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Public beta of 1.0.0h

@Tommyk The settlers only accept scrap and cap donations. We'll be introducing more food and water related mechanics in the future.
 
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.
i managed to finish it! i think there's something making the script to assign Jake to build/assign him to the plot that is lagging or ultra slow!
As for Jake stuck at the store... i don't have that mod installed on this play trough, so idk.. but could be any other! (i have a messy load order) XD

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
7 7 Unofficial Fallout 4 Patch.esp
8 8 HUDFramework.esm
9 9 TrueStormsFO4.esm
10 a ArmorKeywords.esm
11 b Homemaker.esm
12 c WorkshopFramework.esm
13 d SS2.esm
254 FE 0 BetterCoastalWaves.esl
14 e Darlene.esm
254 FE 1 Settlementobjectscombined.esl
15 f Bunker1LinkedContainers.esm
254 FE 2 CanarySaveFileMonitor.esl
16 10 SettlementKeywords.esm
17 11 Snap'n Build.esm
18 12 EthreonMasterPlan.esm
19 13 Arbitration - Resources.esm
254 FE 3 SkillBooks.esl
254 FE 4 Quintessential Quarries.esl
254 FE 5 Natural Landscapes.esl
20 14 luxor8071's HD Texture Pack AIO Pt 2.esp
21 15 dD-Enhanced Blood Basic.esp
22 16 NMC Bundle MEDIUM.esp
23 17 Synths Revamped.esp
24 18 More_Clothes_Textures.esp
25 19 Faster EXP - 3x.esp
26 1a SS2-PraRandomAddon.esp
27 1b SettlementMenuManager.esp
28 1c CapsWidget.esp
29 1d DarleneDLC.esp
30 1e DarleneShorterTimer.esp
31 1f [SS2 Addon] SimSettlements SuperStructures.esp
32 20 SS2_ruined_simsettlement_addonpack.esp
33 21 largepowerx100.esp
34 22 PlayerComments.esp
35 23 Phase4DLC.esp
36 24 MorePowerArmorStations.esp
37 25 Locksmith.esp
38 26 strong_PA.esp
39 27 tumbajamba Advanced Engineering.esp
40 28 strong_PA - tAE - AWKCR.esp
254 FE 6 MTM-NoGreenWeather.esp
41 29 TrueStormsFO4-FarHarbor.esp
42 2a Ambient Wasteland.esp
43 2b ConceptCentaur.esp
44 2c AVBPipeGunsReplace.esp
45 2d 3dscopes.esp
46 2e The Eyes Of Beauty.esp
47 2f TheEyesOfBeauty.esp
48 30 LooksMenu.esp
49 31 CleanSettlement.esp
50 32 m249.esp
51 33 LooksMenu Customization Compendium.esp
52 34 Stronger Brotherhood ALL in ONE.esp
53 35 155mm Howitzer M1.esp
54 36 Eli_Accessories.esp
55 37 AA Better Companions - No Conflicts.esp
56 38 Arbitration - Button Lowered Weapons.esp
57 39 SlowTime.esp
58 3a CBBE.esp
59 3b KSHairdos.esp
60 3c Eli_Sleeveless Outfits.esp
61 3d EnclaveX02.esp
254 FE 7 FAR.esp
62 3e FactoryAddOn.esp
63 3f Generator Fusebox - More realistic version.esp
64 40 PushAwayCompanions.esp
65 41 SignsOfTheTimesCategorized.esp
66 42 HN66Fo4_EarringsV1.esp
67 43 Homemaker - Streetlights Use Passive Power.esp
68 44 ImmersiveVendors.esp
69 45 K9TacticalHarness.esp
70 46 Lacy Underwear.esp
71 47 UNLIMITED JETPACK.esp
72 48 TrueStormsFO4-NukaWorld-FH-Compat.esp
73 49 MiscHairstyle.esp
74 4a No Aggro Impact Landing.esp
75 4b Northland Diggers New.esp
76 4c OCDecorator.esp
77 4d AzarPonytailHairstyles.esp
78 4e PA-Quick Animations.esp
79 4f Boats.esp
80 50 RedRocketReborn.esp
81 51 SKKRESystemManager.esp
82 52 SnapBeds.esp
83 53 PiperCaitCurieDialogueOverhaul.esp
84 54 Enclave Resurgent.esp
85 55 DCVendorClutter.esp
86 56 GunnersPlazaInterior.esp
87 57 3DNPC_FO4.esp
88 58 The_Prydwen_Overhaul.esp
89 59 clothingoverhaul.esp
90 5a Clean and Simple - Starlight Drive In Startup.esp
91 5b MojaveImports.esp
92 5c WeightlessAmmoForNukaWorld.esp
93 5d GlowingSeaEXPANDED.esp
94 5e moreXplore.esp
95 5f AlootHomePlate.esp
254 FE 8 Fallout 4 NPC Scaling and Enemy Buff 1.0.esp
96 60 RaiderOverhaul.esp
97 61 ImmersiveGunnersPlaza.esp
98 62 i73fi-scavengers.esp
99 63 TrainBar.esp
100 64 Eli_Armour_Compendium.esp
101 65 Inst_Exoskeleton_R-20.esp
102 66 MoreOutfitVariations.esp
103 67 ClothingOverhaulSP_XB1_PC.esp
104 68 Flashy_CrimeAndPunishment.esp
105 69 SwampsEXPANDED.esp
106 6a 3DNPC_FO4_DLC.esp
107 6b BetterOpenSeason.esp
108 6c QuazVehicleOverhaul.esp
109 6d Enclave Paint DLC.esp
110 6e W.A.T.Minutemen.esp
111 6f F4NVServiceRifleRedux.esp
112 70 WattzLaserGun.esp
113 71 More Smarter Companions Mod.esp
114 72 Mors Shortcut to Curie.esp
115 73 CheatTerminal.esp
116 74 Backpacks of the Commonwealth.esp
117 75 More Durable Power Armor - 90%.esp
118 76 CraftingFramework.esp
119 77 AVBGuns.esp
120 78 Galac-TactREDUX.esp
121 79 EG7.esp
122 7a DT_GunnerOutfitPack.esp
123 7b MMSquads.esp
124 7c MilitarizedMinutemen.esp
125 7d MilitarisedMinutemen_PatchesAddon.esp
126 7e BullpupBozar.esp
127 7f 3DNPC_FO4Settler.esp
128 80 NoGuardclean.esp
129 81 Minuteman Watchtowers.esp
130 82 Floaters.esp
131 83 Snappy_HouseK.esp
132 84 SkibsWeapons-REDUX.esp
133 85 WeightlessAmmoFarHarbor.esp
134 86 DOOMMerged.esp
254 FE 9 AWKCR - dnCommonArmor dlc legendaries bugfix.esp
254 FE a CROSS_InstituteExpeditionarySuit.esp
135 87 P90.esp
136 88 Ak5C.esp
137 89 RRTV_CourierStations.esp
138 8a WilkesEstate.esp
139 8b LimaOutpost.esp
140 8c MREs.esp
254 FE b CROSS_BrotherhoodRecon.esp
141 8d C1.esp
142 8e CompanionAccuracy.esp
143 8f Follower Revive System.esp
254 FE c VCMT Expansion patch - PROJECT VARIANCE.esp
144 90 SleepIntimate.esp
145 91 M2216.esp
146 92 Thematic and Practical.esp
147 93 Truly Unique Nick - VR+MSCM.esp
148 94 EvilViking13_MinutemenMorale.esp
149 95 GKX Worthwhile Caps Stashes.esp
150 96 XM2010_SniperRifle_by_tooun.esp
151 97 XnjguyFilledMods_AIO.esp
152 98 g2m_Workshop_Nexus.esp
153 99 MoreAmmo.esp
154 9a P90NPC.esp
155 9b OCDecoratorDLC.esp
156 9c OCDispenser.esp
157 9d SettleObjExpandPack.esp
254 FE d SKM_SandboxExpansion.esp
254 FE e CROSS_CourserStrigidae.esp
254 FE f Dank_CrossArmorIntegration.esp
158 9e CF_AtomicWarlord.esp
159 9f CF_AtomicWarlord_CBBE.esp
160 a0 Sandbag Fortifications - Version 2C.esp
161 a1 OakleyMFrame.esp
162 a2 TransferSettlements.esp
163 a3 Assaultron Combatron.esp
164 a4 chem redux.esp
165 a5 EAMR.esp
166 a6 ValiusHDTextures2K.esp
167 a7 THBrows.esp
168 a8 X01Light.esp
169 a9 FALLOUT4WT.esp
170 aa Project Reality Footsteps FO4.esp
171 ab DX Commonwealth Shorts.esp
172 ac DX Vault Girl Shorts.esp
173 ad SS2Extended.esp
254 FE 10 LawEnforcers.esp
174 ae LeeEnfieldNo4MkI.esp
175 af FO4 NPCs Travel.esp
176 b0 Heavy BoS.esp
177 b1 SS2WastelandVenturers.esp
178 b2 llamaCompanionHeather.esp
254 FE 11 CoAPowerArmor.esp
179 b3 GreaseRatGarbs.esp
254 FE 12 GreaseRatGarbs_RaiderPatch.esp
180 b4 AtomicRadio.esp
181 b5 JP_GuardTowers.esp
182 b6 NaiRaeCozyScavver.esp
183 b7 B1.esp
184 b8 SSEX.esp
185 b9 rhlegendary.esp
186 ba Armorsmith Extended.esp
187 bb Grunts.esp
188 bc TNR Shoulder Lamp.esp
189 bd TNR Shoulder Lamp - Alternate Slot.esp
190 be TNR Shoulder Lamp - Settings.esp
191 bf llamaCompanionHeather-VIS - AE Patch.esp
192 c0 FM_Commonwealth_Mashups.esp
193 c1 Raider Overhaul - AE Patch-Restored Content.esp
194 c2 RO_MO_Restored_LLPatch.esp
195 c3 Mercenary.esp
196 c4 Synth Overhaul.esp
197 c5 Synth Overhaul - No level requirements Patch.esp
198 c6 Synth Overhaul - White Patch.esp
199 c7 CF_AtomicWarlordNoMod.esp
200 c8 Unique NPCs.esp
201 c9 BetterSettlers.esp
202 ca Wasteland Heroines Replacer All in One_1.0.0.esp
203 cb BetterSettlersCleanFacePack.esp
204 cc BetterSettlersCCAPack2.0.esp
205 cd Unique NPCs FarHarbor.esp
206 ce BetterSettlersMostlyFemale.esp
207 cf Unique NPCs_SpecialSettlers_ChildrenOnly.esp
208 d0 Unique NPCs - Creatures and Monsters.esp
209 d1 Unique NPCs - Creatures and Monsters - AE Patch.esp
210 d2 SuperMutantRedux.esp
211 d3 Unique_NPCs_SuperMutantRedux.esp
254 FE 13 Centaur_SMRedux_Patch.esp
212 d4 FaceMaxson.esp
254 FE 14 DTGunnerOutfit_LeveledListPatch.esp
213 d5 Famished.esp
214 d6 CourserCrusher.esp
215 d7 DWT_Cricket_and_Guards.esp
216 d8 DWT_TrashcanCarla_and_Guards.esp
217 d9 WorkshopPlus.esp
218 da Rubbles and Trashpiles HD.esp
219 db A Forest.esp
220 dc EnhancedLightsandFX.esp
221 dd Pip-Boy Flashlight.esp
222 de Atomic World.esp
223 df GhoulBlood.esp
224 e0 Unique NPC_MFG Patch.esp
225 e1 AllSetsExtended.esp
226 e2 HZS The Sanctuary.esp
227 e3 Magnificent Spectacle Island by HZS and JC.esp
228 e4 Improved Boston Airport.esp
229 e5 The Castle.esp
230 e6 Clean and Simple - Red Rocket Startup.esp
231 e7 DPRailroadHQ.esp
232 e8 Stm_DiamondCityExpansion.esp
233 e9 CrimeTown.esp
234 ea ImmersiveDrumlinDiner.esp
235 eb EFF.esp
236 ec Companion Carry Weight Transfer.esp
237 ed ASmallAdditionStandaloneDrivablesAPC4.esp
238 ee Improved Jetpack Flight Model.esp
254 FE 15 No Bloody Mess.esp
239 ef Sorter.esp
 
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@Tommyk The settlers only accept scrap and cap donations. We'll be introducing more food and water related mechanics in the future.
Ahh, Thank you for pointing that out! I am relieved that it is not my cooking
so they say: "no food, no weapons, no armor, no loitering! caps or scrap, dude!" :grin
 
I've updated to this Public Beta of 1.0.0h in hopes of getting New Plots On The Block to be viable. Even when using 1.0.0g, I was able to select the different types of plots via the ASAM sensor on plots and change plot type to them and change the different options of the same plot type, after which the AR and settlement resources generated by the "new" plots are being produced. I even dug through a FO4edit quest dive and was able to get/setstage as appropriate and get the corresponding dialogue from Jake and Old Paul. After updating to 1.0.0h, I did get the save resurrection feature to kick off and it opened up two plots (one residential, one industrial) for me that apparently had previously been stuck and hadn't shown up as options for the plot types via the ASAM sensor.

However, at no point in time have I been able to get the Recreational, Commercial, or Martial plot types to show up after loading in the tape. Prior to 1.0.0h, I didn't get the Tracking popup to display but now I do with 1.0.0h. There's no direction in the question to speak to Jake again after the completion of "load the holotape" in the quest log (which does complete even though it doesn't open the plots), but when I speak to him he does offer up the option to help or not and when selected to help he does go to Sanctuary and will start the dialogue with Old Paul to give the built step of the quest. I've tried building different types of the Agricultural, Industrial, and Residential plot types and then changing them to one of the "new" types of plots but that won't trigger the next stage of the quest.

I've attached a 7z of a savegame, my mod list and load order, and the prefs from the Vortex profile of my character standing outside Jake's store ready to turn in Vim & Vigor. I purposefully chose this one because it will trigger the resurrection and unlock those two previously stuck plot types referenced in the first paragraph. I don't always spend a lot of time on Discord but if you would like specifics, you can reach me there as I'll leave it open.
 

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  • New Plots On The Block Not Unlocking New Plot Types.7z
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"new plots on the block" bug I encountered. I asked stranger to do a presentation of the mods, he runs from the hardware store to sanctuary, and then I cant interact with him as a character. The game treats him as a settler, and even the "talk" option auto puts me into the transfer window.

Stuck with only 3 plot types, and an afk stranger. Cheers
 
"new plots on the block" bug I encountered. I asked stranger to do a presentation of the mods, he runs from the hardware store to sanctuary, and then I cant interact with him as a character. The game treats him as a settler, and even the "talk" option auto puts me into the transfer window.
The conversation won't start until Old Paul shows up.
 
For those of you stuck on New Plots on the Block, I'll recommend going to Tools > Cheats > Unlock All Plot Types for now, so you can at least play with the plot gameplay.

I haven't been able to replicate all the issues, and I've got to go out of town this week. So likely this 1.0.0h patch is going to become 1.0.1.

If I'm able to solve it using some of your saves before I go, I will post another public beta, but I think the daily hotfixes have to stop now due to how big the changes I'm starting to have to make are. I don't want to make things worse by rushing big changes out.
 
If I'm able to solve it using some of your saves before I go, I will post another public beta, but I think the daily hotfixes have to stop now due to how big the changes I'm starting to have to make are. I don't want to make things worse by rushing big changes out.
i strongly support more thorough testing for extensive changes; once you're getting into "i have to rearchitect some things to address this problem", it's not a hotfix anymore.
 
The resource panels must appear in the start of the quest or is needed to wait something? I got a blink of one of those, animation filling que statistics bars and fade forever.
I've try fix it reinstalling the Hud mod with no sucess.

Probably a dumb question, but, the "respect buid limit", when is "no" means we can build without worries about the "SIZE" bar, si correct? With this option deactivated, I got only one house and the bar in the half!
 
I've been trying to work with your suggestion this morning to use the cheat option to unlock all plot types and I'm still not getting the workshop menu to show any plot types besides Agricultural, Residential, and Industrial. Options for this that I've tried:

1) Loading from just before turn-in of Vim And Vigor, using the unlock all plot types cheat, then progressing through New Plots On The Block to meet Jake and have him direct creation of the new plot types.
2) Loading from after being given the firmware holotape in NPOTB but before using it in Jake's terminal, then using the firmware holotape and asking Jake for help.
3) Loading from after being given the firmware holotape in NPTOB but before using it in Jake's terminal, then using the firmware holotape and declining Jake's help.

In option 1, after using the holotape in the terminal, I get the three basic plots for each new type and then the tracking popup but never the four new types popup.
In option 2, after using the holotape in the terminal, I don't get the three basic new plots for each new type but do get the tracking popup. Jake arrives in Sanctuary and I can change the existing plots to the four new plot types.
In option 3, after using the holotape in the terminal, I get the Tracking Tools popup but no plots. I decline Jake's help and get the four new plot types popup and then after a minute or so get the three new default plots for recreational, commercial, and martial. NPOTB completes and gives XP. I can change existing plots to and of the four new plot types.

In no combination of these options does the workshop ribbon update to offer any of the new plot types as options to directly build. I obviously can get the plots to build once I lay down one of the default three types and then change the plot type, but not unlocking the type in the workshop ribbon is still failing.

I've got individual saves for each of these options if you'd like them.
 
Using this patch I'm still getting the bug where leaders don't stay assigned when you return to a settlement. Is this one of those bugs that gets baked into a save?
 
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.
I got a similar issue. I put about 2 days into a save when it happened. I decided to restart and complete the bare minimum and see if I can destroy Sanctuary Hills and send them there (my main settlement) and see what happens. If that fails I'll reload that save and see about sending them to the drive-in movie theater and get them set up there.

My issue is 1 to 1 as you. The only thing is I had messed around with Leaders before this part of the story and let Preston lead (hoping to keep him distracted long enough to hush about settlements). I even tried destroying everything but it glitched out and left floating, unscrappable object, ASAM post, and more laying around.

As I type this, I am testing it right now, so maybe (although its been a while) I can offer a solution or some insight.

POST TEST:
So after scrapping the whole settlement (literally everything), it worked. After talking to Hubert and gang, I chose Old Paul and sent them for Sanctuary Hills and after a few seconds and reading the messages, it passes on the "Wait for the settlers to complete construction of Sanctuary Hills" message and now its on track. Sucks loosing all my progress though.
 
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