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 1.0.0e for Sim Settlements 2

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,182
Tonight's hotfix 1.0.0e (version 6 for Xbox) resolves the following:
  • Fixed a bug where certain dialogue choices would lead to Alex Powell getting stuck in a loop where he continues to repeat the conversation that starts with “Hold it right there, stranger!”
  • Sickle will now have ASAM sensors on his body if killed before completing Suburban Disturbance to help players who went in trigger happy to not get stuck waiting for the main quest to proceed. (This is not a retroactive change, so will only affect new games)
    • If you haven’t found this already, Sickle’s post-quest dialogue allows you to trade pieces of chalk for additional ASAM Sensors, so there is value in keeping him alive.
  • Mansfield will now have a quest objective for players who had already completed the Vault 81 introduction by the time they receive the quest to ask about the schematics.
  • Anton will now be correctly sitting on a barstool when first meeting him.
  • Fixed a bug in the quest Grey Matters where if you went outside before going down the elevator the lobby scene would become unresponsive.
    • If you had this bug before, return to the Harbormaster Hotel and the appropriate scene should pick up (though actors will probably teleport in front of you since that is normally handled while you are on the elevator).
  • Restored missing material file for the Vit-o-Matic screen. This had been causing the screen to show up pink when used.
  • Restored several missing voice files from the NPC on the radio during Where There’s Smoke.
  • Added a patch specific update to trigger the Industrial scene in Plotting the Future to complete after this patch is loaded if it was detected to be stuck. The issue should no longer occur as of patch 1.0.0c, but for players who already had experienced it, they would be stuck.
  • Dynamic Soundscape should now work correctly in all settlements. Previously it would only have fired correctly in City Plan built settlements, and then only if the sequencing happened correctly.
  • [XBOX ONLY] Reduced size of ASAM Sensor textures dramatically to start making room for other cut content which will be restored in a future patch after we complete our file size reduction.
  • Vit-o-Matic Tracking device can now correctly be crafted once unlocked.
  • Vit-o-Matic weapon can now be crafted when the Story or Tools cheat has been used.

Please keep those bug reports and save files coming! I'm kind of enjoying this daily patching... though some things are definitely being pushed to my 1.0.1 patch which will go through more vigorous testing.

-kinggath
 
Thanks for all of the hard work.@Kinggath do you think Fallout 4 will be able to actually be stable in downtown Boston on Series X/PS5? I've got about 35 mods, and after 14 hours I finally made it to downtown Boston and can't go more than 5 minutes without crashing. Bethesda really should be ashamed of how this game was released. Downtown Boston doesn't work even with 0 mods.
 
Thanks for all of the hard work.@Kinggath do you think Fallout 4 will be able to actually be stable in downtown Boston on Series X/PS5? I've got about 35 mods, and after 14 hours I finally made it to downtown Boston and can't go more than 5 minutes without crashing. Bethesda really should be ashamed of how this game was released. Downtown Boston doesn't work even with 0 mods.
That can also be because you downloaded content from Creation Club, which causes crashes. I spent a lot of money in the cc, but if the game breaks you can't change anything and reinstall the game and not install content from the cc translated by Google
 
That can also be because you downloaded content from Creation Club, which causes crashes. I spent a lot of money in the cc, but if the game breaks you can't change anything and reinstall the game and not install content from the cc translated by Google
There’s a few patches for creation club stuff but I’ve heard that it’s best to not install any creation club stuff on consoles. I’ve downloaded a few on pc and it’s been super stable though at least with the doughnuts and Coffey pack and the Halloween paint jobs.

also I’ve been having an issue with where there’s smoke so after the fight with the gunners adian won’t say his lines and jake got wrecked by the gunners and is unresponsive cause his health is at 0 and not replenishing. And last one for me is that I built the sanctuary city plan but then scrapped it cause the plots where not right for the first few quests and now there’s not an option to remove city plan and when I try to refresh city plan nothing happens. Other then that I’ve been super impressed with the new stuff and carne asada is probably my favorite so far.
 
Last edited:
Thank you kinggath, crew and all supporters!
You people are awesome!
I started a new FO4 play. Thank you very much!
 
1.0.0c new games did not have the plots showing up in the build menu, it was fixed for 1.0.0d but its happening again for me now with 1.0.0e
 
1.0.0c new games did not have the plots showing up in the build menu, it was fixed for 1.0.0d but its happening again for me now with 1.0.0e
Can confirm, just started my second playthrough with 1.0.0e and no plot is showing up in the build menu after receiving the first ASAM sensor during Laying Foundations.
 
after the plots did nto show up in build a started another new game after trimming out some graphics mods and now stranger wont show up lol
 
Can confirm, just started my second playthrough with 1.0.0e and no plot is showing up in the build menu after receiving the first ASAM sensor during Laying Foundations.
Same here. Did a test run on 1.0.0a and worked, finished today my mod setup (and upgraded to 1.0.0e) and after I received my first ASAM in a brand new game there is no Residential Plot menu under Sim Settlements 2.
Did also a little bit of conflict scan with xEdit and nothing relevant pops up
 
Rolling Back to 1.0.0d mid-game didn't alleviate the problem. I just double-checked and started a new game with 1.0.0d, and the residential plot shows up just fine in the build menu during Laying Foundations.
So something is definitely wrong with 1.0.0e, it's probably best to stay away from this patch until the issue gets resolved.
It's night-time in Kinggath-Land right now, please be patient folks, and give the man some sleep... ^^
 
There can be a delay before the building plans complete registration. Until that occurs, the plot menus will be missing in build mode. This most commonly happens if you start from a post-vault save file as SS2 did not get enough time to finish its start up process.

If you leave the game running a few minutes and pop into Workshop Mode again, the plot options should be there.
 
There can be a delay before the building plans complete registration. Until that occurs, the plot menus will be missing in build mode. This most commonly happens if you start from a post-vault save file as SS2 did not get enough time to finish its start up process.

If you leave the game running a few minutes and pop into Workshop Mode again, the plot options should be there.
So there is nothing wrong? DL'd it but have yet to install after seeing the possible issues
 
I just confirmed personally, using the live build of 1.0.0e, the plot menu appears after Stranger gives you the objective. Though if you didn't start a fresh game from the New Game option, you will likely need to wait several minutes after first loading up with SS2 to allow it to handle all its setup.

One of the ways we made SS2 so much faster code-wise is by using a caching system, but that caching takes some time to do. We assume for most folks, that time will be masked by them doing the early game sequence - so if you skip that, you've got to give SS2 some time to prep itself.
 
Can confirm, just started my second playthrough with 1.0.0e and no plot is showing up in the build menu after receiving the first ASAM sensor during Laying Foundations.
Same here, no plots in the last version.
 
I just confirmed personally, using the live build of 1.0.0e, the plot menu appears after Stranger gives you the objective. Though if you didn't start a fresh game from the New Game option, you will likely need to wait several minutes after first loading up with SS2 to allow it to handle all its setup.

One of the ways we made SS2 so much faster code-wise is by using a caching system, but that caching takes some time to do. We assume for most folks, that time will be masked by them doing the early game sequence - so if you skip that, you've got to give SS2 some time to prep itself.
Thank you for the clarification, @kinggath! Might as well be I didn't give it enough time.
What worries me is, I suddenly get a lot of errors in my save files after upgrading to 1.0.0e, checking them in Fallrim Tools Resaver - in addition to what seems to be strange behaviour in-game.
Just double-checked with a save from a new game I started two hours ago with 1.0.0d - no errors in Fallrim Tools. Updated to 1.0.0e, loaded up that particular save, immediately re-saved, now getting a warning about 105 script instances missing data.
I hope you don't mind me bothering you with that - is it supposed to look like that?
 
I just confirmed personally, using the live build of 1.0.0e, the plot menu appears after Stranger gives you the objective. Though if you didn't start a fresh game from the New Game option, you will likely need to wait several minutes after first loading up with SS2 to allow it to handle all its setup.

One of the ways we made SS2 so much faster code-wise is by using a caching system, but that caching takes some time to do. We assume for most folks, that time will be masked by them doing the early game sequence - so if you skip that, you've got to give SS2 some time to prep itself.
hmmm suggestion then maybe put up a progress indicator? I think a lot of people skip the pregame sequence. Maybe at game start after the character design give the player an item called "sim settlements is setting up" that way it flashes a full screen message and plays the sound effect same as getting a new building plan unlock. then when its done the cache / presetup give another item called "sim settlements is done setting up"

thanks dude
 
Last edited:
Thanks for all of the hard work.@Kinggath do you think Fallout 4 will be able to actually be stable in downtown Boston on Series X/PS5? I've got about 35 mods, and after 14 hours I finally made it to downtown Boston and can't go more than 5 minutes without crashing. Bethesda really should be ashamed of how this game was released. Downtown Boston doesn't work even with 0 mods.
Are you on Xbox? If so, try using Boston FPS Fix in conjunction with Boston Less Enemies. Those two mods should prevent the crash.
 
Top