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Hotfix 2.0.0i

Tonight's hotfix addresses the following:
  • Altered the starting code of “How to HQ” to reset MALA’s stats. This should help resolve a conflict out there that causes her stats to be reduced to 1 - which then causes Energy amounts to not match costs during the quest.
  • Fixed a bug that could allow female player characters to start the quest Martial Law too soon.
  • Algernon now has the appropriate keyword to prevent his Power Armor from being destroyed.
  • GNN minefield kill zone will now play sounds, trigger the vanilla mine HUD marker, and post a warning in the corner so the player knows what happened and has several seconds to try and turn around and exit the blast area.
  • Jake should now remain on the first floor of the hardware store during the quest Hostile Takeover, this should prevent an issue some players were experiencing with his dialogue scene at the end of the quest.
  • Altered the names of several script files to get them under the max character budget that the CK warns about when attempting to compile them.
  • Fixed a bug during the quest “Casting a Line” that could cause the quest to get stuck if the player killed the raider leader without speaking to him first.
  • Fixed a bug that could cause the daily change data on the Resource Panel to exclude operating costs from plots. (thanks for the heads up cbrgamer2!)
  • Fixed a bug that could prevent the camera sequence from playing near the end of the quest “Well Well Well”.
  • Attempted to fix a bug that would prevent petting Cola again after the quest “Let Sleeping Dogs Lie”.
  • Arriving in a settlement will now queue up code to update all current Plot assignments and ensure settlers are correctly configured with correct assignment keywords and titles.
  • Fixed previs breaks in Vault 81 and Satellite Station Olivia - which may have caused wall flickering at some points in the cell when viewing at certain angles.
  • Fixed a bug that would prevent The Ron’s default dialogue tree from working after the quest “Runners and Gunners” started, until the quest “End of the Beginning” started. It should now correctly function again after the player has met with Aiden at the first objective of "Runners and Gunners".
Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/

Xbox players, the versions to watch for when you can safely update are: 40 of SS2, and version 13 of Chapter 2.

If you noticed the list of fixes has shrunk, it's because I've finally found some folks who can help me work on the "long saves" issue! So a lot of my attention has gone there.

Hopefully as the team gets involved again this month, we'll see a larger array of fixes - especially to the CPD which I know have a large list of issues to resolve. I'd expect that after the save file issues are sorted, and any remaining main quest showstoppers are resolved, we'll shift into the bi-weekly patch schedule again.

-kinggath
forgive my ignorance and it's been awhile but where do I download the hotfixes?

Edit, NM looks like it's through Nexus. I remember at one time the hotfixes could only be retrieved here.
 
Sorry @kinggath, I only looked at the the one script. I didn't think to see if you changed the function calls elsewhere. :blush I guess the rest of you guys can change those likes on my post to "boos" :grin
On the other hand, I did what I should have done first and actually tested your change in game. It seems to be working for me.
@yaugieLC could you elaborate on what you are seeing in your game to make you think it's not working? Maybe it would be good to use the function in the holotape to rebuild the production data first just in case.
 
could you elaborate on what you are seeing in your game to make you think it's not working? Maybe it would be good to use the function in the holotape to rebuild the production data first just in case.
What I had been doing is just assuming that the numbers on the HUD would near-instantly update, as they do when switching on "Maintenance Costs: Non-Plot".

However I actually applied some patience for a change this time.
Switched "Operating Costs: Plot" on, left the game to sit doing nothing for several real minutes - HUD still had not updated. Then I ran a passtime 24 to make it go through the daily income/expenses calculation, and as it deducted each cost's resources from the network, the Daily Change numbers did update.
I can conclude that it DOES work, I was just being an impatient little silly and working on a false assumption about how it worked again.
 
What I had been doing is just assuming that the numbers on the HUD would near-instantly update, as they do when switching on "Maintenance Costs: Non-Plot".

However I actually applied some patience for a change this time.
Switched "Operating Costs: Plot" on, left the game to sit doing nothing for several real minutes - HUD still had not updated. Then I ran a passtime 24 to make it go through the daily income/expenses calculation, and as it deducted each cost's resources from the network, the Daily Change numbers did update.
I can conclude that it DOES work, I was just being an impatient little silly and working on a false assumption about how it worked again.
So it only runs when the plot costs run or when the resources update ? I guess that would make sense it should only update when plot costs run don’t want it running non stop in the background.
 
So it only runs when the plot costs run or when the resources update ? I guess that would make sense it should only update when plot costs run don’t want it running non stop in the background.
Yeah, it appears it redoes the values in the HUD during "daily resource o'clock" time, same time as when it does all the generation from your Industrials and stuff. I'd just assumed it would change the value on the HUD tabs instantly, since turning on Non-plot operating costs does update those numbers as soon as it's able.
 
forgive my ignorance and it's been awhile but where do I download the hotfixes?

Edit, NM looks like it's through Nexus. I remember at one time the hotfixes could only be retrieved here.
If you use vortex, there’s a Check for Updates button on the top that puts a little plus sign next to anything with a new version available.
 
when will the church be fixed cause im on 2.0.0H chapter 1 hub of the problem quest i need to talk to the ron still but i finished old Paul Nuka cola dog quest and Branigan lost farm hands and brahmin feed quest and the pastor hasn't fixed his place up
 
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I had this happen after the hq where jake moved to the hq when I returned to concord had raiders waiting. But to me it’s a no biggie I just pretend they are there to try and loot but get caught and killed.

but yeah seems like the raiders respawn at some point.
true but I've observed, no defense mechanism at their spawn point, only an NPC NAMES "Randy" with a pool cue and he got knocked down :oops:
 
true but I've observed, no defense mechanism at their spawn point, only an NPC NAMES "Randy" with a pool cue and he got knocked down :oops:
just down the road towards starlight is / will be the gate and its defenses.
but well... the raiders do actually spaw directly next to the chruch / hardwarestore... one or two turrets in front of the museum would keep those at bay without poor randy getting involved.
 
I'd just assumed it would change the value on the HUD tabs instantly
It my be something simple like the function that handles the toggling of setting Plot Operating Costs does not tell HUDManager to update the panel.
It's not like I looked at one script and without even testing the functionality in game, concluded that KingGath, programmer of this massive mod, made a basic programming error ...
Not necessarily, I shall quote Nexus Mod Author Rux616:
"There are only two truly difficult things in computer science: naming things, cache invalidation, and off-by-one errors."
 
Tonight's hotfix addresses the following:
  • Altered the starting code of “How to HQ” to reset MALA’s stats. This should help resolve a conflict out there that causes her stats to be reduced to 1 - which then causes Energy amounts to not match costs during the quest.
  • Fixed a bug that could allow female player characters to start the quest Martial Law too soon.
  • Algernon now has the appropriate keyword to prevent his Power Armor from being destroyed.
  • GNN minefield kill zone will now play sounds, trigger the vanilla mine HUD marker, and post a warning in the corner so the player knows what happened and has several seconds to try and turn around and exit the blast area.
  • Jake should now remain on the first floor of the hardware store during the quest Hostile Takeover, this should prevent an issue some players were experiencing with his dialogue scene at the end of the quest.
  • Altered the names of several script files to get them under the max character budget that the CK warns about when attempting to compile them.
  • Fixed a bug during the quest “Casting a Line” that could cause the quest to get stuck if the player killed the raider leader without speaking to him first.
  • Fixed a bug that could cause the daily change data on the Resource Panel to exclude operating costs from plots. (thanks for the heads up cbrgamer2!)
  • Fixed a bug that could prevent the camera sequence from playing near the end of the quest “Well Well Well”.
  • Attempted to fix a bug that would prevent petting Cola again after the quest “Let Sleeping Dogs Lie”.
  • Arriving in a settlement will now queue up code to update all current Plot assignments and ensure settlers are correctly configured with correct assignment keywords and titles.
  • Fixed previs breaks in Vault 81 and Satellite Station Olivia - which may have caused wall flickering at some points in the cell when viewing at certain angles.
  • Fixed a bug that would prevent The Ron’s default dialogue tree from working after the quest “Runners and Gunners” started, until the quest “End of the Beginning” started. It should now correctly function again after the player has met with Aiden at the first objective of "Runners and Gunners".
Here's a link to our currently investigating list, so you can read about the issues on deck to be fixed: https://simsettlements.com/site/index.php?threads/currently-investigating.20360/

Xbox players, the versions to watch for when you can safely update are: 40 of SS2, and version 13 of Chapter 2.

If you noticed the list of fixes has shrunk, it's because I've finally found some folks who can help me work on the "long saves" issue! So a lot of my attention has gone there.

Hopefully as the team gets involved again this month, we'll see a larger array of fixes - especially to the CPD which I know have a large list of issues to resolve. I'd expect that after the save file issues are sorted, and any remaining main quest showstoppers are resolved, we'll shift into the bi-weekly patch schedule again.

-kinggath
Confirmed that this fixed my inability to talk to the Ron. I can now find new settlers. One thing (and maybe this is in another thread) is that I asked for "strength" and was sent to Emily Marcus....who has great agility. I've now finished Ch 2 and the only outstanding "bug" I have is the inability to turn in bounties at the CPD. I also never saw the judge come to their HQ (maybe not yet?) and though I've researched all the vaccines, no one (to my knowledge) has gotten sick. Overall, I really enjoyed ch 2. In fact, this mod may send me back into PC gaming as I don't see how you'll be able to squeeze chapter 3 onto an xbox! :)
 
just down the road towards starlight is / will be the gate and its defenses.
but well... the raiders do actually spaw directly next to the chruch / hardwarestore... one or two turrets in front of the museum would keep those at bay without poor randy getting involved.
There's a random encounter marker in Concord that's normally disabled until sometime after "When Freedom Calls" is completed. Most people don't run into it as, without Sim Settlements calling you back to the hardware store, who spends a lot of time hanging out in Concord after rescuing the Quincy 5?

SKK50's Random Encounter Manager can disable/enable any random encounter marker so I'd imagine it would be possible for Sim Settlements to do something similar here. No idea if this will break anything Sim Settlements related — use at your own risk — but you should be able to stop that spawn https://www.nexusmods.com/fallout4/mods/42081
 
I keep seeing people talk about decreasing threads in WSFM. Is this actually good to do or can it goof things up?
 
just down the road towards starlight is / will be the gate and its defenses.
but well... the raiders do actually spaw directly next to the chruch / hardwarestore... one or two turrets in front of the museum would keep those at bay without poor randy getting involved.
I was using a sneaky build for my SS2 playthrough (which I kinda regret), so no, they will not be triggered by the machinegun turrets but this Randy dude (does he even have a quest with him?) just getting beaten down by them
 
There's a random encounter marker in Concord that's normally disabled until sometime after "When Freedom Calls" is completed. Most people don't run into it as, without Sim Settlements calling you back to the hardware store, who spends a lot of time hanging out in Concord after rescuing the Quincy 5?

SKK50's Random Encounter Manager can disable/enable any random encounter marker so I'd imagine it would be possible for Sim Settlements to do something similar here. No idea if this will break anything Sim Settlements related — use at your own risk — but you should be able to stop that spawn https://www.nexusmods.com/fallout4/mods/42081
Without SS2, once you've got the PER bobblehead and the Tattoo magazine from the sewer, there's no reason to go back.
 
Hello.
The problem remains. The assign. menu is cleen. Maybe can do manual assignment of department heads without menu? (including tutorials)
HQ fix don't help.
Thx!
 

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There's a random encounter marker in Concord that's normally disabled until sometime after "When Freedom Calls" is completed. Most people don't run into it as, without Sim Settlements calling you back to the hardware store, who spends a lot of time hanging out in Concord after rescuing the Quincy 5?

SKK50's Random Encounter Manager can disable/enable any random encounter marker so I'd imagine it would be possible for Sim Settlements to do something similar here. No idea if this will break anything Sim Settlements related — use at your own risk — but you should be able to stop that spawn https://www.nexusmods.com/fallout4/mods/42081

thanks for hinting at this mod... though.. i don't want to miss the loot from the encounters that can happen there.
its actually one of my usual places to loot fusion cores from automatron robots...
 
just down the road towards starlight is / will be the gate and its defenses.
but well... the raiders do actually spaw directly next to the chruch / hardwarestore... one or two turrets in front of the museum would keep those at bay without poor randy getting involved.
I also have the BOS Vertibird drop spawn here, and the Mechanist bots. So all kinds of hell can break out by the hardware store for poor MALA and Randy.
 
I keep seeing people talk about decreasing threads in WSFM. Is this actually good to do or can it goof things up?
If nothing else it won’t mess anything up I’ve seen where a few people dropped theirs to 10 and it helped with their save times. Have not tried this myself so not sure it works or not.
 
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