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Hotfix 2.0.0k

kinggath

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Tonight's hotfix addresses the following:
  • Added a warning box that will pop-up for PC players who experience the HQ Reset issue. The goal of this is to determine if the issue is an engine level problem or something we can deal with via scripted solutions.
  • Adjusted Caleb’s quest “The Hunt for Bombface” so that if he is killed before talking scenes play out, the quest can still continue.
  • Restored the Voice of the Commonwealth newspaper meshes to the archive.
  • Gunner’s Dossier holotape should no longer show “<Alias=Player>” in the text.
  • Tweaked a scene in the quest “Runners and Gunners” to avoid an issue where it could get stuck if Aiden failed to path correctly.
  • Fixed a dialogue option regarding recruitment for the quest “End of the Beginning” with Fiona so it has a label instead of just “Positive”.
  • Fixed a bug during the quest “End of the Beginning”, where looting the keycard wasn’t always unlocking the 2nd floor access of the elevator.
  • Fixed a bug during the quest “End of the Beginning”, where Berman wouldn’t speak for some players.
  • Fixed a bug during the quest “End of the Beginning”, where if Berman was convinced to leave he would get stuck on the roof.
  • Fixed a bug with the ForcePlotLevel command that could cause the level to fail to actually advance correctly.
  • Gunner Tattoos for CPD now have a model.
  • Fixed a bug with the Bulletin Board in Concord which could cause some papyrus log spam.
  • Fixed a bug where Theresa was teleporting outside of GNN as soon as the player exits GNN at the end of the quest “End of the Beginning”. She should still be there later, after the quest “Moving Day” starts.
  • Fixed a bug where floating lights were left behind in the hardware store after the quest “Moving Day” starts.
  • Fixed a bug where the game could end up in a weird state if you used the Vault 81 elevator instead of exiting the vault after recruiting Mansfield during the quest “Moving Day”.
  • Fixed a bug that could cause factions the player had destroyed to still show up as valid optional objectives for recruitment during the quest “War is Good for Business”.
  • For players who allied with the Institute, X6-88 should now be flagged with an objective marker if Shaun is dead during the quest “War is Good for Business”.
  • Tweaked the script that handles Jake’s holster swapping to try and eliminate it triggering frequently when he does not have his pistol in inventory.
  • Fixed a bug where using the Robotic Expert perk during the Wes encounter would cause the conversation to stop. It should now correctly cause Wes to speak a line and start combat.
  • [XBox] Restored missing audio files for Jake at the start of the quest “Well, Well, Well” when he’s speaking to Edmund.
  • Fix a bug in the quest “Branigan’s Bounty” that could prevent Craig from acknowledging the cage is open. If Craig has been unresponsive in a player’s save, they can close and re-open the cage door to force the quest to advance after this patch.
  • Fixed a bug near the start of the quest “Dark Horizons”, where if the Gunners ended up in combat with random other enemies, it would make the option to talk to them not work correctly.
  • Fixed a bug where if the Cheat commands were used to skip past the quest “Well, Well, Well”, the camera sequence triggers would still be active which could cause the quest to start up again.
  • CPD main cast should now switch to “office uniforms” when at their main location, and then back to the “field uniforms” they had prior to this office when outside for quests and other moments. This is purely an immersive change, and should have no gameplay impact.
  • Changed the faction records for the CPD characters to make it less likely they will attack the player if hit by cross fire or explosive damage.

Xbox players, the versions to watch for when you can safely update are: 42 of SS2, and version 15 of Chapter 2.

The two biggest boogiemen, that I'm withholding us moving into standard content/QoL patches for, are the Long Save issue and the HQ Reset issue. Those two links sort of represent the current "main threads" I'm watching for breakthroughs on those problems, and will continue to engage in discussion so we can try and find the patterns. Once we know the exact source of the problem, we'll be able to do something about it - so just need lots of data right now!

After we solve those two problems, I'll feel comfortable shifting my attention to UX Improvements and merging in some of the post launch content folks on the team have already finished creating!

-kinggath
 
Fixed a bug where Theresa was teleporting outside of GNN as soon as the player exits GNN at the end of the quest “End of the Beginning”. She should still be there later, after the quest “Moving Day” starts.
I didn't even know that was a bug; I just assumed I wasn't the only one that needed a feckin' cigarette after dealing with all of that.
 
I had the berman on the roof one. on a side note the CPD the brother gets locked in the cell when you return from the first meeting with them by the dock. Go do their first do you need help quests and return he is locked in the cell with the raider or gunner forgot witch it is and I can’t unlock the cell so talking to him is tricky sometimes. He stays like that for me till he is forced to move for a later quest outside.
 
I didn't even know that was a bug; I just assumed I wasn't the only one that needed a feckin' cigarette after dealing with all of that.
I though that was supposed to be part of a exit scene or something.
 
Tonight's hotfix addresses the following:
  • Added a warning box that will pop-up for PC players who experience the HQ Reset issue. The goal of this is to determine if the issue is an engine level problem or something we can deal with via scripted solutions.
  • Adjusted Caleb’s quest “The Hunt for Bombface” so that if he is killed before talking scenes play out, the quest can still continue.
  • Restored the Voice of the Commonwealth newspaper meshes to the archive.
  • Gunner’s Dossier holotape should no longer show “<Alias=Player>” in the text.
  • Tweaked a scene in the quest “Runners and Gunners” to avoid an issue where it could get stuck if Aiden failed to path correctly.
  • Fixed a dialogue option regarding recruitment for the quest “End of the Beginning” with Fiona so it has a label instead of just “Positive”.
  • Fixed a bug during the quest “End of the Beginning”, where looting the keycard wasn’t always unlocking the 2nd floor access of the elevator.
  • Fixed a bug during the quest “End of the Beginning”, where Berman wouldn’t speak for some players.
  • Fixed a bug during the quest “End of the Beginning”, where if Berman was convinced to leave he would get stuck on the roof.
  • Fixed a bug with the ForcePlotLevel command that could cause the level to fail to actually advance correctly.
  • Gunner Tattoos for CPD now have a model.
  • Fixed a bug with the Bulletin Board in Concord which could cause some papyrus log spam.
  • Fixed a bug where Theresa was teleporting outside of GNN as soon as the player exits GNN at the end of the quest “End of the Beginning”. She should still be there later, after the quest “Moving Day” starts.
  • Fixed a bug where floating lights were left behind in the hardware store after the quest “Moving Day” starts.
  • Fixed a bug where the game could end up in a weird state if you used the Vault 81 elevator instead of exiting the vault after recruiting Mansfield during the quest “Moving Day”.
  • Fixed a bug that could cause factions the player had destroyed to still show up as valid optional objectives for recruitment during the quest “War is Good for Business”.
  • For players who allied with the Institute, X6-88 should now be flagged with an objective marker if Shaun is dead during the quest “War is Good for Business”.
  • Tweaked the script that handles Jake’s holster swapping to try and eliminate it triggering frequently when he does not have his pistol in inventory.
  • Fixed a bug where using the Robotic Expert perk during the Wes encounter would cause the conversation to stop. It should now correctly cause Wes to speak a line and start combat.
  • [XBox] Restored missing audio files for Jake at the start of the quest “Well, Well, Well” when he’s speaking to Edmund.
  • Fix a bug in the quest “Branigan’s Bounty” that could prevent Craig from acknowledging the cage is open. If Craig has been unresponsive in a player’s save, they can close and re-open the cage door to force the quest to advance after this patch.
  • Fixed a bug near the start of the quest “Dark Horizons”, where if the Gunners ended up in combat with random other enemies, it would make the option to talk to them not work correctly.
  • Fixed a bug where if the Cheat commands were used to skip past the quest “Well, Well, Well”, the camera sequence triggers would still be active which could cause the quest to start up again.
  • CPD main cast should now switch to “office uniforms” when at their main location, and then back to the “field uniforms” they had prior to this office when outside for quests and other moments. This is purely an immersive change, and should have no gameplay impact.
  • Changed the faction records for the CPD characters to make it less likely they will attack the player if hit by cross fire or explosive damage.

Xbox players, the versions to watch for when you can safely update are: 42 of SS2, and version 15 of Chapter 2.

The two biggest boogiemen, that I'm withholding us moving into standard content/QoL patches for, are the Long Save issue and the HQ Reset issue. Those two links sort of represent the current "main threads" I'm watching for breakthroughs on those problems, and will continue to engage in discussion so we can try and find the patterns. Once we know the exact source of the problem, we'll be able to do something about it - so just need lots of data right now!

After we solve those two problems, I'll feel comfortable shifting my attention to UX Improvements and merging in some of the post launch content folks on the team have already finished creating!

-kinggath
Don't know if this is a wide spread problem but im having my game constantly crash when i enter the hq or freeze causing me to have to close the game, might be tied to number of objects the game has to spawn as you enter.
 
Can you skip the last quest now? and also can you skip CPD quests too?

Here to report a few,
when "hunting for XXX" the quest don't snipe them because if too far away you cannot trigger "find XXX" therefore even you kill the person the objective is still on the dead body
Thompson's house doesn't have a door which a community rockstar said was a bug
Hauer the special settler the quest is a bit buggy... I cannot trigger on multiple occasions so I ended up killed him
 
Can you skip the last quest now? and also can you skip CPD quests too?

Here to report a few,
when "hunting for XXX" the quest don't snipe them because if too far away you cannot trigger "find XXX" therefore even you kill the person the objective is still on the dead body
Thompson's house doesn't have a door which a community rockstar said was a bug
Hauer the special settler the quest is a bit buggy... I cannot trigger on multiple occasions so I ended up killed him
I managed to complete the main quest in full I had to skip the one part of the quest where you have to assign X amount of people to engineering but now its all good.
My main issues now are I can't turn in quests that I get from the CPD bounty terminal and settlers keep un-assigning/re-assigning themselves to other departments in the HQ
 
Thanks for the patches . I am almost ready with the game to start the whole SS2 part 1 and 2 sequence . Doing as much other quests etc as possible to get rid of any possible lag or interference caused by them :D
 
A dumb question but, are there any other uses of ASAM after you claimed all of the settlements?
 
A dumb question but, are there any other uses of ASAM after you claimed all of the settlements?
There's an option to make it so the ones on plots can be destroyed (and require you manually replace it) during settlement attacks, but other than that, no - once you've built everything you plan on building, you don't need any more of them.

Can ASAMs be used in DC Home plate maybe?
By default, no. Mods or console commands might let you build in there, but you'd be lucky to get more than 5-6 plots in that small a space, and normally you can't Provisioner link to there either, so...
 
There's an option to make it so the ones on plots can be destroyed (and require you manually replace it) during settlement attacks, but other than that, no - once you've built everything you plan on building, you don't need any more of them.


By default, no. Mods or console commands might let you build in there, but you'd be lucky to get more than 5-6 plots in that small a space, and normally you can't Provisioner link to there either, so...
I used that city planner desk as a decoration now (since it has a little lamp), but weirdly it cannot even trigger the crafting ASAM part which I think could be added as a feature?
Or use like 3-5 ASAMs to build a little preset since it is for building? Oh a mini-quest on finding the presets would be cool
 
"Hunt for Bombface" now refuses to complete for me; stuck at stage "talk to Caleb" after killing the two guys there.

I used that city planner desk as a decoration now (since it has a little lamp), but weirdly it cannot even trigger the crafting ASAM part which I think could be added as a feature?
Crafting more ASAMs should unlock at the Desk once you have completed quest "Hub of the Problem" during Chapter 1. A couple of people have mentioned it didn't for them, though...
 
Tonight's hotfix addresses the following:
  • Added a warning box that will pop-up for PC players who experience the HQ Reset issue. The goal of this is to determine if the issue is an engine level problem or something we can deal with via scripted solutions.
  • Adjusted Caleb’s quest “The Hunt for Bombface” so that if he is killed before talking scenes play out, the quest can still continue.
  • Restored the Voice of the Commonwealth newspaper meshes to the archive.
  • Gunner’s Dossier holotape should no longer show “<Alias=Player>” in the text.
  • Tweaked a scene in the quest “Runners and Gunners” to avoid an issue where it could get stuck if Aiden failed to path correctly.
  • Fixed a dialogue option regarding recruitment for the quest “End of the Beginning” with Fiona so it has a label instead of just “Positive”.
  • Fixed a bug during the quest “End of the Beginning”, where looting the keycard wasn’t always unlocking the 2nd floor access of the elevator.
  • Fixed a bug during the quest “End of the Beginning”, where Berman wouldn’t speak for some players.
  • Fixed a bug during the quest “End of the Beginning”, where if Berman was convinced to leave he would get stuck on the roof.
  • Fixed a bug with the ForcePlotLevel command that could cause the level to fail to actually advance correctly.
  • Gunner Tattoos for CPD now have a model.
  • Fixed a bug with the Bulletin Board in Concord which could cause some papyrus log spam.
  • Fixed a bug where Theresa was teleporting outside of GNN as soon as the player exits GNN at the end of the quest “End of the Beginning”. She should still be there later, after the quest “Moving Day” starts.
  • Fixed a bug where floating lights were left behind in the hardware store after the quest “Moving Day” starts.
  • Fixed a bug where the game could end up in a weird state if you used the Vault 81 elevator instead of exiting the vault after recruiting Mansfield during the quest “Moving Day”.
  • Fixed a bug that could cause factions the player had destroyed to still show up as valid optional objectives for recruitment during the quest “War is Good for Business”.
  • For players who allied with the Institute, X6-88 should now be flagged with an objective marker if Shaun is dead during the quest “War is Good for Business”.
  • Tweaked the script that handles Jake’s holster swapping to try and eliminate it triggering frequently when he does not have his pistol in inventory.
  • Fixed a bug where using the Robotic Expert perk during the Wes encounter would cause the conversation to stop. It should now correctly cause Wes to speak a line and start combat.
  • [XBox] Restored missing audio files for Jake at the start of the quest “Well, Well, Well” when he’s speaking to Edmund.
  • Fix a bug in the quest “Branigan’s Bounty” that could prevent Craig from acknowledging the cage is open. If Craig has been unresponsive in a player’s save, they can close and re-open the cage door to force the quest to advance after this patch.
  • Fixed a bug near the start of the quest “Dark Horizons”, where if the Gunners ended up in combat with random other enemies, it would make the option to talk to them not work correctly.
  • Fixed a bug where if the Cheat commands were used to skip past the quest “Well, Well, Well”, the camera sequence triggers would still be active which could cause the quest to start up again.
  • CPD main cast should now switch to “office uniforms” when at their main location, and then back to the “field uniforms” they had prior to this office when outside for quests and other moments. This is purely an immersive change, and should have no gameplay impact.
  • Changed the faction records for the CPD characters to make it less likely they will attack the player if hit by cross fire or explosive damage.

Xbox players, the versions to watch for when you can safely update are: 42 of SS2, and version 15 of Chapter 2.

The two biggest boogiemen, that I'm withholding us moving into standard content/QoL patches for, are the Long Save issue and the HQ Reset issue. Those two links sort of represent the current "main threads" I'm watching for breakthroughs on those problems, and will continue to engage in discussion so we can try and find the patterns. Once we know the exact source of the problem, we'll be able to do something about it - so just need lots of data right now!

After we solve those two problems, I'll feel comfortable shifting my attention to UX Improvements and merging in some of the post launch content folks on the team have already finished creating!

-kinggath
Hi sorry to bother you but the nightingales that I have met will talk to me is it because I am not high enough level to trigger the thing?
 
Hi sorry to bother you but the nightingales that I have met will talk to me is it because I am not high enough level to trigger the thing?
I don't think so, maybe either is the quest of the Concord? just a bug? check Wiki if there is any requirement
 
Hi sorry to bother you but the nightingales that I have met will talk to me is it because I am not high enough level to trigger the thing?
I've never had one of the wandering ones say anything. Have you checked to see if their door has spawned outside Diamond City. That's how you start their quest line.
From the wiki: "The Nightingale Camp will appear across from the Diamond City Entrance when you have 30 residential plots across all your settlements and control at least 3 settlements."
 
My CPD officers appear to be borked. Lena is still by the cook's cabin and Simon is on the overpass, he started talking about defending police HQ but the quest never started?
 
"Hunt for Bombface" now refuses to complete for me; stuck at stage "talk to Caleb" after killing the two guys there.
I had this happen on my first playthrough when I choose to tell Caleb "both" in regards to his wife and Bombface. He would them runoff so I couldn't talk to him. I had to use console commands to find him then complete the quest.
Apparently he is suppose to die if you choose this option, he wasn't in my game, though that could very well be because I used console commands. All CPD officers commented as if he were dead though.
 
Hi sorry to bother you but the nightingales that I have met will talk to me is it because I am not high enough level to trigger the thing?
The generic Nightingale's are currently not speaking, it's on the known issue list we'll get fixed soon. The named ones, such as Fiona should work no matter when you meet them though.
 
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