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Hotfix 1.1.0b

kinggath

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Normally, this would have not been hotfix worthy, but given that 1.1.0 probably inspired a fair number of you to start a new character - I didn't want to leave Jake looking like a spaz. Hotfix 1.1.0b fixes the weird animation issue with how he was holding his pistol.

Last call for hotfix worthy issues! Going to start doing some 2.0.0 system merges tonight!

-kinggath
 
Jake has to be looking fly before 2.0 just in case we don’t see him again til 3.0.
 
Also attempting to put in the "standard" 1.1.0 over the patch caused my game not to reload due to the WSFW fix was not in Nexusmods at the same time. So I had to revert back to the beta version and continue from there. Is there a WSFW patch that came out since then to split the Beta 1.1.0 and WSFW?
 
2.0.16 of WSFW was released the same day as the live 1.1.0 patch of SS2.
 
Nexus Shows 1.1.0b as the vesion number, if you download as .7z manual downaload. The name of the file does inculde 1.0.0b, instead of 1.1.0b.
 
I got 1.1.0 before WSFW was updated. I have now gotten both updated and I have been running them. No errors so far.
 
Don't know if this is intentional but my level 1 interior advanced martial plot consumes A TON of lead daily. More than a level 3 interior machine parts plot with a level 8 worker produces in a day. (unless the plot needs to be refreshed each level up to generate the correct amount, idk)
Also I believe you said commercial plots were pushed closer to the endgame (kind of), completely missed that but now that I'm constantly out of cork, I can see that.

Edit: never figured out if interior plots not changing their appearance until refreshing is a feature or not. But at least they change their functionality correctly when they're levelled, right? On this note, I'd love it if there was an option to make a plot appear as level 2 when it's level 3. Like, the level 1-2 armor shop fits much better with the minutemen theme.

Edit 2: still consumes like 19 lead and produces 9. Worker is level 9 now, plot is refreshed. Both are interior so should be fair even if the martial plot is an oversized vault door (working on a little pet project called "vault 3 for Gremlin" inside the Udderworld)
 
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Don't know if this is intentional but my level 1 interior advanced martial plot consumes A TON of lead daily. More than a level 3 interior machine parts plot with a level 8 worker produces in a day. (unless the plot needs to be refreshed each level up to generate the correct amount, idk)
Also I believe you said commercial plots were pushed closer to the endgame (kind of), completely missed that but now that I'm constantly out of cork, I can see that.

Edit: never figured out if interior plots not changing their appearance until refreshing is a feature or not. But at least they change their functionality correctly when they're levelled, right? On this note, I'd love it if there was an option to make a plot appear as level 2 when it's level 3. Like, the level 1-2 armor shop fits much better with the minutemen theme.

Edit 2: still consumes like 19 lead and produces 9. Worker is level 9 now, plot is refreshed. Both are interior so should be fair even if the martial plot is an oversized vault door (working on a little pet project called "vault 3 for Gremlin" inside the Udderworld)
Same here. I just upgraded to my first adv martial plot and got a bit of a surprise. 17 lead/day while my L3 indutrial only produces 6/day. I am assuming conversion plots are going to be needed to support them long term.
 
A little update, military salvagers or whatever the conversion plot is called produces extremely small amounts of lead (and ballistic fiber). 0 of both at level 1 which is really weird. And some leather that I have thousands of. At level 2 it starts giving something but nowhere near enough to cover the costs. I was just about to google other discoverable plots that generate tons of lead that are required. Level 2 3-man artillery takes 50+ lead a day, it's crazy.

Edit: I meant the interior conversion plot, think it comes from WV. Maybe it's not up to date with the new costs?
 
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So.. after this hotfix Jake's gun is messed up. The fusion cell is kind of sticking up out the top of the gun, but Jake is holding it correctly.
No idea what's causing this. I tried reinstalling SS2, tried redownloading and then reinstalling, nada. Is anyone else seeing this?
 
That gun just never catches a break. Think there was another report of it, after the hotfix.. (Honestly don't care about it unless he's still holding it that way in chapter 5, then he'll definately need some help)
 
Here is a shot of the issue. Tried reinstalling, redownloading, downloading manually, installing SS2 manually. Starting a new game. Nada.
 

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Last time I played was on 1.6 and I also had the cell not sitting in the gun right , but I figured it was cause of my weapons mods
 
There's a problem with city plan construction. I keep selecting a city plan and nothing happens. Everything gets removed to build the structures but nothing appears. This has to be fixed.
 
Here is a shot of the issue. Tried reinstalling, redownloading, downloading manually, installing SS2 manually. Starting a new game. Nada.
I recently started a new game on v1.1.0b. I do not recall seeing that during the Concord battle. I'll have to load an old save and verify.
 
There's a problem with city plan construction. I keep selecting a city plan and nothing happens. Everything gets removed to build the structures but nothing appears. This has to be fixed.
Don't know what platform you play on but if you have any mods that alter settlement build limits, this could be your culprit. I'm on Xbox and had " Settlement Limits Slashed" installed. Had same problem with city plans until I disabled and removed it from my load order.
 
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