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Public Beta 1.0.15c

kinggath

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More fixes! In addition to the changes outlined in beta 1.0.15b, this does the following as well:
  • Changed a condition on The Ron’s post-quest dialogue tree. This should make it so he functions correctly with mods that had created some sort of conflicting state in his dialogue previously, such as Depravity.
  • [Addon Pack Author] Setting the fExtraDataFlag to -1 on a StageItem’s misc object SpawnDetails property will force that item to be linked to the Workbench on WorkshopItemKeyword. Generally SS2 will automatically figure out which items should be linked, but for advanced users, there may be use-cases where it’s desirable to have an item linked that would otherwise not be.
  • Made fixes to the following building plans: Li's Shipping Stack, Art Studio, Lacey’s Buckles, Scrap Heap, Style Wagon, and Trash Trailer.
    • If you have any of these buildings in your settlement, refresh those plots to get the updates.
  • Rebuilt animation data again to try and resolve an issue causing NPCs to “T-Pose” when using certain custom SS2 furniture markers.
  • Tweaked the resource code around maintenance costs for vanilla items to try and resolve an issue where the categories and scrap count would become out of sync with the component resources.

Download public beta 1.0.15c here.


Keep the feedback coming, especially on the resource code, we're so close to having that stuff all working exactly as expected!

-kinggath
 
More fixes! In addition to the changes outlined in beta 1.0.15b, this does the following as well:
  • Changed a condition on The Ron’s post-quest dialogue tree. This should make it so he functions correctly with mods that had created some sort of conflicting state in his dialogue previously, such as Depravity.
I'll check that today. :agree: can't say how happy I am to see it there.

BTW, Jake will probably still be broken with depravity, right?
 
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I'll check that today. :agree: can't say how happy I am to see it there.

BTW, Jake will probably still be broken with depravity, right?
If you have specific details about what happens and when, ie. which quests are you completing from each mod when Jake "breaks" (and what you mean by breaks...). I can relay them to Thuggy, he's the one who figured out the conflict with Ron.
 
I hope the official release also fixes the L3 of the Crystal Caverns.
I don't think that one is on the radar yet. Building plan stuff we route through the Git and our lead building designer tackles all of the backlog every couple weeks.
 
I don't think that one is on the radar yet. Building plan stuff we route through the Git and our lead building designer tackles all of the backlog every couple weeks.
I see it on Git, but it will not be in this patch, maybe next. Depends on his availability.
 
I was getting the t pose from pra’s dorm multi settler 3x3 house I’ll take a look tomorrow see if it’s fixed.
 
If you have specific details about what happens and when, ie. which quests are you completing from each mod when Jake "breaks" (and what you mean by breaks...). I can relay them to Thuggy, he's the one who figured out the conflict with Ron.
The most replicable and consistent problem I found is that when Concord's Deathclaw die and it is supose to trigger and "happy dialog", he just stops moving. This only happens IF I do Murphy's quest before going to concord.

So Jake follows me to Fallons. Everything is fine. We get out and deal with the outside raiders. Everything is fine. He sends me to Garvey, I deal with inside raiders, get the power armor and jump down. Jake is still responsive, walking around and contributing. As soon as the Deathclaw dies, he stops moving. Each time I reload a zone (for instance, enter the musium and leave again), Jake gets teleported to what I suppose is a standart position and the quest advanced. We get back to Sanctuary so he can show me agricultural and industrial plots, but he wont move and keeps asking me to stick where I like it (I swear, I heard that phrase so many time I must confess I shoot him in the @$$ a couple of times). How the IA works in FO4? Is it goal oriented behaviour? Of the goal is talk to player, but player is our of range, then pathfinding must be called to take AI to player, then it can complete its goal.

TL:DR
Completing Murphy's quest before doing Concord will break Jake's pathfinding and pathfinding only at the exact moment the Deathclaw dies. If I manage to teleport him (via console) to the right stop, the dialog/next step will trigger and quest will advance, until Hub of the Problem, where he wond interact with the terminal. If I do concord before Murphy then there is no problem with Jake during the whole chap 1 MQ. I did this at least 3 or 4 times until @Din'elen DarkStar convinced me to drop depravaty cause of Ron.

If you need more info I can do another quick run just to confirm it is still true in 1.0.15c.
 
TL:DR
Completing Murphy's quest before doing Concord will break Jake's pathfinding and pathfinding only at the exact moment the Deathclaw dies. If I manage to teleport him (via console) to the right stop, the dialog/next step will trigger and quest will advance, until Hub of the Problem, where he wond interact with the terminal. If I do concord before Murphy then there is no problem with Jake during the whole chap 1 MQ. I did this at least 3 or 4 times until @Din'elen DarkStar convinced me to drop depravaty cause of Ron.
This is a perfect snippet for me to relay to Thuggy!
 
Hello,
is the problem with Hubert and the children of the atom also already known or addressed?
So that if Hubert is fired as mayor, his children do not disappear with him and they stay in the settlement and you can not get rid of them no matter what you do. And that they then sometimes fight Unique settlers and themselves?

Can you try assigning a new leader, and then leave and return to the settlement and let me know if that removes them?
 
Nice the more mods that can be fixed to work to gather the better wood.
 
This is a perfect snippet for me to relay to Thuggy!
Sorry, it took me a while to test it (RL and stuff).

So, I dunno if it is the fix you did for 1.0.15c or if it is because this time I have galactac installed, but I couldn't replicate the bug. Jake's behaviour was still weird. When I left the museum in the power armour he was at sanctuary bridge doing whatever, but his pathfinding didn't break when I killed the Deathclaw. He just took his sweet time to walk EXTREMELY slowly back to concord and then the quest proceeded as normal. When laying foundations completed he went jogging to Sdwanctuary, which never happened when the bug occurs.

Fast travel to Sanctuary and there he was waiting for me to continue with Plotting the Future. Before, the problem was that when I placed the plot, he wouldn't move to it and would not start building. This time, he took his time again (like 2 or 3 minutes) and then started building and the quest advanced.

Sorry for the mess, but with this playthrough, I cannot say with 100% certain that there is a problem with Jake... he is a little slower than usual, but that might be just script lag. I'll continue with this save and if I get stuck somewhere I'll let you know.

EDIT: Forgot to put the mod list I did the test, and when checking it I noticed that I also forgot to sort the mods after activating thuggy's, so they are at the end of the list. Maybe that's what made it work? Dunno, it's weird.

*Unofficial Fallout 4 Patch.esp
*ArmorKeywords.esm
*CanarySaveFileMonitor.esl
*XDI.esm
*GCM_DLC_Automatron.esl
*GCM_DLC_Far_Harbor.esl
*HUDFramework.esm
*IDEKsLogisticsStation2.esl
*GTFOB.esl
*NPCScaling.esm
*WorkshopFramework.esm
*SS2.esm
*TheMarshland.esm
*Skb-MinigunsRebirth.esl
*PiperCaitCurieDialogueOverhaul.esp
*M8r_Item_Tags_Vanilla_EN.esp
*SOTS.esp
*WelcometoGoodneighbor.esp
*Ketaros_Treasures.esp
*sectorv.esp
*AGNISNikaCola01.esp
*AGNISNikaCola01-XDI patch.esp
*CombatZoneRestored.esp
*America Rising - A Tale of the Enclave.esp
*More Armor Slots - All Dlc.esp
*Eli_Armour_Compendium.esp
*M8r_Item_Tags_UFO4P_AWKCR_EN.esp
*M8r_Item_Tags_AWKCR_EN.esp
*RaiderOverhaul.esp
*The Deadly Commonwealth Expansion.esp
*AFSSAB.esp
*The Train.esp
*Pipsy.esp
*Vault4.esp
*RecruitableSettlers.esp
*W.A.T.Minutemen.esp
*WZWildWasteland.esp
*DCGuard_Overhaul.esp
*DT_GunnerOutfitPack.esp
*OldTimeReligion.esp
*The Hollow.esp
*MaxwellsWorl.esp
*TU3SD4Y'S Commonwealth Responders.esp
*EnclaveFactionItems.esp
*InstituteSettlements2.esp
*USNBOSTONWRECK-WithMarker.esp
*Flashy_CrimeAndPunishment_GunForHire_Addon.esp
*SS2_FDK_TinyLiving.esp
*SS2_Addon_Favelabulous.esp
*MilitarizedMinutemen.esp
*AA 50 Ways To Die.esp
*RecruitableSettlersFH.esp
*BossChestsHaveLegendaries.esp
*CBBE.esp
*CraftingFramework.esp
*XP From Companion Kills.esp
*Extended weapon mods.esp
*GCM.esp
*Loot Detector.esp
*PIP-Pad.esp
*RAW INPUT.esp
*SS2Extended.esp
*RansackedRelay.esp
*MCNexus.esp
*InsideJobs.esp
*SS2HappyTrails.esp
*SwanPond - Settlement.esp
*AtomsGloryThreads.esp
*ECV_Remnants.esp
*RU556.esp
*RU556Armouryprojectv3.esp
*Galac-TactREDUX.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2WastelandVenturers.esp
*MilitarisedMinutemen_PatchesAddon.esp
*WATM-MM-MMUPAIA_CustomPatch.esp
*W.A.T.M_MM+PA.esp
*CROSS_CoA.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*RM_Mannequin_Raiders.esp
*LD50_Leaders.esp
*Fixed Alpha Map.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*JunkTown-FENCES2.esp
*JunkTownTwo.esp
*walkers.esp
*Reasonable Scrapping - AWKCR.esp
*RecruitableSettlersLeaders2.esp
*SS2-PraRandomAddon.esp
*SS2AOP_VaultTecTools.esp
*SS2WhisperPowerPlots.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*VUWR - AlternativeEdition.esp
*QuickTrade.esp
*Quieter Settlements - Contraptions.esp
*SS2WalledGardensAndMore.esp
*SS2_ruined_simsettlement_addonpack.esp
*SS2_BleachersDCStory_Patch.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*SS2_XDI Patch-Basic.esp
*Scopes.esp
*NoAffinityCooldown.esp
*TheyWantTheD.esp
*MinutemenPropaganda.esp
*Skb-MinigunsRebirth_AWKCR_Patch.esp
*BLUE WATM-MilM Patch.esp
*M8rDisablePipboyEffects.esp
*Buzz_Axe.esp
*Buzz_Axe_LL.esp
*HillsofCorpses.esp
*NPCScaling_BB.esp
*MoreEnemies.esp
*Armorsmith Extended.esp
*Synth Overhaul.esp
*Mercenary.esp
*Synth Overhaul - Black Patch.esp
*Classic Combat Armor.esp
*Synth Overhaul - No level requirements Patch.esp
*SOTS_AWKCR_AS_Patch.esp
*TDCE + AE + Raider Overhaul Patch.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp
*Depravity.esp
*DDLL.esl
*ProjectValkyrie.esp
*OutcastsAndRemnants.esp
 
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I had already tried that. Unfortunately it does not change anything. The children remain in the settlement.
Do the rest of the settlers Agro if you kill one of them ? Best to save before trying this though.
 
Pretty happy with the shape of the resource code after my testing tonight, as a few more changes than above will be in the patch tomorrow. I did notice one thing that looked like a bug until I traced through the logs and realized it was normal behavior.

If you ever receive more resources of a particular type than the daily change column says you should, it likely is due to a plot that would normally consume a particular resource being unable to pay for all of its costs.

For example, in my test, I had a Furniture Workshop, which consumes 15 wood per day, as well as several organic materials. The Daily Change report said I was going to get +60 wood, but instead I received 75. This happened because the Furniture store was unable to cover the organic materials cost in my settlement, so it also didn't consume the building materials cost.

The Daily Change column shows you what is supposed to be produced/consumed, under the assumption that every plot is going to take the corresponding resources.

The same could happen in reverse, where you end up with less, if one of the producing plots failed to pay its operating costs that day in which case it would not produce.

While it may seem like that column should only show numbers for things that are 100% going to happen, due to the variety of different ways resources can be consumed, and the fact that each plot checks its operating costs just before production occurs, it's impossible to calculate the data that quickly. It would take 10+ seconds to calculate that data, more for your caravan network, so not particularly useful for a realtime hud - so instead we just report the optimal.

In other words, consider the Daily Change column to be an estimate. The more of a surplus of resources you have, the more reliable it will be. It's actually kind of analogous to your settlement's resource state: the shakier their production economy, the shakier those estimates are going to be.
 
Do the rest of the settlers Agro if you kill one of them ? Best to save before trying this though.

Yes, if I kill one of the children of the atom, the settlers become hostile, but not the other children of the atom, only the settlers.
 
More fixes! In addition to the changes outlined in beta 1.0.15b, this does the following as well:
  • Changed a condition on The Ron’s post-quest dialogue tree. This should make it so he functions correctly with mods that had created some sort of conflicting state in his dialogue previously, such as Depravity.
  • [Addon Pack Author] Setting the fExtraDataFlag to -1 on a StageItem’s misc object SpawnDetails property will force that item to be linked to the Workbench on WorkshopItemKeyword. Generally SS2 will automatically figure out which items should be linked, but for advanced users, there may be use-cases where it’s desirable to have an item linked that would otherwise not be.
  • Made fixes to the following building plans: Li's Shipping Stack, Art Studio, Lacey’s Buckles, Scrap Heap, Style Wagon, and Trash Trailer.
    • If you have any of these buildings in your settlement, refresh those plots to get the updates.
  • Rebuilt animation data again to try and resolve an issue causing NPCs to “T-Pose” when using certain custom SS2 furniture markers.
  • Tweaked the resource code around maintenance costs for vanilla items to try and resolve an issue where the categories and scrap count would become out of sync with the component resources.

Download public beta 1.0.15c here.


Keep the feedback coming, especially on the resource code, we're so close to having that stuff all working exactly as expected!

-kinggath
Downloaded the upgrade yesterday when the Bethesda site said there was an update. Now I get a message that says Workshop framework is out of date and Jake just keeps saying "Just put it down anywhere" Where is the workshop framework update at?
 
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