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Question Patch 4.1.1 Phase 2 playthrough continued - a diary (Spoilers included!)

tot3sch

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So I picked up my game where I left of here: https://simsettlements.com/site/ind...with-phase-2-a-diary-spoilers-included.10691/

I updated Sim Settlements and Conqueror to 4.1.1 and chose to also update the City Plan Contest Entries mod to 1.0.10. I loaded in to the savefile I had especially prepared for that, sitting in an interior cell with zero active scripts.

I wait in this interior cell to wait until all scripts running at startup are done (zero scripts running again) and fast travel to Sunshine, my biggest vassal so far.
  • First thing I notice on arrival: production is way up. I personally had been very happy with production balance the way it was before the patch, but I also know this is a minority opinion and coming from the perspective of someone starting out with cities pre-built to L3 and therefore having production-rich vassals (with high morale bonuses) from the get go. It was probably very much needed to boost production for lower level plots and cities, it's just that I feel production for L3 cities with lots of plots (some of them even L4 agricultural) might be to high now, taking away some of the "cutting edge" I had been greatly enjoying.
  • Second thing I notice: Assignment scripts are running in the background and taking a while. This vassal had 17 civilians working all plots except martial, 5 guards stationed there, and 3 patrols going there from two different outposts (with 1 one of them being glitched/invisible/dead as described in another post). Before the patch this was reflected in the Outpost HUD showing 5 guards, 17 civilians, all other roles at 0. These numbers start moving now, partially moving up and down for a while. I give it time to settle down.
  • Meanwhile I see the flags above the local martial plots going up. So guards DO get assigned to martial automatically, as mentioned in the patch notes. (working as intended)
  • I make sure NOT to use the town meeting gavel for the time being, for reasons see here: https://simsettlements.com/site/index.php?threads/making-patrols-disappear.10745/#post-74291
  • After the numbers in the Outpost HUD stop moving, they first seem to be a bit off. I force a refresh by going into workshop mode, and voilá: 4 guards, 1 worker, 17 civilians. Which is correct, IF the one guard who did not find a martial plot inside this vassal was changed to worker. (I also make another savefile and check the number of active scripts: down to 1)
  • Next, I check with ASAM Maintenance software: no unemployed settlers/civilians, so the one guard who I suspect got changed into a worker at least did not take over one of the non-martial plots.
  • Still avoiding the gavel and also the "call"-functions in ASAM maintenance software, I run around the settlement trying to find this worker (sadly I don't have his ID - yet) with no success.
  • So I lay down another martial plot, hoping this f*cker gets auto-assigned to this so I can find him. Doesn't happen. I probably have to leave and come back to force auto-assignment again.
  • Just as I want to do that, I run into the worker and realize she's actually assigned to martial as a worker. I manually switch her to guard. The number of guards in the Outpost HUD immediately rises to 5 which is correct, but it also still counts 1 worker, which is wrong. Forcing a refresh by entering workshop mode does not (immediately) fix that. Might be script lag.
  • So I fast travel to my usual interior cell, wait for scripts to settle down, and return. The new martial plot gets auto-assigned after a few seconds and starts building, the Outpost HUD no correctly shows 5 guards and 0 workers.
In conclusion: The (auto-) assignment issues with guards are mostly fixed, with the small exception of 1 guard in this particular vassal auto-changed to worker in the meantime, which could very well have been because I had less martial plots than guards, and probably would have been fixed automatically after building enough martial, even if I would not have manually changed his role back to guard. I will double check this in my other vassals later.

EDIT: Seems like I spoke to early. I changed the building plan on the freshly built martial plot and (coincidentally?) ended up with the other 4 martial plots getting unassigned AGAIN.

EDIT 2: Apparently code is still running. 3 out of these 4 got re-assigned, but now I have 3 workers and 2 guards. Something is still a bit wonky.
 
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The Deathbringers finally took County Crossing, and we took it by storm!

This place is going to be a great HQ, so I immediately ordered my crew to start building the necessary commodities, like an armory and a recruitment center and such. And while they are hard at work, I sit on the rooftop, enjoying a couple of beers, watching the sun go down over the silhouette of Boston and the mountains in the distance.
And if I turn around, I can even guess the sea...
 
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I finally made up my mind about the future strategy: I will expand east.
Not only, because County Crossing lies this way, and I've always wanted to claim this place ever since I first laid eyes on it, but also because I want to reach the coast. I yearn to breath some fresh air coming in from the sea...

Eventually I hope to control the whole north, with a few select outposts and plenty of vassals providing for all my gang's needs. And our patrols will roam the areas in between.

I keep hearing rumors about an "Institute", and I started running into so called "Synths" which apparently are this Institute's creation. I'm curious, so I'll try to find out what this is all about. Will have to talk to people about that, since my Raiders know nothing about it.

I could go back to these guys holed up at Cambridge Police Station. I played nice with them once, when I was running errands for One-Eye, I can do it again. Maybe they know something.
Or I could finally visit Diamond City and see if it's really a Jewel...

Time to put on civilian clothes again, I guess...
Hey to3sch sorry for bother you but about the miss nany i noticed in CK what after mechanized makeover a guy called blueshirt is sup
They did respawn in the meantime, and I was able to complete this quest. Worked out nicely for me.
I had a blast watching Ack-Ack go to town on these raiders in the quarry, she's a one woman army and completely nuts. I like it. (And as much as I also would love to see her become a companion in the future, I also know this is not likely to happen anytime soon, because reasons ^^)
Yeah and i ask phil and he says me what making ack-ack a companion can be hard and maybe if they do a companion are going to be jammer because have more dialogues
 
As my gang is busy preparing the move, I start cleaning out the neighborhood and even scout out some settlements nearby which will make for great vassals. Soon.

A couple of days later I go back to Starlight to see how recruitment is going. Lots of new guys and gals. They seem to be a tough bunch, ready to do what they do best. I'll keep Starlight as a recruitment center and staging area, when we move HQ. It's proven to be good for that.

Jammer has one of his moments: He figures we're infamous enough now some Raider groups in the area might want to join us. Turns out he's right. I ran into a few, and they joined us for a little booze or some chems. Didn't even have to fight.

Maul's disappeared, and Ophelia gets pretty agitated about it. Turns out, Jammer has something to do with it - encouraging him to go after some Yao Guai. Lia is pissed and insists on going after him, and I just can't say no to her. We find Maul, and he's made a new Best Friend. Of course he's stirred up some Minutemen in the process, so we make short work of them. Maul initially refuses to come back to HQ after that, but I finally can convince him. Now he expects me to catch him more bears. Shit's getting weirder day by day.

Oh-feel-ya still hasn't gotten around to fix up that robot. Can't help myself thinking I'd really like to oh-feel-her soon. Don't know what it is exactly, but I find her increasingly hot.

Dakka sent word she needs help. So I pay her a visit. She wants to evict some neighbors to take over their place. She's sent Ack-Ack, so I don't know why my help is needed, really. Guess I'm just there to keep an eye on Ack-Ack. That girl is a piece of work. Bat shit crazy. And good with a Minigun.

While I'm in the area I pick up some goodies from the Cook. They always com in handy. And downstairs in her hole Leech is still doing her thing. She needs even more body parts, it seems. Well, she'll have to make due with what she got for now. I just don't have the time to chase down another eyeball for her right now. If I ever meet that Rizzo guy, we'll have a word.

Then we get some disturbing news from Covenant: F*ckin Gunners are trying to take the place. At least it's not Taffington, again...
When I arrive, they are already inside the walls. It's a tough fight. Urban warfare is what it's called. My guys are better at that, so we butcher them. Some of the captives get caught in the crossfire though. Oh well. I was considering getting rid of them soon anyways, and construction in Covenant is nearly finished...

Think I'll return to County Crossing next, see if they're done reinforcing the place. Maybe get a crew together and pay Greentop a visit. They seem to have lots of commerce going on over there. We'll help them count those caps.
 
Hey to3sch sorry for bother you but about the miss nany i noticed in CK what after mechanized makeover a guy called blueshirt is sup

kinggath mentioned in another thread he's aware that some cut scenes, including the ones which progress the Ms Nanny quest, are broken atm. I guess we'll just have to wait for a fix, which might take some time since ironing out Phase 2 is a priority right now. Personally I'm totally fine with that...
 
Yeah and i ask phil and he says me what making ack-ack a companion can be hard and maybe if they do a companion are going to be jammer because have more dialogues

I read that, that's why I wrote I don't expect it to happen. Still I like Ack-Ack, they did a great job with her.

Thanks for chiming in, you're not bothering me at all ;-)
 
I've done a massive rollback to a much earlier save, actually the one before I updated from 4.1.0 to 4.1.1.
(I did this for various reasons, the main one being, I ran into all kinds of weird issues and lots of script lag recently. I was battling this all the while trying to reinforce County Crossing in preparation of moving my HQ there. I don't know what exactly was causing this, it might have started when I was fiddling around with settings trying to get behind the auto-assign stuff. All in all I had a growing bad feeling about the state of my game. Which sounds superstitious, but comes from lots of experience watching save games get corrupted in the past...)

So I went back to the point where I was still feeling good about the state of the game in this particular play-through.
(Which also puts me before Mechanized Makeover as added benefit: I will try to move HQ first, which will leave me with the Ms Nanny sitting in the place I want to keep as my HQ long term, which again hopefully will increase my chances of actually seeing the followup to that once as soon as it gets fixed...
 
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