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Public Beta 1.0.0M

kinggath

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Tonight's public beta also includes an update to Workshop Framework (this version will NOT be on XBox, due to the requirement to update Workshop Framework which might still have additional tweaks made before Friday).

  • In the quest Scavver’s Delight, if the raiders outside Satellite Station Olivia were already killed before you arrived, the quest can now continue as normal when entering the station (the objective to clear the raiders outside will simply be hidden when you enter).
  • Added several new forms in the SS2.esm plugin to prepare for the launch of the new Builder’s Toolkit which will be coming soon.
  • Fixed holiday object registration of default holiday objects to ensure add-on makers have proper examples to follow.
  • Fixed a bug with custom vendor registration from addon packs.
  • Fixed a bug that was causing the Pet Store to also sell Furniture Store items instead of all of the expected Pet Store items.
    • To resolve this with existing vendors, re-assign the pet store owner to something else and then back to the Pet Store which will reset their shop inventory attachment.
  • Fixed a bug with L3 Pet Store inventory not registering correctly.
    • If you had been after a Frenchie or other small dog, you will find them available for sale at your L3 Pet Stores shortly after this patch loads. If for some reason you don’t, assign your shopkeeper to a different job and then back to the Pet Store to force them to update their vendor status.
  • Fixed a bug that prevented the Rename feature from working with pets.
  • Additional pet names can now be injected by addon packs.
  • Fixed a bug that caused pets to continue following the player after being dismissed, unless a new pet was taken along.
  • Fixed a bug that could cause selecting a building skin to prevent selecting a building plan from that plot type in the future.
  • In the City Manager holotape, selecting Tools > Advanced Tools now displays an option called “Reset Building Plan Caches”. This can sometimes help if you are finding building plans missing for a particular plot type.

WSFW Changes
  • Fixed a bug where NPCs removed from the workshop system could end up with the workshop factions still applied.
  • Custom Vendor data will now be updated if re-registered with the same ID.
  • Improved dynamic barter select system code.

Download public beta 1.0.0M here

I had planned on hitting the breaks on additional changes until after 1.0.1 releases, but while testing several things other team members had been working on for this patch, we found a number of bugs that broke their new content which put me back into bug fix mode, so I decided to go ahead and knock a few other things while I was at it.

-kinggath
 
I'm stuck on Vim and Vigor. The NPC at Vault 81 keeps telling me that Dr. Penske is doing research but I can't start Fertilizer Woman because of the bug that happens after I completed Hole in the Wall. She will never give me that quest after Hole in the Wall is completed. See bugs: https://fallout.fandom.com/wiki/Fertilizer_Woman

Edit: Nevermind. I figured out that it was because I had the Robco Schematics in a workbench. I guess it's not set as a quest item.
 
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I've tried this on an existing playthrough. In Greentop 's city plan, there is a martial plot on the north side that I noticed, didn't' have a power pole and was unpowered. I tried to customize the pole to re-add it, and it will CTD every time. I've been having power issues in a few of the plans now. They all might need pass by one of you guys to make sure that they're working properly. There are floating power connectors on the west side of Sunshine Tidings for instance.

I'm not sure if there are plans to make these multi-level city plans, or if they are just placeholders for now.
 
If you are getting crashes when manipulating power related things, you likely need to get reg2k's power grid tool. https://www.nexusmods.com/fallout4/mods/17777?tab=files

Instructions on how to use it on the mod's description - but it basically let's you run a command to detect and repair corrupt power grids. These are not stored in the City Plans (the City Plans are literally just lists of items and positions), power grid corruption happens at runtime and is something we seem to be unable to escape without a fix from F4SE like this.

As far as City Plan changes - they are very unlikely too happen unless the issue is extreme (we don't have a dedicated settlement design team any longer - so getting City Plan related things done on the core SS2 team is rare). The larger leveled city plans will eventually be released as an addon pack after we recruit some additional help, but in general they are too much for some systems to handle so they are intentionally not in the main mod.
 
I destroyed the plot, and popped up a new one. I'll give that a try tough. Is anyone else having issues with the caravans not sharing food/water between the settlements? Or, is this a new mechanic? My virtual scrap all seems to be working well, but some settlements are struggling with their building needs in those areas. Which is odd, since I have nearly every settlement developed and connected. Not that you can see what those overall levels are at.
 
I destroyed the plot, and popped up a new one. I'll give that a try tough. Is anyone else having issues with the caravans not sharing food/water between the settlements? Or, is this a new mechanic? My virtual scrap all seems to be working well, but some settlements are struggling with their building needs in those areas. Which is odd, since I have nearly every settlement developed and connected. Not that you can see what those overall levels are at.
Are you using a lot of recreation plots? I found on my settlements that the extra food and water demand from rec plots was far too much for my production. I went and removed them from most settlements till I get a few running all advanced farms, and adv water.
 
Are you using a lot of recreation plots? I found on my settlements that the extra food and water demand from rec plots was far too much for my production. I went and removed them from most settlements till I get a few running all advanced farms, and adv water.
Not in that one (Greentop). I think that I ran into a problem like this in Starlight though., Where I build a massive settlement by myself. Suddenly I can't get enough power. I even cheated to get some bunch of reactors, and push my power to over 999. It's like the power demand rolled over a cap or something.
 
Not in that one (Greentop). I think that I ran into a problem like this in Starlight though., Where I build a massive settlement by myself. Suddenly I can't get enough power. I even cheated to get some bunch of reactors, and push my power to over 999. It's like the power demand rolled over a cap or something.
If you have a lot of recreation plots that reached level 3, those each eat 9 water and food. They can quickly drain all your settlements excess food, leaving some settlements to starve. The food and water drain is actually hard to measure, you would have to count up all the plots in all settlements and compare it to total food output.

I mention it because their food/water consumption was a surprise to me and drained my network of food and water. The municipal plots of radio and caravan do some of the same thing, but their needs are local defense and power, so they don't build up for a total drain.
 
You guys just reminded me I need to release our optional, alternate workshop HUD that extends the max to 9999!
Is this the top workshop HUD (vanilla)? Does it also display negative numbers correctly instead of "999" in red?
 
This is why I like sim settlements the people putting it together and the fact that they work their asses off on their stuff. I’ve had a lot of fun with this so far so thanks and hopefully you aren’t burning your self out. I’m guessing fo5 won’t hit till like 2030 so you have like 10 years to keep playing with the mod :drinks thanks for the hard work ss2 team.
 
This is why I like sim settlements the people putting it together and the fact that they work their asses off on their stuff. I’ve had a lot of fun with this so far so thanks and hopefully you aren’t burning your self out. I’m guessing fo5 won’t hit till like 2030 so you have like 10 years to keep playing with the mod :drinks thanks for the hard work ss2 team.
:agree:
 
This patch seems to be missing a file for WSFW - "F4SE\ Plugins\wsfw_identifier.dll"
Is this no longer needed? Should we keep this from the last official release (2.0.5)?
 
Yeah, keep the dll from 2.0.5.
 
Is this the top workshop HUD (vanilla)? Does it also display negative numbers correctly instead of "999" in red?
Yeah, the top workshop vanilla HUD. Unfortunately the negative numbers never make it to the HUD, it comes through as a max integer.
 
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