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Public Beta 1.0.2b

kinggath

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Last night I posted an ALPHA build, that was for the risk-takers out there looking to lend a hand - thank you to those of you who braved that for science!

Tonight's beta 1.0.2b fixes the following:
  • Fixed grammar and spelling mistakes across nearly every quest and NPC dialogue pool. (Thanks Lively!)
  • Fixed a bug with Odette’s quest that would make her initial greeting behave very oddly.
  • Level 3 Pet Stores will now sell versions of all base game dog-equippable items, but these versions are resized specifically for the small dog breeds. (Uses leveled lists so not every item will be for sale every single day)
  • Fixed Sneake’s quest which was meant to be a traditional fist-fight brawl, but would typically end in him dying or killing the player instead.
  • Fixed a number of player voice files from interacting with The Ron that were meant to be edited down to a portion of the line.
I have not personally tested all the dog armor, and would love to see some screenshots! If you find any breed/armor combos that don't look good, post screenshots here and we can try and get them fixed for next week's 1.0.3 patch.

This represents a cool milestone, I have now personally played through every single side character quest successfully post-release! So if there are any that are still broken, keep posting in the Question section and our team will relay me more bugs.

Download Public Beta 1.0.2b here.

-kinggath
 
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Is there a quick and easy way to find the side characters and their quests, for science testing? Been curious about the characters in the trailer I haven't met yet.

Looking forward to the grammar/spelling fixes. Been meaning to do look into that... somehow... but I don't know the CK.

Edit: You're probably tired of hearing about Amos/Cola, but it would be neat if Old Paul could pull Canned Dog Food from the Settlement Supplies (or workbench). I fear that line is going to be Sim Settlements' "arrow to the knee," and the nerf for it might be Old Paul saying something like, "hey, if you happen to come across some dog food in your travels, just drop it in the workbench or desk and I'll pick it up as Cola needs it." Or if you already had some, something like, "I see you got some dog food ["for your dog," if one is assigned to the settlement or you have Dogmeat as a companion], I'll make sure Cola gets her share ["and make sure to save some for your dog," same condition]."
 
The easiest way to get access to the characters is through The Ron. After finishing the quests he gives you, including the optional ones, he'll have a service available to track the custom settlers down. Of course, you have to have settlements that meet the criteria for them.

Our test methods involve multiple console commands and looking up CK records to force them to occur - so not something I can easily post.

RE: Old Paul and Cola, the feeding Cola thing has no actual benefit or requirement. It currently just causes Cola to bark and play a little animation - so mostly meant as a way for you to trigger an "awwww" moment. If we make it more involved than that in the future, I'll be sure to consider QoL for it. Love me some automated systems, but in this case it would be a self-defeating system.
 
Alas, Turncoat Turn Out seems to be having trouble that's still present in the 1.0.2b build.

I happened to have Emily spawned, but hadn't spoke to her yet to start the quest. I then did, and was sent to Ruined Skyscraper and, like everyone else, no marker. I eliminated all the Gunners there. Super Mutants, too. I even TCL'd around the place to see if any of them spawned in an inaccessible area, but found no one. The quest didn't advance. This happened in both 1.0.2 and 1.0.2b. (I even went back to the pre-quest save to try this in 1.0.2b.)

On a previous playthrough (on an earlier version) I had been sent to Vault 95 and it worked fine.

I first thought it might be a problem with unmarked areas, but there's a thread about Turncoat Turnout ( https://simsettlements.com/site/index.php?threads/turncoat-turn-out-bug.14712/ ) in which at least one person reports encountering this issue in Vault 95.
 
Alas, Turncoat Turn Out seems to be having trouble that's still present in the 1.0.2b build.

I happened to have Emily spawned, but hadn't spoke to her yet to start the quest. I then did, and was sent to Ruined Skyscraper and, like everyone else, no marker. I eliminated all the Gunners there. Super Mutants, too. I even TCL'd around the place to see if any of them spawned in an inaccessible area, but found no one. The quest didn't advance. This happened in both 1.0.2 and 1.0.2b. (I even went back to the pre-quest save to try this in 1.0.2b.)

On a previous playthrough (on an earlier version) I had been sent to Vault 95 and it worked fine.

I first thought it might be a problem with unmarked areas, but there's a thread about Turncoat Turnout ( https://simsettlements.com/site/index.php?threads/turncoat-turn-out-bug.14712/ ) in which at least one person reports encountering this issue in Vault 95.
she sends you to some random theater bar at least for me it was that had some gunners but after killing everything in a 3 blocks area i got nothing as well. I'm thinking the problem may be because she sends you to an unmarked location that is pretty much just a easter egg in the game then anything else. that or it isn't correctly assigning a target for the quest.

ill make sure to ignore her this go round till its fixed.
 
ok so this is just a me thing maybe but when you do the quest for the red rocket employee ed something you go to get the dog back from the hooligans they are not hostile when i arrive , they are not hostile if i kill other members. the only thing that turns them hostile is if i unlock the cage the dogs are fighting in. can we just make them hostile against everybody like raiders ?
 
This SEEMS to have broken Franklin's helmet for me. He should be wearing it, but he doesn't if I use 1.0.2b. Haven't checked whenever 1.0.2c fixed it yet.
 
so i completed the task to recruit Fishfood but he wont get out of the bunker. Also, the quest to get crpytic papers for the Ron is stuck - It doesnt register that i picked up the papers and Ron doesnt give dialog for me to give him the item. "Potential Recruits" is stuck likely cuz Fishfood is still stuck depsite his own quest disappearing. Any help?
 
Hey King, not sure what symbol you were trying to go for here — I'm guessing the squiggly apostrophe — but Fallout 4 seems to be having none of it. This is from Jake's terminal in the hardware store. That square means the game won't display the symbol. It doesn't like my em dashes, either*... not sure if this is something that can be fixed.
Terminal entry in Sim Settlements 2

I wouldn't necessarily call it a bug, per se... you could chalk it up to a glitch in centuries-old RobCo terminals, or, if this is unintended, you could change the squiggly apostrophe you used (I assume) in "they'll" and use the straight apostrophes you bookended "The Ron" with on the first line.

Also, I noticed one of the ASAM sensors (Martial, I believe) says it was created in partnership with Pulowski, makers of the round capsule shelters. So... does the martial plot not do anything? Because Pulowski was basically selling snake oil. Their shelters being the only mispronunciation of "nuclear" (they say it "noo-kyu-lar") being a hint toward that... as in, they couldn't even pronounce the word correctly, let alone protect anyone from it. Their name is a big joke... while Vault-Tec did all kinds of shady stuff (and at least one YouTuber claims they started the Great War), they more or less did what they said they would, protect people from the nuclear fallout. So... maybe a partnership with Pulowski is not something we want to hear when choosing how to set up our settlement defenses... ;)

*I have the CK up and running, and for fun I opened a mod I get a lot of use out of, but was made by someone with less than perfect English... and I fixed up the language. That's where I found out the em dash wasn't recognized, and got the same square, so I had to settle for the humble hyphen.
 
Another minor issue... I wanted a screenshot but I was too quick scrolling through. So, the quest where you go to the three Gunner spots (and we all know it's the middle one, haha). At one point Jake says something like "our radio activity peeked their interest." I caught it the first time, swore I'd get a screenshot this time — anyway, it's "piqued." ;)

Speaking of which, on that quest... if there's no way to advance the quest if you lose to the "never ending waves of Gunners" (I know, it's three waves of five of them, and I know, take refuge in the house... still hard as balls though), you should at least be able to skip the cutscene. That's one of the biggest annoying tropes in gaming, a big unskippable cutscene before a super hard boss. Of course, being as it's my second time through, I should have made a hard save as soon as the battle began... but I was overconfident and paid for it. I can't think of an immersive way for Jake or Aiden to tell you to save. Can the game generate a quick save as soon as Aiden fires and Jake misunderstands, to give the player a second to bolt for cover before the Gunners arrive?

20201203094304_1.jpg
Minor grammatical issue: should be "Could really use anything you have to spare." The voice actor says it correctly. Alternatively, it could say, "Could really use anything you can spare," but that's not what the voice actor says.

Regarding the earlier point about streamlining the dog food thing... I had no idea there was no reward, and yet, still, knowing it, I still grab every can of canned dog food I can, and give it to Old Paul whenever he asks...
 
Hi all I am using the mods that you get from FO 4 and not Vortex or what ever the mod server is called. I am using the current version of SS 2 , plus updates, and am doing the "Let Sleeping Dogs Lay" and can not get Cola to talk to me. I can pet the dog, but can not talk to it. Is their a solution to this or a fix, and how would I do it. I am not the sharpest tool in the shed when it comes to computers or their programs.
 
Hi all I am using the mods that you get from FO 4 and not Vortex or what ever the mod server is called. I am using the current version of SS 2 , plus updates, and am doing the "Let Sleeping Dogs Lay" and can not get Cola to talk to me. I can pet the dog, but can not talk to it. Is their a solution to this or a fix, and how would I do it. I am not the sharpest tool in the shed when it comes to computers or their programs.
You are not on version 1.3 then.
 
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