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Patch 1.0.4 - "Post Launch Micro-Content" - is live!

kinggath

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  • Brand new recruitable character if you go through the Minutemen questline!
  • Major fixes for beacons, city plans, and several building plans!
  • And loads more!
Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

-kinggath
 
Doc Shock now has the WorkshopRatingPopulation stat so that he’ll increase the settler count.
Nice and can you even Fix the Agresson Bot (The Named one that come with a quest) She have the same problem she can get a Home and if you assign her manual to a Work she even start to work but when you left the Settlements she stop working and are again without Job.
 
Doc Shock now has the WorkshopRatingPopulation stat so that he’ll increase the settler count.
Nice and can you even Fix the Agresson Bot (The Named one that come with a quest) She have the same problem she can get a Home and if you assign her manual to a Work she even start to work but when you left the Settlements she stop working and are again without Job.
Yeah, have 3 more bots I updated for 1.0.5!
 
Yeah, have 3 more bots I updated for 1.0.5!
good :) if you are then working on the Bots change the Bot that come with the Old man that make from scrap things to an eye Bot as the Bot is real to big and cause problems in every settlement where he is as he follow the old man and block Doors and stairways.
 
I always love an update.
Is there a fix I don't know about for the Molerat [...][...] issue on "A Kiss Before You Leave Me" quest? I pre-killed the super mutants and the quest just hangs.

 
  • Interior settlements with Communications buildings will now use their map marker’s to determine worldspace so that beacons correctly detect them.
  • Interior settlements now use map marker’s for detecting distance between settlements for things like Caravans and beacon runs.
Still bugging me that uituit's "Forgotten Vault Into Darkness" mod-settlement still won't link into the trade network. I know Raybo said it'd been passed up the chain, but just wanted to make sure it'd been seen - will it actually require uituit change something at the mod end?
 
  • Interior settlements with Communications buildings will now use their map marker’s to determine worldspace so that beacons correctly detect them.
  • Interior settlements now use map marker’s for detecting distance between settlements for things like Caravans and beacon runs.
Still bugging me that uituit's "Forgotten Vault Into Darkness" mod-settlement still won't link into the trade network. I know Raybo said it'd been passed up the chain, but just wanted to make sure it'd been seen - will it actually require uituit change something at the mod end?
@uituit Care to comment?
 
If i need to make a change i will ;)
Do other interior settlements work for u?
 
If i need to make a change i will ;)
Do other interior settlements work for u?
I dont have any other mod added settlements. Vault 88 and Mechanists Lair both work though if that helps?
 
If i need to make a change i will ;)
Do other interior settlements work for u?
For it to work, your settlement must have a map marker in the commonwealth, which is also in "myMapMarker" on the workshop workbench.

If you click it in console mode and do "sv myMapMarker", what does it say?
 
For it to work, your settlement must have a map marker in the commonwealth, which is also in "myMapMarker" on the workshop workbench.

If you click it in console mode and do "sv myMapMarker", what does it say?
It says "myMapMarker = None" and follows with about a screenworth of "No Matches Found" for a bunch of aliases. (Quest WorkshopParent, etc)
 
Soooo... I loaded after adding 1.0.4 and... everything is gone.
I'm reinstalling 1.0.3 to see if I can get it back...

Well that didn't help... I have a feeling I'm starting this entire mod over again...
 
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Soooo... I loaded after adding 1.0.4 and... everything is gone.
I'm reinstalling 1.0.3 to see if I can get it back...

Well that didn't help... I have a feeling I'm starting this entire mod over again...
roll back a save or two then make a dedicated save for the 1.04 update. also try refreshing city plans if you cant figure out anything else.
 
just checking in to say thanks the last few updates fixed a lot of stuff. cant wait till we get some more, and also conquers really want that f the common wealth game style back again.
 
good :) if you are then working on the Bots change the Bot that come with the Old man that make from scrap things to an eye Bot as the Bot is real to big and cause problems in every settlement where he is as he follow the old man and block Doors and stairways.
Poor Treadwell. Definitely not changing her to another bot type. If she's bugging you - you can run setscale on her.
 
Soooo... I loaded after adding 1.0.4 and... everything is gone.
I'm reinstalling 1.0.3 to see if I can get it back...

Well that didn't help... I have a feeling I'm starting this entire mod over again...
Sounds like the mod became disabled. Once you get in game, go to Mods screen, then hit the Load Order button and make sure SS2.esm is checked in.
 
I always love an update.
Is there a fix I don't know about for the Molerat [...][...] issue on "A Kiss Before You Leave Me" quest? I pre-killed the super mutants and the quest just hangs.

I don't believe anyone has posted about that on my list. I still have about 50 more confirmed reports to chew through though - so might be a bit!
 
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