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Patch 2.3.1 - "Undo!!!" and the City Plan Contest Megapack are out now!

kinggath

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Patch 2.3.1 of Sim Settlements 2/Chapter 2 and 2.3.4 of Workshop Framework, another update to Rise of the Commonwealth!

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  • Restored resource storage behavior to pre 2.3.0 method, so that industrial production will fill local storage first!
  • Random dungeon quests for recruitable characters should now start correctly and be limited to the Commonwealth!
  • Rise of the Commonwealth city plans no longer use big meshes, which should make them compatible with most mods!
  • Tons of bug fixes!
Xbox players, the versions to watch for when you can safely update are: 72 of SS2, and version 38 of Chapter 2.

SS2 patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes
Workshop Framework patch notes available here: https://github.com/kinggath/WorkshopFramework/wiki/Change-Log-History

Download the new City Plan Megapack now!
Over 160 city plans, including many ported from the original Sim Settlements' contests!
Nexus: https://www.nexusmods.com/fallout4/mods/67670/
XB1: https://mods.bethesda.net/en/fallout4/mod-detail/4308400
Bethesda.net: https://mods.bethesda.net/en/fallout4/mod-detail/4308398

Thanks everyone who kicked the tires of the patch to confirm we resolved some of the bugs from 2.3.0! And huge props to the City Plan community

-kinggath
 
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So this is potentially a dumb question regarding the City Plan Megapack. I saw over at Nexus this in the description:

To get these converted plans to use your addon pack buildings in addition to the base SS2 plans, go to the City Planner's Desk terminal before launching the City Plan, select Options > Gameplay > Local, and turn off Designer's Choice before running the plan.

Most of these City Plans originally used optional Addon Packs, but if I read this right they have been converted to use base SS2 plans. If I turn off "Designer's Choice" at the local settlement, it wouldn't use any optional Addon Packs originally associated with that plan, right? That is, I presume whatever information that pointed to an optional addon pack was stripped away during the conversion process.

That seems the most likely/logical answer here, but I just wanted to make sure.
 
So this is potentially a dumb question regarding the City Plan Megapack. I saw over at Nexus this in the description:



Most of these City Plans originally used optional Addon Packs, but if I read this right they have been converted to use base SS2 plans. If I turn off "Designer's Choice" at the local settlement, it wouldn't use any optional Addon Packs originally associated with that plan, right? That is, I presume whatever information that pointed to an optional addon pack was stripped away during the conversion process.

That seems the most likely/logical answer here, but I just wanted to make sure.
Correct - so it would basically choose at random. Since these plans for from SS1, and there is no map between the SS1 version of building plans and SS2 building plans, the choice is either the ones we selected from the core of SS2, or random from everything you have installed.
 
Correct - so it would basically choose at random. Since these plans for from SS1, and there is no map between the SS1 version of building plans and SS2 building plans, the choice is either the ones we selected from the core of SS2, or random from everything you have installed.

re-reads it a bit more carefully

Oh... Oh, I think I get it. The bit in that description was only talking about the SS1 converted plans, not the contest entries for SS2 that are included in the Mega Pack.

I was a little confused as to whether or not the SS2 city plans would be using the original addon packs if I happened to have them. Judging by your comment over at the Nexus forums, if a SS2 city plan happened to use an addon and it is installed as a part of this Mega Pack, it would still use it?
 
Yeah, we only had to make that choice for the converted plans.

Plans from Season 3 which were made for SS2 from the get-go are untouched other than we standardized the names and descriptions for the pack.
 
@kinggath With the rise of the commonwealth update, for existing city plans you've said we need to refresh them.
I may be missing something here, but I went to refresh one and it seemed to take the whole settlement back to scratch, including the plots. Is there a way to refresh without affecting the plots and who's assigned to them etc?
 
@kinggath With the rise of the commonwealth update, for existing city plans you've said we need to refresh them.
I may be missing something here, but I went to refresh one and it seemed to take the whole settlement back to scratch, including the plots. Is there a way to refresh without affecting the plots and who's assigned to them etc?
No, the refresh currently is very dumb and basically triggers the layout system to rebuild the layouts. City Plans abstract out the layout code, so it could be made to do that.
 
Xbox players, someone pointed out that the material files are missing for many of our textures in the current build. I just re-uploaded, so should now be on the lookout for version 72 to appear.
 
I was finally able to finish CPD with this version. Thank you.

One question I have. I have Papyrus logging set on, but I don't see any SS2HUD log anywhere. How do I get that going?
 
@kinggath Just an FYI but when I updated Workshop Framework via Vortex it reported missing masters. As it turned out it installed empty folders with the exception of the info.xml file. The WSF Override mod installed just fine tho.
It was necessary for me to manually extract the files into the Vortex staging folder to fix it.
 
Were the SS1 plans converted using some automagic process that I could use on my old SS1 plans? Or were they done by hand all from scratch?

diziet
 
No, the refresh currently is very dumb and basically triggers the layout system to rebuild the layouts. City Plans abstract out the layout code, so it could be made to do that.
That might be a good idea, since I'm sure there are other reasons to refresh a city plan as well. I'm pretty sure you could refresh the plan without affecting the plots in SS1.
 
[01/13/2023 - 03:46:39PM] Updating Meters, Found Population: 9.000000, Robots: 0.000000, LocalSettlers RefColl returned 8 actors. Sending update to HUD - Food: 100.000000, Water: 100.000000, Defense: 100.000000, Powered: 100.000000, Cleanliness: 100.000000, Happiness: 78.000000, HappinessDirection: 1.000000, Homes: 88.888893% (8), Jobs: 88.888893% (8), Leisure: 22.222223% (2)

What is RefColl and why does it only count 8 actors when there are 9. 9 settlers, 12 plot beds 9 of which are occupied, and 9 plots staffed (3 martial, 3 agricultural, and 3 municipal).
 
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Were the SS1 plans converted using some automagic process that I could use on my old SS1 plans? Or were they done by hand all from scratch?

diziet
There is a script to handle the first part, then it's just a matter of picking new building plans for each level, making any changes you want, and re-exporting them for use with the online tool that generates plugin.

The script is called SS2_CityPlanConverter, and is included in the XEdit scripts that come with the SS2 Add-on Maker's Toolkit.
 
@kinggath Just an FYI but when I updated Workshop Framework via Vortex it reported missing masters. As it turned out it installed empty folders with the exception of the info.xml file. The WSF Override mod installed just fine tho.
It was necessary for me to manually extract the files into the Vortex staging folder to fix it.
It might be you were served a corrupt file from Nexus. I just tested and didn't receive the same error.
 
[01/13/2023 - 03:46:39PM] Updating Meters, Found Population: 9.000000, Robots: 0.000000, LocalSettlers RefColl returned 8 actors. Sending update to HUD - Food: 100.000000, Water: 100.000000, Defense: 100.000000, Powered: 100.000000, Cleanliness: 100.000000, Happiness: 78.000000, HappinessDirection: 1.000000, Homes: 88.888893% (8), Jobs: 88.888893% (8), Leisure: 22.222223% (2)

What is RefColl and why does it only count 8 actors when there are 9. 9 settlers, 12 plot beds 9 of which are occupied, and 9 plots staffed (3 martial, 3 agricultural, and 3 municipal).
That is basically saying you have 9 settlers, but only 8 of them (the 8's inside parentheses next to 88.99993%) are assigned to that assignment type. This most commonly happens with people like Preston early on when he is patrolling Sanctuary, or Ronnie Shaw at Castle, as you can't assign them and so they report back as lacking beds and jobs.
 
That is basically saying you have 9 settlers, but only 8 of them (the 8's inside parentheses next to 88.99993%) are assigned to that assignment type. This most commonly happens with people like Preston early on when he is patrolling Sanctuary, or Ronnie Shaw at Castle, as you can't assign them and so they report back as lacking beds and jobs.
It is at Warwick Homestead and all 9 have assignments according to the Needs Report, the settler behavior, the tracking on the plots, and the displays over the plots. However, looking at the log, I see that it only admits that 2 recreational plots are manned, even though there are 3 in the Needs Report. That means either Cedric Hopton or Bill Sutton is being ignored by the HUD, but not by the Needs Report. The third one is a recruited settler and there is no reason to think she is a problem. It is true that one of those two men was made commandable through a batch file in the console, but so were Wally and one of the two women.
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