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Public Beta 2.3.2

celebration time we are finally under 100 reports remaining on the internal git! I'd say about 50 of them are "nice to haves", ie. super polish level stuff. (For context, we have had about 1100 confirmed reports come in since SS2 launched, so sub 100 feels pretty amazing.)
Congratulations! Great work!!! - I know from this end that one step forward and two back(when it happens) can not only be frustrating but discourging- but- when things start coming together- with programming- there's no better feeling. :smile
 
I have a question about the bobblehead change,
"Bobbleheads in SS2 cloned cells now have a detection script to see if the player already has them, if so, the SS2 copy is hidden."
Are SS2 cloned cells permanent? meaning if you take a bobblehead in one of the SS2 cloned cells, there's no way for that cell to revert back to vanilla?

Also, could this detection script also work for Nick Valentine's "long time coming" quest with the holotapes? I remember I ran into some chicken/egg issues where picking up a holotape before the quest was initiated didn't count towards the quest's objective to collect all 10, I'm guessing because of some SS2 cloned cells/items shenanigans.

Thanks !
 
- Changes to End of the Beginning - the changes I made were very subtle, made to try and get the quest objectives to encourage the player and Aiden to go to the roof via fire escape, but I may need to change Aiden's AI package a bit to make that work reliably. In addition to checking that Aiden's path correctly blocks the front entrance, want to be certain I didn't break Jake's plan with my changes.
On two attempts, after completing "Defeat the second wave of attackers" on the Aiden Path, he proceeded to appear to lose all AI - even after clearing all enemies on my compass, or when another wave spawned, he just stood there where he was.
Interestingly, at this point, so did Lupe. Even when she took a Molotov to the head from one of the (apparently infinitely spawning) waves of guys coming out the front doors.
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Aiden did shout "follow me" or something to that effect at me when that quest-stage activated, but that was it.
Testing Jake Path now to check it didn't break too.

EDIT: Alright, yeah, on the Jake Path too, both Lupe and Aiden both go braindead as soon as that quest stage is reached, not even reacting to trying to Talk to them (that's why I went right up to Aiden in the video above). Jake still acts as a valid 'Stimpak Target' companion (on both paths), but nobody else does.
 
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I have a question about the bobblehead change,
"Bobbleheads in SS2 cloned cells now have a detection script to see if the player already has them, if so, the SS2 copy is hidden."
Are SS2 cloned cells permanent? meaning if you take a bobblehead in one of the SS2 cloned cells, there's no way for that cell to revert back to vanilla?

Also, could this detection script also work for Nick Valentine's "long time coming" quest with the holotapes? I remember I ran into some chicken/egg issues where picking up a holotape before the quest was initiated didn't count towards the quest's objective to collect all 10, I'm guessing because of some SS2 cloned cells/items shenanigans.

Thanks !
Are those the Eddie Winter holotapes? If so, yeah that was also done and is in the patch notes under the V2 section.
 
On two attempts, after completing "Defeat the second wave of attackers" on the Aiden Path, he proceeded to appear to lose all AI - even after clearing all enemies on my compass, or when another wave spawned, he just stood there where he was.
Interestingly, at this point, so did Lupe. Even when she took a Molotov to the head from one of the (apparently infinitely spawning) waves of guys coming out the front doors.
Observe:
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For more detailed information, see our cookies page.

Aiden did shout "follow me" or something to that effect at me when that quest-stage activated, but that was it.
Testing Jake Path now to check it didn't break too.

EDIT: Alright, yeah, on the Jake Path too, both Lupe and Aiden both go braindead as soon as that quest stage is reached, not even reacting to trying to Talk to them (that's why I went right up to Aiden in the video above). Jake still acts as a valid 'Stimpak Target' companion (on both paths), but nobody else does.
Do you have any of those saves? One right in the middle of the battle when they stop would be perfect.
 
Do you have any of those saves? One right in the middle of the battle when they stop would be perfect.

This is a save as close as I could get to after their AI breaks. Save was made just after the most recent quest stage updated, on the "Aiden Path". Aiden shouted something like "Almost there!" and that was it, both he and Lupe stopped responding in any way.
Note: Save was made in active combat and I was playing in tgm mode, might need to do the same to survive more than a split second.

Additional note: The quest marker for the Aiden Path does correctly point to the rooftop elevator, and taking the fire escape up there does teleport Aiden behind the player for his next dialog lines even in that state. It's just that he doesn't path up there himself. The Jake Path does the same thing, running in the front doors does teleport Lupe in to do the 'turn on the evac notice' sequence. It just may be unclear to anyone that hasn't already done the sequence this many times what they're meant to do.
Extra, more 'fluffy' note: During the section before the Minefield gets detonated, on the Aiden Path, Aiden mentions handing Lupe a rifle and not being sure how useful she'd be with it. Lupe always spawns with a Plasma Pistol though, and based on the neon green puddles around the battlefield she must actually be a pretty good shot... That line of Aiden's seems kind of redundant/unnecessary.
 
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Alright, just ran the Attack On GNN sequence through again on both attackplan paths now on the V5 patch, and they DO eventually path the way they should, Aiden even runs up to that fire escape stairs on the side of the building there like it should be working. It just took killing about 100 Gunners before enough of them were outside Aiden's immediate aggro range before he did it, to get him 'out of combat' for a second.
They don't appear to be freezing up on either path now. I think we can call that effectively resolved at this point.

Everything else I've poked over this few days has either worked fine or would take more than a few days to set up and test (like the changes to the Disease System flow), I was trying to not spam the thread up with pointlessness. I'd say short of someone else popping in with a list of issues in the next 24 hours the patch is good to go, unless you want SUPER minor stuff like the [Gun Nut] "perk check" during the sequence where Old Paul hands you Margeret isn't flagged with that 'guaranteed-pass charisma check' trick.
 
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@kinggath
- Modified the radio tuning scene in the quest “Where There’s Smoke” to support the mod Extended Dialogue Interface.
If you are going to do that, you may as well incorporate the rest of my SS2-XDI Patch into SS2. I give you permission to do so.
 
@kinggath
- Modified the radio tuning scene in the quest “Where There’s Smoke” to support the mod Extended Dialogue Interface.
If you are going to do that, you may as well incorporate the rest of my SS2-XDI Patch into SS2. I give you permission to do so.
Out of time to do that tonight - but can do that in the future!
 
Does it change anything for those who use msalaba's patch already? As in, it's still fine to use, right?
Uncertain... My guess would be it will be fine, likely it will just override the changes in this patch to the quest.
 
About that bridge incident, I told you about on stream, it happened again, but on PC this time instead of Xbox, it was happening during the segment "Find Nail" where one gunner would spawn, but they would keep spawning in infinitely.


The exact location was here, that building icon is Drumlin Diner
 

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I just started a new playthrough. 6h into the game I got the outbreak news, is that normal?
I took me like 6 or 7 cure diseases and most of my caps to cure all settlers.
Way way way too early!
 
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6h into the game I got the outbreak news, is that normal?
Many of us run into this, even before doing the first thing in building a settlement. Disease really shouldn't be happening until you start SS2, but it routinely throws this on us at the get go. Our only recourse is - on PC - to console in some disease cures.
 
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