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Public Beta 3.0.1

For some reason I can't change the infirmary section in the hanger. Last time I could change them into military training and Stingerray section but now on my new playthrough I can't change it.
That part of the hangar is not meant to be changed yet - will be resolved in a future patch as an unlock.
 
Updated to version -f.
It is now dumping some TryToStartNewRaids() - if I'm reading this right, it launched an attack of Raiders onto VRWorkshopLocationWasteland (one of the "Creation Club Virtual Workshops" - I forgot I even had those installed, I believe they automatically get flagged as owned by the Player on initialisation). with 0 Attackers and Defenders?
I got no quest marker or anything for it, but I've not even been to those in this save let alone built anything there, and from memory the game gets really confused about trying to give you map markers pointing into those. I did get a bizarre seeming "flyover cam victory screen" which listed 0s for everything, where it seemed to me making me fly towards the dead center of the world map but it was finished before I got there - I have those switched ON for Raids in the settings.
Trying going there now to see what it does.... yeah, no sign of anyone in there. If I'm reading this right, it auto-succeeded the defense, but also still thinks My Faction is locked in a raid?
I did have two random Raiders seem to be coming for me at one point during this testing (wasn't watching the clock sadly) but I was at Egret Tours Marina at the time; is that where those have been coming from this whole time?
Attached is the relevant log file (converted to .txt so I can upload it but otherwise untouched).
Few hours later edit: The logs are still putting that output data in them, but it's consistently saying My Faction is already doing 1 out of 1 CurrentRaids, although as described above I've no idea where. At a guess the systems didn't know what to do with those "VR Workshops" and/or if there was nobody there to defend.

It does appear that the "only set X amount of people to guard Territories" setting now works correctly too; at least when set to 1 via the Holotape.

(for those reading, don't bother with those Virtual Workshops btw; even with the "connect between worldspaces" upgrade at HQ you can't get them onto the Caravan Network)
Believe I have these issues sorted for 3.0.1g.
 
Latest build is up, 3.0.1g. Link and change notes in the 2nd post of this thread.
 
Art of War wont progress. Salvador doesnt acknowledge the war planning desk. Im using Spec Isle - where my base is. (Kinda bummed the RotC plan cant be used with it).
 
Does it happen if you donate a single item? There's a common issue with the way the game handles container change events where donating a lot of different items at once causes the scripting engine to go overboard. We've put in as many safeguards as we can, but unfortunately we lack the ability to limit how many items you drop in a container.

If it's happening with a single item, it might be a problem with the item I can look into or with armor in general.
i tried both 1 item or mixed with a bunch of items
 
Updated to version -g and ran a bit of stuff to make time pass.
InvasionManager log file still says:
[09/13/2023 - 04:51:00PM] Empire [Faction <PlayerFaction (0001C21C)>]: Current Raids = 1, iMaxRaidsForEmpire = 1, iRaidsToStart = 0
Not sure how I can "clear" the supposed raid my faction appears to be 'stuck' in. I stupidly didn't keep enough rollback hardsaves to do this testing to my own standards with.
 
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So started a new playthrough with 3.0.1f, placed beacons in starlight and then sanctuary, updated to g, and have yet to see Jake even after searching all over both settlements. Even popped down to concord to see if he was at his shop, nada.

EDIT: not far in, so I'll try starting again with beta g.
 
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Ah ok - that's different than what I was expecting. That can happen if your load order has too many quests starting up in the game at once - quests are what SS2 and many other mods use as controllers for gameplay. It's not uncommon for large load orders, or folks using a lot of CC content.

Best way to avoid it is to disable SS2 and its expansions when you start your character (keep WSFW enabled though), then after you finish character creation, save, exit, and enable SS2 stuff.
The dealio is that i had already gotten out of the vault once w/o SS2 or WSFW. I went back in immediately and saved there. Then I enabled SS2 stuffs and WSFW. On load with those is when I got that message. I'm wondering if it could have anything to do with the scores of wsfw and city plans i have loaded too. at least 2 per settlement.
 
So started a new playthrough with 3.0.1f, placed beacons in starlight and then sanctuary, updated to g, and have yet to see Jake even after searching all over both settlements. Even popped down to concord to see if he was at his shop, nada.

EDIT: not far in, so I'll try starting again with beta g.
Setup the beacon in Sanctuary as soon as I cleared concord, and Jake spawned but he's just standing there... MENACINGLY! Not approaching me at all even as I stand here staring at him.
He did initiate the conversation himself as I approached him.
Edit 2: so far the asams, Jake, and plot building seem to be a lot more responsive than in 3.0.0
 
I'm not sure if it's from this beta build or not, but I've run a couple of Territory Assaults now where the incoming Reinforcement waves (and there's always been two waves of enemy ones, none of my own despite having troops to spare) are spawning ~200 units away from me then trying to make their way to me... but if they don't make it about 30 seconds, they seem to have about a 75% chance to get re-teleported back to where they spawned - I watched them doing it when it finally got to the "take out the last few" quest-stage. It's regularly taking 5+ minutes for them to make it to the location, in groups of 1-3 rather than all at once. I haven't seen more than a couple of them do the 'teleport to the flag' thing.
 
Art of War wont progress. Salvador doesnt acknowledge the war planning desk. Im using Spec Isle - where my base is. (Kinda bummed the RotC plan cant be used with it).
I figured it out. I tried disabling mods to no result. Then I remembered this rumor about this isle being really two zones by each other. So upshot is he didnt lead me to where he wanted the desk to be. It was on the other side of the isle.
 
Updated to version -g and ran a bit of stuff to make time pass.
InvasionManager log file still says:
[09/13/2023 - 04:51:00PM] Empire [Faction <PlayerFaction (0001C21C)>]: Current Raids = 1, iMaxRaidsForEmpire = 1, iRaidsToStart = 0
Not sure how I can "clear" the supposed raid my faction appears to be 'stuck' in. I stupidly didn't keep enough rollback hardsaves to do this testing to my own standards with.
Try running:
cqf ss2_c3_invasionmanager DumpRaids

That will print out all the details on the current raids, so if there is one actually running it should have the workshop or territory ID in the output so you can player.moveto that thing and see if there really is an attack waiting or not.
 
i tried both 1 item or mixed with a bunch of items
Can you tell me a specific item that locks things up for you so I can go test it myself and see if its a mod problem or a conflict?
 
I'm not sure if it's from this beta build or not, but I've run a couple of Territory Assaults now where the incoming Reinforcement waves (and there's always been two waves of enemy ones, none of my own despite having troops to spare) are spawning ~200 units away from me then trying to make their way to me... but if they don't make it about 30 seconds, they seem to have about a 75% chance to get re-teleported back to where they spawned - I watched them doing it when it finally got to the "take out the last few" quest-stage. It's regularly taking 5+ minutes for them to make it to the location, in groups of 1-3 rather than all at once. I haven't seen more than a couple of them do the 'teleport to the flag' thing.
I modified the teleport code in build g to try and better do what its meant to, which is just to prevent people from getting stuck under the world - which can happen with spawned NPCs in Bethesda games.

I think what may end up having to happen long term, is we're going to have to go hand place special attack origin markers for all territories - which will be a hell of a project. It's all dynamic currently, using various markers that can be fetched from the base game world, but occasionally it grabs markers that are in areas the game struggles to path the AI to its destination - hence the weird small groups slowly making their way forward.
 
The dealio is that i had already gotten out of the vault once w/o SS2 or WSFW. I went back in immediately and saved there. Then I enabled SS2 stuffs and WSFW. On load with those is when I got that message. I'm wondering if it could have anything to do with the scores of wsfw and city plans i have loaded too. at least 2 per settlement.
That warning means the SS2 controller quests hadn't finished starting up within the first several minutes of SS2 being recognized. It can definitely be a false positive - ie. there might be no problem at all, other than things are starting up slowly. In the past we'd had folks experiencing vital controller quests not starting up at all in their giant load orders and so SS2 would just be broken in their playthough, which is why that warning was added.

What I think might be worth adding for power users, is a tool to test all the core quests and print out in a log which are running and which aren't - that way we can see if it is indeed just addon content slowing things down, or if there's an actual problem.
 
Try running:
cqf ss2_c3_invasionmanager DumpRaids

That will print out all the details on the current raids, so if there is one actually running it should have the workshop or territory ID in the output so you can player.moveto that thing and see if there really is an attack waiting or not.
It's still that attack of Raiders assaulting that one VR Workshop. (Despite the name, that's actually the "Atomic Crater" one)
[09/14/2023 - 09:35:42AM] Dumping Raid 0
[09/14/2023 - 09:35:42AM] bSlotAvailable = False
[09/14/2023 - 09:35:42AM] iReserveID = 20
[09/14/2023 - 09:35:42AM] bAttackersWon = False
[09/14/2023 - 09:35:42AM] bConfigured = True
[09/14/2023 - 09:35:42AM] bCanceled = False
[09/14/2023 - 09:35:42AM] bAssaultStarted = True
[09/14/2023 - 09:35:42AM] bCompleted = True
[09/14/2023 - 09:35:42AM] bSoldiersWaitingToReturnHome = False
[09/14/2023 - 09:35:42AM] bPlayerEmpireInvolved = True
[09/14/2023 - 09:35:42AM] iAssaultType = 4
[09/14/2023 - 09:35:42AM] iPillageTarget = -1
[09/14/2023 - 09:35:42AM] kOriginWorkshopRef = None
[09/14/2023 - 09:35:42AM] AttackersCollection = [RefCollectionAlias <alias Attackers01 on quest SS2_C3_InvasionManager (0904BAD:cool:>]
[09/14/2023 - 09:35:42AM] DefendersCollection = [RefCollectionAlias <alias Defenders01 on quest SS2_C3_InvasionManager (0904BAD:cool:>]
[09/14/2023 - 09:35:42AM] AttackingEmpire = [simsettlementsv2:objectreferences:empiredata < (FF02B317)>]
[09/14/2023 - 09:35:42AM] AttackingFactionDefinition = [simsettlementsv2:armors:factiondefinition <SS2_FactionDefinition_Raider_MVP (090A4ED3)>]
[09/14/2023 - 09:35:42AM] DefendingEmpire = [simsettlementsv2:objectreferences:empiredata < (FF001DC4)>]
[09/14/2023 - 09:35:42AM] DefendingFactionDefinition = None
[09/14/2023 - 09:35:42AM] kTargetWorkshopRef = [workshopscript < (FE029DC1)>]
[09/14/2023 - 09:35:42AM] kTargetTerritoryController = None
[09/14/2023 - 09:35:42AM] TargetLocation = [Location <ccFSVFO4006_VRWorkshopLocationWasteland (FE0298BF)>]
[09/14/2023 - 09:35:42AM] kTargetMapMarkerOrCenter = [ObjectReference < (FE029DBD)>]
[09/14/2023 - 09:35:42AM] bAutoHandleObjectives = False
[09/14/2023 - 09:35:42AM] iDefendersGenerateArmyStrength = 0
[09/14/2023 - 09:35:42AM] iAttackersGenerateArmyStrength = -1
[09/14/2023 - 09:35:42AM] bManualShutdownNeeded = False
[09/14/2023 - 09:35:42AM] fTimeQueued = 150.456924
[09/14/2023 - 09:35:42AM] iStartingAttackerCount = 10
[09/14/2023 - 09:35:42AM] iStartingDefenderCount = 0
[09/14/2023 - 09:35:42AM] fAttackerForceValue = 410.000000
[09/14/2023 - 09:35:42AM] fDefenderForceValue = 410.000000
[09/14/2023 - 09:35:42AM] fLocationDefenseValue = 0.000000
[09/14/2023 - 09:35:42AM] iReinforcementAttackerWavesSent = 1
[09/14/2023 - 09:35:42AM] iReinforcementAttackersSent = 8
[09/14/2023 - 09:35:42AM] iReinforcementDefenderWavesSent = 0
[09/14/2023 - 09:35:42AM] iReinforcementDefendersSent = 0
[09/14/2023 - 09:35:42AM] Outputting 0 actors in AttackersCollection:
[09/14/2023 - 09:35:42AM] Outputting 0 actors in DefendersCollection:
[09/14/2023 - 09:35:42AM] Finished dump of raid 0
I just did a player.moveto of the workshop there then ran around in there and didn't see anyone.
 
It's still that attack of Raiders assaulting that one VR Workshop. (Despite the name, that's actually the "Atomic Crater" one)

I just did a player.moveto of the workshop there then ran around in there and didn't see anyone.
Oh it's still stuck from before I changed it to eliminate VR workshops. You should be able to do:

cqf ss2_c3_invasionmanager ClearRaid 0
 
Oh it's still stuck from before I changed it to eliminate VR workshops. You should be able to do:

cqf ss2_c3_invasionmanager ClearRaid 0
Alright yeah that cleared it out and it's now rolling for attacks again.
As I said I didn't do my due diligence and keep appropriate rollback saves for this testing, brain hasn't been at 100% this past couple weeks and apparently that is what slipped through.

If I'm reading these logs right, this does look pretty interestingly coded... I notice HQ is in the list of potential locations it keeps rolling, though - quite low on the list that appears to be sorted by "Defense Ratio", presumably all the turrets I built on the exterior don't count for that. Is there an exception in there for that (it hasn't rolled that as its choice so far) or is that meant to be a valid target?
Also, it's hard to tell and I'm about to try a few things to verify, but it looks like it's getting "stuck" at the GetEmpireLocationsNotUnderAttack point and only continuing after a save and reload. Not yet confirmed, but that's what my logs are showing right now.
I'd comment on how the raids themselves go, but so far it's rolled Nuka Cola Cafe (another CC one) every single time as its target and then auto-passed itself. I know, RNG and all that, but it's rolled that as the location now six times in a row.
ID on that is showing as [Location <ccEEJFO4002_NukaCafeLocation (FE016BC4)>] if that helps.
 
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