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Public Beta 1.0.7a

kinggath

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Tonight's public beta should fix some of the deepest bugs in the SS2 code. I was able to figure out some long-standing mystery issues, so really excited to get some feedback on these changes!

  • Fixed a bug that would prevent City Plans from changing plot types/building plans and the level as well, now they can do all 3 at the same time if the designer wishes.
  • Fixed a bug with the HUD that would cause it to get stuck when entering a new settlement.
    • This was likely the cause of a lot of HUD issues, such as it appearing that none of the numbers matched up to reality. And that's because the numbers were probably frozen in time due to this bug.
  • The HUD should now start hidden on game load until triggered to appear based on player’s settings (by default this would be on entering workshop mode).
  • HUD should reappear much faster after the first initialization on save load.
  • City Plan upgrades are now better threaded which will result in dramatically improved performance.
  • City Plan remote upgrades will now correctly clean up duplicate items and handle plot upgrades when the player returns to the settlement next. This can take a fair amount of time, but will run silently in the background.
  • Updated Sickle and Skout’s audio so the volume is more closely balanced to vanilla super mutant voices.
  • During the quest Memory Lane, when Jake reacts to a power outage, a sound effect indicating the power outage will now play correctly.
  • During the quest Memory Lane, if the protectron fails to speak in time, a sound of something breaking will play for Jake to react to before walking downstairs to find Paul and Hubert.
  • Updated generator power sounds used in Concord.
  • On patch load, the Protectron settler voice quest should reboot itself to fix an issue with global variable display during the clinic scene.
  • Assignment Requirements will now default to off for all but High Involvement settings when a City Plan is used. This will allow City Plan designers to use the higher tiered buildings in their designs, without players having to worry about whether the settlers have appropriate stats to use them.
  • Tutorial pop-ups from plots should no longer appear if the player is not in the settlement at the moment they would normally occur.
  • When Maintenance Costs are enabled, items with the NoCripple keyword will not be given maintenance costs. This vanilla keyword was chosen intentionally so other mod authors can easily flag items that don’t make sense to have maintenance costs.
  • Municipal Power pole and Municipal Power Switch will no longer require Maintenance Costs as they simply represent the total power produced by power plots which already have their own operating costs.
  • Modified Claudia’s placement to attempt and prevent her from spawning under the world in some mod combinations.
  • Restored additional missing Protectron settler voice files.
  • [Experimental] Added a new global to adjust the update frequency of cinematic mode which will theoretically make it much smoother. This is flagged as experimental, as it might cause script lag or other problematic behavior and so is only available via console command.
    • The global is called SS2_Settings_CameraMode_UpdateFrequency and can be changed by running: set SS2_Settings_CameraMode_UpdateFrequency to X, where X is a number. The default value is 1.0, lowering this number to something like 0.25 or 0.1 will substantially smooth out the camera movement.
  • Fixed a bug with the SPECIAL training plots that prevented anyone but the primary owner from actually receiving the training benefits.
  • Fixed a bug that was causing tons of assignment issues with people assigned to multi-settler supporting building plans.
  • After Jake returns to the hardware store from the settlement in Where There’s Smoke, Memory Lane will automatically start and post an objective.
  • Synths during the quest Red Handed will now correctly attack the player, even if they had sided with the Institute. While unimmersive, it at least will guarantee the player can complete the quest at that point.

Download Public Beta 1.0.7a here.

-kinggath
 
  • Fixed a bug with the SPECIAL training plots that prevented anyone but the primary owner from actually receiving the training benefits.
  • Fixed a bug that was causing tons of assignment issues with people assigned to multi-settler supporting building plans.
  • After Jake returns to the hardware store from the settlement in Where There’s Smoke, Memory Lane will automatically start and post an objective.
It's like you're reading my wishlist. I was legitimately about to post to that other place to suggest that last one! I don't say it enough, thanks for all your work!
 
Tonight's public beta should fix some of the deepest bugs in the SS2 code. I was able to figure out some long-standing mystery issues, so really excited to get some feedback on these changes!

  • Fixed a bug that would prevent City Plans from changing plot types/building plans and the level as well, now they can do all 3 at the same time if the designer wishes.
  • Fixed a bug with the HUD that would cause it to get stuck when entering a new settlement.
    • This was likely the cause of a lot of HUD issues, such as it appearing that none of the numbers matched up to reality. And that's because the numbers were probably frozen in time due to this bug.
  • The HUD should now start hidden on game load until triggered to appear based on player’s settings (by default this would be on entering workshop mode).
  • HUD should reappear much faster after the first initialization on save load.
  • City Plan upgrades are now better threaded which will result in dramatically improved performance.
  • City Plan remote upgrades will now correctly clean up duplicate items and handle plot upgrades when the player returns to the settlement next. This can take a fair amount of time, but will run silently in the background.
  • Updated Sickle and Skout’s audio so the volume is more closely balanced to vanilla super mutant voices.
  • During the quest Memory Lane, when Jake reacts to a power outage, a sound effect indicating the power outage will now play correctly.
  • During the quest Memory Lane, if the protectron fails to speak in time, a sound of something breaking will play for Jake to react to before walking downstairs to find Paul and Hubert.
  • Updated generator power sounds used in Concord.
  • On patch load, the Protectron settler voice quest should reboot itself to fix an issue with global variable display during the clinic scene.
  • Assignment Requirements will now default to off for all but High Involvement settings when a City Plan is used. This will allow City Plan designers to use the higher tiered buildings in their designs, without players having to worry about whether the settlers have appropriate stats to use them.
  • Tutorial pop-ups from plots should no longer appear if the player is not in the settlement at the moment they would normally occur.
  • When Maintenance Costs are enabled, items with the NoCripple keyword will not be given maintenance costs. This vanilla keyword was chosen intentionally so other mod authors can easily flag items that don’t make sense to have maintenance costs.
  • Municipal Power pole and Municipal Power Switch will no longer require Maintenance Costs as they simply represent the total power produced by power plots which already have their own operating costs.
  • Modified Claudia’s placement to attempt and prevent her from spawning under the world in some mod combinations.
  • Restored additional missing Protectron settler voice files.
  • [Experimental] Added a new global to adjust the update frequency of cinematic mode which will theoretically make it much smoother. This is flagged as experimental, as it might cause script lag or other problematic behavior and so is only available via console command.
    • The global is called SS2_Settings_CameraMode_UpdateFrequency and can be changed by running: set SS2_Settings_CameraMode_UpdateFrequency to X, where X is a number. The default value is 1.0, lowering this number to something like 0.25 or 0.1 will substantially smooth out the camera movement.
  • Fixed a bug with the SPECIAL training plots that prevented anyone but the primary owner from actually receiving the training benefits.
  • Fixed a bug that was causing tons of assignment issues with people assigned to multi-settler supporting building plans.
  • After Jake returns to the hardware store from the settlement in Where There’s Smoke, Memory Lane will automatically start and post an objective.
  • Synths during the quest Red Handed will now correctly attack the player, even if they had sided with the Institute. While unimmersive, it at least will guarantee the player can complete the quest at that point.

Download Public Beta 1.0.7a here.

-kinggath
Have you been able to sort the conclusion of 'Where There's Smoke',when after the fight with gunner reinforcements,Jake heads south without conversing with Aiden so leaving the storyline in limbo?!
 
Have you been able to sort the conclusion of 'Where There's Smoke',when after the fight with gunner reinforcements,Jake heads south without conversing with Aiden so leaving the storyline in limbo?!
I've never seen this occur, but will definitely fix it if someone can show me how to trigger it.

In general, the best way to get bugs dealt with is to post a new thread in the help section, hopefully some other folks with the same issue will chime in, and we can try and figure out what you all have in common. Perhaps its a load order issue, specific settings, or maybe some common mods that might be conflicting.

Once the actual cause is confirmed, someone on our support team posts it to my "confirmed issues" list, and I knock those down in order they are added. Currently I have about 20 issues remaining on that list and this isn't one of them - so I think we must need more information on it.

If you already have a post going and haven't had any luck working with others, feel free to bump it stating I suggested you do so.

I will say that when these types of bug reports come in regarding the main quest, within a day of seeing them, someone on the team generally goes and tests the quest to make sure it functions when no other mods are loaded. If they can repeat them without other mods, it means the problem is 100% in our set up and we try and prioritize those immediately so people aren't bricked on the main quest.

I can't manage the entire mod myself, SS2 is just too big, so even though you've got my attention, I still need everything to go through the normal process or I'll never be able to keep up with the workload.
 
Ok so I have a quick question I forgot the npc name but she is the one that sends you to kill the ex minutemen that are now raiders. She keeps sending me to unmarked locations in the theater district it’s a bar filled with gunners but there’s no quest completing kill or npc to be killed. Is there any way to prevent her sending you to unmarked locations ?

other then that the recent patches have been fixing some of the stuff that should be helpful for me since I love using multi plots to keep my settlements smaller.
 
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