the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Public Beta 1.0.13a

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,184
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:

  • 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
 
I'm glad to hear that everyone is really busy on Chapter 2. SS2 is an amazing mod that I thoroughly enjoy. I can't imagine the level of work or hours that the dev team puts in, and I salute all of you for that. But it seems that fixing the virtual storage numbers, something so integral to the overall mod, would at least warrant some timely updates as to if we (the user community) can provide more data to hasten the resolution process. Heading into a new Chapter is great, I've been on the edge of my seat wondering about Jake since the end of Chapter 1. But I don't know if adding more code on top of something so key to the overall story/design of the mod that definitely appears to be broke (from what I've read) seems like the wrong push. I'd really like more transparency as to the bug status process. Even if that is redacted posts to some of the threads in the forums that are calling out the issues that have been confirmed, just something from a dev perspective to let us know that the very impactful bugs are being worked or that they aren't as impactful as we think and a short list of why the aren't.

Again, I love the mod. I again, salute the unimaginable amount of work that KG and the Devs do. I will definitely have SSx in my load order for years to come. Just keep us in the loop as much as you can without spoiling the updates to come.
 
I am experiencing some weird clipping when using the Vito-Matic and it is out in the new patch. When I move I see the inside of my arm clipping in and out of view and the actual vito-matic disappears. Also for some reason no one will assign to a settlement except the Unique settlers. No vanilla settlers or companions will go to the settlement they are assigned to.
 
The turncoat quest fixes last few patches should make my next play through a lot less violent , I shot that poor lady so many times because of that quest. When stuff don’t work I resort to gun fire for fixes.
 
Any hope of a fix for the HUD resource display flipping to constantly display Components view when a game is set to Categories making it into the Friday update?
This is the first time I've heard of such an issue. I test almost exclusively in category mode and have never had this occur.

If any of you can find me some repeatable conditions, I can try and address it.
 
@kinggath All know is every time I open up workshop my Hud changes to components. I have tried changing settings and no good. It will stay in components until I hot key it normal. But then right back as soon as I go into workshop. It has been doing it now since at least the patch before last. About 3 weeks. I have force reset Hud too with WSFW a couple of times to no avail
Side note Holotape cheats still not unlocking a lot of industry plots for me. Example none of the Mine plots (Iron, ore Etc) will unlock. You know the ones I need most for building a mining City plan.
 
Last edited:
This is the first time I've heard of such an issue. I test almost exclusively in category mode and have never had this occur.

If any of you can find me some repeatable conditions, I can try and address it.
Here is a screen of what my Resource HUD looks like normally and then every time I open workshop boom goes to Components and then stays that way until I hotkey back to normal. But then as soon as I go into workshop mode they go right back to components. As I said I have tried Resetting the Widgets with WSFW, I have tried changing the settings to scrap and then back to Categories and it always goes to components as soon as I open workshop. All other operations seem to be playing as I am using Categories. The ASAM reports show in Categories, the needs of the plot to operate show in Categories, just this HUD issue. However it has been very informative to see the other issue of messed up numbers being reported in the Resources and what components are having issues. Especially when it comes to Non-Plot costs being off but still being required and messing up the whole thing.
I use Workshop+ and Faster workshop as other Workshop mods and that's it. I also use NO other HUD altering mods.
 

Attachments

  • Fallout 4 Screenshot 2021.05.16 - 19.03.08.63.png
    Fallout 4 Screenshot 2021.05.16 - 19.03.08.63.png
    2.3 MB · Views: 16
  • Fallout 4 Screenshot 2021.05.17 - 14.08.27.46.png
    Fallout 4 Screenshot 2021.05.17 - 14.08.27.46.png
    2.8 MB · Views: 16
  • Fallout 4 Screenshot 2021.05.15 - 11.56.16.98.png
    Fallout 4 Screenshot 2021.05.15 - 11.56.16.98.png
    3.6 MB · Views: 16
I believe you guys that it's happening to you - but without being able to repeat it myself, I can't really make meaningful change or test if I even did anything useful.

The best way to help me get repeatable steps, is to try a minimal load order (just WSFW, HUDFramework, and SS2), and play until it happens, and then jot down the last few things that had happened and send me the save file as well.


I also can't replicate the buildings not unlocking on a minimal load order, in fact, out of curiosity, I loaded up the save I used for making the patch notes vid and ran the cheat and the Ore Mine was definitely there. You can try the console command: cqf ss2_main ForceUnlockAllBuildingPlans which will run the command from the holotape again.
 
I believe you guys that it's happening to you - but without being able to repeat it myself, I can't really make meaningful change or test if I even did anything useful.

The best way to help me get repeatable steps, is to try a minimal load order (just WSFW, HUDFramework, and SS2), and play until it happens, and then jot down the last few things that had happened and send me the save file as well.


I also can't replicate the buildings not unlocking on a minimal load order, in fact, out of curiosity, I loaded up the save I used for making the patch notes vid and ran the cheat and the Ore Mine was definitely there. You can try the console command: cqf ss2_main ForceUnlockAllBuildingPlans which will run the command from the holotape again.
@kinggath The console command actually worked. For whatever reason the Holotape hasn't been but thank you soo much for that console command. Sad part is now I have to go back and reimagine a couple City Plans I built cause I wanted to use a lot of these plans in them. All good at least it worked. Now to figure out the HUD issue.
 
If it worked outside the holotape, my bet would be it's an issue with the mod being busy at startup. If you run the cheats too quickly on a fresh save, you could end up running it before all the building plans have even finished registering. Best to let each new save sit for 10 minutes or so before you run those cheats.
 
If it worked outside the holotape, my bet would be it's an issue with the mod being busy at startup. If you run the cheats too quickly on a fresh save, you could end up running it before all the building plans have even finished registering. Best to let each new save sit for 10 minutes or so before you run those cheats.
Would that affect the City Plan Assistant if it triggered by entering a contest settlement too quickly after loading the clean vault-exit save?
 
Especially when it comes to Non-Plot costs being off but still being required and messing up the whole thing.
To elaborate: the issue is there is not code in SS2_ResourceManager to make use of the SS2_Settings_OperatingCosts_Maintenance setting. There is only code in SS2_HUDManager that shows / hides the resource values for NonPlot objects.

This one is on me. I have had this on my to do list for a month... I wanted to thoroughly test the changes before bothering Kinggath with it... but, time is a precious commodity.

@kinggath would you like me to test these changes first or should I post it to Git?
 
Would that affect the City Plan Assistant if it triggered by entering a contest settlement too quickly after loading the clean vault-exit save?
Possibly - should be less likely though as the assistant has very little going on under the hood. SS2 has dozens of quests and formlists to configure at startup, with more for every addon installed.
 
To elaborate: the issue is there is not code in SS2_ResourceManager to make use of the SS2_Settings_OperatingCosts_Maintenance setting. There is only code in SS2_HUDManager that shows / hides the resource values for NonPlot objects.

This one is on me. I have had this on my to do list for a month... I wanted to thoroughly test the changes before bothering Kinggath with it... but, time is a precious commodity.

@kinggath would you like me to test these changes first or should I post it to Git?

Oh man, what a huge oversight. Surprised that hadn't been discovered before launch. I guess nobody on the team was testing with vanilla resources in the later stages after we finished testing the maintenance code...

You can post it to git, that's a pretty core issue that will 100% get my attention for next patch.
 
Top