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Hotfix 2.0.0d

kinggath

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Tonight's hotfix addresses the following:
  • Combat music added by the quests Hostile Takeover and End of the Beginning will be force shut down on save load, as some players have reported the music never shutting down correctly prior.
  • End of the Beginning battle management quest will now be force shutdown on startup of this patch if the quest itself is already finished.
  • Lupe will now actually use the terminal she mentions during End of the Beginning.
  • Fixed a bug during End of the Beginning where convincing Berman to leave would result in the quest getting stuck.
  • If Berman leaves during End of the Beginning, his guards will now follow him.
  • Wise’s disguise during End of the Beginning will no longer result in him lacking pants.
  • Fixed a bug that would cause Wise to shoot indefinitely at the Assaultron during End of the Beginning.
  • GNN Front door and roof elevator will now correctly remain locked until the first two waves of Gunners are dealt with during End of the Beginning.
  • Fixed several bugs with Jake’s dialogue.
  • Changed several CPD quests to Run Once, so they won’t be restarted later if certain dialogue options are chosen.
  • Aiden, Algernon, Jake, Lupe, and Theresa now correctly have things to say while in the atrium after the quest End of the Beginning.
  • Patient Troubles and Angel of Mercy should now correctly account for all options related to how the player handled the crate in Sunken Treasure.
  • Fixed an issue with Cassandra’s dialogue during Angel of Mercy that prevented her from responding.
  • Fixed an issue with Fiona’s intro scene.
  • Fixed an issue with Angel of Mercy that would cause an objective to update after talking to Ellis that wasn’t meant to update until after the final scene of the quest.
  • The quest If I Had a Hammer is now flagged as “Run Once” which should prevent an issue where the quest was restarting itself under some circumstances.
  • Sever Supply Agreement confirmation now correctly uses the label “Sever Supply Agreement?”.
  • Municipal power switches will now acknowledge the power grid Auto-Repair/Auto-Destroy options from Workshop Framework. Previously these were attempting to repair the grid whenever SS2’s power system triggered these for an update.

Xbox players, the versions to watch for when you can safely update are: 35 of SS2, and version 8 of Chapter 2.

I've updated the currently investigating list to denote the next few things we're hoping to tackle: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/#post-139985

-kinggath
 
Wise’s disguise during End of the Beginning will no longer result in him lacking pants.
I... didnt know that he could survive "Runners & Gunners". On the way back out of the Vault, he was dead face down where you first met him for me, I assumed Aiden capped him on the way out. Guess I chose a wrong dialog option somewhere... I didnt do the Infiltrate/Disguise route, though.
 
Happy Holidays, all!
I am going to start a new character to celebrate the new chapter.

QUESTIONS:
1. should I remove Better Settlers mod?
2. should I remove True Storms mod?
3. has anyone tried the new mod Delay Sim Settlements 2 Main Quest Startup?

Any other advice?

Thank you for replying.
 
Happy Holidays, all!
I am going to start a new character to celebrate the new chapter.

QUESTIONS:
1. should I remove Better Settlers mod?
2. should I remove True Storms mod?
3. has anyone tried the new mod Delay Sim Settlements 2 Main Quest Startup?

Any other advice?

Thank you for replying.
Better Settlers works fine for me. Can't speak to your other questions. I normally use True Storms but didn't this playthrough so i'd have enough room.
 
Tonight's hotfix addresses the following:
  • Combat music added by the quests Hostile Takeover and End of the Beginning will be force shut down on save load, as some players have reported the music never shutting down correctly prior.
  • End of the Beginning battle management quest will now be force shutdown on startup of this patch if the quest itself is already finished.
  • Lupe will now actually use the terminal she mentions during End of the Beginning.
  • Fixed a bug during End of the Beginning where convincing Berman to leave would result in the quest getting stuck.
  • If Berman leaves during End of the Beginning, his guards will now follow him.
  • Wise’s disguise during End of the Beginning will no longer result in him lacking pants.
  • Fixed a bug that would cause Wise to shoot indefinitely at the Assaultron during End of the Beginning.
  • GNN Front door and roof elevator will now correctly remain locked until the first two waves of Gunners are dealt with during End of the Beginning.
  • Fixed several bugs with Jake’s dialogue.
  • Changed several CPD quests to Run Once, so they won’t be restarted later if certain dialogue options are chosen.
  • Aiden, Algernon, Jake, Lupe, and Theresa now correctly have things to say while in the atrium after the quest End of the Beginning.
  • Patient Troubles and Angel of Mercy should now correctly account for all options related to how the player handled the crate in Sunken Treasure.
  • Fixed an issue with Cassandra’s dialogue during Angel of Mercy that prevented her from responding.
  • Fixed an issue with Fiona’s intro scene.
  • Fixed an issue with Angel of Mercy that would cause an objective to update after talking to Ellis that wasn’t meant to update until after the final scene of the quest.
  • The quest If I Had a Hammer is now flagged as “Run Once” which should prevent an issue where the quest was restarting itself under some circumstances.
  • Sever Supply Agreement confirmation now correctly uses the label “Sever Supply Agreement?”.
  • Municipal power switches will now acknowledge the power grid Auto-Repair/Auto-Destroy options from Workshop Framework. Previously these were attempting to repair the grid whenever SS2’s power system triggered these for an update.

Xbox players, the versions to watch for when you can safely update are: 35 of SS2, and version 8 of Chapter 2.

I've updated the currently investigating list to denote the next few things we're hoping to tackle: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/#post-139985

-kinggath
You Rock!
 
I... didnt know that he could survive "Runners & Gunners". On the way back out of the Vault, he was dead face down where you first met him for me, I assumed Aiden capped him on the way out. Guess I chose a wrong dialog option somewhere... I didnt do the Infiltrate/Disguise route, though.
There's a lot more player choice and roleplay in Chapter 2! With Chapter 1, it was all about the tutorial and Jake, so we didn't have as many opportunities to do so.
 
I... didnt know that he could survive "Runners & Gunners". On the way back out of the Vault, he was dead face down where you first met him for me, I assumed Aiden capped him on the way out. Guess I chose a wrong dialog option somewhere... I didnt do the Infiltrate/Disguise route, though.
Had a massive battle inside, literally dozens of gunners including two gunner leaders in massively strong combat armor. No way to survive without god mode. Hated using console - not gonna reload!
 
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Happy Holidays, all!
I am going to start a new character to celebrate the new chapter.

QUESTIONS:
1. should I remove Better Settlers mod?
2. should I remove True Storms mod?
3. has anyone tried the new mod Delay Sim Settlements 2 Main Quest Startup?

Any other advice?

Thank you for replying.
I left Better Settlers in. I removed true storms. Left Natural n Atmospheric Commonwealth in, as well as Water Enhancement Textures, and WET NAC Patch-32903-1-0. I liked the intense True Storms - run for cover!
However, un installed chapter 2 - till later.
 
Had a massive battle inside, literally dozens of gunners including two gunner leaders in massively strong combat armor. No way to survive without god mode. Hated using console - not gonna reload!
I too did the infiltrate option, but my character was already just over level 50 with high charisma and perks that aid charisma checks, so I breezed through with nary a hostility.

Next playthough I may break out the power armor instead.
 
I have been having an ongoing issue with the questline Moving Day, when I go to recruit Mansfield for HQ the initial dialogue is fine and he accepts. I then leave the vault and speak to Jake and then the questline ends, however Mansfield doesn’t leave for HQ like he is suppose to and when I go back the he returns to his base game dialogue, is there any fix for this?
 
I updated all ss2 mods to the newest versions this morning but I still don't have the option to build Mansfield's office after doing the 1st cleaning task in the hq tutorial. I tried rolling back to recruiting Mansfield from the vault but the workshop menu still doesn't have a construction option after cleaning.
 
After updating all ss2 and related mods, Cassandra is still unresponsive in Angel of Mercy. I rolled back to a save 3 hours prior and worked back up to that point just to sanity check and the issue still persists.

PS: Voice of the commonwealth, 2nd edition is also stalled. No interaction is possible.
[Edit 12/21]: Latest patch fixed Angel of Mercy quest. Was able to work up to moving day but leaving the vault results in a game breaking bug where it takes control of the character camera and unable to interact or move at all.
[Edit 1/20]: Updated to the k patch, fixed everything for me up to (Commonwealth rising) I've hit over 1k power generation but the quest does not update. I've checked other threads and the MQ is enabled and running as expected. All it says is [...]/1000 for power. All other HQ quest that were available are done.
 
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I too did the infiltrate option, but my character was already just over level 50 with high charisma and perks that aid charisma checks, so I breezed through with nary a hostility.

Next playthough I may break out the power armor instead.
High charisma, L30ish, in assigned gunner outfit. S, may I ask, chr rating and perks your avatar had at this time? Laser battle w 15ish hostile gunners is boring.
 
::Spoiler Alert::

when I made it to the basement just now the big dumb gunner (you know which one) and his henchmen were non-hostile. No speech initiated, talking to him just drew a blank stare. Just smoked his helpless ass and kept going. Seems like there was a dialog that didn’t trigger.
Also grenade arcs aren’t showing in the plaza, and lupe and aiden don’t talk at end of mission. Dunno if that’s intended, those are just things that seem unusual. Using 2.0d
 
I updated all ss2 mods to the newest versions this morning but I still don't have the option to build Mansfield's office after doing the 1st cleaning task in the hq tutorial. I tried rolling back to recruiting Mansfield from the vault but the workshop menu still doesn't have a construction option after cleaning.
Also having this same issue. The build requirements reads as

Manfield's Office
Scrap: 0/500
Facilities 24/10
Scrap Logisctics 16k/500

Not sure if you're supposed to be receiving the 500 scrap required when you finish the cleaning project prior to this step, but the project is translucent and doesn't allow you to build it.
 
Also having this same issue. The build requirements reads as

Manfield's Office
Scrap: 0/500
Facilities 24/10
Scrap Logisctics 16k/500

Not sure if you're supposed to be receiving the 500 scrap required when you finish the cleaning project prior to this step, but the project is translucent and doesn't allow you to build
All I'm seeing is the 10 10 stats in the top left corner. Not even seeing the construction option.
 
I... didnt know that he could survive "Runners & Gunners". On the way back out of the Vault, he was dead face down where you first met him for me, I assumed Aiden capped him on the way out. Guess I chose a wrong dialog option somewhere... I didnt do the Infiltrate/Disguise route, though.
Honestly, I'm wondering what the triggers are. I did the Infiltrate/Disguise route to the non-hostile letter, and that apparently was not enough for Wise to appear later.
 
Also having this same issue. The build requirements reads as

Manfield's Office
Scrap: 0/500
Facilities 24/10
Scrap Logisctics 16k/500

Not sure if you're supposed to be receiving the 500 scrap required when you finish the cleaning project prior to this step, but the project is translucent and doesn't allow you to build it.
I think the issue might be a bug with HQ and complexity set to simple. Pretty sure we did most of our testing in category and component testing, not even thinking that there'd be an issue with the simplest. It's on my shortlist to be fixed as soon as I figure it out- probably in the next patch or two.
 
I think the issue might be a bug with HQ and complexity set to simple. Pretty sure we did most of our testing in category and component testing, not even thinking that there'd be an issue with the simplest. It's on my shortlist to be fixed as soon as I figure it out- probably in the next patch or two.
I can confirm that my complexity setting is set to simple. I wanted to explore the content as easily as possible my first time through. Thanks KG!
 
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