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Patch 2.3.2 - "Before the Darkess" is out now!

My current game (100+ hours, survival/lite, SS2 hard/lite, finishing Chapter 1/Picking Up the Pieces) was playing reasonable well. This morning, after downloading/installing the patches for SS2, Chapter 2 and WSFW, three issues started immediately. Did a small test - (1) checked three settlements (Sunshine, Egret and County) and (2) waited more than 5 minutes real time staring at a blank wall in each settlement. The three issues occurred in all three settlements:
  1. As discussed above, my Vitomatic did not work in shoot or scan mode.
  2. The HUD resource panel was empty, see image.
  3. The City Manager/Reports/Needs now showed "0s" for Cleanliness, Happiness and Population, whereas before the patches they showed correct numbers. Food, Water, Defense and Power were showing correct numbers. At Egret, when I clicked the Needs report, I got some code, see image.
Thanks again for these mods.

PS: On a different note, the CTDs have decreased significantly, but with a new event - instead of crashing (I assume) the screen flashes black, then flashes my desktop, then black and then back to the game. The event takes less than 2 seconds and no game play is lost.
 

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I assume a freshgame is needed if updating, or is it safe to do midplay?
Either need a fresh game, or to roll back to a pre-2.3.2 save. The bug was a script infinite loop which are unfortunately unfixable bugs in existing saves, except with save file editors.
 
I don't think mine was a mod conflict. I haven't updated added or removed any mods, except SS2 stuff and my own mod. Yet it appears to have gone away after replaying the scene were the Vit-O-Matic gets updated to diagnose diseases. I still need to play a bit further from that point to get where I was when I first noticed it not working.
Definitely not a mod conflict - was a bug in the code. Patch 2.3.2a addresses it, but any save that triggered the bug with 2.3.2 will need to roll back or use Fallrim Tools to terminate the existing active scripts.
 
I'll update and roll back. I did find another issue before I saw this - the new setting for the Communication plots is not working. I can set it to "Off" in the MCM, but it doesn't change anything, and if I try to set it to "Off" in the holotape, it just stays locked at "On".
 
Page Up on your keyboard will go higher. All of the Ref's will show none if the quest is failing to start. What you're looking for is the state to say that its running rather than stopped.
Probably not worth mentioning, but reverting the save does not do any good for starting the Act 3 of CPD.
I really do not have much idea of what cause this confilct...Well, I guess its time for starting the new game?
Finally, thanks for this great MOD. There got to be a reason why I play this game with this MOD for so many times...even though I often encounter with issue like this.
 
Probably not worth mentioning, but reverting the save does not do any good for starting the Act 3 of CPD.
I really do not have much idea of what cause this confilct...Well, I guess its time for starting the new game?
Finally, thanks for this great MOD. There got to be a reason why I play this game with this MOD for so many times...even though I often encounter with issue like this.
To fix the Act 3 issue some folks are having, I will likely need to see the issue replicated in a minimal load order save so I can be certain it's not a mod conflict.
 
Prepping a hotfix for the Vitomatic/HUD/Recruitment Clipboard issue - very good chance folks who have this issue will need to roll back saves. Looks like there was an infinite loop in one of the disease systems that no one ran into during beta testing.

Any bizarre issues that crop up after 2.3.2, first thing folks should do is try grabbing this new version I will have up in an hour and roll back their saves.

Apologies for the issue - bummer we never ran into it in testing :(
Holy crap I'm glad i was able to catch this early. Luckily I had a close save and I've pretty much been rolling back to the save of SS2 with the previous version and using that. I'm a bit afraid to update now, and nothing seem broken in 2.3.1 soo.
 
Definitely not a mod conflict - was a bug in the code. Patch 2.3.2a addresses it, but any save that triggered the bug with 2.3.2 will need to roll back or use Fallrim Tools to terminate the existing active scripts.
Confirmed, all's well. Well, my settlers are still sick, but the Vit-O-Matic works. :-D
 
If I've not had whatever this bug is and then update to the Hotfix I should be fine right ? It's only if the bug is triggered that I'd need to roll back or use that tool correct ?
 
I personally would roll back to a pre v2.3.2 save and update to v2.3.2a as the power of Todd is quite mysterious.

That said, you can inspect your save file with Resaver (Fallrim Tools).
In the left pane, scroll down to "Active Scripts"
If there are 100's of these with a value containing SimSettlementsV2:<something>, roll back to a pre-v2.3.2 save, then update to v2.3.2a.
Otherwise, there's a good chance you are OK.
 
With Starfield's Day One patch set for September, I'm hoping his majesty and court take some time to whip up one nice long action packed hum dinger of a Chapter 3. Maybe not too much time... but I'll be patient. Hopefully. All in the name of blockbuster.
 
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