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Patch 1.0.1: "The Resurrection" is live!

Just finished chapter 1 (I thought I'd finished it before, but I've now gotten the confirmation in-game that the chapter is over). One more thought, some of the text isn't right. Typos, misspellings, anachronisms (modern words that wouldn't exist in the Fallout universe, e.g. "tryna" comes up a lot, and that's a fairly recent word), and generally the subtitles not matching what the voice actor says (or the voice actor improvising). Also, what the player character says and what the player chooses are often not the same, even with Full Dialogue Interface. It's not really a problem and it's understandable given that the focus of the project wasn't the language at all, so it wasn't a priority, but it would be nice to see fixed up. I wouldn't even be opposed to taking a shot at fixing it myself, I just don't know where to begin. But, now that I've beaten the main story, I'm not worried about spoiling anything.

Possibly a bug? After finding that other group of people and setting them up with a settlement, I was offered settlements I hadn't cleared, like Croup Manor, Jamaica Plain, Kingsport Lighthouse, and Murkwater Construction. Places I'd never even visited, let alone cleared and claimed the workshop of. But, not all settlements I hadn't cleared yet. I wasn't offered, for example, Egret Tours Marina. (That's going to be a fun one to do, it usually is.)

Kinda hate that it ended on a cliffhanger after what felt like three fetch quests, but I find myself wondering what happened, both at the end of the first chapter, and what Jake was talking about before. So that's a good thing. I suspect what he was talking about before, is something that won't be resolved until the last chapter, or at least not in the next chapter.
 
The choice of settlements not already cleared would probably be needed in order to ensure that they have a clean slate to start from. With regards to language which may or may not exist, the bombs dropped in 2077 after a historical divergence around 1950, and over 200 years have passed since then. So, who knows what language be like by this point.
 
The choice of settlements not already cleared would probably be needed in order to ensure that they have a clean slate to start from.
Makes sense, but when you agree to let a city leader take over, you have the option to let them scrap everything. I think this script restores the settlement to its default state to apply the blueprint or whatever, but I'm not sure. I chose Hangman's Alley, and it scrapped the default buildings. So, not really sure.
 
The choice of settlements not already cleared would probably be needed in order to ensure that they have a clean slate to start from. With regards to language which may or may not exist, the bombs dropped in 2077 after a historical divergence around 1950, and over 200 years have passed since then. So, who knows what language be like by this point.
did not notice that with the send to not yet claimed settlement , my problem is that clyf and barnes i think sendme to a site in far harbor for there quest when have not even unlocked that region :)
 
I started a new save for this patch and so far it's been perfect.

Such a well polished mod, can't believe this is free tbh!
 
Just 101 and Extended 101. It would be weird if at some point you'd need to apply older patches. Expect such situation only when it's specifically mentioned or a new file is somehow very small in size compared to the old. Usually it should stay around the same size or grow to include everything up to that point. But in this case we know that they'll be intentionally hovering below 1Gb because that's Xbox one file max. Thus why there's SS Extended for PC already available.

Okay thank you. 101 needs to be with the Masters on top, just after HUD and Workshop Frameworks, but is there a preferred location for Extended 101 ?

Even with that update, I'm still facing the same issue : I can't find no plots in the menu, but all other SS2 categories (Furniture, Foundations, Plot Separators, etc) are there.
 
Awesome KG! So glad you & the team are still at it!

I can't wait to see what I can break-test in this version, lol :)
So I especially LOVE this feature - Cqf ss2_mqmaster skipToQuest X and will post any notable updates

  • The main problem for me (that lead to me console'ing past) was inability to start Well Well x2 generator, which lead to the comm station not being able to be pwrd, which led to Jake inability to load holo, I couldn't interact with it, etc, you know the rest..
  • Secondary issue was Old Paul following around everywhere, including into the TARDIS. Euthanzied the poor guy (disabled) but I'll try enabling him again to see if latest release resolved his unwanted travelling

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ummm... what does "Cqf ss2_mqmaster skipToQuest X" do, anyway....?
 
SS2 Team - When you deploy can you clarify which beta the new production version is based on. It would be a real help so we know which fixes have gone into the nexus version.
It will always be the last beta release, plus a file cleaning - ie. you should always grab the new release version.
 
Okay thank you. 101 needs to be with the Masters on top, just after HUD and Workshop Frameworks, but is there a preferred location for Extended 101 ?

Even with that update, I'm still facing the same issue : I can't find no plots in the menu, but all other SS2 categories (Furniture, Foundations, Plot Separators, etc) are there.
Have you gone through some of the main quest, or used the cheat tools in the holotape? If not, that's why.

If yes, and the plots have disappeared from your build menu, use the new "Reset Building Plan Caches” tool in the holotape under Tools > Advanced.
 
The choice of settlements not already cleared would probably be needed in order to ensure that they have a clean slate to start from.
Correct, it was intentionally done to avoid the player being forced to choose one of their settlement's to wipe clean for the City Plan.
 
Have you gone through some of the main quest, or used the cheat tools in the holotape? If not, that's why.

If yes, and the plots have disappeared from your build menu, use the new "Reset Building Plan Caches” tool in the holotape under Tools > Advanced.

Hi, thanks for the reply. Do you mean some of the Main Quest of the game itself or Sim Settlements ?

I installed SS2 mid-playthrough when I had between 6 and 7 days of regular gameplay (Main Quests, Sidequest, Free Roam, Regular Settlements, etc)

As for SS2 quests, I was not able to start any as I got this issue right from the start : The stranger came to me, told me to build a 2x2 Residential Plot, but I was never able to find any plots in my menu. I checked in the Sim Settlements Sub-Menu and found other categories like Furniture (City Planning Desk), Foundations, a category about some rocks or ciment foundations, then plot separators and and Plot Stairs.

I read somewhere that with some people they appears in the "Special" sub-menu, but I did not find them there neither.

I don't know if that changes anything, but I only tried in Sanctuary where I already had a pretty settlement built (manually). Do you think I could have a different result if I try in a settlement where I didn't build anything yet ?

I will also have a try at that "Reset Building Plan Caches”, maybe it can help in my situation too !
 
Ok, Maybe I'm just really tired after driving 1000km today, but is the new patch 1.0.1 the main file on Vortex? I was last using "M" and don't see a link here for the new patch..

** Read the previous posts more carefully, got the newest files from Vortex..

Thanks
 
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Correct, it was intentionally done to avoid the player being forced to choose one of their settlement's to wipe clean for the City Plan.
Brilliant, actually, though maybe not Kingsport Lighthouse below a certain level, since that could force the player into a fight they can't win. I see now that the settlements the player doesn't already own are ones that can be taken by defeating enemies (as opposed to doing quests, like County Crossing). So you would get there ahead of the group and clear the settlement, and claim it.

Also a little immersion breaking if the player doesn't already know about the settlement. Like, "hey guys, go to this place called Croup Manor. I have no idea where it is and I've never been there, but, um, go east?"

Fortunately, I had cleared Hangman's Alley and forgot I did it. I hate building there (I generally leave it alone, but move the guard post with stairs to the far alley and scrap the door, so the settlement can use the full space... and add turrets, of course. As one does. So I appreciate how the SS2 plan removed much of what was there, and built something similar to it. So it was fresh, and looked lived-in (maybe a little too lived-in for being a brand new settlement), but didn't change fundamentally what the original settlement was like. I remember with SS1 and Rise of the Commonwealth, some city plans did not look great. I'm very hesitant to use the feature even in SS2 because of that. It's neat to see everything interconnected, which is something you really can't do (well) with just ASAMs and plots, but at the same time, I like the haphazardly placed plots. For example, in Starlight Drive-In, I placed two 3x3 residential plots in front of the screen (and out a way), a 3x3 ag plot covering the water, a 2x2 residential plot to the left of the workshop shack, an industrial plot to the right of it, a municipal plot (water, I think) to the left of the diner/projector building, a commercial plot to the right (the pizza place), a shop out in front, and a couple martial plots at either end. It doesn't look great, especially with the 2-story 3x3 residential plots overshadowing everything, but it looks like something settlers built independently of one another but while still working together, which I guess is the point of Sim Settlements in the first place.

The stranger came to me, told me to build a 2x2 Residential Plot, but I was never able to find any plots in my menu.
You gotta have something that's conflicting with Sim Settlements 2. I'd look at the load order and make sure nothing that interferes with settlement building is lower than SS2. Because Sim Settlements 2 is telling the game to put the plots there, and another mod is telling the game not to, for some reason (I'm not a modder, I'm not sure how or why this would work, exactly). I mean, it wouldn't be explicitly targeting SS2, but an undesired effect of its stated purpose would be to do just that. If you went through and disabled each mod, one at a time, loaded after (below) SS2 and go to that mod's page, either the mod will have been abandoned years ago, or, ideally, they will have a patch to make it work with SS2.

Again, I'm not a modder, so I don't know 100% of what I'm talking about, but it's a starting point at least.

You don't have Sim Settlements (the original mod) or any of its expansions installed, do you? They aren't compatible at all, and might cause problems like that. I don't know if one mod can disable another mod, from within the game, but that would be a cool feature for SS2 if it's possible, or at least detect those files and throw up an error saying, "hey, this isn't going to work, quit the game and uninstall those old versions or SS2."
 
You gotta have something that's conflicting with Sim Settlements 2. I'd look at the load order and make sure nothing that interferes with settlement building is lower than SS2. Because Sim Settlements 2 is telling the game to put the plots there, and another mod is telling the game not to, for some reason (I'm not a modder, I'm not sure how or why this would work, exactly). I mean, it wouldn't be explicitly targeting SS2, but an undesired effect of its stated purpose would be to do just that. If you went through and disabled each mod, one at a time, loaded after (below) SS2 and go to that mod's page, either the mod will have been abandoned years ago, or, ideally, they will have a patch to make it work with SS2.

Again, I'm not a modder, so I don't know 100% of what I'm talking about, but it's a starting point at least.

You don't have Sim Settlements (the original mod) or any of its expansions installed, do you? They aren't compatible at all, and might cause problems like that. I don't know if one mod can disable another mod, from within the game, but that would be a cool feature for SS2 if it's possible, or at least detect those files and throw up an error saying, "hey, this isn't going to work, quit the game and uninstall those old versions or SS2."

Makes total sense. Normally, to be sure, I would have moved SS2 to the bottom to be sure nothing is conflicting with it and overwriting it, but SS2 is a Master Files, so by default it is loaded at the beginning of the load order, so technically all my my other mods are below it. If I get the courage to do so, I will disable all my other mods one by one, but I'm scared to do so because I have a lot of them and I know it will take a full day haha :(

In fact, I did try to move SS2 to the end of the load order, but it was by accident before I noticed it was an ESM. Even there I was still unable to find the plots.

I don't have Sim Settlements 1 installed, and none of Addons, but I will have a second look just to be sure, in case I downloaded a SS1 addon thinking it was for SS2. However, I have other "Settlement Objects" mods like HomeMaker, Workshop Rearranged (with SS2 patch), Clutter and some others that are modifying the menu in some way, one of them is most probably conflicting. It scares me to do so though, because I built a lot of things in my settlement using some of their content, I'm afraid to mess my saves or settlement.
 
FYI, for folks stuck on Hub of the Problem - working on a hotfix now. I'm hoping to post it in the next hour as a public beta (before my kids wake up from naptime!).
 
SS2 is a Master Files, so by default it is loaded at the beginning of the load order
Oh, that makes sense. And I guess that's the difference between ESM and ESP (Elder Scrolls Master and Elder Scrolls Plugin). But again, not a modder.

I knew SS2 was a master to the SS2 add-ons, but I didn't know it was a master like the base game and DLCs. Are many mods masters?

Anyway, SS2 is big enough that any actively developed mod conflicting with it that badly should get patched in no time. At least, one would think so. But, some of the best mods aren't actively developed. Lowered Weapons for example, hasn't been worked on in about five years. It was made and released one day and IIRC it never got updated. Then again, it does one simple thing, does it well, and has never needed to be updated. Because, dare I say it... It just works.
 
Ok, Maybe I'm just really tired after driving 1000km today, but is the new patch 1.0.1 the main file on Vortex? I was last using "M" and don't see a link here for the new patch..

** Read the previous posts more carefully, got the newest files from Vortex..

Thanks

The 1.0.1 is on nexus! Like the first release of SS2

The open betas like the 1.0.0m are files that are not updated via NMM or VORTEX
You can drop the SS mod that you download here in but they have no nexus version handling
You can even download other betas but they will never have a version-relation beside the name
That is why the download manager can not "see" who is on first

Therefore you are not notified, when kinggath puts a new candidate here (in this forum)

You WILL be notified when the 1.0.1 gets a successor on Nexus
But only for the 1.0.1 and not the public betas from this forum

I hope that my explanation is helpful and does not add to more confusing...

1000km! Thats quite a ride!
 
The 1.0.1 is on nexus! Like the first release of SS2

The open betas like the 1.0.0m are files that are not updated via NMM or VORTEX
You can drop the SS mod that you download here in but they have no nexus version handling
You can even download other betas but they will never have a version-relation beside the name
That is why the download manager can not "see" who is on first

Therefore you are not notified, when kinggath puts a new candidate here (in this forum)

You WILL be notified when the 1.0.1 gets a successor on Nexus
But only for the 1.0.1 and not the public betas from this forum

I hope that my explanation is helpful and does not add to more confusing...

1000km! Thats quite a ride!
gotcha.. So after "M" came resurrection on Nexus. If I want to update to beta's post resurrection, feel free, but nexus version will have several iterations of updates combined into them. Just wondering what was the best option to go. I'm using the nexus version until I have issues, then I'll switch back to beta's.. Cheers
 
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