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Patch 1.0.12 - "Manufacturing Operation" - is live!

kinggath

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  • Industrial Conversion and Production has had all confirmed issues resolved (as well as some fixes for things we newly discovered were broken)!
  • Info Box hud element and Production/Operating Cost pop-ups will now show resources being produced/consumed by the plot correctly!
  • SS2 Extended users will now see custom building demolition when scrapping plots or changing building plans! (For core SS2 buildings only - we're working on a way to help addon authors generate that demolition data as well).
  • And loads more!
Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

-kinggath
 
"The quest Turncoat Turnover will now only select clearable locations. Previously it could select locations that could never be marked cleared, and thus the quest could not complete"

Yay! I had gotten to the point that I would avoid her when she showed up in settlements out of fear I'd be unable to complete the quest.
 
"The quest Turncoat Turnover will now only select clearable locations. Previously it could select locations that could never be marked cleared, and thus the quest could not complete"

Yay! I had gotten to the point that I would avoid her when she showed up in settlements out of fear I'd be unable to complete the quest.
If it still happens, let me know. Bethesda was unfortunately not consistent with their location tagging, so some of the dynamic quests need to be tinkered with. I'm actually surprised more of their radiant quests don't break since they use the same pattern we use for that one.
 
Can we please keep them in the Commonwealth. I have no desire to go to Nuka World anytime soon and that is wher she sent me last time.
 
This does not come as normal update on Xbox. I imagine a simple solution might be delete it and download but I’m hesitant to try that because Xbox is screwy and who knows, maybe it won’t let me download it again or the file will be too big now or whatever.
 
Can we please keep them in the Commonwealth. I have no desire to go to Nuka World anytime soon and that is wher she sent me last time.
There is a mod, "Keep Radiants in the Commonwealth," but it should not be necessary.

The most egregious example of the necessity of that mod is that if you have the VR Creation Club content (the one that lets you build a Memory Lounger in settlements), the VR locations are allowed as radiants. They're not even real places, but you can be sent there as if they were. It's just poor design (on Bethesda's part for including them, or not limiting radiants to the Commonwealth).

Though, I fully believe radiants should be allowed to happen in DLC areas once you've unlocked them. Also, fast travel to those areas needs to be better. Not, fast travel to the entry point and then fast travel to the place. Cheat Terminal helps with this (as it has teleportation to any vanilla/DLC location) but it's a cheat as time does not pass and it does not require you to have visited the area (or started the DLC, for that matter, so it might break scripts).
 
That mod doesn't work with ss2. Also I don't want to have to go to DLC even on a radiant especially Nuka World.
Yes nothing I hate more in bathesda games then being sent to dlc areas to complete a radiant quest for a main land faction. Been playing Skyrim again and getting sent to raven rock to clear a bandit camp for a quest from whiterun sucks. Quests need to take place in the area they originate from. Nothing like going to far harbor for a cleaning the commonwealth quest. Or being forced to go to nuke world to finish a quest that if not finished blocks another quest line progression.

they aren’t doing it purposely but the Bethesda radiant system doesn’t do a good job at location management.
 
@kinggath .. The name is pronounced Vy - lix - an :P and Vy you can use as vi with a long i or short i :D And thank you for all your and the teams work that you put in the mod , its more then just a mod its becoming a complete game.
 
aren’t doing it purposely but the Bethesda radiant system doesn’t do a good job at location management.
In theory/ideally, the radiant system would send you to a place nearby. Since there is a finite number of places the quest givers can originate from, it should be somewhat trivial to have a list of places they can send you to that is close to them. If all of those places are cleared out, they should not be offering a radiant quest of that type as they would not reasonably have a threat to complain about. If they can't be appreciative of that, perhaps there could be another set of radiant quests they can choose from. The Abernathy quest where you go to find the locket is simple, it makes sense, and it works. The Finches have a similar quest. Maybe there could be more quests like that.
 
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