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Hotfix 2.0.0j

Jodywilkes66

Member
Messages
83
Just my two cents…..I have one settlement built using ASAMs…Abernathy. New save.

I am only getting a long save (the first was a quicksave about 30 seconds in the settlement, the second was about 4-5 minutes with a regular save) in the home settlement…nowhere else. One CTD approaching Abernathy from the north.

note: during Well, Well, Well….when in the maintenance tunnel, movement is a bit choppy and the lockpicking animation is choppy and “stuttery ….not smooth as usual. not a complaint, just offering my observation.
 

GavMan

Well-Known Member
City Planner (S3)
Messages
257
Using the force plot level console command appears to level the plot to what is specified (objects look as the specified level), however when I go to View Details on the ASAM, The level is shown as one below what was set.
(eg: console set level 3 - view details reports level 2, console set level 1 - view details reports level 0)

Happens with 2.0.0j (and with and without chapter 2)

Reverting to 2.0.0i has the correct levels shown when forcing the plot levels.
 

XxA1xX

Well-Known Member
Community Rockstar
Messages
1,372
just an update to my 2.0.0J playthrough was doing who can asam today. when I got close enough for the cell where Hubert and them are they were all shooting each other.
1 my best guess Hubert shot his radiation gun and hit others making them all agro weird part was it was half and half fighting, so they split into teams and started shooting.
2 i was getting some heavy frame dips so probably was the game trying to force them into scene although they were fighting

i solved the issue by getting the behemoth nearby to agro them and basically destroy them so they all entered a down state or animation. after i killed the behemoth and they all got back on their feet and I got close enough everything worked, and frame rate was back to normal. honestly not even mad it was funny but I'm guessing it all happen because there is a spawn there for the dartwing bug ? maybe bloat flies not sure, because every time I've gone to meet them there, they have been having a gun fight with a couple bugs this time it just went wrong.
 

somnambulist

Member
Messages
28
it all happen because there is a spawn there for the dartwing bug

After my first playthrough I learned to clear a couple locations before the scripted scene just to make everything run smoother -- the bloatflies in the irradiated pond near Wicked Shipping, the bugs in the shed used for Who Can? ASAM, etc. Considering how minor those spawns are it would be great if SS2 just nuked them in advance (but obviously the team has bigger issues to focus on)
 

XxA1xX

Well-Known Member
Community Rockstar
Messages
1,372
After my first playthrough I learned to clear a couple locations before the scripted scene just to make everything run smoother -- the bloatflies in the irradiated pond near Wicked Shipping, the bugs in the shed used for Who Can? ASAM, etc. Considering how minor those spawns are it would be great if SS2 just nuked them in advance (but obviously the team has bigger issues to focus on)
Exactly my thoughts not saying permanent clear them but before any ss2 thing happens would be nice if this stuff was taken care on behind the scenes. Personally the bloatflies that appear when you are following old Paul to the raider hostage situation is kinda a bummer as well. Just not sure how easy that is to fix or not.
 

Lowjax

Active Member
Messages
257
I disagree, random stuff like that makes it seem more alive. Like the whole world doesn't stop because the hero has something important to deal with.

Yeah, team Hubert and team Stodge fighting is not good and it would be great if they could make that not happen without player involvement. But, for me, inconveniences like that are worth the tradeoff. It's bad enough that the world does just stand still waiting for the hero to arrive, it's a limitation of the medium, anything that makes it seem just a little bit less like that's the case is a big plus in my book.
 

yosef

Active Member
Messages
188
After install the j version, I have de warning about a lot of addons for the SS2 are not present, wich is not true, any clue?
 

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leelazarous

Active Member
Patreon Supporter
Messages
293
I disagree, random stuff like that makes it seem more alive. Like the whole world doesn't stop because the hero has something important to deal with.

Yeah, team Hubert and team Stodge fighting is not good and it would be great if they could make that not happen without player involvement. But, for me, inconveniences like that are worth the tradeoff. It's bad enough that the world does just stand still waiting for the hero to arrive, it's a limitation of the medium, anything that makes it seem just a little bit less like that's the case is a big plus in my book.
I agree in general. Also team Stoge's fighting is awful lol they got attacked by stingwings as I approached and Teresa got crippled and Doc Shock was smoking profusely. I was worried at first but they healed in between then and showing up at the settlement.
 

somnambulist

Member
Messages
28
After install the j version, I have de warning about a lot of addons for the SS2 are not present, wich is not true, any clue?
It looks like SS2 isn't loading which means that none of the add-ons will load. Double check that the updated files were activated
 

TooN0ble

New Member
Messages
24
Just did the quest for the NPC called Fish Head in the Glowing Sea. After telling him to go to Grey Garden, he would not leave his Safe Room. Using the console and moveto command, was succesful and he stayed in Grey Garden.
 

Lowjax

Active Member
Messages
257
After install the j version, I have de warning about a lot of addons for the SS2 are not present, wich is not true, any clue?
I always have to disable then reactivate SS2 when I update or all the add-ons tell me they can't find the master.
 

UndercoverHat

Active Member
Patreon Supporter
Messages
273
After install the j version, I have de warning about a lot of addons for the SS2 are not present, wich is not true, any clue?
In the past, I've had trouble with Vortex just deactivating all my mods. I had to go into the Plugins section and enable them. Oddly, after doing this a few times, it hasn't recurred. Software is goofy.
 

smitty420

Active Member
Messages
500
In the past, I've had trouble with Vortex just deactivating all my mods. I had to go into the Plugins section and enable them. Oddly, after doing this a few times, it hasn't recurred. Software is goofy.
using the deploy mods button at the top after an update seemed to help that for me.
 

shazbot9ee3

Member
Messages
36
Using the force plot level console command appears to level the plot to what is specified (objects look as the specified level), however when I go to View Details on the ASAM, The level is shown as one below what was set.
(eg: console set level 3 - view details reports level 2, console set level 1 - view details reports level 0)

Happens with 2.0.0j (and with and without chapter 2)

Reverting to 2.0.0i has the correct levels shown when forcing the plot levels.
Same issue here -- plots seemed to stop working after selecting 'upgrade available' and acted as you described wrt forceplotlevel.

I was fully convinced that the problem was my load order since I just rebuilt it from scratch and that no one else was reporting the issue. So, I beat my load order back to the bare minimum, updated drivers, validated files, and re-downloaded SS2 and chapter 2. Ultimately finding the same thing as you, the root cause seems to be SS2 or something deeper perhaps -- indeed, I had my first and only hard PC crash while playing version j.
 

Bygg SAK

New Member
Messages
4
Alright I just went through that first quest for Branigan myself on this version, and it worked fine - the Legendary Raider had the key in their inventory, Craig The Other One actually has sound files for his lines again now too.
Interestingly, one of the Raiders (not the one with the key) opened the cage mid-battle while trying to dodge buckshot... didn't break the quest or anything, just kind of amusing.
I can not find a fix for this
Don't think this fix worked on current saves. Had to use setstage 180 to get Craig to respond. Quest proceeded normally after. Before resulting to setstage I tried a few alternate paths into the area to fight the raiders and see if it was triggered via activator or something, but no luck. Not sure if relevant but I located the dead caravan worker first then proceeded to rescue Craig.
yo can you explain to me how to do the set stage command? I cannot for the life of me find a way to fix this bug …
 

Jimmyk57

New Member
Messages
8
I'm seeing a few graphics issues at HQ. The first is the windows in the medical research center:
ScreenShot0.png
Next one is floating items outside the studio:
ScreenShot1.png
And the last 2 are for what looks like ityems incorrectly placed:
ScreenShot2.pngScreenShot3.png
I tried refreshing ther room but it came back the same. Is anyone else seeing this?
 
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