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Public Beta 1.0.0L

I've managed to get the status Hud working correctly, but the resource panel auto hides at a settlement each time I exit workshop mode... which matches correctly to the city holo tape setting which has only one option (auto hide = outside workshop mode). However MCM only has one option as well, but its the opposite to the holo tape, as per you image... never autohide.

I've attached my mod load order.
i noticed this as well the holotype doesn't have the same options the mcm have I'm gonna try the holo tool today see if i can get it working
 
but now i'm experiencing a problem new as of L where curie keeps getting unassigned from the power generation plot i have her assigned to.
I had this problem in v1.0.0d and f as well.
 
Sometimes I find having regular Joe six pack settlers assigned works better. Codsworth was a pain for me. He would assign and I'd come back to Santuary and he'd be unassigned again and wondering all over the place.
 
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.
v1.0.0L
I just ran through the entire Where There's Smoke questline.
  • At the beginning, at the radio, if you select "leave" the radio continues to play static and when you sit down at the chair there is no dialog prompt. The quest is unable to continue. (Yes, I had XDI Disabled)
  • After given the stage "find the gunners," Jake stays at the shop. When you go to the 2 quest markers (that don't continue the quest) Jake shows up (teleports) says his line and walks off in a southerly direction. It seems he is set to be at his workshop, not following the PC.
  • The battle played out more as king of the hill instead of whack a mole. I never had to move far from where the scene took place before the battle. The only issue I had was the scene that followed. Jake decided to path into a tree and the tree was in the after battle scene. Typical FO4 craziness.
  • The quest completed without issue after the scene.
Adjusted several scenes in the quest Grey Matters to match the writer's intentions.
  • All the issues with this quest I have outlined here are not resolved. https://www.simsettlements.com/site...ssues-found-serious-spoilers.14473/post-96076
  • I found a new one not present prior to v1.0.0L. When you spike the drugs w/ psycho and side with Anton, he stands over her corpse and says the dialog for 'if she was still alive' and not the boo hoo she's gone dialog.
  • If you shoot Audra during the battle, you can kill her. She will still teleport to the hotel room. During the scene in the room (when alive) she will stand there in the "pacify" pose and not say any dialog. (Vanilla Bug?)
 
Codsworth was a pain for me.
Codsworth is a vanilla PITA. I used to assign him to a caravan cause he would at least stay assigned. I do not recall having the same problem with Currie. But for some reason, I have a nagging recollection (CRS) that her non synth body was problematic.
 
This is a pretty minor issue, but it seems at some point between the version on the Nexus and this patch, the Designer's Choice option doesn't work. At least, my Red Rocket isn't using the designer's choice. That, or the designer had some odd choices about what should go inside the little shed in the Red Rocket forecourt.
 
This is a pretty minor issue, but it seems at some point between the version on the Nexus and this patch, the Designer's Choice option doesn't work. At least, my Red Rocket isn't using the designer's choice. That, or the designer had some odd choices about what should go inside the little shed in the Red Rocket forecourt.
Try going back through the holotape and mcm and setting it all back to designers choice. I noticed when I update these hot fixes it turns visitors back on when I leave it off normally. what kingath said sounds like the hotfixes are nearing completion and some updates Will start and hopefully some fixes for non quest related stuff.
 
Sometimes I find having regular Joe six pack settlers assigned works better. Codsworth was a pain for me. He would assign and I'd come back to Santuary and he'd be unassigned again and wondering all over the place.
I have always had that issue with Codsworth for years.

The ironic thing is the bug that got fixed in L with NPCs being assigned wrong fixed it, lol.
 
Try going back through the holotape and mcm and setting it all back to designers choice. I noticed when I update these hot fixes it turns visitors back on when I leave it off normally. what kingath said sounds like the hotfixes are nearing completion and some updates Will start and hopefully some fixes for non quest related stuff.
Sadly, that didn't seem to work. Things are still a bit random and nonsensical around the place.
 
Its impossible, the damn HUD never show its face. The only things I've not try yet are drop the pc in the washing machine or call a voodoo priest. I quit till some expert or very lucky pal find a solution, obiously I'm not any of both.
 
Dammit, Jim! I'm a DOCTOR, not an electrician!
well, if int helped with doctoring in SS2 i'd totally put her on that, but that's not how the mechanics work :D

i'm actually wondering there's a weird cross-interaction with a semi-bugged curie script and the new guards against assigning unavailable NPCs; it seems like when her script fires to ask me if i've found someone to help her become a synth (i haven't completed enough main vanilla quest yet for that), that's when she tends to end up unassigned if i don't respond fast enough. unfortunately, that interaction fires a lot.

i also couldn't successfully assign a freshly-made automatron to a plot until after i completed the initial conversation prompts with it (re: personality, are you coming with me, etc)

how aggressive are these new countermeasures?
 
well, if int helped with doctoring in SS2 i'd totally put her on that, but that's not how the mechanics work :D

i'm actually wondering there's a weird cross-interaction with a semi-bugged curie script and the new guards against assigning unavailable NPCs; it seems like when her script fires to ask me if i've found someone to help her become a synth (i haven't completed enough main vanilla quest yet for that), that's when she tends to end up unassigned if i don't respond fast enough. unfortunately, that interaction fires a lot.

i also couldn't successfully assign a freshly-made automatron to a plot until after i completed the initial conversation prompts with it (re: personality, are you coming with me, etc)

how aggressive are these new countermeasures?
I can't specifically speak to the nuts and bolts end of it, but it seems that as long as companions have unfinished quests, those will take priority over SS2 assignments.

Which seems like the way it should be, both for game functionality and for the story.
 
Companions have always been kinda glitchy assigning them to anything. I think it may be their advanced idle script that does it. Which is why I just send them back to their default location when dismissed.
 
Its impossible, the damn HUD never show its face. The only things I've not try yet are drop the pc in the washing machine or call a voodoo priest. I quit till some expert or very lucky pal find a solution, obiously I'm not any of both.
Did you try kinggath suggestion ? @ settlement, hotkey the menu in and then change the holo tape settings for the status menu to never hide.

The way it is supposed to work, may not due to quirks still, is you'd set a hotkey to turn it on or off, and then set the options to never autohide. Now when you use the hotkey to display it, it should remain displayed as long as you are in the settlement.
 
I've been experiencing the exact same problem. I've packed it in until the 1.0.1 patch. Hopefully it will behave then!
I'm not too optimist at this moment, for now the answers I got was centered in a "user's-conflict-mod-load order". At first I really thought "yes, is my problem only ", cause nobody say nothing about that. But then more people started to mention the same. This, plus the fact that any change I does in my mods/load list, do nothing, make me feel there's more than we can see. But we must have confidence in the team. I remember something similar with the bed count in SS1... the issue was solved through time.
 
Did you try kinggath suggestion ? @ settlement, hotkey the menu in and then change the holo tape settings for the status menu to never hide.
Yep, and for me doesn't work. As far I know, a hotkey only call an action. If the action doesn't work manually, it hardly work with a shortcut. Has no sense switch between "hide-never hide" when is "always invisible" (or almost, except in fast travel, when randomly show a blink of the status and then fade away)
 
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