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Hotfix 1.0.0e for Sim Settlements 2

We definitely aren't editing any vanilla NPC records. The only thing we touch in the base game is various locations by adding items. The team isn't even allowed to move things in the game world as we're constantly afraid to break precombines.
Ok. Ill do a bit of in depth testing and get back to you. Not sure what is really causing it, its just really frustrating to get two shotted :P

Ok, looked at the HP, resistances of the raider north of Sanctuary (The one with the noodle cups and the dog). He is lvl 1, as expected. Im assuming something got broken in a previous save...

However, I still cant snap any plots to their foundations. Attached is my most recent save.
 

Attachments

  • saves_FoundationsIssue.zip
    3.4 MB · Views: 0
Last edited:
Potential hotfix for the following issues:

  • Plot menus not showing up in workshop mode
  • Jake not appearing in response to the beacon

Plus:
  • Fixed the model files for a number of the holiday decoration items.
  • Fixed an issue with Hollis Baker’s clothing that could cause the game to crash when she was hit.
  • Disabled the quest Ain’t Nothin But a Hound Dog, this quest was not ready yet but was incorrectly flagged as start game enabled. It will be added back in with a future patch when content is complete.
  • Plots will now construct even when using mods that hack the build limit by setting them to -1.
    • These mods are not recommended. If you click Manage on the workbench, choose Configure Build Limits and see -0%, it means you have used such a mod on your save. To fix this, choose Restore Default, then you can increase it from that same menu whenever you need.
  • Picking Up The Pieces will now re-register for the player to drop the ASAM Scanner after each quest objective whenever the game is re-loaded while the game is running. This should resolve an issue where the dropped sensor appeared to hang in mid air and not do anything.
    • If you had this issue, wait several minutes after loading this patch to ensure it has a chance to run this fix. If that still does not resolve your issue, it is recommended you roll back and try the quest again, as something deeper has gone wrong that we’re currently unaware of.
  • Added Canary support to SS2 to monitor for script data loss.
  • Added WSFW Version check to SS2 which will warn if your version of Workshop Framework does not match the version SS2 is expecting.
    • This version requires Workshop Framework 2.0.5.
    • This version mismatch would have likely been responsible for a lot of random issues being reported lately.
  • ASAM Sensors are now injected into many vendor leveled lists.


Here's a link to a public beta build: https://drive.google.com/file/d/1jC6X_q4guyhRl6EjcOTt6fAMXNS8r2bH/view?usp=sharing

Note this includes an updated build of Workshop Framework. After updating both mods by overwriting what you have with these files, load into your game, wait a few minutes and then attempt to repeat whatever you were struggling with.

Please let me know if this resolves any issues for you!
I had the "Jake does not appear" bug. I can confirm this caused the Stranger to spawn just a few minutes after I started.

I had to wait 2 minutes for the residential plots to appear, but they are there for me. I don't know if I had that issue, I never got past the spawn problem in my save.
 
I'm trying to see if your latest hotfix fixes my issues but when i try to install it via vortex it's not showing up in my mods menu in game at all. i'm fairly new to modding fallout 4 on pc but so far everything else i've installed with vortex has worked.
 
For custom patches like this, easiest way to do it is to extract the 7z file. Then go to C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data, and copy those files you extracted here. It will ask if you want to overwrite - say yes.

The game should then use those custom beta versions.
 
Potential hotfix for the following issues:

  • Plot menus not showing up in workshop mode
  • Jake not appearing in response to the beacon

Plus:
  • Fixed the model files for a number of the holiday decoration items.
  • Fixed an issue with Hollis Baker’s clothing that could cause the game to crash when she was hit.
  • Disabled the quest Ain’t Nothin But a Hound Dog, this quest was not ready yet but was incorrectly flagged as start game enabled. It will be added back in with a future patch when content is complete.
  • Plots will now construct even when using mods that hack the build limit by setting them to -1.
    • These mods are not recommended. If you click Manage on the workbench, choose Configure Build Limits and see -0%, it means you have used such a mod on your save. To fix this, choose Restore Default, then you can increase it from that same menu whenever you need.
  • Picking Up The Pieces will now re-register for the player to drop the ASAM Scanner after each quest objective whenever the game is re-loaded while the game is running. This should resolve an issue where the dropped sensor appeared to hang in mid air and not do anything.
    • If you had this issue, wait several minutes after loading this patch to ensure it has a chance to run this fix. If that still does not resolve your issue, it is recommended you roll back and try the quest again, as something deeper has gone wrong that we’re currently unaware of.
  • Added Canary support to SS2 to monitor for script data loss.
  • Added WSFW Version check to SS2 which will warn if your version of Workshop Framework does not match the version SS2 is expecting.
    • This version requires Workshop Framework 2.0.5.
    • This version mismatch would have likely been responsible for a lot of random issues being reported lately.
  • ASAM Sensors are now injected into many vendor leveled lists.


Here's a link to a public beta build: https://drive.google.com/file/d/1jC6X_q4guyhRl6EjcOTt6fAMXNS8r2bH/view?usp=sharing

Note this includes an updated build of Workshop Framework. After updating both mods by overwriting what you have with these files, load into your game, wait a few minutes and then attempt to repeat whatever you were struggling with.

Please let me know if this resolves any issues for you!
Solved my issue of the plot menus not appearing within minutes. Thanks king! Keep up the amazing work! :)
 
Potential hotfix for the following issues:

  • Plot menus not showing up in workshop mode
  • Jake not appearing in response to the beacon

Plus:
  • Fixed the model files for a number of the holiday decoration items.
  • Fixed an issue with Hollis Baker’s clothing that could cause the game to crash when she was hit.
  • Disabled the quest Ain’t Nothin But a Hound Dog, this quest was not ready yet but was incorrectly flagged as start game enabled. It will be added back in with a future patch when content is complete.
  • Plots will now construct even when using mods that hack the build limit by setting them to -1.
    • These mods are not recommended. If you click Manage on the workbench, choose Configure Build Limits and see -0%, it means you have used such a mod on your save. To fix this, choose Restore Default, then you can increase it from that same menu whenever you need.
  • Picking Up The Pieces will now re-register for the player to drop the ASAM Scanner after each quest objective whenever the game is re-loaded while the game is running. This should resolve an issue where the dropped sensor appeared to hang in mid air and not do anything.
    • If you had this issue, wait several minutes after loading this patch to ensure it has a chance to run this fix. If that still does not resolve your issue, it is recommended you roll back and try the quest again, as something deeper has gone wrong that we’re currently unaware of.
  • Added Canary support to SS2 to monitor for script data loss.
  • Added WSFW Version check to SS2 which will warn if your version of Workshop Framework does not match the version SS2 is expecting.
    • This version requires Workshop Framework 2.0.5.
    • This version mismatch would have likely been responsible for a lot of random issues being reported lately.
  • ASAM Sensors are now injected into many vendor leveled lists.


Here's a link to a public beta build: https://drive.google.com/file/d/1jC6X_q4guyhRl6EjcOTt6fAMXNS8r2bH/view?usp=sharing

Note this includes an updated build of Workshop Framework. After updating both mods by overwriting what you have with these files, load into your game, wait a few minutes and then attempt to repeat whatever you were struggling with.

Please let me know if this resolves any issues for you!
Unless I am being incredibly impatient, Jake still won't show up in this save. I loaded a save that starts from the vault elevator and Jake showed. I even loaded a version d save and was able to continue at the point of picking up the Vit-O-Matic, so I will continue that save and search for more bugs.
DLCCoast.esm
DLCNukaWorld.esm
DLCRobot.esm
DLCUltraHighResolution.esm
DLCworkshop01.esm
DLCworkshop02.esm
DLCworkshop03.esm
*Unofficial Fallout 4 Patch.esp
*Robot Home Defence.esm
*HUDFramework.esm
*armorkeywords.esm
*WorkshopFramework.esm
*SS2.esm
*BetterItemSorting.esp
*BetterItemSorting-MISC.esp
*BetterItemSorting-APPAREL.esp
*RHDE Scrap Robots.esp
*Phase4DLC.esp
*Snappy_HouseK.esp
*Snappy_Scrap.esp
*FallComplete.esp
*Live Dismemberment - Regular.esp
*EveryonesBestFriend.esp
*Immersive HUD.esp
*DYNAVISION.esp
*Buildable Fallout 76 Watchtowers V2.esp
*Modern Firearms.esp
*Raze My Settlement.esp
*BetterItemSorting-WEAPONS.esp
*BetterItemSorting-JUNK.esp
*BetterItemSorting-AID.esp
*SS2Extended.esp
*armorsmith extended.esp
 

Attachments

  • Saves.zip
    3.5 MB · Views: 1
currently testing now. just installed the beta..
update number 1: had to reinstall beta. didnt take it.
so it shows up in mods at being screen..
Inside game. still doesnt show in workshop mode.. will wait a few miuntes for it to pop up..

update 2: Jake popped up after 5 miuntes for first quest.
Asam on residental quest is working jakes roleplay lead right into the building of it.. and its showing the building\
heading to concord for workshop
jake greets me at workshop and got ASAMS and heading back to SH for Plotting the Future

Update 3:
Plotting the future,, Laid down agraculture Plot and it started auto building (did not work in previous release builds at least not for me)
build complete took aboiut 2-3 miuntes after completing quest for ASAM Audio to start

Update 4 : StaRting Industrial Plot.. audio from agraculture plot Keeps playing in Industrial plot. but got to audio for this one. It auto build this one as well and completed.. Asam audio for this plot started a few seconds after completion. im assuming there suppose to be someone here speaking to jake and my character. but he's invisible or under ground. cant see him at all npc briefly pops up before disappearing again


so these quests are working fine on my end. but a few glitches. audio carryover to other plot making and pops or paw or whoever briefly pops up then disappears..
note pops shows up fine in next quest LOL

Update 5 : the next few quests worked great no problems. Quests hub of the problem.. Came across mats that said move but they wont move. not sure if thats intended or not.
 
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@Rexorp Looks like you are suffering from a vanilla problem.

If you load the game with too many mods with controller quests that run in the background (CC content is notorious for causing this), then many of them will fail to start. In your case, most of our controller quests failed to start.

Best thing to do when having this issue is to start your character with most mods disabled, wait a few minutes after character creation and then install a chunk of them at a time.

You can try forcing all of our startup things to run, I'm betting it will work, but am a little concerned about investing time in saves that have this issue up front - so if this is fresh and you're not glued to the character yet, would be best to start again using method I just described.

For the console command to force boot everything:

cqf ss2_main handlegameloaded


For those of you reading this, thinking this console command might help you, it is only if the quest ss2_mqmaster fails to start, you can check that by running sqv ss2_mqmaster. If that shows the quest is running, then the above command won't help you.
 
@Rexorp Looks like you are suffering from a vanilla problem.

If you load the game with too many mods with controller quests that run in the background (CC content is notorious for causing this), then many of them will fail to start. In your case, most of our controller quests failed to start.

Best thing to do when having this issue is to start your character with most mods disabled, wait a few minutes after character creation and then install a chunk of them at a time.

You can try forcing all of our startup things to run, I'm betting it will work, but am a little concerned about investing time in saves that have this issue up front - so if this is fresh and you're not glued to the character yet, would be best to start again using method I just described.

For the console command to force boot everything:

cqf ss2_main handlegameloaded


For those of you reading this, thinking this console command might help you, it is only if the quest ss2_mqmaster fails to start, you can check that by running sqv ss2_mqmaster. If that shows the quest is running, then the above command won't help you.
It was just a test save. I have played the game so much over the years with so many characters and mods that most games now are just tests. Thanks again for all you do.
 
Here's a link to a public beta build: https://drive.google.com/file/d/1jC6X_q4guyhRl6EjcOTt6fAMXNS8r2bH/view?usp=sharing

Note this includes an updated build of Workshop Framework. After updating both mods by overwriting what you have with these files, load into your game, wait a few minutes and then attempt to repeat whatever you were struggling with.

Please let me know if this resolves any issues for you!
Good Morning! (It is early morning over here, I just got up, grabbed myself a coffee and...)
... just finished some tests with the beta build. Looking good!

In more detail: First I picked up my formerly broken minimal loadorder test game save (started with 1.0.0e), the missing residential plot category got added into the build menu within seconds, and Laying Foundations continued normally from there. So, successful fix there.
On the other hand I noticed that the Fallrim Tools warning about potential problems, which had gotten baked into this save file with 1.0.0e, still remained after the update to the public beta (something to do with Pra's addon, I already contacted him about this). This particular issue so far had only shown up for me with saves made with 1.0.0e, not with any other version's saves.

So I went ahead and started another fresh game with the public beta build, played it up to the same point in the quest, and voilà - no warnings or errors in the save file. Same result with picking up a clean save file made with 1.0.0d, updating straight to the beta build and skipping 1.0.0e.

My (mostly uneducated) guess is, the public beta build definitely fixes things which seemed to be broken (for some people, at least) with 1.0.0e. Only downside seems to be, save files made with 1.0.0e might contain some potential problems as identified by Fallrim Tools, which might or might not lead to issues later on.

In conclusion, to be on the safe side, I'd recommend starting a new game with 1.0.0f as soon as it is released, or continuing with a game started with earlier versions but never saved with 1.0.0e. At least that's what I'll be doing...
(I'm kind of particular about that, religiously checking my save files with Fallrim Tools for any serious playthrough and immediately rolling back as soon as I get warnings, because in my personal experience things can break pretty randomly in FO4...)

Next I will fire up my full modlist with the beta build and start a new playthrough, taking my time and fully enjoying all the great content of this fantastic mod in all it's detail, something I intended to do from the start, since I kind of impatiently rushed through the content the first time through and therefor surely missed a lot of great stuff...

Thank you again, @kinggath and the whole team, for all the hard work and the continuing efforts you put in, you guys and girls are the best!
In a perfect world YOU people would be the ones making Fallout 5...
 
Update 5 : the next few quests worked great no problems. Quests hub of the problem.. Came across mats that said move but they wont move. not sure if thats intended or not.
 
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