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Hotfix 2.0.0j

kinggath

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Tonight's hotfix addresses the following:
  • Ellis should now correctly barter when asked.
  • Modified spotlight script used on the GNN spotlights to try and resolve an issue where many saves are showing the scripts continuing to run after they are no longer needed.
  • Addon registrations that become corrupt due to save file issues will now be scrubbed from SS2’s memory so they can re-register. This should fix an issue where some addon packs would fail to register their new content after an update.
  • Fixed a bug that could cause a number of Jake’s AI packages to fail. This was the source of the issue where Jake was not sitting in the church when Lupe claims he is.
  • Fixed an issue where Aiden could repeat his conversation twice after the first keycard is found during the quest “Runners and Gunners”.
  • Made additional adjustments to the quest “Branigan’s Bounty” to try and fix issues that come up when attempting to rescue Craig.
  • Fixed a bug that prevented Aiden, Cassandra, Mansfield, and Theresa from commenting on the situation correctly after the quest “Commonwealth Rising” was completed.
  • Fixed an issue with taking the Vit-o-Matic during the quest “Vim and Vigor”.
  • Added flag to try and prevent a plot from upgrading twice instantly, which could occur during certain tutorial quest moments for some players.
  • New saves created after 2.0.0j will have the Robco Schematics item correctly flagged as a Quest Item from the quests “The Coolest Cat” and “Vim and Vigor”.
  • The Vertibird during “End of the Beginning” will now have significantly more health, but will leave once reaching half health. It was always supposed to flee the battle, but often the vanilla Vertibird system to trigger a crash landing was kicking in before it could.
  • Restored several missing voice files.
  • Tweaked position of Branigan’s bed to try and fix an issue where he would sleep under it.
  • Fixed a bug where the first photo of Jake would not correctly get turned in to Dyllan, during the quest “Say Cheese”.
  • Fixed a bug where turning in the photo in the quest “Say Cheese” would fail if Carnal had sandboxed too far away from Dyllan.
  • Fixed a bug with Pete Emins outfit.
Xbox players, the versions to watch for when you can safely update are: 41 of SS2, and version 14 of Chapter 2.

Good news - Sag, our main quest implementer, is back in action now so we should start seeing some more quest fixes coming for some of the stuff I didn't know how to tackle!

The long save issue investigation is making progress, we've got a tool for creating text file versions of save files to help us do comparisons. Currently we're in sort of crowd-sourcing mode to find patterns, so if you fancy yourself a good troubleshooter, and are experiencing the issue, lend a hand over here: https://www.simsettlements.com/site/index.php?threads/long-save-research-tool.21059/

-kinggath
 
Are we going to fix Li's residential plot anytime soon?
I'm not aware of the issue with that, but I imagine building plan issues are going to be low priority as there are alternate plans available. As long as someone on the team, or with the Community Rockstar tag has verified an issue exists with just SS2 installed, they post it on our internal bug tracker and we tackle them as we can.
 
I'm not aware of the issue with that, but I imagine building plan issues are going to be low priority as there are alternate plans available. As long as someone on the team, or with the Community Rockstar tag has verified an issue exists with just SS2 installed, they post it on our internal bug tracker and we tackle them as we can.

here's the link

there is one community rockstar but he/she was answering another question, not about the building plan, so I have no idea whether it's aware of or not. :oops:
 
Tonight's hotfix addresses the following:
  • Ellis should now correctly barter when asked.
  • Modified spotlight script used on the GNN spotlights to try and resolve an issue where many saves are showing the scripts continuing to run after they are no longer needed.
  • Addon registrations that become corrupt due to save file issues will now be scrubbed from SS2’s memory so they can re-register. This should fix an issue where some addon packs would fail to register their new content after an update.
  • Fixed a bug that could cause a number of Jake’s AI packages to fail. This was the source of the issue where Jake was not sitting in the church when Lupe claims he is.
  • Fixed an issue where Aiden could repeat his conversation twice after the first keycard is found during the quest “Runners and Gunners”.
  • Made additional adjustments to the quest “Branigan’s Bounty” to try and fix issues that come up when attempting to rescue Craig.
  • Fixed a bug that prevented Aiden, Cassandra, Mansfield, and Theresa from commenting on the situation correctly after the quest “Commonwealth Rising” was completed.
  • Fixed an issue with taking the Vit-o-Matic during the quest “Vim and Vigor”.
  • Added flag to try and prevent a plot from upgrading twice instantly, which could occur during certain tutorial quest moments for some players.
  • New saves created after 2.0.0j will have the Robco Schematics item correctly flagged as a Quest Item from the quests “The Coolest Cat” and “Vim and Vigor”.
  • The Vertibird during “End of the Beginning” will now have significantly more health, but will leave once reaching half health. It was always supposed to flee the battle, but often the vanilla Vertibird system to trigger a crash landing was kicking in before it could.
  • Restored several missing voice files.
  • Tweaked position of Branigan’s bed to try and fix an issue where he would sleep under it.
  • Fixed a bug where the first photo of Jake would not correctly get turned in to Dyllan, during the quest “Say Cheese”.
  • Fixed a bug where turning in the photo in the quest “Say Cheese” would fail if Carnal had sandboxed too far away from Dyllan.
  • Fixed a bug with Pete Emins outfit.
Xbox players, the versions to watch for when you can safely update are: 41 of SS2, and version 14 of Chapter 2.

Good news - Sag, our main quest implementer, is back in action now so we should start seeing some more quest fixes coming for some of the stuff I didn't know how to tackle!

The long save issue investigation is making progress, we've got a tool for creating text file versions of save files to help us do comparisons. Currently we're in sort of crowd-sourcing mode to find patterns, so if you fancy yourself a good troubleshooter, and are experiencing the issue, lend a hand over here: https://www.simsettlements.com/site/index.php?threads/long-save-research-tool.21059/

-kinggath
do we have to start a new game or can we just patch and keep playing?
 
Tweaked position of Branigan’s bed to try and fix an issue where he would sleep under it.
Nope. Still sleeping under his bed

The quest is also still stuck at the point where he never opens the caravan after youve given him all the stuff and he said come back in a few days..
 

here's the link

there is one community rockstar but he/she was answering another question, not about the building plan, so I have no idea whether it's aware of or not. :oops:
As I said in that thread, it's in the internal bug tracker and has been for some time, but as of time of writing it's all the way back on Page 4 of that. All the quest-breaking stuff in Chapter 2 is a logical higher priority.

Side note:
Added flag to try and prevent a plot from upgrading twice instantly, which could occur during certain tutorial quest moments for some players.
I'd legitimately forgotten about that issue. Happened to me a couple times but as is tradition I could never get it to happen when I was actually looking for it.
 
anything on this for the concord side quest to rescue the caravan dude where the quest sticks at the kill raiders then the guy wont talk or move or do anything?
 
Made additional adjustments to the quest “Branigan’s Bounty” to try and fix issues that come up when attempting to rescue Craig.
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.
 
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.
thats the way i did it to found dead guy then off to rescue craig. I'm starting a new game on this hotfix so will find out tomorrow ish if it works or now on this file.
 
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.
Sometimes with quest bugs there are multiple things that can cause a similar result. For folks who had the specific bug I was able to identify, which was that all the raiders were killed, but the stage wasn't being set - it should get fixed on load (I confirmed on my LP save that it worked).

Might be some other bug at work here, perhaps one of the raiders the quest is looking for is under the world or stuck somewhere for you. If you have the save before you set stage I can check and patch in a fix for next time.
 
Sure thing. Not particularly worried about it on my end, but I'll happily provide the save. The dead raiders notification fired so I don't think it was an errant raider. Amusingly, the first playthrough a few patches back the entire Branigan questline played to completion without error. I did go for saving Craig first that run, so I'm not sure if that had anything to do with it.

Here's the dropbox link: https://www.dropbox.com/s/qfbzaz2bqtiykzp/MuteCraig.7z?dl=0
 
Sure thing. Not particularly worried about it on my end, but I'll happily provide the save. The dead raiders notification fired so I don't think it was an errant raider. Amusingly, the first playthrough a few patches back the entire Branigan questline played to completion without error. I did go for saving Craig first that run, so I'm not sure if that had anything to do with it.

Here's the dropbox link: https://www.dropbox.com/s/qfbzaz2bqtiykzp/MuteCraig.7z?dl=0
Likewise with a previous playthrough having the Branigan questline complete without an issue (along with the preacher getting started just fine), except that I went for the dead guy first and Craig second. My current (Craig glitch) playthrough was started just after the patch that moved the key into the box.
 
Sure thing. Not particularly worried about it on my end, but I'll happily provide the save. The dead raiders notification fired so I don't think it was an errant raider. Amusingly, the first playthrough a few patches back the entire Branigan questline played to completion without error. I did go for saving Craig first that run, so I'm not sure if that had anything to do with it.

Here's the dropbox link: https://www.dropbox.com/s/qfbzaz2bqtiykzp/MuteCraig.7z?dl=0
So your issue is pretty funny: Codsworth had looted the key.

Which meant the stage trigger never occurred, and presumably you console command unlocked the door (or one of the NPCs opened it because Bethesda's AI is happy to break quest locks [insert picard meme]).

I'll have to change the requirement for talking to Craig that just the door is open, rather than that it was opened with the key - haha

Does anyone know offhand, will companions avoid looting quest items? If so, I can also solve this by marking that key as a quest object.
 
This probably isn’t related to this specific hotfix but I’ve noticed ( I use f4se ) and have the plot internal power set to off that the city plans won’t run wires and if I click the run wires from the desk nothing happens. Gonna reinstall f4se and wsfw and see if anything changes. Again not blaming this hotfix just something I’ve noticed on this playthrough.
 
This probably isn’t related to this specific hotfix but I’ve noticed ( I use f4se ) and have the plot internal power set to off that the city plans won’t run wires and if I click the run wires from the desk nothing happens. Gonna reinstall f4se and wsfw and see if anything changes. Again not blaming this hotfix just something I’ve noticed on this playthrough.
f4sr breaks things for me so
 
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