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Hotfix 2.0.1a and Tester Recruitment

kinggath

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This is a quick patch that correctly includes the new HQ settings in the holotape. I had set up their terminal entries and forgot to link them up!

This is for SS2 only, no patch necessary for Chapter 2.


Xbox players - version to watch for is: 47


On that note, new recruitment post is up - we need more testers to help catch stuff like this! Now that we're into meatier patches, the public betas don't work as well because rolling back saves becomes more necessary, and we need to control for other mods more frequently. Best way to handle these is to expand the testing team so we can give these patches the thorough tire-kicking they deserve!

-kinggath
 
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i was running fo4edit earlier and seen an error on mq37 i think was the line sirick gunner plaza radio that's the only details so not sure if this is just from the lights scripting that had to be done for the lights to follow the plane or what.
 
The errors talk about our dialogue choices being out of order. It's either a corruption in the esm that I don't know how to fix, or Xedit is operating on incorrect information in that error handling. I've seen it make mistakes like that before with header flags.
 
Ok just was reporting cause it gave a specific quest line and stuff. Fo4edit isn’t perfect though as it doesn’t like the partial flags either.
 
Ok just was reporting cause it gave a specific quest line and stuff. Fo4edit isn’t perfect though as it doesn’t like the partial flags either.
Fortunately, that quest seems to play out fine, so I'm going to ignore the errors for now.
 
I am unable to finish a couple CPD quests. I am unable to turn in the stolen skull to Jerred and the Gunner scalps to Lena. Talking to them doesnt bring up any related dialoge, so they won't take them. The scalp quest was activated before she moved location to the new office.
 
I am unable to finish a couple CPD quests. I am unable to turn in the stolen skull to Jerred and the Gunner scalps to Lena. Talking to them doesnt bring up any related dialoge, so they won't take them. The scalp quest was activated before she moved location to the new office.
my CPD quests are still borked, Lena is hanging out by the cooks shack and Simon is still on top of the overpass, any way to get the "defend the hq" quest to start?
 
A trick I found to work somewhat with the buggy NPCs is to carefully sneak up to them, so the player has less chance of agroing any nearby enemies. If the NPCs get even slightly spooked, it breaks their dialog. It might work in your situations.
 
A trick I found to work somewhat with the buggy NPCs is to carefully sneak up to them, so the player has less chance of agroing any nearby enemies. If the NPCs get even slightly spooked, it breaks their dialog. It might work in your situations.
no one around them, no agro'd enemies , as stated in previous thread, Simon says " help defend our HQ" and the quest never drops, conversely they were able to show up for the Plaza battle when asked.
 
Ok so I was using a couple city plans today and noticed non of the power poles for the electric plots where picking up power. I tried picking them up and replacing them, tried scrapping them and putting down new ones, tried replacing the poles with just the small box version. None of them worked I also tried resetting the plot each time and waiting a few mins in between all this.

this happen at the castle, sunshine traders, sanctuary, as well as a couple others. I don’t have any mods altering power or wireless power or changing anything with power generators or anything else. This is on the newest versions of wsfw ss2 and chapter 2 as well as wsfw plus.
 
non of the power poles for the electric plots where picking up power.
@kinggath
I think I found a pattern. There have been several similar reports just like this since SS2 was released, although I think the earlier issue was failure to register a municipal power switch with (can't remember) ResourceManager or PlotManager.
Anyway, there have been many reports of muni power pylon/switches failing to show a plot(s) generated power as being produced. It just dawned on me that this is set as an AV on the settlement datastore. So, I highly suspect this is being caused by the settlement datastore bug @cbrgamer2 found.

Do you think this may be the case? Should I add this to the git issue tracker? I know you have some fixes in the works for 2.0.2, but I am unsure if this is in the scope.
 
@msalaba while that issue would be present with the data store bug (along with a lot of other issues), I've had it happen independently. The data store was fine, just the object that stored the values for the municipal power (linked in the data store) was disabled. Enabling the object didn't work, but deleting that one and creating a new one did.
Given the nuclear nature of data store replacement (loss of all resources there along with city progress for city plans), if there is a way to detect the disabled object and replace it while leaving the data store alone, I think that would be better.
Possibly having a tool that checks the validity of a range of objects the system relies on with fixes could be implemented.
 
@kinggath
I think I found a pattern. There have been several similar reports just like this since SS2 was released, although I think the earlier issue was failure to register a municipal power switch with (can't remember) ResourceManager or PlotManager.
Anyway, there have been many reports of muni power pylon/switches failing to show a plot(s) generated power as being produced. It just dawned on me that this is set as an AV on the settlement datastore. So, I highly suspect this is being caused by the settlement datastore bug @cbrgamer2 found.

Do you think this may be the case? Should I add this to the git issue tracker? I know you have some fixes in the works for 2.0.2, but I am unsure if this is in the scope.
If it helps I ran the tool in wsfw to regen the power grid but it came back ok. And this is the first time I’ve had it be widespread like this. Normally it would work at one place then sometimes not one but never all of them to gather.
Also I waited for around 10 mins in one to see if it was just scripts running but once the game felt normal still nothing.
 
@msalaba while that issue would be present with the data store bug (along with a lot of other issues), I've had it happen independently. The data store was fine, just the object that stored the values for the municipal power (linked in the data store) was disabled. Enabling the object didn't work, but deleting that one and creating a new one did.
It shouldn't be too hard to configure a grabber quest and if it fails to find the existing object, spawn and link a new one. If that's the case (power issue, not datastore) As for the datastore itself... I'm not too confident about that one. There are a lot of moving parts involved. IIRC, most of the setup is handled by the OnInit event. It would be a matter of verifying everything else.

I'll have to take a look again. I could have sworn the generated power was set in an AV directly on the datastore. Maybe that changed with the CH2 stuff... :scratchhead
 
@msalaba I think its on an object called kResourceModifier (or something - I can't check at the moment because I am away for the week).
You wouldn't need the grabber quest - just get the settlement data store and check for that object. If it is missing or disabled, make another one. You would however need to give it the right value for municipal power - that would likely be a good time for a quest that grabs the municipal power plots and checks the appropriate AV for power generation (I think it is something like MunicipalPowerAV).
From what I understand KingGath is looking at including a tool to replace the entire datastore in an upcoming patch for if the settlement seems to be totally borked.
 
I think its on an object called kResourceModifier (or something - I can't check at the moment because I am away for the week).
I guess I need to switch gears from the processes my recently released mod uses... facepalm Yes, simple, easily addressable objects. != none? Good!
I'll try to remember to take a look at this today. I need an excuse to get away from json file hell. ;) I hope your irl stuff goes well. later...
 
@msalaba not necessary != none, you'd also need to check to see if it has been disabled.

I've been playing around with a hotfix, but I don't currently have a save with the municipal power bug to test it on.
 
Update: It seems that whenever a plot is upgraded in any settlement it is being built in the foyer of HQ. Standing there when the message pops on the screen I can watch the plot be built. That explains how but not why there were so many plots built on top of each other.

After getting the HQ reset bug and using the repair tool I am greeted with this
1645562917140.jpeg1645563325165.jpeg
at the front door but only when I teleport in. There are at least 4 (edit: MANY) other plots in that mess that I could select. I can provide the pics of the ids of at least 4 more of those as well if needed.

However, when I just walk in from the wasteland I am greeted with the standard trashed vanilla Gunner HQ. No signs of SS HQ anywhere. These pics are taken directly after the previous ones. I just walked out the door and back in.
1645563883243.jpeg1645563893861.jpeg
 
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