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Jampads 2 - Jampads now available for Sim Settlements 2

Captain LaserBeam

Active Member
Staff member
Messages
187
The thing that weirds me out though, and I’m sure you as well, is… sure, you could try this sort of fix, but how does it make sense? What if it works? What about all these plots is the same thing going wrong that is different about other plots?
I mean, if it worked, huzzah, but it would drive me just as batty as if it didn’t.
Oh it will drive me batty if it works, to be sure. Especially since ALL of my plots use custom LOs just about - so the fact that the others didn't crash but these did is completely nonsensical. However, @msalaba raises a good point - when you create a static collection (SCOL), which is what we builders use for the construction stages in many cases, you combine a bunch of statics together without necessarily saving it as a separate file. The game engine uses a record to basically render the SCOL on the spot. In these cases I've looked at the SCOLs and there should be nothing out of the ordinary, but for some reason the XBox is just struggling putting them together and crapping out. Something in there, as @msalaba said - is something the xbox doesn't like.

However, the final construction stage of each building level is typically a full NIF. Not in every case, but in many of them. In those cases, all of the different elements of the SCOL have been saved down as a finished file. This is easier for the game engine to process because it doesn't have to construct the SCOL from the bits and pieces, it straight up pulls the NIF file and just uses that. So if I make this fix and it works, it means that something in my construction stage SCOLs is specifically throwing the Xbox off. I will have NO IDEA what it is, mind you, because none of the stuff in any of the SCOLs is a custom asset, and I would have to take it apart piece by piece and test each time to figure out what the offending chunk is. Even then, it may be the sum of its parts that's causing the problem and not a specific piece - rare but possible.

If the NIF itself proves problematic, well, that's a much larger problem that will be a true baffler. That does likely mean that the plot will just need to be excluded from the xbox version of this mod. The tradeoff, if this works, will simply be that you don't get to see the building slowly come together over stages. What will happen is as soon as it starts constructing it will immediately go from the scattered building materials to the final structure. That may break your immersion (sorry), but at least you'll have a working building plan.
 

Dutch77

Active Member
Messages
158
Oh it will drive me batty if it works, to be sure. Especially since ALL of my plots use custom LOs just about - so the fact that the others didn't crash but these did is completely nonsensical. However, @msalaba raises a good point - when you create a static collection (SCOL), which is what we builders use for the construction stages in many cases, you combine a bunch of statics together without necessarily saving it as a separate file. The game engine uses a record to basically render the SCOL on the spot. In these cases I've looked at the SCOLs and there should be nothing out of the ordinary, but for some reason the XBox is just struggling putting them together and crapping out. Something in there, as @msalaba said - is something the xbox doesn't like.

However, the final construction stage of each building level is typically a full NIF. Not in every case, but in many of them. In those cases, all of the different elements of the SCOL have been saved down as a finished file. This is easier for the game engine to process because it doesn't have to construct the SCOL from the bits and pieces, it straight up pulls the NIF file and just uses that. So if I make this fix and it works, it means that something in my construction stage SCOLs is specifically throwing the Xbox off. I will have NO IDEA what it is, mind you, because none of the stuff in any of the SCOLs is a custom asset, and I would have to take it apart piece by piece and test each time to figure out what the offending chunk is. Even then, it may be the sum of its parts that's causing the problem and not a specific piece - rare but possible.

If the NIF itself proves problematic, well, that's a much larger problem that will be a true baffler. That does likely mean that the plot will just need to be excluded from the xbox version of this mod. The tradeoff, if this works, will simply be that you don't get to see the building slowly come together over stages. What will happen is as soon as it starts constructing it will immediately go from the scattered building materials to the final structure. That may break your immersion (sorry), but at least you'll have a working building plan.
Call me crazy, but I’d be fine if all plots always did that.
 

SunnyGrl

New Member
Messages
10
@Captain LaserBeam If it's helpful at all, I had the chance to go through all the plots on different save files and in different locations. The ones that caused crashing for me are the following:
  • Modern Life (3×3 residential)
  • Winter Wonderland (3×3 commercial)
  • Yagisan Industries (3×3 industrial)
  • Body Movin' (3×3 recreational)
  • Atomic Tan (Int. martial)
  • Danger! (1×1 municipal)
Also worth noting, I was not able to test 'Who Shot Ya?' and 'Moonshine Holler' because they wouldn't show up in the list of building plans, but I don't know if that's just an issue with my game. They may have worked fine if generated randomly. Everything else worked perfectly.

If there is anything I can do to help on my end, please let me know. Otherwise, I am okay with both an instant build for these plots or having them removed from the mod completely if needed.
 
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Dutch77

Active Member
Messages
158
@Captain LaserBeam If it's helpful at all, I had the chance to go through all the plots on different save files and in different locations. The ones that caused crashing for me are the following:
  • Modern Life (3×3 residential)
  • Winter Wonderland (3×3 commercial)
  • Yagisan Industries (3×3 industrial)
  • Body Movin' (3×3 recreational)
  • Atomic Tan (Int. martial)
  • Danger! (1×1 municipal)
Also worth noting, I was not able to test 'Who Shot Ya?' and 'Moonshine Holler' because they wouldn't show up in the list of building plans, but I don't know if that's just an issue with my game. They may have worked fine if generated randomly. Everything else worked perfectly.

If there is anything I can do to help on my end, please let me know. Otherwise, I am okay with both an instant build for these plots or having them removed from the mod completely if needed.
Just a quick note - your results obviously match mine as well - I had two different plots not show up for me at first but you can run that tool in the City Planner holotape to clear the plot cache or whatever and then they showed up. Did you try that?
 

Captain LaserBeam

Active Member
Staff member
Messages
187
The two you mentioned above, Moonshine Holler and Who Shot Ya? are also production - you might not have unlocked that subclass yet. I've made a version of the mod where I've stripped out all of the custom building material (level 0) phases and removed all the construction stages. Before I release it, I'm going to spend some time with my own Xbox and see if this fixes it or if I can replicate it. If this doesn't fix it, I'm fresh out of ideas.
 

SunnyGrl

New Member
Messages
10
Just a quick note - your results obviously match mine as well - I had two different plots not show up for me at first but you can run that tool in the City Planner holotape to clear the plot cache or whatever and then they showed up. Did you try that?
I have not tried that yet, but I definitely will. Thanks!
The two you mentioned above, Moonshine Holler and Who Shot Ya? are also production - you might not have unlocked that subclass yet. I've made a version of the mod where I've stripped out all of the custom building material (level 0) phases and removed all the construction stages. Before I release it, I'm going to spend some time with my own Xbox and see if this fixes it or if I can replicate it. If this doesn't fix it, I'm fresh out of ideas.
That makes sense, thanks! That's why I didn't see those plans not showing up as a big issue...I figured it was probably something I either didn't get to yet or needed to fix on my end.
 

Captain LaserBeam

Active Member
Staff member
Messages
187
Well I've managed to cross a lot of these off my list - the weird thing though is that you will have the spawn items appearing before the actual structure - so that's going to look super weird but resolves itself after like a minute. I could get the following to build with no crashes by removing all the construction stages -

  • Modern Life
  • Danger! High Voltage
  • Who Shot Ya (just tested that to be sure)
  • Moonshine Holler
  • Body Movin'

All of those worked fine. Then I tried to build Yagisan Industries and instant crash, even with no building materials and no construction stages. There is one thing I think might be causing it, that I'm going to try to remove from the spawns and we will see. Unfortunately I just also messaged Kinggath and he has a theory which could make this a lot more complicated than I thought.
 

Dutch77

Active Member
Messages
158
Well I've managed to cross a lot of these off my list - the weird thing though is that you will have the spawn items appearing before the actual structure - so that's going to look super weird but resolves itself after like a minute. I could get the following to build with no crashes by removing all the construction stages -

  • Modern Life
  • Danger! High Voltage
  • Who Shot Ya (just tested that to be sure)
  • Moonshine Holler
  • Body Movin'

All of those worked fine. Then I tried to build Yagisan Industries and instant crash, even with no building materials and no construction stages. There is one thing I think might be causing it, that I'm going to try to remove from the spawns and we will see. Unfortunately I just also messaged Kinggath and he has a theory which could make this a lot more complicated than I thought.
So, again, I want to just throw out a kudos to your effort. A) just trying to work this out is sh•t you didn’t sign up for just to add content to a thing gratis. :cool: I’ve had a chance for many of your plots that do work to level up and they are very cool. C) Massively a pain and I have no idea what the more complicated version is (and why it isn’t a problem for other plots) but if you and/or you and kinggath get it solved you can tell Tinuvia because I guarantee it’s the exact same problem with those plots and that’s some sort of community win as well.
Back to B - as was mentioned insofar as mod size and all that, if someone had an add-on that was like 100mb for four so-so plots, yeah, not many takers, but no one complains that Wasteland Venturers is gigantic. Your plots are great.
 

Dutch77

Active Member
Messages
158
So, again, I want to just throw out a kudos to your effort. A) just trying to work this out is sh•t you didn’t sign up for just to add content to a thing gratis. :cool: I’ve had a chance for many of your plots that do work to level up and they are very cool. C) Massively a pain and I have no idea what the more complicated version is (and why it isn’t a problem for other plots) but if you and/or you and kinggath get it solved you can tell Tinuvia because I guarantee it’s the exact same problem with those plots and that’s some sort of community win as well.
Back to B - as was mentioned insofar as mod size and all that, if someone had an add-on that was like 100mb for four so-so plots, yeah, not many takers, but no one complains that Wasteland Venturers is gigantic. Your plots are great.
Ok that was supposed to be B but it made a kooky emoji
 

SunnyGrl

New Member
Messages
10
Well I've managed to cross a lot of these off my list - the weird thing though is that you will have the spawn items appearing before the actual structure - so that's going to look super weird but resolves itself after like a minute. I could get the following to build with no crashes by removing all the construction stages -

  • Modern Life
  • Danger! High Voltage
  • Who Shot Ya (just tested that to be sure)
  • Moonshine Holler
  • Body Movin'

All of those worked fine. Then I tried to build Yagisan Industries and instant crash, even with no building materials and no construction stages. There is one thing I think might be causing it, that I'm going to try to remove from the spawns and we will see. Unfortunately I just also messaged Kinggath and he has a theory which could make this a lot more complicated than I thought.
Agree with @Dutch77 . Thank you so much for taking the time to do this when you weren't even planning to release the mod for xbox yet. As I said before, there were a couple of amazing add-ons that I used for SS1 that I was waiting for release after SS2, and this was one of them. Your hard work is VERY appreciated!
 

Captain LaserBeam

Active Member
Staff member
Messages
187
Xbox Version 2 is now out!

This is a dramatically optimized version of Jampads 2 and I have extensively tested it on Xbox. It removes all unique building materials and most construction stages, however. Since the commenters here indicated that wouldn't be a huge loss to them, it was the most straightforward way to address the problems. It should (fingers crossed) resolve most, if not all of the instant crashing issues. Let me know if you encounter any further crashing issues. Special shout out to @Tinuvia who developed some special tools for me to speed testing on the Xbox greatly. I'm also working with @VersusXV and hopefully we can all figure out what the root cause of these mysterious xbox crashes are.
 
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Dutch77

Active Member
Messages
158
Xbox Version 2 is now out!

This is a dramatically optimized version of Jampads 2 and I have extensively tested it on Xbox. It removes all unique building materials and most construction stages, however. Since the commenters here indicated that wouldn't be a huge loss to them, it was the most straightforward way to address the problems. It should (fingers crossed) resolve most, if not all of the instant crashing issues. Let me know if you encounter any further crashing issues. Special shout out to @Tinuvia who developed some special tools for me to speed testing on the Xbox greatly. I'm also working with @VersusXV and hopefully we can all figure out what the root cause of these mysterious xbox crashes are.
Just to check in, I have not had any problems after this update and all plots work. Appreciate it.
 

Captain LaserBeam

Active Member
Staff member
Messages
187
Just to check in, I have not had any problems after this update and all plots work. Appreciate it.
That is good to hear! I will say that this was quite the undertaking - glad to get a working version out there but because of all the issues and manipulations I had to do to the xbox version, it will probably lag behind the PC version a bit. I also may just leave it with two versions - this version which has a good 70% of the plots I intend to make, and an "expanded" version that provides the full 100%. They will have the same file name, but it will enable people who want these "core" plots to keep this version if they don't have space for the final "expanded" version.
 

Captain LaserBeam

Active Member
Staff member
Messages
187
New update live on Nexus! - Jampads 2 - a Sim Settlements 2 Add-on at Fallout 4 Nexus - Mods and community (nexusmods.com)

Version 1.5.0​

  • Added new 3x3 Production Building Plan - Even Better Than the Real Thing - an unlockable building plan that produces Vim, Nuka Colas, and their variants and mixes depending on what you have accomplished in-game. Initial plan will unlock when obtaining the Vim recipes from Far Harbor or completing the quest "World of Refreshment" in Nuka World. Either will also unlock additional recipes for the plan to produce if you have completed the other. In addition, obtaining the project cobalt schematics will unlock nuka cola quantum and quantum-based recipes.
  • Fixed issues with WTF -Wasteland Boxcast Communications Station building plan involving the alignment of spawns. Thanks to @GavMan for pointing this out!
  • Updated Wasteland Imports and Wasteland Imports - Slocum Joe's Creation Club Workshop patches to account for the Even Better Than the Real Thing building plan. If you have Wasteland Imports installed, the building plan will produce the WI version of Supa Yum and Sunset Sarsaparilla for maximum compatibility. Also, added Nuka Cola Clear as a production possibility if you have the project cobalt schematics.
  • Added building skins to Municipal plots WTF- Wasteland Boxcast and Danger! High Voltage
  • Fixed Egg Salad recipe in the Unique Creatures and NPCs patch that still used the "Jampads" eggs instead of the Unique NPCs eggs. All egg recipes should work properly now. Thanks to Starblast16 for pointing this out.
  • Fixed issue with Dark and Radstormy recipe that used the wrong ingredient. This recipe should work properly now. Thanks to ThePrinceofHell for pointing this out.
  • Fixed some missing building descriptions. Thanks to @Ernesto for pointing these out!
  • Added some stained glass items from Stained Glass Workshop Mod - Unicorn Farts and Godrays to possibilities for Dynamic Decor lists for building plans and to the Even Better Than the Real Thing building plan thanks to permission from MunkySpunk.
 

victoriaks01

Active Member
Messages
171
Honestly, I'm not sure Training plots have to do that, and with the design of that thing now that I've seen it in game (which I do like, don't get me wrong!) there ain't exactly room for multiple settlers to be there at the same time anyway - maybe just stick a note on the nexus page to make it clear that it is only for one person?
Curious, but is there an on the job training that will raise the settlers stats need for where they are assigned? If this could happen would it be slower than the "recreation" training? Can a settler be assigned to house, job and recreation at the same time?
 

Freddrick

Active Member
Verified Builder
Messages
233
Curious, but is there an on the job training that will raise the settlers stats need for where they are assigned? If this could happen would it be slower than the "recreation" training? Can a settler be assigned to house, job and recreation at the same time?
Stat bonuses from clothing DO impact settler stats so you have that option. With the right clothing/hat combo you can get a +3 or 4 stat bonus. You can bump it even higher if you give them armor with the right legendary effects.
 

Captain LaserBeam

Active Member
Staff member
Messages
187
New update available on Nexus - Jampads 2 - a Sim Settlements 2 Add-on at Fallout 4 Nexus - Mods and community (nexusmods.com)

Version 1.6.0 - I Like Big Ags and I Will Not Lie

  • Added three new advanced 3x3 agricultural plots, including:
    • THOSE! - Features Rad Ants, including a Rad Ant Queen from Watcherzero's Rad Ant Queen Modder's Resource. Produces rad ant meat, steaks, and fricasse for bars as it progresses in levels. Produces Ant Queen Pheromones for Clinics at level 3.
    • Veta's Crickets - Featuring Cave Crickets. Produces cave cricket meat, steaks, and Veta's cricket supreme for bars at level 3.
    • Birdland - Featuring Chickens. Too many chickens. Produces eggs, omelettes, egg salad, and chicken noodle soup for bars as it progresses in levels.
  • Updated Unique Creatures and NPCs patch to 1.6.0 so that Birdland will produce eggs from that mod, and also added some food items from that mod to its possible production items.
  • Fixed some small issues with Even Better Than The Real Thing's Level 3 animation/work markers for settlers. They should actually use them now.
 

Captain LaserBeam

Active Member
Staff member
Messages
187
New update available on Nexus - Jampads 2 - a Sim Settlements 2 Add-on at Fallout 4 Nexus - Mods and community (nexusmods.com)

Version 1.7.0 - Radical Conversion

  • Added three new interior industrial conversion plots, with special thanks to @Whisper, who gave me permission to use assets from Standalone Workbenches and Institute Build Kitthat form the backbone of some of these building plans (seriously, go download those two mods by Whisper, they are great) -
    • So Fresh, So Clean - Interior conversion plot that consumes wood (building materials) and oil (organic materials) and produces antiseptic (rare materials). And soon, you're going to need some antiseptic.
    • Splice of Life - Interior conversion plot that consumes glass (building material) and a small amount of crystal (rare material) to create fiber optics (rare materials).
    • Screwed - Interior conversion plot that consumes large amounts of steel and aluminum (building materials) to create screws, gears, and springs (machine parts).
  • Fixed the plot descriptions of Veta's Crickets, Those!, and Birdland to more clearly indicate that they are advanced agricultural plots.
These plots should help you deal with backlogs of building materials taking up too much storage in your settlement by turning them into something significantly more valuable!

Also, check out my other mods recently posted to Nexus -

Random Settlers - For when you are bored with settlers showing up with the same old clothes and boring old pipe guns.
Bogeyman of the Commonwealth - To turn those synth patrols into high-tech hit squads, and suggestions for more mods to turn the Institute into the super science nemesis to the Brotherhood they always should have been.
 
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