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Public Beta 2.2.3 and Workshop Framework 2.3.0

Add Bucky Bunton and Lupe(during the attack on HQ before she switches back to her original clothing) to the 'living in breeze' lifestyle.
 
Got a weird bug at Kingsport Lighthouse. Don't know if it is related to the beta version.
After I assigned someone to the planners desk and activated the city plan, the cinematic mode got interrupted after a few seconds giving me a message, that a planners desk is needed.
I built a new one, reassigned the mayor and fast traveled somewhere else.
After some hours of playing, I noticed that the population still was 1, so I went back there to check and noticed, that several objects have been doubled.
I checked the planners desk and strangly it showed me Abernathy Farm :/
I removed the planners desk and built a new one and it correctly showed Kingsport, but the city layout is still messed up.

I changed the city plan to the basic version and let it rebuilt, but the cinematic stopped again very soon and now it seems even more messed up.
Also tried scrapping everything using the workbench menu and the raze my settlement mod, but it won't delete the stuff placed by the city plan.
Seems that I'm able to remove stuff manually, but I don't want to ^^

Guess I'll ignore the settlement for now, but in case someone wants to investigate, I'm adding my save game and mods.

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccbgsfo4001-pipboy(black).esl
254 FE 1 ccbgsfo4020-powerarmorskin(black).esl
254 FE 2 ccfsvfo4001-modularmilitarybackpack.esl
254 FE 3 ccfsvfo4002-midcenturymodern.esl
254 FE 4 cceejfo4001-decorationpack.esl
7 7 ccrzrfo4001-tunnelsnakes.esm
254 FE 5 ccbgsfo4045-advarccab.esl
254 FE 6 ccfsvfo4003-slocum.esl
254 FE 7 ccgcafo4001-factionws01army.esl
254 FE 8 ccgcafo4002-factionws02acat.esl
254 FE 9 ccgcafo4003-factionws03bos.esl
254 FE a ccgcafo4004-factionws04gun.esl
254 FE b ccgcafo4005-factionws05hrpink.esl
254 FE c ccgcafo4006-factionws06hrshark.esl
254 FE d ccgcafo4007-factionws07hrflames.esl
254 FE e ccgcafo4008-factionws08inst.esl
254 FE f ccgcafo4009-factionws09mm.esl
254 FE 10 ccgcafo4010-factionws10rr.esl
254 FE 11 ccgcafo4011-factionws11vt.esl
254 FE 12 ccgcafo4012-factionas01acat.esl
254 FE 13 ccgcafo4013-factionas02bos.esl
254 FE 14 ccgcafo4014-factionas03gun.esl
254 FE 15 ccgcafo4015-factionas04hrpink.esl
254 FE 16 ccgcafo4016-factionas05hrshark.esl
254 FE 17 ccgcafo4017-factionas06inst.esl
254 FE 18 ccgcafo4018-factionas07mm.esl
254 FE 19 ccgcafo4019-factionas08nuk.esl
254 FE 1a ccgcafo4020-factionas09rr.esl
254 FE 1b ccgcafo4021-factionas10hrflames.esl
254 FE 1c ccgcafo4022-factionas11vt.esl
254 FE 1d ccgcafo4023-factionas12army.esl
254 FE 1e ccawnfo4001-brandedattire.esl
8 8 ccswkfo4001-astronautpowerarmor.esm
254 FE 1f ccswkfo4002-pipnuka.esl
254 FE 20 ccswkfo4003-pipquan.esl
254 FE 21 ccbgsfo4062-pippat.esl
254 FE 22 cceejfo4002-nuka.esl
254 FE 23 ccbgsfo4072-pipgrog.esl
254 FE 24 ccbgsfo4073-pipmman.esl
254 FE 25 ccbgsfo4075-pipshroud.esl
254 FE 26 ccbgsfo4028-powerarmorskinorange.esl
254 FE 27 ccbgsfo4063-papat.esl
254 FE 28 ccrzrfo4002-disintegrate.esl
254 FE 29 ccbgsfo4091-as_bats.esl
254 FE 2a ccbgsfo4097-as_jack-olantern.esl
254 FE 2b ccbgsfo4104-ws_bats.esl
254 FE 2c ccbgsfo4111-ws_jack-olantern.esl
254 FE 2d ccacxfo4001-vsuit.esl
9 9 Unofficial Fallout 4 Patch.esp
10 a WorkshopFramework.esm
11 b HUDFramework.esm
12 c SS2.esm
13 d SS2_XPAC_Chapter2.esm
254 FE 2e SS2WorkshopHUDOverride.esl
14 e SS2Extended.esp
15 f CleanMySettlement.esp
16 10 W.A.T.Minutemen.esp
17 11 CheatTerminal.esp
18 12 Esk_NoTeleportingCreatures.esp
254 FE 2f Raze My Settlement.esp
19 13 SS2_CityPlanPack_RiseOfTheCommonwealth.esp
254 FE 30 SS2AOP_VaultTecTools.esp
20 14 InstituteSettlements2.esp
254 FE 31 SS2Extended_OutfitInjectionPatch.esp
21 15 SS2_Addon_R2R.esp
22 16 Glock86.esp
23 17 WattzLaserGun.esp
24 18 WorkshopFramework_ScriptOverride.esp

xSE PluginPreloader F4 0.2.5.1
Place Everywhere
Address Library
Baka Srap Heap (@ 4)
Buffout 4
[Fixes]
ActorIsHostileToActor = true # Fixes a crash when invoking Actor.IsHostileToActor with a none form
CellInit = true # Fixes a crash where a form does not get converted to a form pointer on unloaded cells
CreateD3DAndSwapChain = true # Fixes a crash on startup when enumerating certain monitor display modes
EncounterZoneReset = true # Fixes encounter zones resetting immediately once you leave them on foot
GreyMovies = true # Fixes a bug where movies that don't define "BackgroundAlpha" on their movie root could load with a grey background
MagicEffectApplyEvent = true # Fixes a crash when magic effect apply events are dispatched on null references
MovementPlanner = true # Fixes a bug where the the movement planner crashes with non-actors
PackageAllocateLocation = true # Fixes a crash when allocating the location for a package
SafeExit = true # Fixes crashes related to exiting the game that can be caused erroneously by F4SE plugin hooks
TESObjectREFRGetEncounterZone = true # Fixes a crash when looking up the encounter zone on a reference that has not yet initialized
UnalignedLoad = true # Fixes a crash related to SIMD intrinsics with an aligned move on unaligned memory
UtilityShader = true # Fixes a crash when a shader can't be found for a given technique id

[Patches]
Achievements = true # Enables achievements on modded saves
BSMTAManager = true # General rendering performance improvement
BSPreCulledObjects = true # General rendering performance improvement
BSTextureStreamerLocalHeap = false # Replaces the texture streamer's local heap with os allocators
HavokMemorySystem = false # Replaces the havok memory system with os allocators
INISettingCollection = true # Massively improves startup times for large load orders by optimizing ini setting loading
InputSwitch = false # Automatically swaps inputs between kb+m/controller
MaxStdIO = -1 # Replaces the maximum stdio handles
MemoryManager = false # Replaces the global memory manager with os allocators
MemoryManagerDebug = false # Enables debug tracing to determine faulting modules
ScaleformAllocator = false # Replaces the scaleform memory allocator with os allocators
SmallBlockAllocator = false # Replaces the small block memory allocators with os allocators
WorkshopMenu = true # Alleviates lag while opening the workshop menu

[Warnings]
CreateTexture2D = true # Warns when a call to CreateTexture2D fails
ImageSpaceAdapter = true # Warns on bad IMAD definitions which will corrupt your memory and crash your game

[Compatibility]
F4EE = false # 1.6.20 - Patches various LooksMenu bugs
Save before cleanup tries
Save after cleanup tries
Mods
 
Last edited:
Exited the game and deleted the four SS2CityPlanManager logs and then loaded back in and started a new city plan for Dalton Farm RotC. Let some plots build for awhile, and then saved and exited the game. No SS2CityPlanManager logs were generated. I can zip up the rest of he logs in that folder if you think it would be of any help.
@kinggath My mistake, one did get generated. It has only a small amount of information though. Had to change the extension from log to txt for the uploader to accept it.
 

Attachments

  • SS2CityPlanManager.0.txt
    4 KB · Views: 4
I have started a new game with minimal load order just SS2, Buffout and High FPS Fix with their requirements.
I have currently just completed "Where there is smoke" and no problems with quests so far.
I have found a couple minor bugs.
Branigan is naked.
Fallout 41.png
I Got the 4294 bug.
Fallout 40.png
Is there a way to check if the new persistance function is running?
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2Extended.esp
SS2Extended_OutfitInjectionPatch.esp
 
I'm not sure if this is related to the radio changes, but I just found a rather strange and new bug.

For the quest Hostile Takeover when you listen to Jake's Private Frequency to start the quest, it doesn't play Jake's audio, instead it play's Archibald and Treadmill's radio message about meeting somewhere with the vault dweller.

I currently have the "sunflower at sundown" quest active. I also have Treadmill's radio message active in my pipboy, which also plays the same message.
 
The first notification should come up immediately after the script that would normally trigger the HQ Radio conversation is run. It should then occur every 10 minutes after that.

That particular should scene should fire shortly after you get the completed quest from How to HQ. There are some checks before it even attempts to fire. It tries to ensure you aren't in combat, aren't sitting (if you are using furniture, the animation gets weird), and you aren't in a dialogue scene with someone else - once those checks are all clear an attempt should be made. I believe I had a similar delay when I did this quest on stream, I fast-traveled to a settlement and it all of a sudden kicked in.
Alright, I'm not getting any notifications for that "call waiting" then (I was testing that setting specifically) - I just called him manually and the scene I was expecting started. This test was done on my 'full' load order...

[EDIT] Yeah, tried with a 'clean' save, still doing the same thing - not getting any form of 'corner message' telling me Mansfield wants to talk to me. My character was just standing idle on the roof of Hammer House in Sanctuary while the skip-cheat ran. Now it's possible something's still interfering - I noticed some things I thought I'd disabled were still running, F4SE plugins mostly. Will try again later with my ABSOLUTELY PERFECTLY CLEAN install.
Also, with Extended switched off, Stodge spawns with his upper body armor on but not wearing any pants (no 'underarmor') - he seems like the kind of guy that'd do that, but I presume that's a mistake. Paul, Lily, and Hubert got the correct alt outfits, and Theresa still has those 'are those just painted on' jeans of her 'custom' outfit.
 
Last edited:
On Xbox - we're removing all of the alternate sex versions of the outfits from the characters they are from. Effectively the Camera from Dyllan is going to be not very helpful on Xbox. Unfortunately, one of the sacrifices we have to make in order to fit Chapter 3.
Sad but a minor thing and clearly necessary. Also I don't think Lupe's outfit allows an armor chestpiece, not sure if that's intended but I've been using Nighingale's outfit a lot (beefy one on male and Fiona's on female), it's a beast and looks awesome. Honestly I just love all the custom outfits, they're fantastic. A shame Sgt Lund lost his backpack, those are great. For some time I've used a mod that adds a nuclear waste container backpack, a swimsuit and a deranged bunny head.
I did get a bunch of photos, including DLC characters (could just cheat their stuff in but whatever). Concord is a buggy mess for me or those would get turned in by now.
 
Not sure if there'll be time to fix this for the patch release, but...
I skipped quest to Hub of the Problem, and went through it. Afterwards, I quest skipped to New Plots on the Block. I had not left the Vault-Tec basement when I did so, and Old Paul popped in. I ignored him and went on to talk to Jake, followed him to Sanctuary and watched him disappear. I tried 3 times, even tried to talk to him before he disappeared the third time. I checked my Pipboy and the map marker changed to the Vault-Tec building. Went there and sure enough Jake was standing there next to Paul in the basement.
Paul shouldn't auto-pop until you reach the settlement, either by following Jake or fast travelling in.
I realize I probably shouldn't have quest skipped until I was in Sanctuary, but to my mind this is a bug that's fixable. yeah?
 
I realize I probably shouldn't have quest skipped until I was in Sanctuary, but to my mind this is a bug that's fixable. yeah?
I normally skip the explanation so Paul doesn't show up at all (for that reason at first I assumed you're talking about Hubert's quest)... Overall this is a rather rare scenario since you're already at the spot of Hub quest, then skip Coolest Cat and Vim and Vigor which requires you to leave and eventually meet Jake at Concord. It does kinda sound like a bug, Paul is not supposed to be there (or anywhere) until Jake offers go to the settlement. Which he did, I guess...
 
Got a weird bug at Kingsport Lighthouse. Don't know if it is related to the beta version.
After I assigned someone to the planners desk and activated the city plan, the cinematic mode got interrupted after a few seconds giving me a message, that a planners desk is needed.
I built a new one, reassigned the mayor and fast traveled somewhere else.
After some hours of playing, I noticed that the population still was 1, so I went back there to check and noticed, that several objects have been doubled.
I checked the planners desk and strangly it showed me Abernathy Farm :/
I removed the planners desk and built a new one and it correctly showed Kingsport, but the city layout is still messed up.

I changed the city plan to the basic version and let it rebuilt, but the cinematic stopped again very soon and now it seems even more messed up.
Also tried scrapping everything using the workbench menu and the raze my settlement mod, but it won't delete the stuff placed by the city plan.
Seems that I'm able to remove stuff manually, but I don't want to ^^

Guess I'll ignore the settlement for now, but in case someone wants to investigate, I'm adding my save game and mods.

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccbgsfo4001-pipboy(black).esl
254 FE 1 ccbgsfo4020-powerarmorskin(black).esl
254 FE 2 ccfsvfo4001-modularmilitarybackpack.esl
254 FE 3 ccfsvfo4002-midcenturymodern.esl
254 FE 4 cceejfo4001-decorationpack.esl
7 7 ccrzrfo4001-tunnelsnakes.esm
254 FE 5 ccbgsfo4045-advarccab.esl
254 FE 6 ccfsvfo4003-slocum.esl
254 FE 7 ccgcafo4001-factionws01army.esl
254 FE 8 ccgcafo4002-factionws02acat.esl
254 FE 9 ccgcafo4003-factionws03bos.esl
254 FE a ccgcafo4004-factionws04gun.esl
254 FE b ccgcafo4005-factionws05hrpink.esl
254 FE c ccgcafo4006-factionws06hrshark.esl
254 FE d ccgcafo4007-factionws07hrflames.esl
254 FE e ccgcafo4008-factionws08inst.esl
254 FE f ccgcafo4009-factionws09mm.esl
254 FE 10 ccgcafo4010-factionws10rr.esl
254 FE 11 ccgcafo4011-factionws11vt.esl
254 FE 12 ccgcafo4012-factionas01acat.esl
254 FE 13 ccgcafo4013-factionas02bos.esl
254 FE 14 ccgcafo4014-factionas03gun.esl
254 FE 15 ccgcafo4015-factionas04hrpink.esl
254 FE 16 ccgcafo4016-factionas05hrshark.esl
254 FE 17 ccgcafo4017-factionas06inst.esl
254 FE 18 ccgcafo4018-factionas07mm.esl
254 FE 19 ccgcafo4019-factionas08nuk.esl
254 FE 1a ccgcafo4020-factionas09rr.esl
254 FE 1b ccgcafo4021-factionas10hrflames.esl
254 FE 1c ccgcafo4022-factionas11vt.esl
254 FE 1d ccgcafo4023-factionas12army.esl
254 FE 1e ccawnfo4001-brandedattire.esl
8 8 ccswkfo4001-astronautpowerarmor.esm
254 FE 1f ccswkfo4002-pipnuka.esl
254 FE 20 ccswkfo4003-pipquan.esl
254 FE 21 ccbgsfo4062-pippat.esl
254 FE 22 cceejfo4002-nuka.esl
254 FE 23 ccbgsfo4072-pipgrog.esl
254 FE 24 ccbgsfo4073-pipmman.esl
254 FE 25 ccbgsfo4075-pipshroud.esl
254 FE 26 ccbgsfo4028-powerarmorskinorange.esl
254 FE 27 ccbgsfo4063-papat.esl
254 FE 28 ccrzrfo4002-disintegrate.esl
254 FE 29 ccbgsfo4091-as_bats.esl
254 FE 2a ccbgsfo4097-as_jack-olantern.esl
254 FE 2b ccbgsfo4104-ws_bats.esl
254 FE 2c ccbgsfo4111-ws_jack-olantern.esl
254 FE 2d ccacxfo4001-vsuit.esl
9 9 Unofficial Fallout 4 Patch.esp
10 a WorkshopFramework.esm
11 b HUDFramework.esm
12 c SS2.esm
13 d SS2_XPAC_Chapter2.esm
254 FE 2e SS2WorkshopHUDOverride.esl
14 e SS2Extended.esp
15 f CleanMySettlement.esp
16 10 W.A.T.Minutemen.esp
17 11 CheatTerminal.esp
18 12 Esk_NoTeleportingCreatures.esp
254 FE 2f Raze My Settlement.esp
19 13 SS2_CityPlanPack_RiseOfTheCommonwealth.esp
254 FE 30 SS2AOP_VaultTecTools.esp
20 14 InstituteSettlements2.esp
254 FE 31 SS2Extended_OutfitInjectionPatch.esp
21 15 SS2_Addon_R2R.esp
22 16 Glock86.esp
23 17 WattzLaserGun.esp
24 18 WorkshopFramework_ScriptOverride.esp

xSE PluginPreloader F4 0.2.5.1
Place Everywhere
Address Library
Baka Srap Heap (@ 4)
Buffout 4
[Fixes]
ActorIsHostileToActor = true # Fixes a crash when invoking Actor.IsHostileToActor with a none form
CellInit = true # Fixes a crash where a form does not get converted to a form pointer on unloaded cells
CreateD3DAndSwapChain = true # Fixes a crash on startup when enumerating certain monitor display modes
EncounterZoneReset = true # Fixes encounter zones resetting immediately once you leave them on foot
GreyMovies = true # Fixes a bug where movies that don't define "BackgroundAlpha" on their movie root could load with a grey background
MagicEffectApplyEvent = true # Fixes a crash when magic effect apply events are dispatched on null references
MovementPlanner = true # Fixes a bug where the the movement planner crashes with non-actors
PackageAllocateLocation = true # Fixes a crash when allocating the location for a package
SafeExit = true # Fixes crashes related to exiting the game that can be caused erroneously by F4SE plugin hooks
TESObjectREFRGetEncounterZone = true # Fixes a crash when looking up the encounter zone on a reference that has not yet initialized
UnalignedLoad = true # Fixes a crash related to SIMD intrinsics with an aligned move on unaligned memory
UtilityShader = true # Fixes a crash when a shader can't be found for a given technique id

[Patches]
Achievements = true # Enables achievements on modded saves
BSMTAManager = true # General rendering performance improvement
BSPreCulledObjects = true # General rendering performance improvement
BSTextureStreamerLocalHeap = false # Replaces the texture streamer's local heap with os allocators
HavokMemorySystem = false # Replaces the havok memory system with os allocators
INISettingCollection = true # Massively improves startup times for large load orders by optimizing ini setting loading
InputSwitch = false # Automatically swaps inputs between kb+m/controller
MaxStdIO = -1 # Replaces the maximum stdio handles
MemoryManager = false # Replaces the global memory manager with os allocators
MemoryManagerDebug = false # Enables debug tracing to determine faulting modules
ScaleformAllocator = false # Replaces the scaleform memory allocator with os allocators
SmallBlockAllocator = false # Replaces the small block memory allocators with os allocators
WorkshopMenu = true # Alleviates lag while opening the workshop menu

[Warnings]
CreateTexture2D = true # Warns when a call to CreateTexture2D fails
ImageSpaceAdapter = true # Warns on bad IMAD definitions which will corrupt your memory and crash your game

[Compatibility]
F4EE = false # 1.6.20 - Patches various LooksMenu bugs
Save before cleanup tries
Save after cleanup tries
Mods

out of experience, even if the build cinematic is interrupted for what ever reason.. stay were you are and ignore the "desk is missing" notification, when the cityplan sets up all non city plan stuff will usually be removed... means there literally is no desk for a brief moment.
 
Exited the game and deleted the four SS2CityPlanManager logs and then loaded back in and started a new city plan for Dalton Farm RotC. Let some plots build for awhile, and then saved and exited the game. No SS2CityPlanManager logs were generated. I can zip up the rest of he logs in that folder if you think it would be of any help.
If you have a save that's only SS2 I can take a look. Otherwise, there's not going to be much to gleam from it.

If the log isn't being created, it means the game load code isn't triggering - which probably means massive script lag in the save.
 
I have started a new game with minimal load order just SS2, Buffout and High FPS Fix with their requirements.
I have currently just completed "Where there is smoke" and no problems with quests so far.
I have found a couple minor bugs.
Branigan is naked.
View attachment 18336
I Got the 4294 bug.
View attachment 18337
Is there a way to check if the new persistance function is running?
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2Extended.esp
SS2Extended_OutfitInjectionPatch.esp
Had you visited Oberland since loading the patch? The persistence update requires a visit to each settlement. Though one of the problem with beds in that screen, that we may never be able to fix without an F4SE solution, is that they count the number of "sheltered beds", and shelter detection is unreliable.
 
Last edited:
Not a bug in the patch, but in the document:
Fixed a bug during the quest “”, where some of the Gunners in the Atrium could fail to become hostile for some players.
 
Had you visited Oberland since loading the patch? The persistence update requires a visit to each settlement. Though one of the problem with beds in that screen, that we may never be able to fix without an F4SE solution, is that they count the number of "sheltered beds", and shelter detection is unreliable.
I have visited Oberland. The beta patch was already installed when I started a new game.

When I tried the beta patch on a game that was midway, I got a pop up advising to visit the settlements and I would get a progress bar recalculating resources.

But when starting a new game with the beta version already installed, the progress bar doesn't appear.

Update:
It happened again but with food this time. I had just visited GrayGarden and I am now at Egret tours marina.

Fallout 42.png
Thinking back now, After I completed the Character creation the game creates an autosave, and that save took longer than usual. I wonder if there was a hiccup when starting the game.
 
Last edited:
The issue I had with the pipboy and the first person weapon being drawn but no weapon, is fixed with the new v2 version. :)
 
I have visited Oberland. The beta patch was already installed when I started a new game.

When I tried the beta patch on a game that was midway, I got a pop up advising to visit the settlements and I would get a progress bar recalculating resources.

But when starting a new game with the beta version already installed, the progress bar doesn't appear.

Update:
It happened again but with food this time. I had just visited GrayGarden and I am now at Egret tours marina.

View attachment 18339
Thinking back now, After I completed the Character creation the game creates an autosave, and that save took longer than usual. I wonder if there was a hiccup when starting the game.
How many mods do you have loaded? I'd love to see a save with the 4294 bug happening so I can check if the items are correctly persisting and the basegame has a bigger issue than we thought, or if something is preventing the persistence from working.
 
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