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Patch 1.0.9 - "Where There's Smoke" - is live!

kinggath

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  • Fixed the bug in the quest Where There's Smoke that would cause Jake to run back to Concord after the fight, which would prevent the quest from continuing.
  • Improved the Beacon code to make it far less likely you are told there is no one available to do a pick-up (good idea to go refresh your Caravan Service plots to ensure they get the new code - if you still have trouble after that, remember that the beacon code relies on having Caravan Services and Communications nearby - so slap those buildings in lots of settlements if you want to make heavy use of the beacons!).
  • Brewery, New Bugle, and Magazine Press are now automatically unlocked with the Production class of industrial.
  • Workshop Framework was updated to fix some irritating AI bugs!
  • And loads more!
Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

-kinggath
 
Nexus likely is having some troubles with their main CDN, and served you a corrupt file. I just downloaded it from one of the Premium servers and was able to extract it no problem.

I imagine it will be resolved in a bit.
 
Nexus likely is having some troubles with their main CDN, and served you a corrupt file. I just downloaded it from one of the Premium servers and was able to extract it no problem.

I imagine it will be resolved in a bit.
Loving SS2 BTW. I know you often say how blown away you are at the support you are getting, but the praise is well deserved by you and the whole team. SS2 is DLC quality content.
 
SS2 is DLC quality content.
All of the DLC is completable out of the box. It's good content, but the Where There's Smoke bug has darkened the mod since, well, the beginning, to put it nicely. I mean, it is free content, I don't mean to sound unappreciative, but the mod's main quest (first chapter) hasn't been complete, apparently until now.

Fixed the bug in the quest Where There's Smoke that would cause Jake to run back to Concord after the fight, which would prevent the quest from continuing.
Does this stop him from going down in 1 hit though? I have never been able to prevent him from getting hit, and it only takes one hit, and he can't get out of the "bleed out" phase.

Actually going to go try that now that the mod is downloaded and updated/installed...

...and it works. I don't know how, I'm kind of tempted to run through the fight again without the cheats. I gave myself Spray n' Pray, god mode, and one shot kill trying to protect Jake, and doing that fight over a dozen times, with no chance of dying, I wiped out the Gunner onslaught, but I could never prevent Jake from taking more than zero hits. This time though, Jake seemed to run off, or maybe he ran with me the whole time? When it was over, I ran back and he was running from the direction of the tracks, a bit west of where I was coming from (I ran southwest and swept to the east, came back to the spot from that ridge on your left as you look back toward, I guess, Outpost Zimonja in the distance.

I hope this isn't the very end of the first chapter. I feel like we just got chapter two with an end to this quest.

good idea to go refresh your Caravan Service plots to ensure they get the new code
I see you say this a lot in your videos. Messages like this make me wary of building, because I'm not sure I'd refresh ALL my plots. So, I have an idea. And I'm not a programmer, so excuse me if this isn't viable. But, I wonder if you could open a nag screen when the mod is updated, saying "we did something that requires plot refreshes, can we do that now?" If the user clicks yes, it would tell you to wait, and then it would refresh all relevant plots for you. I assume it's just a script, and the plot menu is like a script menu, and refreshing the plot executes a script to refresh that one plot? So, that said, couldn't you refresh all the plots of a certain kind, or does the player character need to be in the area for it to happen? If that's the case, prompt them when they enter a cell with a plot that hasn't been refreshed. Store the Sim Settlements 2 version number in each plot, and when the player enters a settlement, a popup could come up saying "there are plots that need updating, can we refresh them now?" And if they say no to either prompt, the prompt would go away, but it would come back next time they load up the game. I'm sure there's some programmer ethic about not bothering the player much, but at the same time, Bethesda games nag you for each DLC (at least, in Fallout 3 and Oblivion this was a thing), and a lot of mods do it. I installed two weapon mods (a grenade launcher, and that X-12 Plasmacaster everyone's talking about) and both prompted me with options upon first run. Sim Settlements 2 would not be out of line at all to prompt, and it in fact does so with the... I forget what it's called, you added it a few months ago. It actually comes up every time I start a game, says the scripts or something aren't right, and to let it fix them. And I do and as far as I can tell, it's fine.

Side note: today I learned Aiden is skull-difficulty. After the fight, I unloaded probably a million points of damage on him. Got real sick of him accusing Jake of triggering the Gunner attack. So, I quicksaved and unloaded a whole magazine of Spray n' Pray. With one-hit-kill on, each shot has a base damage of, I think, 10-15k? Then there's demolition expert ranks (I have 2 or 3) so yeah, he shoulda been dead, but he was set essential. QQQ to quit so I don't even have an exit save. It was just for fun. But apparently he's high level!

Anyway, I am grateful for the patch and happy it works. If I've sounded snarky or rude about the bug, it's because I only have a couple days a week to play. My choice to work a job with 13-15+ hour shifts, but, that's how it is on my end.

Well, I'm off to enjoy the rest of chapter one!
 
Nexus likely is having some troubles with their main CDN, and served you a corrupt file. I just downloaded it from one of the Premium servers and was able to extract it no problem.

I imagine it will be resolved in a bit.
When will shops be fixed ? None of the things gathered from industrial actually go in to their inventories like said (even after waiting a long time of like 2+ weeks of in game time
 
When will shops be fixed ? None of the things gathered from industrial actually go in to their inventories like said (even after waiting a long time of like 2+ weeks of in game time
We're still trying to work out what exactly is going wrong there. Rest assured you're far from the only one frustrated.
 
We're still trying to work out what exactly is going wrong there. Rest assured you're far from the only one frustrated.
I've also noticed a new bug that's started bothering my settlements. The costs unmet even though there's enough of whatever it needs, any way to fix this ?
 
I've also noticed a new bug that's started bothering my settlements. The costs unmet even though there's enough of whatever it needs, any way to fix this ?
Sounds like it needs a proper writeup of your situation, might want to head over to the Questions subforum rather than keep posting here.
 
All of the DLC is completable out of the box. It's good content, but the Where There's Smoke bug has darkened the mod since, well, the beginning, to put it nicely. I mean, it is free content, I don't mean to sound unappreciative, but the mod's main quest (first chapter) hasn't been complete, apparently until now.
I have been playing BGS games for a while now from Morrowind to Fallout 4, every DLC I've played from Blood Moon to Far Harbor released with bugs in them. Some of them major that made them unplayable as well, and some never fixed. I'm sorry you ran into a bug with SS2's main quest, I didn't have that severe of issues there. I completed the main quest twice in different play throughs before rev 1.0.6. I'm currently on a third. What lead me to my statements was the actual content, the Story, voice acting the world spaces added. I guess the other thing was the KG had made it clear in his videos at the beginning that SS2 was in open beta, as such I was expecting a lot more bugs at the onset than what I actually experienced.
 
I'd also like to add that, as of 1.0.9, I got two uniquely named visitors to Sanctuary with quests! I'd never seen these or any characters like them before, the ones that not everyone gets. I got Old Paul and I think Lily (?) but again, everyone gets these characters. So I had one guy who wants to set up a chem booth, and one guy who wants a recording of Magnolia's singing. I remember there was a patch a couple versions ago that said it made it more common for random unique NPCs to show up and offer quests, but I hadn't seen any evidence of it before today. So, that's awesome.
 
Anyone got a caravan plot problem? After upgrade to this version, the caravan plot I build in Greentop doesn't connect with the commercial network
.
 
Anyone got a caravan plot problem? After upgrade to this version, the caravan plot I build in Greentop doesn't connect with the commercial network
.
There’s a 1.0.9a hotfix on nexus as of earlier today that may have a fix for that.
 
The impossibility of harvest agricultural plots is intended in the new version?
 
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The impossibility of harvest agricultural plots is intended in the new version?
It has been that way since v1.0.0. ;) I guess the idea is that survival players should get their own food and not steal it from the settlers...
 
If the settlement is running a surplus the plots deposit food into the workshop. So while you can't pluck it from the vine, you can retrieve it from the larder.

Now, if that settlement is on the caravan network and another settlement on the network is running a food deficit, the settlers there may end up consuming that food.
 
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