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Hotfix 1.0.0f of Sim Settlements 2

I think the hud issue may be a load order problem between hud and wsfw and ss2 think it needs to be
1. hud
2 wsfw
3. ss2

but 1 and 2 may need to be swapped.
I do have a general question: Sometimes in the HUD where it shows caps and resources, etc. It only shows up as zeros. Am I to assume that this is just lag in the scripting, because all I have to do is just save and then reload the file for the numbers to update on my hud. It's been like that ever since 1.0.0b and I've updated to latest release as they came out.

I am on the PC btw with a very small mod list.... (SS2 + requirements, 1 cosmetic mod, and 1 companion mod for Dogmeat + 1 person)... The quest that I am on is "Who can? ASAM!" and I am waiting for Stodge and company to build up Red Rocket while I build stuff in Sanctuary.... I have no other active settlements.

What I am planning on doing is to finish the Chapter 1 quests before creating a new save file and then record a short YouTube series that features only that questline. (But I want to release it as a complete playlist instead of making it episodic)

However, I want to know what the quests entail and how I can work around some issues (for example, be aware that Gunners that attack Aiden sometimes wonder off and you gotta find them all before Jake says something). That way I can focus on how to get through the quests and unlock everything.
 
So I tried starting a new game yesterday with e, didn't get the SS2 menu at all in the settlement menu, ran the sqv command and the quest wasn't running. Restarted today with f (same mods) and it now runs after character creation. I'm not sure why but something about E (maybe earlier versions as well? my first play started with the original) wasn't starting up the initial quest, upgrading to F didn't fix the old saves. So for me startup with E was just flat out broken (I actually cut back on a number of mods for that playthrough as well). F seems to startup fine (same modlist). I am using Buffout4, not sure if the memory management could have an effect on startups for different versions.
I'm not using Buffout4 at all, so I can't comment, but I was having the same issues with 1.0.0e but 1.0.0f fixed them, even on existing saves, but what it could not do was fix things during a save where I had started Laying Foundations but was stuck. I wonder if you could restart some of those quests with your old saves if that would resolve the issue. I don't know the questids tho to do this, and the help command isn't... uh helpful.
 
Just a heads up, I had the issue of the stranger not showing up initially until I uninstalled any mods that affected settlement spawns. Mine was More Attackers - Get Off My Buildzone and another whose name I forgot. The second issue I had was the residential menu not showing up after getting this update (f) it did not work initially. Not sure what I did to get it to work but after getting the ASAM sensor from the stranger I tried equipping it twice and viewed its model then when I looked in the build menu residential showed up. Don't know if trying to equip it made a difference or it just takes a minute.
 
I'm not using Buffout4 at all, so I can't comment, but I was having the same issues with 1.0.0e but 1.0.0f fixed them, even on existing saves, but what it could not do was fix things during a save where I had started Laying Foundations but was stuck. I wonder if you could restart some of those quests with your old saves if that would resolve the issue. I don't know the questids tho to do this, and the help command isn't... uh helpful.
sqt ---To show quest targets
help ss2 4 qust ---To match journal quest names with refid, game name
sqs ---put the game quest name or refid after this to show all quest stages
setstage ---add the game quest name or refid after this plus the stage you want the quest to advance to for stuck quests
Be careful with these they can break things that may not be readily apparent, last resort sort of option. May not be useful to report bugs that happen after you use a setstage command. Pretty useful console command link: Fallout 4 console commands | Fallout Wiki | Fandom
 
Ok it seems to work for me now, had to start a fresh game after installing the latest patches but now it runs really good.
To anyone from the modteam who reads this, you are amazing. The amount of quality and detail is just incredible, took me like two minutes to forget I was playing a mod. This is already a masterpeace, I still can't comprehend how much work must have gone into it.
 
If Jake continues to not show up for you after building a radio beacon, this is likely due to the vanilla game problem of too many mods at startup. When this occurs, your best bet is to start your character with minimal mods loaded, then after you finish character creation, wait a few minutes, then save and exit to enable the rest of your mods. You can confirm if you have this issue with the console command: sqv ss2_mqmaster If that shows No next to Running, then you have encountered this problem.
Is there a console command I can use to force-start this quest? I've updated to the latest Workshop Framework and Sim Settlements 2, Jake still won't appear.
 
Is there a console command I can use to force-start this quest? I've updated to the latest Workshop Framework and Sim Settlements 2, Jake still won't appear.
You can try this, but I will warn everyone - if the quest didn't start on its own, there is likely something wrong at a deep save level that could come back and bite you in the butt down the line. Given many of you play saves for hundreds of hours, use this at your own risk:

cqf ss2_main handlegameloaded

Repeating to ensure it isn't missed: use this at your own risk!

That function basically tells SS2 to run back through its start up processes. My concern though is why didn't it run through them in the first place? Something would have had to go wrong somewhere else and you're not fixing that issue by using this command.

Best guesses as to why the failed startup are old versions of WSFW were in the save file at some point and the scripts failed to updated (save files on occasion will continue to reuse old versions of scripts it has baked in), mod conflicts, such as a mod overwriting a script, broken F4SE installs - for example, if you had the f4seloader.exe but didn't have its replacement scripts it will cause your save to behave very strangely.

I'm also uncertain how much Buffout impacts things, I've heard that it does not behave well with some things I've done in other files, so its possible that it isn't compatible with this yet. (I'm sure we'll sort out any issues with that if they exist, but we don't know about them yet).

In general, we've got to try and narrow down what players have in common that are struggling to get the quests started. My bet is you all have some similar mod, CC content, or feature about your save that is the culprit. Nice thing is, once we figure that out- I might be able to code in a back-up plan for that! So, please talk with your fellow players having the same issues!
 
I'm also uncertain how much Buffout impacts things, I've heard that it does not behave well with some things I've done in other files, so its possible that it isn't compatible with this yet. (I'm sure we'll sort out any issues with that if they exist, but we don't know about them yet).
Yeah, I do use Buffout 4, so that could be why it failed to run the script.
 
Yeah, I do use Buffout 4, so that could be why it failed to run the script.
I’ve ran buffout 4 since it came out and it has not stopped ss2 from starting. My guess would be that if you are using ss2 and then layering other script heavy mods like we are the minutemen or raider overhaul or settlement attack or what ever mod that adds a lot of scripting it will cause issues. This also includes adding a lot of weapon and armor mods and for some reason if you use a heavy texture overhauled game it can slow things down since a lot more processing power is being used to find and run the higher quality textures.

when I first started playing conquerer including raider overhaul minutemen overhaul and mods adding textures and other stuff it ran like crap. After pairing mods down and running more basic mods that where not as scripting heavy conquerer would run a lot smoother. I think a lot of people that are having no starts on ss2 should compare mod lists I’m guessing a lot of them are mod conflicts with other mods that are also script intensive. But when people just say x doesn’t work and dont give a run down of other factors it’s harder to figure out.
 
I’ve ran buffout 4 since it came out and it has not stopped ss2 from starting. My guess would be that if you are using ss2 and then layering other script heavy mods like we are the minutemen or raider overhaul or settlement attack or what ever mod that adds a lot of scripting it will cause issues. This also includes adding a lot of weapon and armor mods and for some reason if you use a heavy texture overhauled game it can slow things down since a lot more processing power is being used to find and run the higher quality textures.

when I first started playing conquerer including raider overhaul minutemen overhaul and mods adding textures and other stuff it ran like crap. After pairing mods down and running more basic mods that where not as scripting heavy conquerer would run a lot smoother. I think a lot of people that are having no starts on ss2 should compare mod lists I’m guessing a lot of them are mod conflicts with other mods that are also script intensive. But when people just say x doesn’t work and dont give a run down of other factors it’s harder to figure out.
Well I'm guilty of having WATM and Raider Overhaul and PACKATTACK which are all script heavy things. But some of the other folks having problems didn't name those as being in their load lists. However the CC content is interesting. I have a lot of CC freebies that I've collected over the years, but I don't know which ones have scripts that can cause issues (most of the freebies I have are pipboy paint schemes, though I do have the dog quest ones). I don't have Buffout4 so I don't know how that works.
 
Well I'm guilty of having WATM and Raider Overhaul and PACKATTACK which are all script heavy things. But some of the other folks having problems didn't name those as being in their load lists. However the CC content is interesting. I have a lot of CC freebies that I've collected over the years, but I don't know which ones have scripts that can cause issues (most of the freebies I have are pipboy paint schemes, though I do have the dog quest ones). I don't have Buffout4 so I don't know how that works.
Not saying they are problems specifically just that stuff like that can slow things down. I replaced WATM with a newer mod that basically just adds better armor and weapons to the MM and then for raiders I used whispers mod that makes the armor less trashy looking. I use a lot of the cc paint schemes as well with no issues as well as the coffe and doughnuts one. I think a lot of the problems are just due to a large amount of mods causing scripting slowdowns or editing areas that ss2 is using.

maybe having a thread on mods that work without causing issue and mods that don’t work or need patching would help for a lot of people.
 
Not saying they are problems specifically just that stuff like that can slow things down. I replaced WATM with a newer mod that basically just adds better armor and weapons to the MM and then for raiders I used whispers mod that makes the armor less trashy looking. I use a lot of the cc paint schemes as well with no issues as well as the coffe and doughnuts one. I think a lot of the problems are just due to a large amount of mods causing scripting slowdowns or editing areas that ss2 is using.

maybe having a thread on mods that work without causing issue and mods that don’t work or need patching would help for a lot of people.
there is a page in the wiki about this.
 
Some spoilers, probably
Hi, at the moment the game go sweet, little delays in trigger dialogs or unespected behaivors. I.E.: In Olivia Station if I touch to the box before the Stranger go, he block in his line "very interesting". Reload and wait he reach the box, and everything fine. In the hostage situation near Abernathy, if I run tu fast and to the right of the position, trigger the battle, fight to survive and "objetive incomplete". Reload and ok.
 
A question:
Enter in a settlement and a little window with statistics pop up in the left bottom corner of the screen... but its only a blink. I guess is not normal. Any ideas?

And, anyone get problems with talk to Preston in Sanctuary after the museum's battle? I have consoled the mission for end it
 
Yeah, I do use Buffout 4, so that could be why it failed to run the script.
If it is buffout, it didn't effect the orginal SS2 version and it doesn't effect version F,
Well I'm guilty of having WATM and Raider Overhaul and PACKATTACK which are all script heavy things. But some of the other folks having problems didn't name those as being in their load lists. However the CC content is interesting. I have a lot of CC freebies that I've collected over the years, but I don't know which ones have scripts that can cause issues (most of the freebies I have are pipboy paint schemes, though I do have the dog quest ones). I don't have Buffout4 so I don't know how that works.
I've been using WATM and RO for a loooong time, never had an issue with either. PackAttack I stopped using quite awhile ago, Its probably the "heaviest" mod I know of in terms of running scripts for AI. I used to have problems in large battles where mobs would just stand still waiting for scripts to catch up for them so I dropped it. If you turn on the notifications for it you can see how intensive it is. Its a cool idea and mod, in my case the engine just can't handle it and gets bogged down in large battles. I would recommend checking out buffout4 or at the very least baka scrap heap (don't use both), buffout changes the way memory management works and fixes some crashes (it also spits out crashlogs in some cases). Baka increases the script memory limit by a fixed amount. Both are likely to help out with Pack attack running if you don't want to give it up.
 
version f I played through all but the very last mission on the main story and did not have any glitches I noticed except for cola the dog following me forever .
 
In the secondary mission of "check ASAM in W. Everett", the sensors in the basement can't be taked, is that intended?
 
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