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Hotfix 2.3.2a - VERY IMPORTANT - Rollback your saves!

Loving the mod so far does anyone know for the quest “War is Good For Business” are Dlc Factions available for recruiting like Nuka World Pack, Operators, Disciples and Far Harbour Fishermen, Children of Atom, Arcadia ?
 
With this patch installed I can't enter GNN during the siege, Lupe just stands next to the door unresponsive
If your on a pc you might try going into the console clicking on Lupe and getting her refid, then click on the door then enter 'unlock', go into GNN then use 'prid <Lupe refid>' then 'moveto player' and see if that triggers the quest to continue.

I think I had to do this one in a playthrough awhile back... it's been awhile.
 
Oh god... I'm absolutely screwed it seems. My game is messed up when it comes to the HQ right now (multiple issues happening I won't bother getting into as there's probably no fix at this point) I doubt I have a manual save file from " just before" this hotfix, as I just used the in-game mod system to run updates when they are there... no idea when "2.3.2" or "2.3.2a" were installed so I'm likely having to go back to a save to re-play dozens of hours of SS2

Tried that ReSaver program - I have 0 active scripts :|

It's been fun playing SS2 (expect for the absolutely ludicrous number of continual attacks from Gunners on my settlements - PLEASE fix that someday), but these major issues that pop up requiring a full wipe, and reinstall of the mods with a full replay is not for me... I can't keep doing that.
 
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Tried that ReSaver program - I have 0 active scripts :|
I didn't fully look at the fix and the problem but getting rid of all active scripts, at least to me, didn't seem like a good idea- as you should only kill SS2 or WSFW ones that were 'stuck'(imo). Though, since variables are tied to scripts(they can't exist, let's say outside of one), it might be possible to restart a quest, but doubtful(I've never tried or tested this).

When you 'activate' a quest(check it as active) that should add a script to the active script list in Resaver(if I'm not mistaken); which is what I believe that is.
 
It's been fun playing SS2 (expect for the absolutely ludicrous number of continual attacks from Gunners on my settlements - PLEASE fix that someday), but these major issues that pop up requiring a full wipe, and reinstall of the mods with a full replay is not for me... I can't keep doing that.
It is cool, that technically, some things can be accomplished- but not necessarily fun or easy to 'jump into'. It happens to developers and I've done this myself by making something way more complicated than it should be- it's like wowing oneself. And for a programmer that in and of itself is kindof a reward.

I read where the team is going to break the 'system' down into components and that would be what I would recommend(and what I'm doing here now with this project)- but it's going to take time. It's an inverse curve- time spent coding vs. time spent debugging and updating. The less time you spend initially the more time you'll spend on the 'back end' and vice versa.
 
If your on a pc you might try going into the console clicking on Lupe and getting her refid, then click on the door then enter 'unlock', go into GNN then use 'prid <Lupe refid>' then 'moveto player' and see if that triggers the quest to continue.

I think I had to do this one in a playthrough awhile back... it's been awhile.
thanks for that, I managed to finesse it by setting the stage to where I have to kill Berman, no clipping to him, killing him, moving Jake to my location and setting the stage again to where he gets his gun back. Worked out in the end but still....
 
I didn't fully look at the fix and the problem but getting rid of all active scripts, at least to me, didn't seem like a good idea- as you should only kill SS2 or WSFW ones that were 'stuck'(imo). Though, since variables are tied to scripts(they can't exist, let's say outside of one), it might be possible to restart a quest, but doubtful(I've never tried or tested this).

When you 'activate' a quest(check it as active) that should add a script to the active script list in Resaver(if I'm not mistaken); which is what I believe that is.

Well I figured my game was bonked so I went back to a save losing a few days of gameplay (though I do not know if it's from the patch before the hotfix or the version before that) and re-did everything where I've taken over the HQ and hired Mansfield. Now my quest is to clean up a room.... but I can't because there's no option in my build menu.... once again the game is screwed to the point of blocking progression / having fun.

I've learned my lesson - LOTS of manual save games every step of the way and before upgrading to a new version of SS2 wait for bugs to be found out.

At this point I'm completely screwed it seems and I'm not going to put another 6 days of gameplay into it just to start over and get back to that point... I'm done for now I guess..
 
At this point I'm completely screwed it seems and I'm not going to put another 6 days of gameplay into it just to start over and get back to that point... I'm done for now I guess..
I completelly understand, and it does get frustrating. I went back to using Transfer Settlements, building my own and importing them each time I start a new game(at least for now) and will come back to SS2 eventually. I want to rule out load order, then rule out SS2 conflicts once I get to that point. Some of the tools I need I haven't developed yet since I don't know the right questions to ask myself atm to even begin developing a solution.

I'll use myself as an example... when I develop something, instead of 'hardening' what I've already coded, I'll spend about 1/3 of the time doing that, and 2/3 of the time tossing more things into the 'mix'(you know one of those thinking to oneself moments about how cool this would be... then going... yeah! yeah! super cool!... then after it's done... like... oh man... now there's even more work to do!). The net result was... I have an even bigger project with many connected data structures and 'systems' to debug. Part of what I decided to do here is go back to a set 'design philosophy' and do my best to stick to it. Still add new things, but make sure the 'system' works as expected. I found out that based on a given 'design' adding and updating code became much much easier with less of a buggy headache. Though... chosing that path of development goes against my 'I want to see this NOW!' programming elation. Not that that's directed at anyone in particular, but it's easy to get caught up in the 'moment'. and something very hard to resist(especially spending hours and hours just trying to get something simple to work properly!).
 
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Yeah - I'm more than happy SS2 exists and is such a in-depth mod... just upset with myself for not realizing how the whole thing can seemingly just mess up one day while you're playing to the point where it will just 'cripple' the mod because you can't complete an action or get a speech dialogue to work.

I try to keep my mods to a minimum to not interfere with SS2 - nothing fancy other than a nicer pip-map, the FO4 unofficial patch, bridge fix, unlimited ammo for companions and then addons for SS2.

I was SO excited for the HQ part as well.. cleaning all the rooms only to end up having no Scrap (that's where this all stemmed from) to do any other projects even though my trade stuff and transfer buildings were all setup properly but not working.
 
just upset with myself for not realizing how the whole thing can seemingly just mess up
It really can, but I don't think it yours or anyones fault... somethings should be built-in and a given(I know somethings just can't). It's just hard to take the time to play out every scenario sometimes- I spend most of my day doing that with various problems, not just coding per se and it still comes back to bite me with something I've missed. So I learn from that and analyse not only how to fix the problem, but why I didn't see the solution at first. So it's not only a refinement for a solution, but also how I think about problems. What comprises them(not just the limitations of the hardware or software, but the personalities involved in it's development).

One of the biggest 'hang ups' with debugging something that's released is- what if I mess it up worse... it works, mostly now... so... kindof thing. That's why I think it gets avoided with Bethesda being one of those types of offenders imo. Don't get me wrong... Fallout and the Elder Scrolls are some of my favorite games of all time... but I still expect some bit of effort from developers(and myself) rather than more 'throwing at an invisible crowd' thru the person in conversation chatter.

Scotty once said "the more they add to the plumbing, the easier it is to stop up the pipes"(paraphrasing). But... don't let that excuse my choices of design, coding and lack of understanding towards a given 'problem'.

I look forward to putting SS2 back into my load order again. Love the story, settlements and entire idea! Cudos to the team for that! I honestly think that even though the code is very complicated- the sollution is something simple. It's like looking the inner workings of a giant clock- being so facinated with all the gears as they move you don't see that one tiny gear missing in the back.
 
I read where the team is going to break the 'system' down into components
I tried suggesting something along these lines once or twice, but was told by the fans here, and maybe one or two tied in with his majesty, that the team knew what they were doing. But the mod didn't work super well until a lot of patching had been done, and people still have issues. Even as above with a pretty tiny mod list. When I threw the Fens Sherriff's Department mod on the pile, my game really began to have issues in many of the quests in the entire game. I've been assured that FSD isn't a script heavy mod, but something in it isn't playing nice with the others.

It should help if SS2 had more of a regulator with its quests, so that ones in the wing wait till the current one is complete. They have been popping up more and more in Chapter 2, to the point I've been leaving them disabled to finish the one I was on. I forget what I was doing, an SS2 quest or an FSD one, but Shhandy appeared, and I tried everything I could to avoid that little squirt, but he ran as fast as I did and wouldn't go away! I'm afraid the coding hasn't been cleaned up that caused the mod to corrupt the game if you didn't focus on it once started. So I finally talked to the little tur - I mean, cute kid, and did the CPD questline to the point there were no more things to do - apparently. At least there were no more mission signals thrown at me, so I hope I'm safe. I'm also going to hope that From Sea To Glowing Sea doesn't pop too early, because taking Jake at his word that there was no hurry on it, letting it dangle caused the game to break down after that. A quest limiter / traffic cop should help.

I've read that the script infrastructure wasn't ideal for ambitious mods like SS2, though F4SE is supposed to help a lot with that. If his majesty and his court can't widen the roads so to speak, they are just going to have to find a way to manage the traffic a little more efficiently.
 
Oh god... I'm absolutely screwed it seems. My game is messed up when it comes to the HQ right now (multiple issues happening I won't bother getting into as there's probably no fix at this point) I doubt I have a manual save file from " just before" this hotfix, as I just used the in-game mod system to run updates when they are there... no idea when "2.3.2" or "2.3.2a" were installed so I'm likely having to go back to a save to re-play dozens of hours of SS2

Tried that ReSaver program - I have 0 active scripts :|

It's been fun playing SS2 (expect for the absolutely ludicrous number of continual attacks from Gunners on my settlements - PLEASE fix that someday), but these major issues that pop up requiring a full wipe, and reinstall of the mods with a full replay is not for me... I can't keep doing that.
If you had 0 active scripts, you didn't actually hit the bug.

Would love to hear what's broken at HQ as its something I'll be doing a lot of updates to for 3.0.0!
 
It should help if SS2 had more of a regulator with its quests
I did some comand line utilities back where I took a framework and just changed the 'main' processing part(usually one or two functions) which sped development along substantially and kept things standardized Over 20+ utilities(I often times call them 'quick and dirty' given they accomplish something fairly simple). With scripts, I'd say... yes. A solid script framework that the team could use as a 'template' then just add or remove their own things during development so that any bug or new addition would pretty much apply across all quest scripts- which at this point could be done programatically.
 
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2.3.2 did something we haven't run into since my early days of coding in SS1, which is create an infinite loop bug that will wreck your saves.

Highly recommend you install the 2.3.2a update and roll back your save file to a pre2.3.2 save!

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PC Players - you can attempt to terminate scripts using Fallrim Tools, but that may have unintended consequences, so keep an eye on things after you do so before you commit to the save.

My sincerest apologies for letting this bug slip through, I had hoped we'd have found any bugs with the new code over the extended testing period, but this one slipped through the cracks. Hopefully that means it is actually difficult to trigger, but I want to lean on the safe side and warn you all immediately before you lose too much progress.

For 3.0.0, we'll be having the longest test period in Sim Settlements patch history. I don't want this to ever happen again, and please know that I find the sanctity of your save files to be one of the most important drivers of development (just ask anyone on the team about how many hoops I make them go through to make changes to existing content).

-kinggath
I was lucky in that I had not check for updates in a few weeks...I still have Version 2.3.1. However, when I go to update it, I am only finding 2.3.2. Where do I find the 2.3.2a file?
 
QUESTION REGARDING 2.3.2b Thanks for giving us the immediate heads up @kinggath . I had taken a clean save right after the completion of chapter two and had been putzing about in settlements doing nothing of real significance. So rolling back wasn't a problem. I'm now playing under 2.3.2a but Vortex is telling me an update to 2.3.2b is available. Should we be going on to b?
 
If you had 0 active scripts, you didn't actually hit the bug.

Would love to hear what's broken at HQ as its something I'll be doing a lot of updates to for 3.0.0!
1. The workbench in the Chemistry Lab creates a script that runs all the time. I reported it in the bug section of this forum. Also, when you exit the conversation at that workbench, you are placed stuck in the nearby wall or maybe between that wall and some things you can't walk through. In either case, you need to use tcl to get out.
2. Because I did not want the buggy workbench, I placed two versions of the Infirmary: the ER Infirmary and the Clinical Infirmary. They flank the front door entrance. My other two rooms are Medical Lab and Robotics Lab. When I attempted to hang the affiliation decorations, they all showed up one side of the room.
3. Building the Armory in the basement creates four unattached instances. Therefore I have not built it in my current save. I've been assured that unattached instances don't matter but I am highly skeptical. If I hear that from you with regards to the Armory, I will believe it.
 
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