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Public beta of 1.0.0h

kinggath

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Tonight's public beta aims to try and solve the Fallout 4 problem of "too many quests at startup", as well as try and fix some of the strange issues people had with saves using 1.0.0e.

Click here to download public beta of 1.0.0h.
  • Fixed a bug with Carne Asade not accepting quest turn-in.
    • Generally side quest bugs I’m going to be holding off on until we get past hotfixes, but this one turned out to just be a quick dialogue issue.
  • Grey Matters should now try and reboot any scenes that became stuck in previous builds, simply return to the hotel, or if you’ve already made your decision during the quest, return to the room you found the terminal.
  • Added a “save resurrection” system. This is a background system that monitors for failures in SS2 to start up due to things like Fallout 4 dropping quest startups.
    • 60 seconds after the game is started, this controller will attempt to force boot up the SS2 quests that failed to start previously.
    • If a failure was detected a warning message will prompt telling you this process is going to run, followed by another pop-up after it completes.
  • Reduced Sickle’s heath dramatically - he had been duplicated from a boss NPC originally and had unreasonably high stats.
  • Reduced small dog damage to half that of Dogmeat.
  • Fixed a bug that would prevent addon packs from registering additional building plans from updates after they had been installed if the player had already made a manual selection for that plot type.
  • Fixed a bug that would cause the Stranger to repeat all of his dialogue for the quest Plotting the Future after the first Agricultural plot was complete.

Feeling much more confident by doing these public tests first! Also feeling great that a bunch of you have let me know you've completed chapter 1 successfully now with minimal glitches - which means we're almost out of hotfix season! (Which is good because then we can start doing QoL stuff, balance adjustments, side quest fixes, polish, and restoring some of the content that wasn't quite ready for release!)

Thanks everyone for trying out these builds and reporting back!

-kinggath
 
backing up current saves and giving it ago...
I didn't experience any of this myself except for the one where Jake repeats dialog twice when building
My issue there was:
Plot on the ground / Jake would run and start building while talking (But the ASAM part of the convo was skipped) them once he finished building he would stall there for a bit and the ASAM Dialog would eventualy start leaving Jake to do his all over again!
Here's an actual video of it happening
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Gonna try now with this build and will let you know
 
backing up current saves and giving it ago...
I didn't experience any of this myself except for the one where Jake repeats dialog twice when building
My issue there was:
Plot on the ground / Jake would run and start building while talking (But the ASAM part of the convo was skipped) them once he finished building he would stall there for a bit and the ASAM Dialog would eventualy start leaving Jake to do his all over again!
Here's an actual video of it happening
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Gonna try now with this build and will let you know
@Tarkkh great video. Watching this I can see something. When you move Jake you also moved the PC next to the ASAM. When it glitches for me if I replay and then place "plant" the PC next to the ASAM to start with - it will then work much better then.

My suggestion is to start any of these plots and place the player right next to the ASAM to start.
If standing next to the ASAM and he stalls then moving the PC a step or two closer to Jake also seems to get him unstuck.
Still, once you drop the plot. Plant that PC right next to the ASAM and don't move. :friends
 
Not an issue, more of an observation or kind of a PSA: The background check described above seems to be quite script heavy or at least might take a minute or three to complete, even if no issues are found or reported. I made the switch to 1.0.0h Beta right at the beginning of Where there's Smoke, and it took Jake a little longer than expected to return to his shop and actually appear at the location of the quest marker. To the extent where I thought the quest was broken and I briefly went back to 1.0.0g to double-check. Turns out I was just impatient. Tried again with 1.0.0h Beta, slept 24 hours in Jake's bed, and he showed up.

Also I'm happy to report, the Gunner attack stage of this quest seems to be virtually unbreakable: My game was basically set up to fail at this moment, since a whole lot of stuff happened at the same time: The attack itself is quite brutal, at least for an Int/Cha focused Char on Survival Mode, still pretty weak in combat. My char hit lvl 20 at just that moment, which triggers a bunch of events even in the vanilla game, and additional stuff in my particular mod list. I have at least two mods adding new locations to the immediate area. Somehow Jake had decided to chase off after a vanilla Mutie patrol shortly before and managed to catch the attention of Boomer and the Raiders of Zimonja, so they got involved. A Rad Storm was coming in from True Storms, which spawned a Ghoul Horde. And there were some Mercs in the area from NPCs Travel, which turned hostile after I accidentically shot at them...
It was total chaos, utter madness and turned out to be a truly epic fight which lastet for what seemed to be an eternity, with Jake, Aiden and Heather doing all the heavy lifting. I wish I had a video of that.
And nothing conflicted or glitched out. In the end I survived, and the quest progressed smoothly.

This was by far the best moment I ever had in many, many hours of Fallout 4.
So, thank you for that experience, @kinggath and everbody else involved.
 
La bêta publique de ce soir vise à essayer de résoudre le problème de Fallout 4 de "trop de quêtes au démarrage", ainsi qu'à essayer de résoudre certains des problèmes étranges que les gens ont rencontrés avec les sauvegardes en utilisant la 1.0.0e.

Cliquez ici pour télécharger la version bêta publique de 1.0.0h.
  • Correction d'un bug avec Carne Asade n'acceptant pas la remise de quête.
    • En général, les bogues de quête secondaires que je vais attendre jusqu'à ce que nous ayons dépassé les correctifs, mais celui-ci s'est avéré être juste un problème de dialogue rapide.
  • Grey Matters devrait maintenant essayer de redémarrer toutes les scènes qui sont restées bloquées dans les versions précédentes, retournez simplement à l'hôtel ou, si vous avez déjà pris votre décision pendant la quête, retournez dans la pièce où vous avez trouvé le terminal.
  • Ajout d'un système de «sauvegarde de la résurrection». Il s'agit d'un système d'arrière-plan qui surveille les échecs de démarrage de SS2 en raison de choses comme Fallout 4 abandonnant les démarrages de quête.
    • 60 secondes après le démarrage du jeu, ce contrôleur tentera de forcer le démarrage des quêtes SS2 qui n'ont pas pu démarrer précédemment.
    • Si un échec a été détecté, un message d'avertissement vous informera que ce processus va s'exécuter, suivi d'une autre fenêtre contextuelle une fois terminé.
  • La santé de la faucille a considérablement diminué - il avait été dupliqué à partir d'un PNJ boss à l'origine et avait des statistiques déraisonnablement élevées.
  • Réduction des dégâts des petits chiens à la moitié de ceux de la viande de chien.
  • Correction d'un bug qui empêchait les packs d'extension d'enregistrer des plans de construction supplémentaires à partir des mises à jour après leur installation si le joueur avait déjà fait une sélection manuelle pour ce type de parcelle.
  • Correction d'un bug qui obligeait l'étranger à répéter tous ses dialogues pour la quête Tracer l'avenir après la fin de la première parcelle agricole.

Se sentir beaucoup plus confiant en faisant d'abord ces tests publics! Je me sens également très bien que plusieurs d'entre vous m'ont fait savoir que vous avez terminé le chapitre 1 avec succès maintenant avec un minimum de problèmes - ce qui signifie que nous sommes presque hors de la saison des correctifs! (Ce qui est bien parce que nous pouvons alors commencer à faire des trucs de QoL, des ajustements d'équilibre, des corrections de quête secondaire, peaufiner et restaurer une partie du contenu qui n'était pas tout à fait prêt pour la sortie!)

Merci à tous d'avoir essayé ces versions et de faire rapport!

-kinggath
 
Later on I found a potential issue with Who can? ASAM!
When Old Paul arrived with Hubert at the shop, Jake happened to be upstairs. It took him a while to walk down the stairs, and Old Paul had started to bugger off in the direction of Sanctuary, before the dialogue could trigger. I didn't want the quest to break at this moment, so I console-summoned Old Paul back to the shop's interior, which triggered the scene.

Update: I went back a save and replayed that scene a couple of times, refraining from using the console for test purposes. Paying closer attention, I realized that my companion is blocking the stairs for Jake, that's why it takes him a while to come down the stairs. Old Paul only starts to walk back towards Sanctuary if I try to speak to him before the dialogue between him and Jake triggers. In this case, he then mumbles something about running out of food for Cola and slowly starts walking back. How nice of him that he can't wait to take care of that little bugger ^^
Anyways, at some point Jake always starts to call out for Old Paul, in some cases repeating that a couple of times until Old Paul finally stops, and the dialogue starts.
This part can be a little wonky, but I wasn't able to actually break the quest in about a dozen attempts of doing so.
So it's probably not a real issue...
 
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@kinggath can confirm Plotting the future seems to be fixed!
Used the save i had issues during that questline prior to the H version and this time nothing major come up (for some reason when i enter his store he yells at me saying we have incoming but then dialog progresses normaly)

Well there's one major issue that i keep having on every playthrough
The Stranger gets stuck inside his store or pathing to Sanctuary... it might be a mod conflict on my part... since its hapening 100% of the time for me... idk
thought was player coments since 1st time on (h)he walked outside them stoped to reply to one of my coments and afterward he just stuck there
2nd time i turned that off but them while pathing i got in front of him and he got stuck again
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3rd time i got out of the way... but dogmeat got him to get stuck again (told him to wait outside but somehow he ignored and was at store entrance)
4th he walked outside them just stoped and stood there.....
 
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I finally progressed through Who can? ASAM!, which I was looking forward to since this quest gave me some troubles during my first playthrough a couple of days ago, and this time around this quest finished smoothly, also. Stodge is a proud Mayor, and his folks started building plots...
 
Well there's one major issue that i keep having on every playthrough
The Stranger gets stuck inside his store or pathing to Sanctuary... it might be a mod conflict on my part...
Does he not get un-stuck for you, if you go right ahead and wait for him at the destination for a minute or two?
 
(SS H, WSF 2.05...upgraded from G reverted to an old save because of a crash issue)

All the quests up to Memory Lane seemed to work trouble free (KG PA service center seems to be causing a crash on the construction phase, unsure if mod conflict, someone in the help section said they would try to reproduce this morning).

Memory Lane - give me the short version speech option hangs the quest. After fixing the generator and returning to Jake the help MAIA section didn't seem to trigger even though the spawns outside occur so the quest hangs. Once I fumbled through this Who can Asam seems to have finally started properly and only talk to hubert popped up (I was previously getting two other go and recruit type quests when it started).

Who can? Asam! - Old Paul stands and does a little jig rather than following to the meeting point (he does show up at the marker though). Seems strange you get a list of all commonwealth settlements to send this group to rather than the owned settlements (does this have an effect if its a RR or BoS settlement?). Old paul stays at the meeting point doing his little jig again after sending the group off. Waited a bit and went to meet the group at the settlement, they were all milling about (improvement over group hugging on the workshop bench in previous versions). Would be nice if they auto built the city, not sure if thats possible. Built the desk, had to manually assign the leader and then manually start the city build. Hubert and Stodge dialogue stays stuck on got someone in mind for the job dialogue, quest doesn't finish. Hubert's Children of Atom buddies seem to randomly attack settlers (do no damage then stop). Think I need to rethink my leader choice, the CoA will probably not play well with minutemen showing up at the settlement.
 
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Does he not get un-stuck for you, if you go right ahead and wait for him at the destination for a minute or two?
no he just stands there! its like there's a dead zone there ... he refuses to do anything unless he reaches the streat!
 
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Seems strange you get a list of all commonwealth settlements to send this group to rather than the owned settlements
That's actually a good remark! Imho also you should only be able to send this group to an owned settlement, or at least a location you previously discovered.
 
new character.
played all the way through to getting asams from sickle and no problems with the following modlist

F4SE and the following

# Automatically generated by Vortex
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
ccbgsfo4016-prey.esl
ccbgsfo4024-pacamo03.esl
ccfsvfo4001-modularmilitarybackpack.esl
ccfsvfo4002-midcenturymodern.esl
cceejfo4001-decorationpack.esl
ccgcafo4002-factionws02acat.esl
ccgcafo4003-factionws03bos.esl
ccgcafo4004-factionws04gun.esl
ccgcafo4005-factionws05hrpink.esl
ccgcafo4007-factionws07hrflames.esl
ccgcafo4008-factionws08inst.esl
ccgcafo4009-factionws09mm.esl
ccgcafo4011-factionws11vt.esl
ccgcafo4012-factionas01acat.esl
ccgcafo4013-factionas02bos.esl
ccgcafo4014-factionas03gun.esl
ccgcafo4018-factionas07mm.esl
ccgcafo4022-factionas11vt.esl
ccswkfo4003-pipquan.esl
ccbgsfo4062-pippat.esl
cceejfo4002-nuka.esl
ccbgsfo4074-pipinspect.esl
ccbgsfo4075-pipshroud.esl
ccbgsfo4076-pipmystery.esl
cczsef04001-bhouse.esm
cctosfo4001-neosky.esm
ccbgsfo4063-papat.esl
ccbgsfo4108-ws_childrenofatom.esl
ccbgsfo4095-as_childrenofatom.esl
cczsefo4002-smanor.esm
cctosfo4002_neonflats.esm
cccrsfo4001-pipcoa.esl
Unofficial Fallout 4 Patch.esp
WorkshopFramework.esm
SS2.esm
HUDFramework.esm
CBBE.esp
ASA.esp
This is MY Bed (Extended).esp
ChameleonAndStealthFixes.esp
SS2-PraRandomAddon.esp
SS2_ruined_simsettlement_addonpack.esp
SS2Extended.esp
Live Dismemberment - Brutal.esp
Live Dismemberment - Liebermode.esp
Live Dismemberment - Mental.esp
Live Dismemberment - Mind-Blowing.esp
Live Dismemberment - Insane-o.esp
Live Dismemberment - POSTAL.esp
Live Dismemberment - Regular.esp
Quick Save.esp
EveryonesBestFriend.esp
Journey.esp
LongerPowerLines3x.esp
3dscopes.esp
Eli_Armour_Compendium.esp
WorkshopPlus.esp
CreationClubDelay.esp
console.esp
SS2WastelandVenturers.esp
[SS2 Addon] SimSettlements SuperStructures.esp
StartMeUp.esp
 
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@kinggath This a big step forward! Thank you!
  • Updated SS2 from old savegame ("Vim and Vigor" already handed in)
  • got the resurrection message
  • got several new plot type popups
  • walked back into my settlement (no fast travel)
  • Status and Resources showed up (no long delay like before)
  • AR took a while but all showed on all plots. 2nd time they popped up right away
  • AR now also goes away instantly after leaving workshop mode
  • sadly the new icon did not show in the workshop menu
I have a savegame before handing in the "Vim and Vigor" quest. will try that next

This really seems a good step forward! SS2 is becoming stable so fast!

Good job kinggath and Team!
Thank you so much for SS2 and all the hours of talented work you guys pumped into it!
I am having tons of fun with it! cheers!


1CE1446E8B478797DBD3DFFD83FDA81982416EE4


EDIT01
Maybe I understand the display wrong, but there IS room for some food, no?
I donated 1 Mutt Chop but my settlers refused because of "no space"
Maybe they dont like my halfburned Mutt Chops and only politely pretend to be full?
#doubt... they are only too lazy to walk to the containers which are way in the back of my settlement! :grin
886F098FCC44F0EAD67448C018BF09AACD0E420B
 
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having some serious issues with "New Plots on the Block"
Tried load a dif save at the same point. tried loading a less built sanctuary and it keeps happening
Wondering if its a mod conflict or bloat save (altho FallrimTools didn't detected anything) and only had 11 active scripts most of workshop related)
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Also, Jake was again stuck at the store! had to do moveto player on him on mid of the street again... i guess that's a mod conflict ... altho i have none that changes that area...at a loss
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Is mandatory a new game or ,at least, a roll back to a save before the Stranger come?
 
We ran into the stuck on the entrance of the hardware store several times during testing - and at the time it was determined to be The Machine and Her. Though around hotfix 1.0.0b, we couldn't replicate it any longer.

New Plots on the Block is on my list to investigate thoroughly. I'm currently writing up a series of scripts for skipping quests that we can use internally for faster testing and players can use when a quest decides to be stubborn for their load order. Uncertain how long it will take, so might be a delay between 1.0.0h and i.
 
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