the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Public Beta 3.0.1

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 just started a new game with 3.0.1g, and had similar behavior after building the beacon in Sanctuary before going to Concord. Jake showed up far down the street to the southwest just before the road curves to the southeast, and just aimlessly wandered around in that area. Once I went up to him, the quest proceeded as normal.

In games started prior to the 3.0.1 beta, he always came up to me as soon as I built the beacon.
 
Flagpole change after doing a Liberate Settlement / Take Vassal action appears to change that settlement to the Pre-War US flag every time, not My Faction's flag. (mine's set to the brown Wasteland Venturers flag so it's pretty obvious)
Take Outpost doing the same thing.

Also, the Take Outpost I just did at Kingsport Lighthouse (which has no Settlers there by default) just had one spawn in the time between the Victory Flyover and it becoming mine... and he was hostile to me.

And it's still only ever chosen that Nuka Cafe as the enemy raid target... which is auto-succeeding every time, and thus I've still not yet actually seen an incoming Raid myself.
 
Last edited:
Try resetting the empire flag again. The issue you had originally posted had been that it wasn't correctly saving the empire flag - I had to rewrite a lot of code for that, and was able to successfully test, but I'm assuming you didn't go back and set the empire flag again after the g update.

Do you have a mod that makes Nuka Cafe a full settlement?

Can you post me one of those logs? (I added .log to the allowed extensions - no idea why that wasn't added ages ago!)
 
Last edited:
Try resetting the empire flag again. The issue you had originally posted had been that it wasn't correctly saving the empire flag - I had to rewrite a lot of code for that, and was able to successfully test, but I'm assuming you didn't go back and set the empire flag again after the g update.

Do you have a mod that makes Nuka Cafe a full settlement?

Can you post me one of those logs? (I added .log to the allowed extensions - no idea why that wasn't added ages ago!)
I don't have any mods altering that location, as best I can tell.
Attached is a log showing it happening twice.

Hopefully a "just me" thing, but I'm now stuck in the questline at the point that would be quest "No Man Left Behind" - none of my crew are moving from the spots they were at the end of "Led by Example", next quest isn't being added to my pipboy, feels suspiciously like something's gotten "stuck" - even leaving it sit there in that state for 10 realtime minutes didn't progress anything beyond some of my crew getting the AI package to move to the next location. And the HQ HUD elements hadn't appeared in all that time either.
 

Attachments

  • SS2InvasionManager.3.log
    11.3 KB · Views: 4
I don't have any mods altering that location, as best I can tell.
Attached is a log showing it happening twice.

Hopefully a "just me" thing, but I'm now stuck in the questline at the point that would be quest "No Man Left Behind" - none of my crew are moving from the spots they were at the end of "Led by Example", next quest isn't being added to my pipboy, feels suspiciously like something's gotten "stuck" - even leaving it sit there in that state for 10 realtime minutes didn't progress anything beyond some of my crew getting the AI package to move to the next location. And the HQ HUD elements hadn't appeared in all that time either.
Hmm both these issues make me think the assault system is failing to start new assaults in your save, as NMLB requires a new assault to start.
 
Not sure if I'll be able to open it, but can you upload the save file so I can try my luck?
 
Not sure if I'll be able to open it, but can you upload the save file so I can try my luck?
Yeah I don't like your chances given I was playing with Full Load Order instead of "testing mode", but here it is anyway.
oop, too big for forums
Disregard the first file I put here, this one will be more accurate to the issues at hand.


Thinking it through, the only mod in my load order that I think might be interfering is "Uncapped Settlement Surplus", which I have set to disable the vanilla attacks... I'm not 100% on how it does that, could that be interfering? It never interrupted that NMLB Assault in the two previous playthroughs...
 
Last edited:
I don't have any mods altering that location, as best I can tell.
Attached is a log showing it happening twice.

Hopefully a "just me" thing, but I'm now stuck in the questline at the point that would be quest "No Man Left Behind" - none of my crew are moving from the spots they were at the end of "Led by Example", next quest isn't being added to my pipboy, feels suspiciously like something's gotten "stuck" - even leaving it sit there in that state for 10 realtime minutes didn't progress anything beyond some of my crew getting the AI package to move to the next location. And the HQ HUD elements hadn't appeared in all that time either.
do you own all those locations
[09/14/2023 - 05:45:30PM] GetEmpireLocationsNotUnderAttack returned [[Location <ccEEJFO4002_NukaCafeLocation (FE016BC4)>], [Location <RedRocketTruckStopLocation (00024FA:cool:>], [Location <TaffingtonBoatHouseLocation (00056CBA)>], [Location <DLC01LairLocation (010008A4)>], [Location <RelayTowerZimonjaLocation (00055402)>], [Location <Farm04Location (0009B1C3)>], [Location <TheCastleLocation (00066EBA)>], [Location <SS2C2_GNNHQLocation (0A01A0F8)>], [Location <StarlightDriveInLocation (00024F96)>], [Location <EgretToursMarinaLocation (00021A7F)>], [Location <Farm01Location (0009B1B4)>], [Location <SunshineTidingsCoopLocation (00024FAD)>], [Location <POIBryanB01_WorkshopLocation (00178E7A)>], [Location <SanctuaryHillsLocation (0001F228)>], [Location <Farm03Location (0009B1C2)>], [Location <JamaicaPlainLocation (00050C08)>], [Location <SpectacleIslandLocation (0008281C)>], [Location <LexingtonLocation (00024FA8)>], [Location <MiltonGeneralLocation (00034313)>], [Location <SS2C3_GlowingSeaFederalCacheLocation (0F0146F4)>], ...]
 
You've got a pretty serious amount of backed up scripts/suspended stacks. I'm using Resaver to see if I can reduce some of the script traffic you are running into, but I think you idle your save for a bit NMLB will kick in.
 
do you own all those locations
[09/14/2023 - 05:45:30PM] GetEmpireLocationsNotUnderAttack returned [[Location <ccEEJFO4002_NukaCafeLocation (FE016BC4)>], [Location <RedRocketTruckStopLocation (00024FA:cool:>], [Location <TaffingtonBoatHouseLocation (00056CBA)>], [Location <DLC01LairLocation (010008A4)>], [Location <RelayTowerZimonjaLocation (00055402)>], [Location <Farm04Location (0009B1C3)>], [Location <TheCastleLocation (00066EBA)>], [Location <SS2C2_GNNHQLocation (0A01A0F8)>], [Location <StarlightDriveInLocation (00024F96)>], [Location <EgretToursMarinaLocation (00021A7F)>], [Location <Farm01Location (0009B1B4)>], [Location <SunshineTidingsCoopLocation (00024FAD)>], [Location <POIBryanB01_WorkshopLocation (00178E7A)>], [Location <SanctuaryHillsLocation (0001F228)>], [Location <Farm03Location (0009B1C2)>], [Location <JamaicaPlainLocation (00050C08)>], [Location <SpectacleIslandLocation (0008281C)>], [Location <LexingtonLocation (00024FA8)>], [Location <MiltonGeneralLocation (00034313)>], [Location <SS2C3_GlowingSeaFederalCacheLocation (0F0146F4)>], ...]
I believe so. None of those stood out as being wrong in any of the logs.

You've got a pretty serious amount of backed up scripts/suspended stacks. I'm using Resaver to see if I can reduce some of the script traffic you are running into, but I think you idle your save for a bit NMLB will kick in.
I'll give that a try. It's odd that it only happened now though, it'd been fine up until this point. I'd left my game running for 10 realtime minutes prior to mentioning this at all, but maybe longer is needed.

EDIT: Alright, yeah, I gave it a full 30 realtime minutes and still nothing had changed.
I do have a save I can roll back to, but it's back a ways - haven't even gotten "Aide Memoire" yet at this point. It'll do for this testing at least; it looks like the script lag at this point in the save wasn't so bad that even the Settlement HUD won't come up. I wonder if the fact that the corpses of CH3 Gunners are never despawning is a factor... I'd done bare minimum of six more assaults by the point of that save posted above. At this point I hadn't yet taken that Nuka Cafe as mine (must've done that while in the area for "Aide Memoire") so I'll see if that makes a difference.

Already spotted that MCM setting "Raid Warnings" wasn't matching what the Holotape said it was set to.
 
Last edited:
Actually got a Misc Quest objective of "Help Defend Nu Cafe Ola" now (see previous post - setting for Warnings via MCM wasn't working) that time. Even though I haven't been there to take it yet in this timeline, it must always count as 'yours' too. And by the time I opened my Pipboy to check it, the quest wasn't there for me to activate.
I'm checking in xEdit now to make sure I don't have any other mod altering that place, but I'm pretty certain I don't... yeah, no sign of anything interfering. Does the place just not have certain data set so it can be detected as a 'player home' and not a 'full settlement'? (which it clearly isn't, the build menu is restricted - I can't even build any turrets in here to bump it off the bottom of the "lowest defense" array)

I don't have any of the other 'player house' Creation Club items to test if that's the issue. I'll go grab Home Plate and see if that gets added to the array too.... nope, that's not showing up in the list in the logs.
I still haven't had it proc an attack anywhere else, so I still can't even say how the incoming enemy attacks play yet. It just feels odd to me that it's ALWAYS picking that as the target - Red Rocket has 0 Defense score too, but I guess since it has nothing in it the "ratio" isn't getting altered.
Mostly unrelated note: setting Patrols is just as fun as I knew it'd be; just had a great Emergent Gameplay moment where a patrolling unit I'd handed a kitted-out laser rifle came through right as I launched a Territory Attack, so we had an additional gun

This'd be a lot easier if someone else was helping crosscheck my work here.
 
Last edited:
Could someone help me, I have a compatibility problem where the stranger never appears but the magazine appears in the sanctuary and there is no sim settlements tab in the workbench.
when I used only the sim settlements and its requirements in the mod list it worked, but then it stopped
I think SS2 is not activated by MO you are just playing vanilla. If your not sure check in game mod section he will sum up mods that are active. As far I can see it's not active.
 
Actually got a Misc Quest objective of "Help Defend Nu Cafe Ola" now (see previous post - setting for Warnings via MCM wasn't working) that time. Even though I haven't been there to take it yet in this timeline, it must always count as 'yours' too. And by the time I opened my Pipboy to check it, the quest wasn't there for me to activate.
I'm checking in xEdit now to make sure I don't have any other mod altering that place, but I'm pretty certain I don't... yeah, no sign of anything interfering. Does the place just not have certain data set so it can be detected as a 'player home' and not a 'full settlement'? (which it clearly isn't, the build menu is restricted - I can't even build any turrets in here to bump it off the bottom of the "lowest defense" array)
Interesting, I'll have to check out the CC player homes and see if they have some tag I can watch for and just exclude them.
 
This'd be a lot easier if someone else was helping crosscheck my work here.
That's why I stopped adding more fixes/features for 3.0.1, too many folks playing Starfield atm, so not enough eyes on this right now. Folks will be back soon though, between our dev team getting back into it starting October, folks are finishing their first playthroughs, and I'm putting out a call for more internal play testers in next patch vid.

I have an idea of why your scripts are stuck though - going to make a minor tweak to try and resolve.
 
Last edited:
That's why I stopped adding more fixes/features for 3.0.1, too many folks playing Starfield atm, so not enough eyes on this right now.

I have an idea of why your scripts are stuck though - going to make a minor tweak to try and resolve.
is there a way to see wethe ror not the timer to start ch3 is ctualy running installed the beta and have rested for 72 hours in game already but stil no message to meet at hq ?
 
is there a way to see wethe ror not the timer to start ch3 is ctualy running installed the beta and have rested for 72 hours in game already but stil no message to meet at hq ?
If I understand this corectly you mean Aiden to call you ? You have to finish HQ quest that you generate 1000 power when you do this you need the Utility building power transfer. Best way to do this is selecting it in the building asam menu. After that Jake will call you. You have to go to HQ to finish this quest. Then one other Quest the antenna upgrade. Then chp 2 will end. Now you have to look in your inbox to find NTLC message from lydia proudmore. After you finish this story, Aiden will call you that they need you back at HQ. Hope this helped !! You can't sleep or travel time. You need to finish the NTLC mission to start chp 3.
 
If I understand this corectly you mean Aiden to call you ? You have to finish HQ quest that you generate 1000 power when you do this you need the Utility building power transfer. Best way to do this is selecting it in the building asam menu. After that Jake will call you. You have to go to HQ to finish this quest. Then one other Quest the antenna upgrade. Then chp 2 will end. Now you have to look in your inbox to find NTLC message from lydia proudmore. After you finish this story, Aiden will call you that they need you back at HQ. Hope this helped !! You can't sleep or travel time. You need to finish the NTLC mission to start chp 3.
You don't need NLTC to start chapter 3, sorry but this is just misinformation. You do need "Commonwealth Rising", "From sea to glowing sea" radio tower quest and "Remote Management".
 
You don't need NLTC to start chapter 3, sorry but this is just misinformation. You do need "Commonwealth Rising", "From sea to glowing sea" radio tower quest and "Remote Management".
i know completed the remote management and the radio tower boosters / commonwealth rising but the radio message from aiden never pops for me even with the beta patch loaded i think , so was wondering if there is a SQS code to check if flickering lights is roling in the background ?
or if u can trick the mod to starting it by contacting aiden on the hq radio ?
 
i know completed the remote management and the radio tower boosters / commonwealth rising but the radio message from aiden never pops for me even with the beta patch loaded i think , so was wondering if there is a SQS code to check if flickering lights is roling in the background ?
or if u can trick the mod to starting it by contacting aiden on the hq radio ?
If you're certain beta is installed correctly (none of the files are duplicating or getting overridden by old files - beta includes SS2, extended and workshop framework), I'd suggest to load the game, do nothing for a bit, try teleporting somewhere, wait a couple minutes irl, use command "passtime 72", wait a bit more, then do that again if it didn't work.
 
Top