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Apologies for not getting this up sooner - we're getting into the really busy part of Chapter 2 production! So I almost forgot this was a patch week. Though we've been plenty busy on fixes - I just hadn't taken the time to package them up until this morning.
Today's beta addresses the following:
It also include a beta for Workshop Framework with some minor changes.
Download public beta 1.0.13a here.
-kinggath
Today's beta addresses the following:
- Vit-o-matic scanning will now clean-up assignments for NPCs, this will fix an issue where NPCs occasionally own certain animation markers inside of plots they are no longer assigned to.
- Charles Baker’s quest objective will now show up as its own quest correctly, instead of a miscellaneous objective.
- Recruiting Hollis Baker will no longer start and complete a quest granting XP. This had been setup incorrectly.
- Doubled the amount of time before SS2’s save resurrection system kicks in. This will help alleviate false positives that can occur in new saves for some players.
- Improved the skiptoquest console command to better handle various scenarios the player may have used it in. This should generally only ever be used after taking over at least one settlement and standing in it.
- [Addon Authors] Improved the output of the console command cqf ss2_optionsmanager DebugAvailableLeaderCards which can help troubleshoot why certain leader cards aren’t showing up as available options.
- [PC Players] The magazine rack in the Magazine Press building will now correctly create magazines. The magazines are currently unavailable on Xbox due to file size restraints.
- Magazine and Newspaper systems will now generate new issues periodically, regardless of whether the player enters the settlement. This will ensure that Bookstores will get an increasing variety, even if the player doesn’t visit their settlement for a long time.
- Previously, new ones weren’t generated unless an appropriate dispenser was loaded into memory from entering a settlement.
- Fixed a bug in the magazine system that would cause a keyword to end up in the production list, preventing it from always returning a valid magazine.
- Fixed a bug that would prevent industrial production from correctly spreading to commercial in other settlements on the caravan network.
- On patch load, SS2 will search the save for duplicate vendor containers. These duplicates will have been created for some players due to a bug in an older build of the mod.
- Fixed an issue with the newspaper and magazine leveled lists that would cause the production buildings to produce large quantities of the exact same issue for Bookstores, instead of a variety of the unlocked ones.
- Fixed a bug with SS2 Commercial vendors that could cause them to not display all available inventory. This would be especially apparent for people who turned the Auto Restock option to “OFF”.
- All building plans included with SS2 now have [SS2] at the start of the name. Previously some of these had [SS], [IR], or [RC] to indicate they came from one of the SS1 expansions, but this made it confusing to tell which plugin these building plans actually existed in.
- Updated Ore Mine description to reflect what is actually produced.
- Fixed a bug that would make the Magazine printer more likely to repeat issues more frequently than it should. (For reference, each issue should be print for about 2 weeks in-game before it starts adding another to its leveled list).
- Tweaked donation code to try and track down a crash some users are reporting when donating items to a settlement.
- The quest Turncoat Turnout will no longer select unclearable locations. Note this fix will only impact new saves.
- Updated several quests requiring a location to be cleared to confirm the selected locations actually have a boss NPC to clear.
- Mark 1 Beacons should now work in more locations, as the requirement for the locations to be “cleared” has been corrected to also work for clearable locations that don’t actually have a boss NPC that would flag them as cleared.
- A new explanation “Salvage teams can't operate here.” will pop-up for locations that still fail these checks, which should generally only include exterior locations and settled areas like Diamond City. If you find a location that shows this message, and you think it shouldn’t, please report it on the forums and we can look into additional methods to expand the detection.
It also include a beta for Workshop Framework with some minor changes.
- Altered UtilityFunctions.Mod to use the % operator.
- Added HexDigit and IntToHex functions to UtilityFunctions script.
- On load of this patch, all vendor container arrays will be cleaned up of duplicates that may have been created for some players due to a bug in Sim Settlements 2.
Download public beta 1.0.13a here.
-kinggath