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Public Beta 1.0.0M

Yes freaking hud for the graph works don’t know if this was mentioned in the updates but theres now options in the holotape to leave the graph on outside workshop mode. I’m sure it’s cause I’m retarded but I couldn’t get this to work till now. Even after the raybo video and setting up hot keys ( this works if you are a keyboard player I use controller cause I’m lazy ) it’s finally fixed. So much easier then opening workshop mode just to check the graph.
 
So, after installing this patch and loading my game, I got a popup indicating an error. I also got it with the "L" patch, but thought maybe it was an isolated incident. When rolling back to the "G" patch (I skipped "H" though "K") I no longer got the popup. Updating SS2 is the only change I made to the save and was hoping it would fix an issue with yet-another-side-quest-not-spawning-the-stuff-for-it (this one dealing with "It came from Planet X!" where I am to look for clues in the bunker).

Popup messages:
Warning: Detected failed startup of Sim Settlements 2. Attempting save file resurrection. Please wait for confirmation the attemp is complete before continuing.
Ressurrection attempt complete. If Sim Settlements 2 appears to have issues, please report your issues on the SimSettlements.com forums and mention this occurred.
 
Love SS1, but version 2 takes it to a whole new level. Awesome mod, thanks for all the hard work!
That being said, as for some others, every beta above j breaks Hub of the problem for me. Jake does not follow me into the building and the scene with the ghouls never plays. Reverting back to j and everything works just fine.
 
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So, after installing this patch and loading my game, I got a popup indicating an error. I also got it with the "L" patch, but thought maybe it was an isolated incident. When rolling back to the "G" patch (I skipped "H" though "K") I no longer got the popup. Updating SS2 is the only change I made to the save and was hoping it would fix an issue with yet-another-side-quest-not-spawning-the-stuff-for-it (this one dealing with "It came from Planet X!" where I am to look for clues in the bunker).

Popup messages:
Had the same message with 1.0.0L but after it reloaded itself everything worked fine from the get go. There’s no need to revert hotfixes as the newer ones fix a lot of issues that the older ones had in them.
 
Had the same message with 1.0.0L but after it reloaded itself everything worked fine from the get go. There’s no need to revert hotfixes as the newer ones fix a lot of issues that the older ones had in them.
hmmm, any time an error with a mod pops up I instantly don't trust that mod (or that version of it anyway) as it's unknown what damage may be there. Since this character is a test game anyway (a test game with almost 5 days of play time, mind-you >.<) I'll just say "fuck it" and let it carry on with the "M" patch.
 
hmmm, any time an error with a mod pops up I instantly don't trust that mod (or that version of it anyway) as it's unknown what damage may be there. Since this character is a test game anyway (a test game with almost 5 days of play time, mind-you >.<) I'll just say "fuck it" and let it carry on with the "M" patch.
I agree with this thought process. When these errors pop-up, you should be suspicious. If you get it again with 1.0.1 tomorrow, let me know which error it was.

Some of them can be false positives due to race conditions, especially when it comes to loading a game, and saving and exiting before a long-running startup process completed. When you load again, the next startup code looks and sees the previous block never cleared and it fires the warning.

Other warnings, such as the "Save Resurrection" warning could be a sign that something actually prevented a quest from starting, which would be bad if you receive this multiple times.

The last type I can think of, is the warning about an addon not matching the plugin name that was entered. This should only be occurring for addon pack authors when they rename their plugin without updating the plugin name in the appropriate script property, or if you uninstall an addon pack (which I doubt you would do). If that's firing for anyone else - then something is definitely off....
 
I only got the message once, but then I didn't proceed any further after getting it. I'll let it do it's thing and if I get it again on newer save with the same patch or again with a new patch I'll be sure to make a post regarding it. fwiw, the mods I use and my LO is designed to have virtually no overlap so I don't generally need extensive patches. All my patches are to improve interoperability as opposed to fix conflicts. If the issue persists I definitely will post my LO along with the report itself.
 
I might have missed it somewhere in the patches, but did little Cola get put on some friendly target lists? As much as I love the idea of having half a dozen Children of Atom Zealots running around Hubert's city helping to defend the place, they sure do love shooting at that poor thing. Pack Brahmin too.
 
So, after installing this patch and loading my game, I got a popup indicating an error. I also got it with the "L" patch, but thought maybe it was an isolated incident. When rolling back to the "G" patch (I skipped "H" though "K") I no longer got the popup.
In my current save I started with v1.0.0f. I played up to Who Can? ASAM! and upgraded to 'j', then 'k' then 'L' and finished Who Can? ASAM! Yesterday, I went to 'm.' I have mostly been playing 'settlement builder' and NPC side quests between these upgrades and not in the middle of a quest line. (Or trying to break the new beta releases...) I have not seen the message you have.

I have seen reports in other threads about upgrading (versions before this save monitoring) in the middle of a quest broke the quest for them. Could something like this be enough to pop the message?
 
Fixed a bug where NPCs removed from the workshop system could end up with the workshop factions still applied.
I had failed the quest for NPC Sneake in a previous version, 'j' maybe? I got the popup to send him to a settlement and he acts like a real settler. This does not change with this updated WF.

This could also be bad code for his quest incorrectly assigning him a settlement instead of just hitting the bricks. Every time I hit him with the Vit-o-matic or the new settler status (hot keyed) he tells me what a pussy I am. Ironic as I'm playing a female PC.

There is more discussion here https://simsettlements.com/site/ind...er-locked-in-fist-fight-mode.13797/post-99540
 
I might have missed it somewhere in the patches, but did little Cola get put on some friendly target lists? As much as I love the idea of having half a dozen Children of Atom Zealots running around Hubert's city helping to defend the place, they sure do love shooting at that poor thing. Pack Brahmin too.
What version were you running?
I did a boat load of runs (on v1.0.0j,k&L) through Who Can? ASAM! for my patch. It seemed like 50% of the time there were Children at my chosen settlement. (can RNG get baked into a save?) I do not recall them ever blasting poor little Cola or the pack brahmin the group has.
The Children were good meat puppets when I chose Zimonja an the gunners respawned from where there's smoke.... ;)
 
just a question regarding the pet store, i was messing around with the level 1 store in version J-L, and several of the cat pets were missing textures, appearing bright purple. I don't recall ever messing with any mod that affected cat textures, so was this an issue with SS2 (should this be fixed with version M?) or can you maybe tell me what textures/mod i would need to grab to fix this? I haven't gotten the pet store to level 3 yet, hopefully will be able to test more today!
 
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The IDEK provisioner's plot had the ability to see the total demand for food and water compared to the total food and water available. I miss that feature with the Caravan plot, or am I missing it in another sense?
 
The IDEK provisioner's plot had the ability to see the total demand for food and water compared to the total food and water available. I miss that feature with the Caravan plot, or am I missing it in another sense?
IDEK Logistic Stations != Caravaneer

The only thing they have in common is they both perform the same very basic function - linking settlements with a supply line. That's it. All other features are unique to the plots.
 
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