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Public Beta 2.2.2

kinggath

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Update 09/06/22: Download v3 of the beta here
Update 09/04/22: Download v2 of the beta here

Due to my recent bout with COVID, I lost a week and so the patch is going to be delayed until the 9th as I predicted in the News vid the other day. My goal is to make this a pretty thorough quest fix patch, attacking all of the confirmed quest bugs in the mod currently!

So far I've made a major run on the CPD quests and tackled a few side-character quests - more stuff to come!

Notes: https://docs.google.com/document/d/1E3Rh8m5WJBfGybKJqGwQZ6uRrt3QCHnLSqAlItlpMI8/edit?usp=sharing
Download Link: https://drive.google.com/file/d/1zKWOeLGdAOvtCYlwgoZrSpoTeuAz1x-q/view?usp=sharing

One of the reasons I don't want to just release the patch with this content on Friday, is that in addition to working on bug fixes, I've done a lot of work on code for Chapter 3 features - and I need to be certain none of that code has broken anything - which is where this public beta will come in handy!

If you find any of the patch notes are inaccurate, or that some new bug has cropped up with this beta - please report it in this thread.

Please do not post pre-existing bugs in this thread, as I want to stay focused on the content of the patch as it is. If you have issues that existed before this patch that are not addressed, please post them in the Sim Settlements 2 help section. As soon as someone on the team, or a trusted person on the forum verifies the issue is not a mod conflict - they will post it on my bug tracker and I will tackle it from there.

-kinggath
 
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Haven't had time for much testing the past couple days, but from a VERY brief look I think I can say these two are fixed:
  • Fixed an issue where Elias would walk away and Ruby would follow the Player after killing targets during the quest “Thief!”. (note: dialog did not autostart, Elias just walked right up to me then stared at me - it was the Behemoth one for reference)
  • Caleb will now immediately walk towards his house after speaking to the player and his quest can be triggered as soon as Caleb reaches the animation marker on the second floor.
At least, they both worked fine for me. I'll be seeing how quickly I can activate and power through the CPD questline starting from when I get home from work this evening.
(side note, the "meet the Thomsons for dinner" bit never works 100% flawlessly for me; for some reason, my character never actually sits down before Ruby starts talking)
 
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  • “Can I help out?” dialogue option in Simon’s tree will now be replaced with a “How are you doing?” option after all his quests have been completed. This still leads to the same dialogue as before, where he would tell the player what’s been happening, but the “How are you doing?” option will feel more natural and less like the player should expect a quest.
This does correctly replace that spot on his dialog wheel... the first 'loop' through his dialog. When he finishes explaining what he's up to at the moment, "Can I help out?" has returned in that spot, and selecting that results in neither of us saying anything and getting a 'blank' dialog wheel where none of the options do anything.
 
Haven't had time for much testing the past couple days, but from a VERY brief look I think I can say these two are fixed:
  • Fixed an issue where Elias would walk away and Ruby would follow the Player after killing targets during the quest “Thief!”. (note: dialog did not autostart, Elias just walked right up to me then stared at me - it was the Behemoth one for reference)
I never had autodialogue starting in the first place. Elias just appeared and I always had to adress him from day one.

But on another note, in my game I ran into the old Who can ASAM problem again. The Stodge crowd gathers around the workshop, but nothing triggers. Just Old Paul asking me for food. I had to force complete the quest once again. I'm not sure, if that's just a random hickup or if other people ran into that problem also.
 
Alright, Hellhounds during the last two CPD quests were all hostile on sight to me, so I guess that issue has been sorted out.
(I took the Simon path on reflex; first attempt at the "boss battle", one of the minions rifle-bashed Lena into the floor causing the quest to fail and Simon to turn hostile on me)
Dialog sequences during the fight through BADTFL all activated correctly.
Lena's scalps quest auto-failed on completing the 'boss battle' as intended, and Advanced Martial + the two CPD Plot Designs unlocked correctly too.
Fastforwarding/skipping through dialog meant Patty and Pete hadn't yet had time to make it out the front of the building before that quest stage. (probably not new)
The "Hellhounds Combat Armor" dropped from that boss has the mod slot to accept Creation Club Paints, but does not visibly change when they are applied. (probably not new)

But on another note, in my game I ran into the old Who can ASAM problem again. The Stodge crowd gathers around the workshop, but nothing triggers. Just Old Paul asking me for food. I had to force complete the quest once again. I'm not sure, if that's just a random hickup or if other people ran into that problem also.
Haven't seen that one, but I quest-skipped straight to "Picking up the Pieces" to force Caleb to spawn in Concord on this runthrough, so I wasn't really looking.
 
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Can't verify if the text on the CPD Terminals has been fixed to correctly show playername - can't figure out how to officially "become a member" (probably due to Simon doing the "only has an empty dialog wheel" issue mentioned in a previous post) so all the terminal tabs except "Bounties" are showing as "don't have access".
Tried a radiant "Bounty" mission though (collecting someone's skull from Memford Memorial Hospital), that all worked perfectly.

Side note, probably unrelated to this patch; just had Archibald+Treadwell Unique Settlers spawn in for the first time in months.
 
Hopefully butcher mission works reliably after GNN. As always looking forward to this :)
 
Not sure if addressed but since this is the CPD patch fix up can we have the kid that starts the cpd quest line not show up right after the fight with the gunner when we meet aiden. Each time I finish that quest the kid ( shandy something like that ) pops up as soon as I leave the conversation with jake and aiden. Maybe put a 24 hour in game wait on him so he finds you when you are out and about.
 
Not sure if addressed but since this is the CPD patch fix up can we have the kid that starts the cpd quest line not show up right after the fight with the gunner when we meet aiden. Each time I finish that quest the kid ( shandy something like that ) pops up as soon as I leave the conversation with jake and aiden. Maybe put a 24 hour in game wait on him so he finds you when you are out and about.
Shhandy always turned up randomly. I don't know at which stage of the CPD quest you are, but he always turned up when certain parameters were met.
 
Shhandy always turned up randomly. I don't know at which stage of the CPD quest you are, but he always turned up when certain parameters were met.
When you finish the quest with jake where you meet aiden and fight the gunners, he always shows up the second that quest log finishes and poof he’s standing right behind me.
 
When you finish the quest with jake where you meet aiden and fight the gunners, he always shows up the second that quest log finishes and poof he’s standing right behind me.
I always had him much sooner than that, since I obviously fulfilled the 30 residental requirement. I have finished the CPD questline and have not even started Picking up the Pieces.
 
I always had him much sooner than that, since I obviously fulfilled the 30 residental requirement. I have finished the CPD questline and have not even started Picking up the Pieces.
Isn’t the nightingales the ones who come after 30 beds in settlements the cpd starts after the quest picking up the pieces with the gunner fight ?
 
Isn’t the nightingales the ones who come after 30 beds in settlements the cpd starts after the quest picking up the pieces with the gunner fight ?
I think, it's the CPD quest. In any case, I usually spend almost two real days building up my settlements and doing side quests, before even advancing SS2 quests beyond New Plots on the Block. Shhandy always showed up. Before meeting Caleb and way before Chapter 2. As I said, I already finished the questline and did so many times before and I haven't even started Picking up the Pieces.
 
as far as i am aware the very first time one can encouter Ssshandy is right after the Where There's Smoke Quest.
(tune the Hub Radio, stumble onto the Gunner frequency, visit a ransacked ASAM Settlement, talk with Aiden, kill some Gunners).

The Quest shortly before officially making the first Mayor lead Cityplan Settlement for/with Stoge and his Crew.
 
as far as i am aware the very first time one can encouter Ssshandy is right after the Where There's Smoke Quest.
(tune the Hub Radio, stumble onto the Gunner frequency, visit a ransacked ASAM Settlement, talk with Aiden, kill some Gunners).

The Quest shortly before officially making the first Mayor lead Cityplan Settlement for/with Stoge and his Crew.
You can meet him earlier. It all depends on 30 residental plots.
 
at the moment i have way more than those 30 residentials across the entire wealth... still have to run into him.
 
Can confirm telling Caleb Saunders "No" (the option to the right) in the very first dialog you have with him back at his house insta-starts the CPD questline (skipping all of Caleb's 'hunt' quests) even if you don't meet the other requirements for Shhandy to track you down and deliver that note (something I didn't even know until I checked the wiki). Of course completing Caleb's little questline sends you to them too. Either of these are doable as soon as the Jake Quest "Picking up the Pieces" is in your quest log.
I didn't get the Misc.Quest to go talk to Caleb at his house until after fast-traveling back to Sunshine Tidings, though - at which point I already HAD, because I followed him back to his house after the initial greeting where he's there leaning against the bus stop.
I've never seen Sshandy spawn as early as the above posters are talking about myself - heck, I've only even had him come track me down with that note like twice in all my re-plays.

Also, Branigan actually uses his bed like a normal person now instead of sleeping underneath it.
 
  • “Can I help out?” dialogue option in Simon’s tree will now be replaced with a “How are you doing?” option after all his quests have been completed. This still leads to the same dialogue as before, where he would tell the player what’s been happening, but the “How are you doing?” option will feel more natural and less like the player should expect a quest.
This does correctly replace that spot on his dialog wheel... the first 'loop' through his dialog. When he finishes explaining what he's up to at the moment, "Can I help out?" has returned in that spot, and selecting that results in neither of us saying anything and getting a 'blank' dialog wheel where none of the options do anything.
Can you get me a save with that occurring? His dialogue wheel is working in my save, so must be some weird combination of conditions that aren't accounted for.
 
as far as i am aware the very first time one can encouter Ssshandy is right after the Where There's Smoke Quest.
(tune the Hub Radio, stumble onto the Gunner frequency, visit a ransacked ASAM Settlement, talk with Aiden, kill some Gunners).

The Quest shortly before officially making the first Mayor lead Cityplan Settlement for/with Stoge and his Crew.
Yes that’s the only time I’ve had him show up and he shows up instatravel speed soon as I turn around. I was just hoping it could be delayed like 24 hours so he’s not showing up to a massacre.

that’s not to say it’s not dependent on something I’m not doing, just found it annoying he comes in immediately after I’ve killed a bunch of gunners talking about how he hears I have gunner issues to.
 
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