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Public Beta 1.0.6a

kinggath

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Phew - January was rough. My apologies to those of you who have been posting tons of reports this month that I still haven't addressed. I had a huge work project come due at the end of the month, and my wife was called back into work - so I have had virtually no time to work on patches in January.

This week I got back on the saddle, and while I am starting to look at bug reports again, I have to first knock out some important code features that we need for the upcoming return of the City Plan Contest!

Tonight's patch addresses the following:
  • Restored missing protectron clinic voice files.
  • Fixed a bug in the City Plan creation web tool that would result in the City Plans generated from it sometimes creating duplicate plots after level 1 of the City Plan.
  • Added Involvement setting under Gameplay Options > City Building. This option controls the rules that City Plan run settlements use.
    • None: This settlement will be fully automated, it will ignore all gameplay mechanics and simply build itself as defined by the City Plan designer over time. Note that happiness is always a concern, if it ever drops to 0, you will lose control of the settlement as the player.
    • Low: Only the Junk needed to construct the plots and City Plan levels will be acknowledged.
    • Moderate: Junk needed and settler needs, such as food/water/defense will be acknowledged.
    • Full: The City Plan run settlement will follow all settings you have enabled (for example, if you have maintenance or operating costs turned on, those systems will function in City Plan settlements as well).
  • Added Junk Storage Requires Defense setting under Gameplay Options > Difficulty. When ON, the default option, the special Junk Storage containers you build in workshop mode will require extra defense in that settlement.
    • This mechanic has always been in place, this option simply gives you the ability to turn it off.
    • Due to the way this system is built, SS2 cannot retroactively remove the defense needs, so this setting will only apply to Junk Storage objects built after this setting is changed.
    • This option will default to off for City Plans unless the player has the new Involvement setting on Full. This should make it much easier for City Plan designers to balance their settlements, as they won’t be forced to spam defenses to make up for Junk Storage space they’ve added.
  • Added Remove City Plan option to the Manage City Plan menu. This will allow for clearing the City Plan record, and optionally scrapping all items from that plan.
  • City Plan construction will now trigger Cinematic Mode slightly sooner. This will be especially noticeable in leveled City Plans which could have a lengthy delay before this occurred.
  • Fixed a bug at the start of Where There’s Smoke where if the player had previously skipped the explanation from New Plots on the Block, Jake would wander away and cause the camera to get stuck. (Now he should break the camera, and give you an objective to follow him )

In addition, this patch contains a beta for Workshop Framework 2.0.9.
  • Fixed a bug with the inverted Barter Menu system which would prevent all references from being detected as selected by the player.
  • Fixed a bug that was causing a large amount of script log spam from the DoorManager.
  • UIManager “AndWait” barter menu functions now correctly support all arguments.
  • Modified threaded object scrapping to do all of the necessary work without needing to go through a locking function in WorkshopParent. This will dramatically reduce the script lock backups caused by large numbers of scrapping operations handled by WorkshopFramework’s threading system.
That last change in WSFW should have significant performance improvements for City Plans, Layouts, and large plot operations (such as when a bunch of plots all level up within a few seconds of each other).

Download Public Beta 1.0.6a here.

Expect another beta from me, hopefully tomorrow - still have some more important stuff I need to get in, and I'm hoping to knock out a few confirmed bugs!

Lastly, here is a beta build of Wasteland Reconstruction Kit, which restores a missing top-level category: Stores.

-kinggath
 
Right on nice to see workshop updates and the city play stuff.
 
Added Junk Storage Requires Defense setting under Gameplay Options > Difficulty. When ON, the default option, the special Junk Storage containers you build in workshop mode will require extra defense in that settlement.
  • This mechanic has always been in place, this option simply gives you the ability to turn it off.

Would you believe that in all my hours of testing and tinkering with the mechanics, I had somehow never noticed it was doing that?
 
As always thank you for the update. Absolutely can relate to real life commitments impacting hobbies ;)

one question regarding this comment;
  • Fixed a bug in the City Plan creation web tool that would result in the City Plans generated from it sometimes creating duplicate plots after level 1 of the City Plan.
This has the implication that the included city plans in SS2 (and any others) might need to be regenerated at some point in time.

Question: is this correct, and if so, any thoughts on the priority of such activity?

thanks again for the update (now, to get back to work and get ready for my project meeting..... silly clients).
 
Would you believe that in all my hours of testing and tinkering with the mechanics, I had somehow never noticed it was doing that?
Don’t feel bad neither did I. It probably wasn’t a big enough amount to matter , but it will be nice for those settlements you are trying to keep smaller maybe 1 less turret or something.
 
Fixed a bug in the City Plan creation web tool that would result in the City Plans generated from it sometimes creating duplicate plots after level 1 of the City Plan.
I made a post here about a few vanilla game objects that seem to be duplicated when importing a settlement layout. I'm not sure if it has to do with WSFW, the web tool or if I just don't know what I'm doing... :scratchhead

After a death march, you should kick back on your favorite chair and imbibe in your vice of choice! :beach
 
As always thank you for the update. Absolutely can relate to real life commitments impacting hobbies ;)

one question regarding this comment;
  • Fixed a bug in the City Plan creation web tool that would result in the City Plans generated from it sometimes creating duplicate plots after level 1 of the City Plan.
This has the implication that the included city plans in SS2 (and any others) might need to be regenerated at some point in time.

Question: is this correct, and if so, any thoughts on the priority of such activity?

thanks again for the update (now, to get back to work and get ready for my project meeting..... silly clients).
The included city plans had no levels, so would not have impacted them. I reached out to everyone who has released plans and suggested they test to see if they were impacted by this issue.
 
Custom Vendor Fix in the WSFW beta, too, or will it be added later?
 
Yes, I didn't document it though because really the fix is just for like three people who haven't started a new save since I fixed it originally haha.
 
I made a post here about a few vanilla game objects that seem to be duplicated when importing a settlement layout. I'm not sure if it has to do with WSFW, the web tool or if I just don't know what I'm doing... :scratchhead

After a death march, you should kick back on your favorite chair and imbibe in your vice of choice! :beach
I second this I know it’s probably on the list of bugs. but fire up starlight drivin enable extra objects with place anywhere and you can grab the screen and buildings in the settlement. It’s just a secondary one loaded on top of the original one but it’s still counting against build limit and having the engine do extra work cause of it being there.
 
I second this I know it’s probably on the list of bugs. but fire up starlight drivin enable extra objects with place anywhere and you can grab the screen and buildings in the settlement. It’s just a secondary one loaded on top of the original one but it’s still counting against build limit and having the engine do extra work cause of it being there.
Now I'm wondering if there is any relation to this:
The weird part is I do not remembering this happening on any prior SS2 playthrough. The only difference is this time I imported a layout from the previous save.
 
Now I'm wondering if there is any relation to this:
The weird part is I do not remembering this happening on any prior SS2 playthrough. The only difference is this time I imported a layout from the previous save.
This is part of it I think. But the other part is ss2 placing duplicates of plots and the old stuff not getting removed. I think the 1.0.6B fix should help with this as well.

guess we find out soon once 1.0.7 comes to everybody.
 
Yes, I didn't document it though because really the fix is just for like three people who haven't started a new save since I fixed it originally haha.
I'm trying to understand what the expected behavior is. I just downloaded the new Workshop Framework and on a new save, I can create a pet store and it will sell me pets (yea!), but on my existing save when I create a new pet store, they still won't sell me pets. On the one that works, that is the ONLY plot I have, while on the other save I have lots and lots of plots. So is it the NUMBER of custom vendors that's the problem or is it something else?

One interesting thing (maybe) is that when I successfully created the pet store, I got a swarm of ants hanging around. Creating new pet stores in my original save don't have those ants. And I'm playing on xbox.
 
I unfortunately don't know what the issue would still be on the existing save, I've confirmed that the update fixed a save that had the issue that I had on my PC.

You can try refreshing the plot, but beyond that I don't have any way to resolve this as the issue is likely something cooked into your save file now.
 
I unfortunately don't know what the issue would still be on the existing save, I've confirmed that the update fixed a save that had the issue that I had on my PC.

You can try refreshing the plot, but beyond that I don't have any way to resolve this as the issue is likely something cooked into your save file now.
ok...that's cool...We'll see how it goes. I do remember that my very first pet store worked fine, but over time it seemed to stop working....so i wondered if it was because I had created more pet stores....and furniture stores....and power armor stores... to the point where something just couldn't keep up. I'll keep it going and see what happens.
 
ok...that's cool...We'll see how it goes. I do remember that my very first pet store worked fine, but over time it seemed to stop working....so i wondered if it was because I had created more pet stores....and furniture stores....and power armor stores... to the point where something just couldn't keep up. I'll keep it going and see what happens.
I continue to see the problem inconsistently. I do wonder if it's somehow a script lag problem. Brand new xbox save, cheat and open all the classes/plots, and a pet store works exactly as it should. I haven't continued this game to see if it KEEPS working. I've had a similar issue on my regular save (lots and lots of custom plots) with the "cola bar" plot from the vault set. It works sometimes, but not others. Almost like there's just not something finishing correctly when you start the interaction with the vendor.
 
Please, I am desperate coming to this forum from bethseada.net to find Kinggath!

Us xbox one users who are not using Sim settlements are having major issues with workshop framework. People like myself who have used it since the beginning of my game, it's now causing awful bugs and everyone is saying to stay away from this mod or remove it. I am afraid to remove it as that may cause glitches. I love my fallout 4 game very much, I am told I have to start over because of workshop framework and I dont want to.

What is happening is settlements are randomly having power connectivity issues. You will check the Stats and the defense is down. When you go there the generator is working a usual, but half or more of the settlement has no power. You have to grab a wire and let it go to fix it. Simple enough, but it keeps happening randomly. I spend most of my game now flashing around doing thag instead of enjoying it. We are told at the other forums that because workshop framework is now tailored to suit Sim settlements it no longer works for us that don't use it. Please. Help us kinggath. Everyonr is just talking about on the other forums how bad this mod is.
 
Please, I am desperate coming to this forum from bethseada.net to find Kinggath!

Us xbox one users who are not using Sim settlements are having major issues with workshop framework. People like myself who have used it since the beginning of my game, it's now causing awful bugs and everyone is saying to stay away from this mod or remove it. I am afraid to remove it as that may cause glitches. I love my fallout 4 game very much, I am told I have to start over because of workshop framework and I dont want to.

What is happening is settlements are randomly having power connectivity issues. You will check the Stats and the defense is down. When you go there the generator is working a usual, but half or more of the settlement has no power. You have to grab a wire and let it go to fix it. Simple enough, but it keeps happening randomly. I spend most of my game now flashing around doing thag instead of enjoying it. We are told at the other forums that because workshop framework is now tailored to suit Sim settlements it no longer works for us that don't use it. Please. Help us kinggath. Everyonr is just talking about on the other forums how bad this mod is.
Workshop framework isn’t specifically tailored to ss2 but it has stuff that ss2 requires. Also wsfw as well as unofficial patch both carry the same fix for multi cell settlements that allow the power to stay connected through out the cells.

not saying it can’t be wsfw but what report this on 1.06a when wsfw is patched up to the recent 1.07 or higher. Have you updated it ? Also there’s a section of the forum specifically for wsfw and any issues you have with it.

don’t forget wsfw needs to be loaded very high in your load order right under unofficial patch if your using it and right under awkcr if your using that so it should be like 2-3 in your order.
 
Omg thank you so much for your answer. No I'm not using the unofficial patch. Should I get it? Yes I updated the WSFW for sure. I was seeking help on the other forums thats just what I was told that is was WSFW causing it, and I need to start my game over and remove it. I dont want to start over, I know there must be something I can do. At the moment it is high in my load order. It's actually the first thing at the top.
 
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