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Patch 1.0.6 - "Kinggath's Day Off" - is live!

kinggath

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Please update Workshop Framework to 2.0.8a as well!

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  • Scribe Monty Phylon can now show up at your settlement with a Brewery after the Prydwen arrives, assuming you didn't already destroy it... (this is one that came up after the patch notes vid was already finished)
  • Mansfield now has a series of radiant quests in Vault 81.
  • Door Management system from WSFW will work with any new or refreshed plot building doors.
  • Caravan Services fast travel now works correctly from Level 3 versions of the building as well as level 2.
  • And loads more!
Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

EDIT: Just uploaded 2.0.8a for Workshop Framework which fixes a problem with the barter menu system that pet renaming uses in SS2.

-kinggath
 
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I'd been meaning to give those Radiants of Mansfield's a few rolls before you got to a "non-beta patch" like you asked, but got distracted trying to resolve too many other things! (CTDs when going near settlements and/or when going down the lift into 81's "main floor", mostly)
I'll give those a few runs today once I've updated all everything, though. I at least got my current test-save past that point in the questline.
 
If Possible make the SS2 Settlers to talk lesser first time i Rage quit today as it become a pain.Try to refresh some Plot in my main Settlement that need a lot of time as its real big.And many SS2 Npc stay the entire time close to you and bombard you with there line and real much the Powel Children she never shut up.Preston was a pain in the Ass but some SS2 Settler beat him by long.Paul the entire time with his give me Food for my Dog.Man go Work or eat that Dog.Powel Daughter that follow you and make Bla Bla Bla without to stop 1 Second.Lily its a copy of Marcy this is not good and that is not right dam go life in and build your own Settlement then.Treadmill make me crazy why he never stand still or he is in the way why to big or he is worst then playing near 200 Generators for the noise he make.And im only at the start to getting SS2 Settlers don't want to know how it will be when i have all of them now.Real many SS2 Settlers need a small Fix
Then how much Def i need now?Have more then 600 and the SS2 Settlers wine the entire time about the Def is to less.

P.S. Not sure if that is right but the Autodoor Function don't Work.It make exact the opposit for me now after i refresh the Plots it dont close the Doors it open the Doors without that someone pass them.If i close them Manual some second later they are again open.
 
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Hey that's great. I'm aways happy to get new updates. Could I ask you one little ting please? Could you please not be that guy? What guy you ask?

Well you improved greatly SS2 by adding a system of dynamic holidays. By the way whoever had the idea of having plots look at the in game calendar and add items for holidays... wow... hope he got a free t-shirt out of the deal.

Anyway not only did I told you that I thought you could have more holidays but you don't want so fine but seriously??? You stop Christmas on the 25th. You take your decorations off on the 26th of december? Could you PLEASE not be that guy? Look you don't want to have specific decorations for new year, fine, do like the rest of us lazy people and just keep the decorations up until like january 2nd or 3rd.

Just don't be "that guy" please. Come on :declare
 
Thank you to KG and the SS2 team for the update!

Will try to do some testing this weekend (chasing down a CTD that I am believe is unrelated to SS2, but has started in my game).

Thanks again for the update.
 
If Possible make the SS2 Settlers to talk lesser first time i Rage quit today as it become a pain.Try to refresh some Plot in my main Settlement that need a lot of time as its real big.And many SS2 Npc stay the entire time close to you and bombard you with there line and real much the Powel Children she never shut up.Preston was a pain in the Ass but some SS2 Settler beat him by long.Paul the entire time with his give me Food for my Dog.Man go Work or eat that Dog.Powel Daughter that follow you and make Bla Bla Bla without to stop 1 Second.Lily its a copy of Marcy this is not good and that is not right dam go life in and build your own Settlement then.Treadmill make me crazy why he never stand still or he is in the way why to big or he is worst then playing near 200 Generators for the noise he make.And im only at the start to getting SS2 Settlers don't want to know how it will be when i have all of them now.Real many SS2 Settlers need a small Fix
Then how much Def i need now?Have more then 600 and the SS2 Settlers wine the entire time about the Def is to less.

P.S. Not sure if that is right but the Autodoor Function don't Work.It make exact the opposit for me now after i refresh the Plots it dont close the Doors it open the Doors without that someone pass them.If i close them Manual some second later they are again open.
Feel free to disable them with the console command if they are driving you nuts. All I can say about them is that they use the exact same AI packages as the vanilla settlers, none of them are set to follow you or pester you. In fact, even when they have quests, almost none of them will approach you on their own.

As far as defense, they aren't set to comment on it. They are set to comment on recent attacks though. I believe their may be a quirk in the way the vanilla game's attack detection code is set up, such that it considers damaged items reason to flag an attack has occurred recently. Which means even things like the maintenance system in SS2 can trigger it.

I highly advise people to turn off the maintenance system for now as it appears to be not functioning correctly and I haven't figured out why.

As far as autodoor, you can see it working here, I just made that with today's patch. So I would assume if you aren't seeing that, then you have script backup choking things.

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For some reason i had to actually dig for the update, it doesn't show up at all on Nexus updated tab. i went back several days and didn't see it.
 
Feel free to disable them with the console command if they are driving you nuts. All I can say about them is that they use the exact same AI packages as the vanilla settlers, none of them are set to follow you or pester you. In fact, even when they have quests, almost none of them will approach you on their own.

As far as defense, they aren't set to comment on it. They are set to comment on recent attacks though. I believe their may be a quirk in the way the vanilla game's attack detection code is set up, such that it considers damaged items reason to flag an attack has occurred recently. Which means even things like the maintenance system in SS2 can trigger it.

I highly advise people to turn off the maintenance system for now as it appears to be not functioning correctly and I haven't figured out why.

As far as autodoor, you can see it working here, I just made that with today's patch. So I would assume if you aren't seeing that, then you have script backup choking things.

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Then something is wrong with my Game as i have 5 full Vanilla settlements where i can go and i hear near nothing.No complain no wining no endless speaking no people that ask me every 2 Minutes if i had dog Food.
maintenance system in SS2 can trigger it-I have it off as its to bugged.With it on me and other players had the problem that in many settlements Vanilla items like turrets,Power Generators or Water Producing items break without reason.
For the Autodoor i don't know but for me it don't Work.Have refresh all plots and even build some new but nothing change.For the Scrip lag i don't think that is that the problem in some Settlement i have only 1-2 Plots and even there it don't Work.
 
Has this also addressed the issue where robot settlers will sometimes just unassign themselves from plots? I've only got the SS assignment on, but Doc Shock has amazing perception and I'd love to put him on a caravan plot to take advantage of it, except that's one of those things that's real bad if the robot flakes out on it. A water plant isn't much better for that, come to think of it.
 
Has this also addressed the issue where robot settlers will sometimes just unassign themselves from plots? I've only got the SS assignment on, but Doc Shock has amazing perception and I'd love to put him on a caravan plot to take advantage of it, except that's one of those things that's real bad if the robot flakes out on it. A water plant isn't much better for that, come to think of it.
I’m not in the team but I’m pretty sure the answer is no and also that it won’t happen ever. My understanding (and someone correct me if I’m wrong) is that it’s just the way Bethesda robots are. They don’t listen. They didn’t listen to me before I played Sim Settlements. It didn’t happen after. Pretty sure it’s just a Robot thing.
 
Please update Workshop Framework to 2.0.8a as well!

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

  • Scribe Monty Phylon can now show up at your settlement with a Brewery after the Prydwen arrives, assuming you didn't already destroy it... (this is one that came up after the patch notes vid was already finished)
  • Mansfield now has a series of radiant quests in Vault 81.
  • Door Management system from WSFW will work with any new or refreshed plot building doors.
  • Caravan Services fast travel now works correctly from Level 3 versions of the building as well as level 2.
  • And loads more!
Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

EDIT: Just uploaded 2.0.8a for Workshop Framework which fixes a problem with the barter menu system that pet renaming uses in SS2.

-kinggath
Darn it! The Powells are glitched again! This time the wife's dialog never acknowledges that it is complete. What is the code to count the Powell quest as complete?
 
Darn it! The Powells are glitched again! This time the wife's dialog never acknowledges that it is complete. What is the code to count the Powell quest as complete?

I love this mod, it has given new life to Fallout 4.
 
Has this also addressed the issue where robot settlers will sometimes just unassign themselves from plots? I've only got the SS assignment on, but Doc Shock has amazing perception and I'd love to put him on a caravan plot to take advantage of it, except that's one of those things that's real bad if the robot flakes out on it. A water plant isn't much better for that, come to think of it.
I've never had an issue with Robot settlers, though I hear about people having issues with them all the time. My assumption is there is some mod causing problems in that regard, or else everyone would have the issue. Either way, we don't do anything to mess with Robots in a special way, other than skipping them during autoassignment of Residential and Recreational plots.
 
installed version 1.06 and now i can't control the ASAMs and the desk. then i reinstalled version 1.05 an I can use the desk but not the ASAMs
I just downloaded it myself and confirmed everything is working. Usually when stuff like that stops functioning - one of two things has occurred: the save's scripts are stuck, which you can confirm with Fallrim Tools by looking at your ActiveScripts count (a healthy save will have less than 20 most of the time); or the ba2 files for your update are corrupt.

The latter can usually be solved by re-downloading the mod and installing manually to bypass any issues of mod managers failing to update archives correctly.
 
Darn it! The Powells are glitched again! This time the wife's dialog never acknowledges that it is complete. What is the code to count the Powell quest as complete?
Nothing has changed in that quest or for those characters this patch. If you are having issues, you may be in the same boat as klaus with a bad install causing scripts to be missing. So a redownload, and rolling back to the last working save would be my advice.

As far as bypassing the quest with commands, I don't give those commands out due to it usually causing things to break worse and are a sign of some other issue you should fix. I'm sure others have figured out how to bypass them, but I don't want it to seem like the "official solution" by coming from me. So perhaps someone will reply with the console command, but I have to advise figuring out why it is broken.
 
My 2 problems and an oddity that is probably another mod glitchimg

1) I had no doors, as in evert door in sanctuary that was not a loading door disapered. reinstalling then rolling back 2 saves seem to have solved that.

2) Mansfield has no radiant quest so far.

The oddity is now for no apparent reason I’ve got a truly rediculous number of various Nuka Colas vim and sunset sarsaparillas in my workshop inventory. Whic makes it the oddest mod conflict ive ever had
 
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I use NMM and didn't have any problems with 1.0.6, however for some reason, Nexus didn't show SS2 and WF as updated. Maybe that is what is causing issues with Vortex and other mod managers?
 
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