lily will now always show up with 2 settlers. Previously the number was meant to fluctuate between 1 and 3, depending on settler count, but the functionality was buggy and would sometimes result in her showing up with 7 people incorrectly.
  • Fixed a bug where Stranger would repeat his agricultural building scene over and over every time you exited workshop mode before you built the Industrial plot for that quest.
  • Fixed issue with many holotapes and radio transmissions that weren’t playing due to us mistakenly including the fuz files instead of xwm files for those lines.
  • Restored missing texture for the Vit-o-Matic screen.
  • Fixed a bug that made it impossible to interact with the dog in the quest Let Sleeping Dogs Lie - this had been caused by a Creation Kit merge failure.
  • Fixed a bug that could cause the demonstration scenes in New Plots on the Block to become stuck.
    • If you previously finished the first 3, and Jake is still in the settlement, talking to him should resume the quest. If he is no longer there, you’ll want to role back to repeat the quest.
  • [Xbox Only] Disabled the dynamic soundscape, magazine system, and sound loops from several industrial plots to make enough space in the archives to fix several audio issues and restore important missing model files.
    • We are looking for additional ways to reduce the overall file size so that we can restore these features in a future patch for Xbox players. We are currently right at the limit so are going to have to make some tough choices with each patch (in addition to your 2 GB reserve limit, each mod is limited to 1 GB of space).

Xbox players, once again you are getting the short end of the stick due to the insane limitations Bethesda and Microsoft have put on you. Much like Sim Settlements 1, you have been in our thoughts throughout development, so we're going to be doing a bunch of things over the coming months to give you guys more options when it comes to using Sim Settlements 2.

In the immediate future, we'll be looking at reducing the space used by models and texture files, so we can restore the cut features. Long term, we're looking into a Framework edition that cuts the quest content and just includes the gameplay files which will cut the size of the mod substantially. Not ideal, but working with what we've got!

Here's hoping Microsoft/Bethesda having announced Fallout 4 on Series X, will increase the reserve space for that!

-kinggath
 

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
3,747
Good lord sir, please go and get some sleep!
You'll be happy to know I did all this while also spending a wonderful day with my kids, and a nice evening with my wife. Thankfully we've got a big team for SS2, less one-man showing from now on! ie. It's not eating up all my time because I had help.

And now I sleep...
 

ThatGuy211

New Member
Messages
3
Ah, thanks man. I absolutely love what I've seen so far. You and the team did a great job making characters that fit seamlessly into the fallout 4 world.
 

Geoff

Member
Messages
79
Goodnight Kinggath. Its morning over here and I'm just about to get stuck in with sim2. I'm using a spud pc so only using ss2 hud and workshop plus. I have some cc content though and wondered if the doggy one may be the route of trouble for letting dogs lie quest. Can i say thankyou to you and all your team for such a wonderful mod/dlc. Wish i could pay you more on patreon .
 

Opi Vali

Active Member
Messages
194
Tonight's hotfix 1.0.0b (version 4 for Xbox) resolves the following:

  • Lily will now always show up with 2 settlers. Previously the number was meant to fluctuate between 1 and 3, depending on settler count, but the functionality was buggy and would sometimes result in her showing up with 7 people incorrectly.
  • Fixed a bug where Stranger would repeat his agricultural building scene over and over every time you exited workshop mode before you built the Industrial plot for that quest.
  • Fixed issue with many holotapes and radio transmissions that weren’t playing due to us mistakenly including the fuz files instead of xwm files for those lines.
  • Restored missing texture for the Vit-o-Matic screen.
  • Fixed a bug that made it impossible to interact with the dog in the quest Let Sleeping Dogs Lie - this had been caused by a Creation Kit merge failure.
  • Fixed a bug that could cause the demonstration scenes in New Plots on the Block to become stuck.
    • If you previously finished the first 3, and Jake is still in the settlement, talking to him should resume the quest. If he is no longer there, you’ll want to role back to repeat the quest.
  • [Xbox Only]Disabled the dynamic soundscape, magazine system, and sound loops from several industrial plots to make enough space in the archives to fix several audio issues and restore important missing model files.
    • We are looking for additional ways to reduce the overall file size so that we can restore these features in a future patch for Xbox players. We are currently right at the limit so are going to have to make some tough choices with each patch (in addition to your 2 GB reserve limit, each mod is limited to 1 GB of space).

Xbox players, once again you are getting the short end of the stick due to the insane limitations Bethesda and Microsoft have put on you. Much like Sim Settlements 1, you have been in our thoughts throughout development, so we're going to be doing a bunch of things over the coming months to give you guys more options when it comes to using Sim Settlements 2.

In the immediate future, we'll be looking at reducing the space used by models and texture files, so we can restore the cut features. Long term, we're looking into a Framework edition that cuts the quest content and just includes the gameplay files which will cut the size of the mod substantially. Not ideal, but working with what we've got!

Here's hoping Microsoft/Bethesda having announced Fallout 4 on Series X, will increase the reserve space for that!

-kinggath
Wait, what!? They announced Fallout 4 on the Series X? As in a update?
 

Johns375

New Member
Messages
17
Tonight's hotfix 1.0.0b (version 4 for Xbox) resolves the following:

  • Lily will now always show up with 2 settlers. Previously the number was meant to fluctuate between 1 and 3, depending on settler count, but the functionality was buggy and would sometimes result in her showing up with 7 people incorrectly.
  • Fixed a bug where Stranger would repeat his agricultural building scene over and over every time you exited workshop mode before you built the Industrial plot for that quest.
  • Fixed issue with many holotapes and radio transmissions that weren’t playing due to us mistakenly including the fuz files instead of xwm files for those lines.
  • Restored missing texture for the Vit-o-Matic screen.
  • Fixed a bug that made it impossible to interact with the dog in the quest Let Sleeping Dogs Lie - this had been caused by a Creation Kit merge failure.
  • Fixed a bug that could cause the demonstration scenes in New Plots on the Block to become stuck.
    • If you previously finished the first 3, and Jake is still in the settlement, talking to him should resume the quest. If he is no longer there, you’ll want to role back to repeat the quest.
  • [Xbox Only]Disabled the dynamic soundscape, magazine system, and sound loops from several industrial plots to make enough space in the archives to fix several audio issues and restore important missing model files.
    • We are looking for additional ways to reduce the overall file size so that we can restore these features in a future patch for Xbox players. We are currently right at the limit so are going to have to make some tough choices with each patch (in addition to your 2 GB reserve limit, each mod is limited to 1 GB of space).

Xbox players, once again you are getting the short end of the stick due to the insane limitations Bethesda and Microsoft have put on you. Much like Sim Settlements 1, you have been in our thoughts throughout development, so we're going to be doing a bunch of things over the coming months to give you guys more options when it comes to using Sim Settlements 2.

In the immediate future, we'll be looking at reducing the space used by models and texture files, so we can restore the cut features. Long term, we're looking into a Framework edition that cuts the quest content and just includes the gameplay files which will cut the size of the mod substantially. Not ideal, but working with what we've got!

Here's hoping Microsoft/Bethesda having announced Fallout 4 on Series X, will increase the reserve space for that!

-kinggath
Do you still need save files from Xbox with the quest issue on the agricultural plots That you mentioned in your video? Can try to send that over later tonight if I can figure out how.
 

Blitzdragoon

New Member
Messages
11
i am not getting the dog to show up in the new fix. i even went back to a previous save and the dog is missing.
 

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
3,747
@Blitzdragoon I haven't seen the dog missing yet - if she is missing then you would likely need to roll back the save to before you got the quest. You can try running

sqv ss2_sirick_op01_cola

to find the dog's reference ID and move her to you.
 

TarJuun

New Member
Messages
1
First and foremost, amazing mod, but sadly I have no luck getting the stranger to work properly past the agriculture plot even with 1.0.0b installed from nexus. I've also tried using the trick you've posted under the video but no luck. Please advice on what to do.
 

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
3,747
First and foremost, amazing mod, but sadly I have no luck getting the stranger to work properly past the agriculture plot even with 1.0.0b installed from nexus. I've also tried using the trick you've posted under the video but no luck. Please advice on what to do.
At this point, I believe there to be a mod out there causing a conflict as I can't replicate the issue. The closest I got to replicating it there was simply a long delay and then the scene eventually resumed.

If you want to send me a save file, I can investigate and see if I can identify what the issue is.
 
Top