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Public Beta 1.0.9b with RotC Fixes

Just aplied RotC to sanctuary and it seems to be working just fine. Everything was build in seconds, all the things I had scrapped came basck (as intended, not twice or tree times as before) and doesn't seem to be any overlapping items :)

Tkx a lot for this! :agree:
 
Awesome! Will this fix an existing save if I refresh all of my settlements? As I think my current save might be having the script lag issue this should fix?
 
Awesome! Will this fix an existing save if I refresh all of my settlements? As I think my current save might be having the script lag issue this should fix?
It should help with the script lag if it was caused by the doubled up plots and npc trying to figure out what to do. Anything other then that you can help by going to diamond city or pretty much anywhere inside and wait around til, stuff clears up like plot upgrades and stuff. Takes about 5-30 mins to get it all back to normal basically just let your person stand in a corner or something for a while and get some food or watch a show or something.
 
Well, looks like the problem was "Unofficial Fallout 4 Patch.esp". dunno why, never had any compatibility problems with that mod and it was always in all of my mod list.... Not anymore, SS2 has priority! :P

I'll keep rogressing through the SS2 quest line and report anything unusual.

once again, sorry for the spamming... I'm shutting up now.
I seem to be the only one saying it, but get rid of Unofficial Fallout 4 Patch.esp. It's unbridled cancer.
 
I seem to be the only one saying it, but get rid of Unofficial Fallout 4 Patch.esp. It's unbridled cancer.
It wont be a popular opinion, yeah. I stopped using it myself (at around v104 of SS2) and about half the "bugs" I had been having vanished too.
 
I seem to be the only one saying it, but get rid of Unofficial Fallout 4 Patch.esp. It's unbridled cancer.
Agreed if I can get away without it I don’t use it but some mods require it now for its fixes instead of fixing their own stuff. The unofficial patch can and will conflict with a lot of stuff since it tries to do everything.

also the rotc fix worked and I can now build spectical island no problem.
 
It was the source of all my problems with Conqueror.
I only even installed it in the first place because the "recommended load order" wiki page for ss2 made it seem mandatory.
 
I only even installed it in the first place because the "recommended load order" wiki page for ss2 made it seem mandatory.
I hope it doesn't become a prerequisite. Don't think I'm willing to go through that strife again. Really just tinkering with SS2 in anticipation of Conq being merged into it. Only done 3 or 4 builder quests and called it quits, use MCM to unlock it all and I run away from that builder dude.
 
I seem to be the only one saying it, but get rid of Unofficial Fallout 4 Patch.esp. It's unbridled cancer.
Yeah as soon as I notice it was duplicating items (from city plans) I removed it and don't intend in put it on again.

Thanks for all the support guys, really would never thought that one of the most endorsed mods of all times would be a definitely no go today.

Just to add to the list of examples, I was noticing lots of flickering in the game. Most of them disappear when I removed it because it wasn't flickering per say, it was just 2 objects trying to be rendered in the same position. But that's OT...

Thank you again kinggath for the quick fix!
 
As usuall, thanks for the work!

1st Question: I not use RoC, in fact use the more automatized-build-and-forget style of play in SS2,I love the quests, I love the characters. Unfortunatelly, in the last versions that I see rise my issues in bed count, bad settlers assignation, search tool fail to find things, differences between HUD and Workshop indicators, and some well knowing mission bugs. Worth the pain install this version or better wait till tomorrow to the official one?

2nd Question: Is the UFO4P the new villain, now? Accord to the UFO4P authors, if you got a problem, is always your damn load order/evil patch the culprit (an statement wich I not agree because a logic matter: there's no perfect patch/mod). But must say they claim some compatibility, for example, with Cannary and WSFW so I think his team not ignore the existence of SS2. The most fearest thing is UFO4P have a clear advice that if someone uninstall it, you broke all. And that patch is mandatory to use one of the patch that really improve the fps in my game: FO4FI-Fix. More fps in one of the game worst optimized in the last decade is the first wish of my list.

So, trying to not fall in a mod-blame-other-mod-war, I search for a wise advice about this patch, cause one thing is install and start 7542845 times the game for test de SS2 and another FUBAR all the game.



Thanks in advance.
 
The unofficial patch team has existed at least since Oblivion. I'm going to guess there are few that know more about the game systems other than Bethesda employees. (even that is questionable) I would guess there are more than a few mods out there that will conflict with the UFO4P causing issues.

WSFW was created in cooperation with the UFO4P team to make sure there were no conflicts. SS2 uses a lot of WSFW systems. I find it hard to believe that the UFO4P is causing problems for SS2.

Maybe I should start a new profile without the UFO4P and see if any of my issues disappear. I have a feeling I would miss all the fixes that are in the patch...
 
This is why I hadn't mentioned it until now, I figured it was just another "only happening to me with my specific hardware and load order" issue. I figure if it's on the "recommended load order" page it must be fine outside of edge case conflicts.
 
I understand that in a scenario with thousands of mods and a different hardware for every user, is not easy to detect what is really a bug or a personal issue. For that reason I ask people who know more than I about any clue to rescue my playgame form the mess I actually have with SS2.
 
2nd Question: Is the UFO4P the new villain, now? Accord to the UFO4P authors, if you got a problem, is always your damn load order/evil patch the culprit (an statement wich I not agree because a logic matter: there's no perfect patch/mod). But must say they claim some compatibility, for example, with Cannary and WSFW so I think his team not ignore the existence of SS2. The most fearest thing is UFO4P have a clear advice that if someone uninstall it, you broke all. And that patch is mandatory to use one of the patch that really improve the fps in my game: FO4FI-Fix. More fps in one of the game worst optimized in the last decade is the first wish of my list.

So, trying to not fall in a mod-blame-other-mod-war, I search for a wise advice about this patch, cause one thing is install and start 7542845 times the game for test de SS2 and another FUBAR all the game.

Thanks in advance.
As for the UFO4P I won't go beyond saying it is something with my setup. As I mentioned, it's one of the most endorsed mods in nexus, and as some1 else mentioned, their experience and capabilities were/are never being put in question.

In the tests I did and reported on this thread, I started with a save with only the 1.09b installed (as it had the requirement in it) and slowly enabled the mods I had on my profile. The only one that caused things to behavior weird (duplicated objects in this case) it was UFO4P, but this might be because, and not in any specific order:
  • loading order
  • other mods I had on when I activated it
  • my weird hardware setup which is half way into an upgrade (RTX 2070, 32gb ram and a crappy i5-6600k)
  • Hell, might even be the fact that it's been like 4 years since I did a clean windows installation
  • Might be regedit garbage I have somewhere doing stupid things
  • If you are using NMM, even installation order matters, because of the overrides of files
I'm far from a specialist on this, but the bottom of the line I think it is , if you don't have problems with UFO4P you probably should keep using it.

I'm a scientist (IA researcher) so I work with facts and testable scenarios and the only think I can say with 100% sure is that with my installation order, load order and mod list, UFO4P is causing problems with SS2.

Just one more time, this is my load order. The ones without the * are not being loaded. I hope I could help you somehow.

*HUDFramework.esm
*ArmorKeywords.esm
*XDI.esm
*NPCScaling.esm
*Gunners Overhaul 1.1.esm
*CROSS_VertibirdFlightsuit.esl
*CROSS_Wasteland_Ronin.esl
*CWRaiders.esl
*CROSS_CosmeticFramework.esm
*WorkshopFramework.esm
*SS2.esm
*TheMarshland.esm
*Geckos.esl
*Mantis.esl
*DamageThresholdFramework.esm
*DDLL.esl
*Loot Detector.esl
*IDEKsLogisticsStation2.esl
Unofficial Fallout 4 Patch.esp
*SwansBarAndPitstop.esl
*SS2_XDI Patch.esp
*Fallout 4 NPC Scaling and Enemy Buff 1.0.esp
*CleanMySettlement.esp
*PiperCaitCurieDialogueOverhaul.esp
*Phase4DLC.esp
*M8r_Item_Tags_Vanilla_EN.esp
*ENBLightsHDRPatch.esp
*MutilatedDeadBodies.esp
*subwayrunnnerdynamiclighting.esp
*CROSS_PlasRail.esp
*OutcastsAndRemnants.esp
*CrimeTown.esp
*Depravity.esp
*CombatZoneRestored.esp
*TrainBar.esp
*America Rising - A Tale of the Enclave.esp
*BetterOpenSeason.esp
*More Armor Slots.esp
*Eli_Armour_Compendium.esp
*RaiderOverhaul.esp
*The Deadly Commonwealth Expansion.esp
*Vault4.esp
*RecruitableSettlers.esp
*W.A.T.Minutemen.esp
*Enclave Paint DLC.esp
*DCGuard_Overhaul.esp
*OldTimeReligion.esp
*PlaneWreck.esp
*TU3SD4Y'S Commonwealth Responders.esp
*InstituteSettlements2.esp
*AA 50 Ways To Die.esp
*walkers.esp
*RecruitableSettlersFH.esp
*D.E.C.A.Y.esp
*SS2_FDK_TinyLiving.esp
*ProjectValkyrie.esp
*CROSS_MojaveManhunter.esp
*LAER.esp
*F4NVServiceRifleRedux.esp
*SS2HappyTrails.esp
*Rangergearnew.esp
*WattzLaserGun.esp
*SwanPond - Settlement.esp
*CHAOTIC SUN.esp
*SS2_BleachersDCStory_Patch.esp
*More Armor Slots - Far Harbor.esp
*CF_AtomicWarlord.esp
*Combat_Helmet_Illumination 1.2.esp
*CROSS_Techmask.esp
*CROSS_Cybernetics.esp
*CROSS_2077.esp
*CROSS_CoA.esp
*CROSS_InstituteExpeditionarySuit.esp
*SS2WastelandVenturers.esp
*Enclave_Operator.esp
*Gunner_Operator.esp
*TacticalHuman.esp
*Nexus_PMC.esp
*PMC_extended.esp
*PMC_extended_lore.esp
*Fixed Alpha Map.esp
*Quieter Settlements - Contraptions.esp
*Quieter Settlements - Vanilla.esp
*Quieter Settlements - Wasteland Workshop.esp
*CROSS_Uni_Scarf.esp
*MinutemenPropaganda.esp
*EvilViking13_MinutemenMorale.esp
*CBBE.esp
*CBBEHeadRearFix.esp
*WestTekTacticalOptics.esp
*spacefiddle_Follower-Stealth-Distance-Fixes.esp
*CraftingFramework.esp
*CraftingFrameworkAWKCR2.esp
*CraftingFramework_ChipLoot.esp
*CraftingFramework_LME.esp
*CraftingFramework_MLM.esp
*BOS.Fences.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*WET.esp
*BOS1 (hardcore).esp
*CROSS_BrotherhoodRecon.esp
*Easy Lockpick and Harck.esp
*XP From Companion Kills.esp
*NPCScaling_BB.esp
*More Armor Slots - Automatron.esp
*More Armor Slots - Nuka World.esp
*More Armor Slots - Vault-Tec Workshop.esp
*NoAffinityCooldown.esp
*TheyWantTheD.esp
*SeasonWantTheD.esp
*QuickTrade.esp
*dD-Action Ragdoll Force.esp
*RAW INPUT.esp
*FO4 Seasons - Autumn - AllDLC.esp
*Synths Revamped.esp
*Insignificant Object Remover.esp
*PIP-Pad.esp
*IDEKsLogisticsStation2_SS2_Patch.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*JunkTown-FENCES2.esp
*RecruitableSettlersLeaders2.esp
*SS2_ruined_simsettlement_addonpack.esp
*SS2Extended.esp
*SS2WalledGardensAndMore.esp
*SS2WhisperPowerPlots.esp
*M8rDisablePipboyEffects.esp
*GCM.esp
*EPO.esp
*waterLODfix.esp
*AK74M.esp
*RU556.esp
*EnclaveUniform.esp
*MilitarizedMinutemen.esp
*MilitarisedMinutemen_PatchesAddon.esp
*FieldScribeBackpack.esp
*WATM-MM-MMUPAIA_CustomPatch.esp
*SS2-Jampads2.esp
*JunkTownTwo.esp
*Cho1-Workshop-Framework-stuff.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2-PraRandomAddon.esp
*AK400.esp
*Archimedes-II.esp
*CROSS_Blades.esp
*CROSS_CryoLance.esp
*CROSS_RugerMkV.esp
*Extended weapon mods.esp
*SCAR-L.esp
*P90.esp
*P90NPC.esp
*MP7.esp
*Krebs.esp
*KrissVector.esp
*MWM4.esp
*Quad_RAWLauncher.esp
*ReconPack.esp
*AimpointForDSR.esp
*CROSS_BreakActionLaser.esp
*CROSS_CourserStrigidae.esp
*Look At Me IE.esp
*Institute Overhaul.esp
*DTFOptionalPlugin.esp
*L96A1.esp
*GIAT_FAMAS.esp
*G36Complex.esp
*HK_MP5.esp
*HK_UMP.esp
*M1A.esp
*AUG-A1.esp
*XM2010_SniperRifle_by_tooun.esp
*AKeVolk.esp
*BossChestsHaveLegendaries.esp
*3dscopes-replacer.esp
*Live Dismemberment - POSTAL.esp
Live Dismemberment - Brutal.esp
Live Dismemberment - Insane-o.esp
Live Dismemberment - Liebermode.esp
Live Dismemberment - Regular.esp
*BZW_Planet_Explorer.esp
*SS2_CityPlanPack_RiseOfTheCommonwealth.esp
*Armorsmith Extended.esp
*Synth Overhaul.esp
*Synth Overhaul - Black Patch.esp
*Synth Overhaul - No level requirements Patch.esp
*TDCE + AE + Raider Overhaul Patch.esp
*Crimsomrider's Accessories.esp
*NukaRadBans.esp
*Far West Minutemen.esp
*SuperMutantRedux.esp
*SuperMutantRedux_ArmorSmithExtended.esp
*StartMeUp.esp
*Perks, companions and items massive overhaul.esp
 
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I make this post with the utmost respect and sincerity...

This thread is feeling like it is getting off course.

It is not always UFO4P, or any other one mod.
It is almost always a combination of mods. The more mods a person has, the greater the chance.
However, even more so, the more extensive and far reaching any of those mods have, the greater the chance.

Anyone who looks a more than a handful of mods in xEedit can see this effect very quickly (and be terrified of the implications of a it to their game).

I remember once there was an issue with a combo of three mods, and a transfersettlements profile - because of the mods the person had who made the transfer.
(so not only do you need to worry about your mods - but sometimes - the mods of the person who wrote the mod).

Another time there was an "issue" with one of my mods - and it turned out it was an interactions between three mods.
None of them were bad, it just worked out that way.

There are more than likely hundreds if not thousands of posts both lauding and vilifying the unofficial patch.
The reason - it is a very complex and far reaching mod.

In the mod list in question - there are several very cool, yet very far reaching mods.
Unfortunately, I am not surprised at all there there is an issue with a combination of effects with a mod as advanced as SS2.
(seriously - that reads like a list of some of the coolest story enhancement mods on my list of "want to try this but worried about too many conflicts with my other cool mods").

I have helped literally over 150 people with CTD and other issues on the reddit mods forums - it almost always comes down to mod interactions - and very rarely actual any single specific mod (I used to post such similar advice - that I finally kept a copy and past version - then I put a counter in it) .

There are tons of people (including me - with over 270 mods) who use the unofficial patch and SS2 and do not have the issues described.
Clearly this is a multi mod interaction issue.

I have a separate mo2 portable instance set up just for testing and mod development (yes, I know, I can do it with profiles - but I like to keep things 100% isolated and I find this easier for me).
This allows for discreate testing of mod interactions - and something like that might be necessary.

We must be careful about dog piling on it - as folks who may underestimate the complexities - may make decisions that have even further unintended consequences.

So, in conclusion - the focus should not be on "Mod x is bad" or what not - it should be "hey there is a weird interaction between mod X Y and Z, and I am trying to figure out what this is". In this example - clearly UFO4P is one of those mods in the equation - now to find the others...
And that my friends - is a really messy task.

Now, to figure out where the heck I left preston....
 
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