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 1.0.3a

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,182
For the first time in years, I was actually hooked by a game enough to finish it in Cyberpunk! Was worth the little break - but also reminded me how important getting out bug fixes is!

Tonight's public beta resolves the following:
  • Fixed a bug where some vendors would have no inventory. This would most commonly impact custom shop types.
  • The quest Ain’t Nothin But a Hound Dog has been restored. This quest is not meant to occur until after you have completed the vanilla quest Taking Independence and restored Radio Freedom. If you had it come up before then prior to this patch, the character mentioned in the objectives will show up at the Castle sometime after you complete Taking Independence and someone is working the Radio Freedom receiver at the Castle.
  • Fixed a bug that would prevent turning in books to Dr. Meztli Jones.
  • Amara Blackmoon will no longer chase the player down to start her quest.
  • Fixed a bug that could prevent turning in the Batter-up Buttercup to Lacey Buckles.
  • Ventilator now correctly starts with Gifted Perception so he can operate Advanced and Hi-Tech Water Plants.
  • Leveled City Plans now correctly have happiness and settler requirement checks. Previously, a City Plan with levels would be eligible to upgrade immediately if the settlement had the appropriate resources available.

Download Public Beta 1.0.3a here. WARNING - This may force unlock everything you haven't unlocked yet bypassing the mechanics, so plan on rolling back to 1.0.3 and using your previous save if that occurs for you. Investigating this now.

-kinggath
 
Last edited:
After fast travelling to a settlement I have unlocked a bunch of building plans that I'm not supposed to unlock yet.
 
You know Kinggath i feel the same way despite the howling of others, but to be honest buddy I can't get enough of FO4 because 1 thing only. Sim Settlements. You guys have created something no other game has yet to touch.
Except for the memory bug, which lets be honest it’s actualy a designed in feature that destroys your most current save and more due to Data overflow, because they seriously put a data limit on saves in a open world game that would be ridiculed years ago. This is a level of stupid that would make the folks at 76 go damn.... and let’s be blunt, it is not actualy a bug but bad design, wich is unfortunately working the only way it can work. But then I played it unlill the bug blew up all of my saves, and, unlike some games, this one is salvagable. I’m not going to pretend to know how long it will take. Or if they have the money to fix it.

that said so far the only thing I’ve seen in missing textures on 2 interior cells and refreshing the plot solved that
 
Last edited:
The quest Ain’t Nothin But a Hound Dog has been restored. This quest is not meant to occur until after you have completed the vanilla quest Taking Independence and restored Radio Freedom. If you had it come up before then prior to this patch, the character mentioned in the objectives will show up at the Castle sometime after you complete Taking Independence and someone is working the Radio Freedom receiver at the Castle.
wait.... now the SS2 Questline requires me to fulfill Preston Quests first?

That is disappointing. I was hoping to be able to just leave the Mister "Another Settlement Needs Your Help", The Witch Queen of the Jet Junkies and the rest of those worthless, needy, incompetent, whiny hammer banging idiots in the museum.

Guess I need to spring them from the museum.
 
You know Kinggath i feel the same way despite the howling of others, but to be honest buddy I can't get enough of FO4 because 1 thing only. Sim Settlements. You guys have created something no other game has yet to touch.
No kidding! What other game allows you to play in so many different ways? RPG, FPS, RTS, City Smulator... What do I want to do today?
:agree: :giver:
 
wait.... now the SS2 Questline requires me to fulfill Preston Quests first?
Recruitable "unique settlers" and their related sidequest/s can have requirements outside the SS2 mechanics themselves - owning specific settlement locations and being part of a faction are the ones Ive seen, but I'd bet it can be hooked to "have finished this specific quest" too.
 
After fast travelling to a settlement I have unlocked a bunch of building plans that I'm not supposed to unlock yet.
Has anyone else experienced this? I did do some tinkering with the unlock code recently to make it more expandable.

@Saito404 - Do you recall any specific things that unlocked for you?
 
Recruitable "unique settlers" and their related sidequest/s can have requirements outside the SS2 mechanics themselves - owning specific settlement locations and being part of a faction are the ones Ive seen, but I'd bet it can be hooked to "have finished this specific quest" too.
Exactly this. The side characters often have quests or backstories involving vanilla content and requirements. Our goal was to interweave and make everything feel connected so as you interact with the world, people notice.

I think settlers as a reward should have been a WAY bigger part of FO4, missed opportunity we're trying to capitalize on!
 
8<snip>8 Download Public Beta 1.0.3a here. WARNING - This may force unlock everything you haven't unlocked yet bypassing the mechanics, so plan on rolling back to 1.0.3 and using your previous save if that occurs for you. Investigating this now.

-kinggath
Installed v1.0.3a and got a cascade of things unlocking as soon as I selected a specific plan on a residential plot. Do you need any diagnostics?
 
Exactly this. The side characters often have quests or backstories involving vanilla content and requirements. Our goal was to interweave and make everything feel connected so as you interact with the world, people notice.

I think settlers as a reward should have been a WAY bigger part of FO4, missed opportunity we're trying to capitalize on!
I might not have instantly loved every design decision you guys have made with SS2, but I 100% agree on this one. The base game has, what, a dozen at most "named settlers" if you don't count companions? And most of those are the random-encounter "Tier 4 Vendors". Making it so it feels like people actually noticed what you did is a great idea.
 
I might not have instantly loved every design decision you guys have made with SS2, but I 100% agree on this one. The base game has, what, a dozen at most "named settlers" if you don't count companions? And most of those are the random-encounter "Tier 4 Vendors". Making it so it feels like people actually noticed what you did is a great idea.
You 2 may throw an eye at Outcasts and Remnants and the other mods of the same team :)
 
Top