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Public Beta 3.0.4

kinggath

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Download Public Beta 3.0.4b

Today's public beta includes SS2 and WSFW and is scheduled for launch on Tuesday the 7th (another odd patch day as I'm traveling again in November and won't be home many Fridays). I anticipate a few more fixes will make it in still, so keep an eye out for updates to this thread.

SS2 Notes

  • Modified Jake’s starting AI packages to make it less likely he stands outside of the initial settlement he appears at. This should help players who are struggling to find him when building their first beacon in some settlements.
  • Further improved lighting of meeting room cell used during the quest leading up to The Battle of Quincy.
  • [Addon Authors] Renamed the Watchtower class keyword to remove the “OutpostType” from the EDID as this is not accurate.
  • Fixed a bug that would prevent several tutorial messages from being shown.
  • Fixed a bug with the quest A Faction Is Born that could cause several NPCs to become stuck in scenes which could break other quests they are a part of.
  • Fixed a bug with the quest Watchful Eye which would cause the Intercom to speak as if Rob Lambair after the quest was complete.
  • Modified the start of the quest A Faction is Born Slightly to try and prevent an issue where Cassandra’s first line could be skipped, making the player answer a question they hadn’t heard.
  • [SS2 Extended] Hangar Briefing holotapes are now voiced.
  • “Change Main Quest Settlement” tool in the City Manager holotape will now work even if the player hadn’t built a beacon, or if SS2 didn’t detect the beacon being built. This should prevent an issue where running the tool never actually shows the location select dialog.
  • Fixed a bug that could prevent Marketplace Trade Agreements from producing correctly.
  • Fixed a bug that would prevent all possible diseases from appearing in the game.
  • Made further adjustments to Territory code to ensure settlement mods installed in a former SS2 Territory would correctly convert to a standard settlement.
  • Modified Territory workshops to make use of WSFW change that will prevent them from registering as workshops and ending up in the Workshop array.
  • Fixed a bug that could prevent workshop mode working in certain Territories.
3.0.4b Additions
  • The quest When It Rains is now correctly displayed on the Cheat menu for quest skipping.
  • Removed test code from quest skip, this should prevent test messages about bypassing vanilla quests and alliances from showing when skipping to Call to Arms.
  • Wise will now be correctly unflagged as essential when the player reaches a dialogue point where he ends up in combat with the player.
  • Fixed a bug in Major Isaac’s dialogue that would prevent a certain path from ever coming available for players who chose Aiden’s plan during End of the Beginning and also chose not to use Atomic Rain.
  • Branigan’s second quest now has a flier that will appear on the Concord bulletin board.
  • [PC Players] Fixed path to camera animation that is meant to play during the quest Well, Well Well.
  • Restored several missing voice files.
  • Modified startup code to only run after Workshop Framework has finished initializing. This should prevent a race condition where SS2 starts running before systems it relies on from WSFW are available.
  • Fixed a bug that could prevent additional envoy quests from starting after a certain point.
  • Fixed a bug during the NLTC quest Leverage that could cause several characters (most commonly The Ron) to end up stuck in the wrong AI package.
  • Most perk checks in dialogue should now correctly be highlighted and award XP when used.
  • Fixed conditioning on additional dialogue to make NPCs speak lines at appropriate times.
  • Fixed issue with flag pole mesh that caused it to look excessively boxy.

WSFW Notes
  • Assaults will now periodically check for enemies being deleted or disabled by external quests/systems. This should prevent an issue where an Assault could display a quest marker to kill a seemingly non-existent enemy.
  • Adding the keyword VatsCCNoCloseUps to a workbench will now prevent that workshop from being registered in the Workshops array. This will allow for workshops that enable construction in an area, but don’t act as settlements or player homes.
3.0.4b Additions
  • Fixed a bug during framework startup that could cause some quests to fail to start until after the player saved and reloaded.
  • WSFW_Main will now set stage 10 once it completes initial framework startup. This will give a simple default event other mods can test for to know its safe for them to access WSFW framework quests.

Please keep responses to this thread relevant to issues mentioned in the change notes above so we don't derail the focus. If you have other issues with the mod, please continue to post them in the help section - once one of our team members is able to replicate your issue, they will put it on our internal tracker.

Thanks for checking this out!

-kinggath
 
Last edited:
Seems something got broken regarding Assaults with this update. Tried doing Scrap Palace again three times, and not a single Gunner showed up at all.
Attaching these logs in case they can be of any help.
 

Attachments

  • SS2Conquest.0.txt
    6.8 KB · Views: 1
  • SS2WarManager.0.txt
    13 KB · Views: 1
  • WSFWAssault.0.txt
    3.5 KB · Views: 0
Last edited:
Seems something got broken regarding Assaults with this update. Tried doing Scrap Palace again three times, and not a single Gunner showed up at all.
Attaching these logs in case they can be of any help.
Can you try this file? Just extract it to replace the WorkshopFramework - Main.ba2 from the public beta.
 
That file seems to work. All of the Gunnners showed up and I was able to Capture Scrap Palace. However, I was not able to place any turrets. Just the Watch Tower and the Communications Relay.
Turrets weren't showing up as an option, or they just wouldn't go green anywhere for placement?
 
Ended up getting quite a few more fixes in this weekend. 3.0.4b is up! Updated link and patch notes in 1st post of the thread.

Biggest concern is some of the under-the-hood changes I made to Call to Arms and the Battle of Quincy (in preparation for the first major post-launch patch) may have unintended consequences. If you've got time to test anything tonight or in the morning, test that you can play all the way through the battle successfully from whatever saves you've got just before those quests started.
 
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