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Patch 3.1.0 - Allies and Armaments is now live!

I have downloaded the latest update to Ss2 part 3 but still cant find patch 3.1 but it live! And glad its fckng alive now where can i find it!
The latest version is 3.1.0 - if you check nexus, the most current version is displayed on the page. If you just updated the most recent version it should be the correct one you have, but you'll know for sure if you check the dates on the downloaded files (or your mod manager will say, if you used one).
 

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Very glad that it's working okay!

There was an issue before where assigning soldiers to the plot yourself (not when they auto-assigned), caused soldiers to immediately rank up twice (so they'd be immediately Rank 3 - and then they'd get stuck on that plot and never leave it, despite plots only training soldiers to rank 3). So it may seem like it takes longer because it was instant before. They should also now correctly get kicked off when they reach Rank 3, like they do with other recreational plots when they hit level 10 on a stat.
I was allowing for that. It just seemed like nobody was ranking up full stop. I suspect something might still be wrong with it, but I'm right now waiting for Quest Skip Cheat to fastforward a fresh save through to CH3 again due to other issues, so I can't say for sure just yet.
 
[needs verifying] Did not recieve the Graveyard/Hospital/Sanitation type Unlocks during a Quest Skip straight up to Commonwealth Rising on this version. Did in the past?

Main Menu'd then back in and they all unlocked after the "initial login delay". Must've just been script lag from quest-skipping like that.
 
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The minutemen soldiers (and maybe others, didn't check) appear to have the same idle dialogue as civilian conscripts. The minutemen have their own unique combat lines, which is a part of the reason to have them, but do minutemen soldiers have them?
EDIT: railroad soldiers have standard soldier lines too, but I don't think railroad NPCs have any unique combat dialogue anyway.
Just tested - Minutemen soldiers don't have Minutemen combat dialogue.
 
I built my first settlement (at Sunshine Tidings) and after about a minute "The Stranger" (Jake) shows up... and then he just keeps walking. He just walks right past me and keeps going.
If I run up to him and talk to him then he proceeds to tell me about ASAMs, gives me one and tells me to place it on the ground. Which I do. And then absolutely nothing happens. Well, except Jake walks away... again. But the ASAM just lays there, shiny and silent.
Fantastic. :sad
This is on a new game with default settings. Help?
 
I built my first settlement (at Sunshine Tidings) and after about a minute "The Stranger" (Jake) shows up... and then he just keeps walking. He just walks right past me and keeps going.
If I run up to him and talk to him then he proceeds to tell me about ASAMs, gives me one and tells me to place it on the ground. Which I do. And then absolutely nothing happens. Well, except Jake walks away... again. But the ASAM just lays there, shiny and silent.
Fantastic. :sad
This is on a new game with default settings. Help?
Hey! Are you dropping it out of your inventory, or are you placing it on the ground in workshop mode?

To place it down, enter workshop mode, scroll to the end to find the SS2 icon, and there will be an icon for residential plots.
 
Oh, I didn't know you had to do that. Perhaps the mod should be more clear about that because nobody says anything in-game about entering workshop mode first. Maybe add a text pop-up message giving instructions? Anyways, hang on a minute while I try your suggestions.
 
Oh, I didn't know you had to do that. Perhaps the mod should be more clear about that because nobody says anything in-game about entering workshop mode first. Maybe add a text pop-up message giving instructions? Anyways, hang on a minute while I try your suggestions.
This comes up every so often, and has been discussed at length.
One 'issue' is that to the characters in the game, things like "Build Mode" don't actually exist - that's purely a gameplay mechanic for the player. SS2's characters are all written as though they only know things from their perspective, and to them that's probably what you're actually doing. (Some of what Salvador says has me questioning this, but maybe that clearly non-human eye gives him a HUD like we have)
The other big one, probably more of a concern in practical terms, is that overdoing it with "popup dialog boxes" will mean eventually people just tune them out and stop reading them altogether - and there's no real "sweet spot" that works for everyone in terms of numbers of those.
The quest in your Pipboy should tell you what you have to do mechanically, for what that's worth, but it's reasonably easy to miss it popping up on your screen when it updates those.
 
Wow. This patch is a huge improvement on xbox!

My first playthrough was mostly before 3.1.0, I updated sometime around chapter 3. The game was pretty temperamental. It crashed a LOT.

I'm on my second run now, totally on 3.1.0 and the game is much more stable. I have the same mod loadout. I've had maybe 5% of the crashes I had last time. It was previously hard to get into concord (after those defenses go up) without freezing. Entering jake's shop was also a bit of a coin toss. But it's fine now.

I haven't entered the HQ yet; that was the biggest challenge before. Expecially that black screen after the aircraft incident - it was almost impassable. I'm feeling hopeful that this will also be smother.

Anyway, so far the improvement is noticeable!
 
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