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Patch 2.1.2 - The Smoothening

kinggath

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Patch 2.1.2 is available now!

Be sure to update Sim Settlements and Industrial Revolution.

- Adds new Tracking Options as a means of finding plots that need your attention or were recently built/upgraded.
- Turning off Dynamic Needs now only removes the penalties while leaving you with the benefits.

Click here for the full patch notes.
 
Great patch, I love the tracking options.

Out of interest will the change to dynamic needs apply to addon packs or will they require updating?
 
Great patch, I love the tracking options.

Out of interest will the change to dynamic needs apply to addon packs or will they require updating?
The Dynamic Needs changes are automatic, add-on authors won't have to change anything.
 
Thank you hope this works, i do use the scrap everything for certain settelmemts like sanctaury to get rid of the prewar buildings, so idk if i can get rid of that mod, but i might have to
 
Thank you hope this works, i do use the scrap everything for certain settelmemts like sanctaury to get rid of the prewar buildings, so idk if i can get rid of that mod, but i might have to
Getting rid of it mid-playthrough is not a great idea, but you might consider eliminating it for your next run.

On PC, it causes fps loss, on XBox it can cause a ton of crashes, especially when combined with Sim Settlements due to how detailed all the models are.
 
Curious how you fixed the level 1 plot power issue? I thought it was an engine limit that you couldn't provide settlement resources if you accepted power and didn't have it?
 
Getting rid of it mid-playthrough is not a great idea, but you might consider eliminating it for your next run.

On PC, it causes fps loss, on XBox it can cause a ton of crashes, especially when combined with Sim Settlements due to how detailed all the models are.
So how do you build at sanctuary? Like around the pre war buildings
 
So how do you build at sanctuary? Like around the pre war buildings
Generally I use Scrap Everything as well, but I don't often build up Sanctuary. However, your best bet, will probably be to find a mod that redesigns Sanctuary if you wish performance not to be affected. (I'm not entirely sure if they'll consider it the same process, so it may or may not be better).
 
I uploaded the new update and I like the new adds, especially the 'Tracking' option! However, a few questions @kinggath or anyone else if you don't mind:

1. (New Tracking Option) When you get the marker on the map, under quests and you go to the settlement to check it out, do you need to do anything to the plot to get it 'disappear' or do you just leave the settlement for it to 'reset'? I have notifications on and would check the locations, leave to another and the markers stay.

2. (Plot Upgrade Notification) I understand that Advanced Industrial upgrades once the materials reach 100 units for level 2 and 500-1000 to level 3. I have a sawmill that has 100 wood in its inventory, but it doesn't register to upgrade. Even while using the ASAM "Upgrade" notifications/flashing, nothing is showing. Is there a 'time' aspect you have to wait for it to request the manual upgrade?

3. (Upgrading) is there a specific ratio/time frame required for residential plots to start upgrading? in Norhagen Beach settlement, I have 15 residential units, 1 Entertainment plot, 2 small defense plots (Vanilla minuteman mortar and several advance missile turrets), 6 commercial plots. Do I need to add more defense plots to start getting upgrades on my Residential plots? I have power to all my plots. Happiness is high per Vanilla Happiness meter.

4. Is there a 'Scrap All' mod that you would recommend?

Thank you!
 
2. Sawmill actually requires 200 wood if I recall correctly. And Advanced Industrial still has the same time requirements as standard Industrial, so 5 days of existence before upgrading to level 2, plus full Defense bar and Happiness of 70+ (there is a Full Numbers Breakdown on the wiki that shows time and stat needs for upgrades).

4. Place Anywhere's select extra objects mode is the only one I can think of that wouldn't cause a framerate hit because it uses the Script Extender to 'cheat'. Anything that doesn't use F4SE is going to have to disable precombined objects, at least locally, and that is what cuts into performance.
 
@SpudHut
For the Advanced Industrial I do not believe that each advanced plot has a generic amount of item requirements. As I believe for the sawmill it is actually 200 wood to upgrade.

For residential upgrades, you do have to reach a happiness milestone, I believe it's 70 for level 2 and 80 for level 3. As well, your defensive and food needs must be met. A third requirement is that the plot must also be powered in order to level up. The final requirement is time (This goes for all plot types). In general, as long as each plots needs are met, it'll take 5 in-game days since the plot was built before it'll be ready to upgrade. To get to level 3, it's another 10 in-game days. The time requirement also goes towards your question about Advanced Industrial plots.

As far as scrap mods, most if not all will have some sort of issue, either graphical or settler ai, this is because some things were never meant to be scrapped, e.g. the dirt mounds in Sanctuary, you'll get some weirdness in the looks of the ground if you scrap certain places. As well another issue is the navigation of settlers. This is because when you scrap something using most of the scrapping mods, they do not actually remove the collisions observed by settler AI, thus causing them from being able to enter into certain plots that you may have placed.

And since I had already typed most of this before kinggath and Paladin responded, I'll also add a link to the upgrades page on the wiki which you can find here so that you can view the requirements for all the plots to go along with the full numbers breakdown linked by kinggath.
 
thanks @kinggath and @L2K_Perma for the info....

Does the "Job Rate" include 'Vanilla' jobs like farming and such? and...

Sim Settlement Jobs include: - Agriculture plots, Commercial and Industrial plots?
 
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@King In The North Check out this page for some tips: https://simsettlements.com/web/wiki/index.php?title=Performance

One thing that's not listed on there that has recently come to my attention, is that most scrap mods (the ones that let you scrap way more than you normally can) are completely destructive and actually break the optimizations placed in settlements to make them stable.
2. Sawmill actually requires 200 wood if I recall correctly. And Advanced Industrial still has the same time requirements as standard Industrial, so 5 days of existence before upgrading to level 2, plus full Defense bar and Happiness of 70+ (there is a Full Numbers Breakdown on the wiki that shows time and stat needs for upgrades).

4. Place Anywhere's select extra objects mode is the only one I can think of that wouldn't cause a framerate hit because it uses the Script Extender to 'cheat'. Anything that doesn't use F4SE is going to have to disable precombined objects, at least locally, and that is what cuts into performance.

ScrapThatSettlement doesn't disable precombines so for console users would presumably be a good scrap mod to use. Since I'm on pc I have no idea how it compares in terms of what you can scrap. I'd guess a lot more limited. Sadly the author has no plans to do a PC version.
 
I was only asking since there are some locations that have vanilla obstructions in the way that would be nice you could get rid of. Wish Bethesda would add a patch to game to delete some of the wood/waste that should be able to be removed ....maybe into scrap :).

Thanks for the feedback all.
 
I was only asking since there are some locations that have vanilla obstructions in the way that would be nice you could get rid of. Wish Bethesda would add a patch to game to delete some of the wood/waste that should be able to be removed ....maybe into scrap :).

Thanks for the feedback all.

If you're playing w/console enabled, you can always just select the object using the console and 'disable'. Annoying as hell to have to do for large-scale cleanup, but if you've only got a few annoying objects...
 
Just a quick update - I had my first upgrade last night on a 'Recreational' Plot. The Quest Tracker added a marker (and I got a pop-up) indicating the settlement having the upgrade, I ran over, clicked on ASM sensor for the upgrade, and the pin disappeared when I fast traveled out.

Thanks again @kinggath for this Mod and for everyone on the fast reply's and willingness to help/provide input - it brings new life into this game play other than gunning and killing all the time.
 
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