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Public Beta 1.0.0L

kinggath

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Tonight's public beta attempts to address the following (this has been updated on the Xbox PTR page as well, but that can take quite a while to update).
  • Gunner spawns from Where There’s Smoke will now be disabled after the quest shuts down to avoid them respawning when the zone resets.
  • In New Plots on the Block, Jake will now be teleported to Old Paul if the player asks to see the demonstrations once the player loses line of sight with Jake. This will resolve an issue where Jake appeared to become non-responsive before Old Paul pathed his way to Jake.
  • [XBox Only] Removed a handful of model files from the XB1 archive to make additional space for future updates. None of these models were used by SS2 content, but may have been used by addon packs. All addon authors have been notified so they can include those models in their packs if necessary.
  • [XBox Only] Reduced the painted wood textures to 1k for XB1 to make additional space for future updates.
  • [Xbox Only] Restored the dynamic soundscape sound files and feature.
  • [Xbox Only] Restored a number of character combat voice lines which had been cut to make space in the archives at release.
  • Custom charge-up sound for Vito-matic now works correctly (previously it had been using the gauss rifle sound).
  • The tutorials section of the City Manager holotape should now function correctly.
  • Fixed a bug with the Street Lamp power pole from Sim Settlements so that it can be placed without Place Everywhere.
  • Improved the models of the Street Lamp and Ornate Street Lamp power poles to restore the smoothing from the original models they were based on.
  • Aiden will now correctly stay close to the player during the combat portion of Where There’s Smoke, this should make it easier to find all of the enemies as they are set to use him as their waypoint.
  • Fixed a bug that was causing normally uncommandable NPCs to be auto-assigned to plots and some other workshop items.
  • Attempted to fix issues with many of the MCM options that have been reported.
  • Upgrade Available option on ASAM Sensor menu, which shows up when a plot is eligible for upgrades but hasn’t started its upgrade yet, will now trigger a manual construction attempt which will show resource costs to the player if they haven’t been paid yet.
  • Old Paul will now correctly take Dog Food or meat when the player agrees to do so and Cola will then react to it afterwards.
  • Fixed a bug with “The Ron”’s work quest to fetch items that prevented them from updating the objectives or being turned in.
  • Restored a missing model that was causing level 2 of the Laser Cannon Platform building crash the game.
  • Adjusted several scenes in the quest Grey Matters to match the writer's intentions.

Download public beta patch 1.0.0L here

One of the things I still need to do before patch 1.0.1 is a full clean of the ESM to remove dirty edits. I did a rough pass this round, but there are likely more I can clear out. If anyone here considers themselves an expert in identifying vanilla edits that are causing problems or mod conflicts - would love someone to point me to the remaining issues in that regard!

-kinggath
 
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Thanks for all the work you have done.. I did some attempts at manual upgrades. This is what I have found so far.

Using the city manager holo tape only.

If I have both autopay plot costs turn off, and auto-upgrades basic and branching turn off, the only plot that would upgrade manually was the municipal power station? Nothing else would trigger the pay and build menu when an upgrade was available.

However if I have autopay plots costs turn off, and auto-upgrades basic and branching turn on, every plot type will upgrade manually at the asam with the pay and buiild menu, except the municipal water station.. I am building a second one to see if my first one was a glitched out or something.
 
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Thanks, genius!
A question: I'm roll back to the " j" version and cleaned the save with Fallrim (Reseave), I'm now in the Vigor mission. Can't install this version at this point? Thanks for your work
 
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  • Fixed a bug that was causing normally uncommandable NPCs to be auto-assigned to plots and some other workshop items.
Funny story about that one....

Preston while being a companion got himself attached to the furniture store. Only because it was outside the settlement it defaulted to a chem store script (once in Sanctuary he went to the furniture script.) Once Preston reached idolized he kept trying to initiate the conversation, only it kept coming across as him trying to sell chems.

I kept waiting for him to say:
"Another settlement needs Jet, let me mark it on your map."

That bug was a 10/10 to see, lol.
 
Funny story about that one....

Preston while being a companion got himself attached to the furniture store. Only because it was outside the settlement it defaulted to a chem store script (once in Sanctuary he went to the furniture script.) Once Preston reached idolized he kept trying to initiate the conversation, only it kept coming across as him trying to sell chems.

I kept waiting for him to say:
"Another settlement needs Jet, let me mark it on your map."

That bug was a 10/10 to see, lol.
hahaha, only drugs make Preston bearable!
 
Thanks for all the work you have done.. I did some attempts at manual upgrades. This is what I have found so far.

Using the city manager holo tape only.

If I have both autopay plot costs turn off, and auto-upgrades basic and branching turn off, the only plot that would upgrade manually was the municipal power station? Nothing else would trigger the pay and build menu when an upgrade was available.

However if I have autopay plots costs turn off, and auto-upgrades basic and branching turn on, every plot type will upgrade manually at the asam with the pay and buiild menu, except the municipal water station.. I am building a second one to see if my first one was a glitched out or something.
Just to clarify, upgrades set to manual does not mean you can upgrade on demand, it simply means that the plots will not upgrade automatically when they are eligible.

The settlements still have to meet the requirements for their plots to upgrade (such as happiness thresholds and certain needs met), and there is a time component of 5 days before L2 is eligible, and 10 days after L2 for L3 to become eligible.
 
Thanks, genius!
A question: I'm roll back to the " j" version and cleaned the save with Fallrim (Reseave), I'm now in the Vigor mission. Can't install this version at this point? Thanks for your work
Rolling back versions is generally not a good idea unless you also go back to a save before you upgraded, so its hard to tell if your save will be stable.

Assuming stable saves, you can upgrade most of the time without issue.
 
Rolling back versions is generally not a good idea unless you also go back to a save before you upgraded, so its hard to tell if your save will be stable.

Assuming stable saves, you can upgrade most of the time without issue.
Yep, I think I followed the "protocol" the best possible. I rolled back cause I stucked in "Well, well, weell". Loaded a previous save, wait in a inner place, save, clean with Fallrim and start again. Now I directly upgrade from "j" to "L" (crossing fingers). Thanks for all, as usuall.
 
Just to clarify, upgrades set to manual does not mean you can upgrade on demand, it simply means that the plots will not upgrade automatically when they are eligible.

The settlements still have to meet the requirements for their plots to upgrade (such as happiness thresholds and certain needs met), and there is a time component of 5 days before L2 is eligible, and 10 days after L2 for L3 to become eligible.
I can expand on this. I had a multiRes plot with available upgrade.
In MCM:
  • auto-pay plot upgrade costs = off, auto-upgrade basic plots = off. Click the upgrade option on ASAM, beeps and nothing.
  • auto-pay plot upgrade costs = on, auto-upgrade basic plots = off. Click the upgrade option on ASAM, beeps and nothing.
  • auto-pay plot upgrade costs = off, auto-upgrade basic plots = on. Click the upgrade option on ASAM, get material requirement popup and confirmation button.
  • auto-pay plot upgrade costs = on, auto-upgrade basic plots = on. Changing this setting from manual while in the settlement requires reloading the cell to change to auto. Most likely vanilla behavior.
 
I can expand on this. I had a multiRes plot with available upgrade.
In MCM:
  • auto-pay plot upgrade costs = off, auto-upgrade basic plots = off. Click the upgrade option on ASAM, beeps and nothing.
  • auto-pay plot upgrade costs = on, auto-upgrade basic plots = off. Click the upgrade option on ASAM, beeps and nothing.
  • auto-pay plot upgrade costs = off, auto-upgrade basic plots = on. Click the upgrade option on ASAM, get material requirement popup and confirmation button.
  • auto-pay plot upgrade costs = on, auto-upgrade basic plots = on. Changing this setting from manual while in the settlement requires reloading the cell to change to auto. Most likely vanilla behavior.
Looks like our results are the same... upgrade available with needs meet as Kinggath mentioned. Manual upgrades works only with auto-pay plot upgrade costs = off, auto-upgrade basic plots = on .. in either MCM or the holotape. Happy that it is working :dance2... not sure yet about the water station (waiting for time to pass before attempting upgrade)

Does refreshing the plot reset the time gate for upgrades?
 
I still got NO statistics panels. Appear 4-5 seconds and disapear. Any clues?
 
Attempted to fix issues with many of the MCM options that have been reported.
Here are 2 more for you: ;)
  • The MCM description is incorrect for the option.
20201109151653_1.jpg
  • Shows 'Scrap Components' MCM and Holotape. Resource HUD shows scrap categories. Plots also charge as if the setting was categories. Changing the setting to 'Scarp Categories' changes the Resource HUD and manual plot upgrade costs as if it were set to Scrap.
20201109151736_1.jpg
 
I still got NO statistics panels. Appear 4-5 seconds and disapear. Any clues?
They are default set to auto hide outside of workshop mode.
 
They are default set to auto hide outside of workshop mode.
Yep, but in workshop mode are still hide, only the classics numbers in the top of the secreen. Need some manual activation I miss?
 

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This is what I have found. Using the holotape (not MCM).. I can make the status panel turn on automatically when entering a settlement and it stays on, both in and out of workshop mode until I leave the settlement. Setting under HUD is status panel>never autohide. The only option I see for the resource panel which is an autohide setting only (no other choice) is > Outside of workshop mode.... So I have to use a hotkey to make it appear outside of workshop mode, an another hotkey to cycle thru the different reports. In workshop mode, 9 times out of 10, the resource panel opens automatically as per the setting. When it doesn't trigger I use the hotkey, which sometimes I need to press a few times before it will open.
 

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