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Next gen update announced

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46

Doesn't look very exciting, imho, (but stability and performance enhancements, however small, are always welcome). Just wondering whether it will break mods? Does anyone have any insights into that?
 
Just wondering whether it will break mods? Does anyone have any insights into that?
At the very least, it will be a new version number for the .exe, meaning F4SE will require an update, temporarily rendering any mods that require F4SE as unusable.

As for other impacts, I guess it depends on what bugs were fixed and how. Does it break mods that already tried to patch those bugs? Does it fig "bugs" that mods were using as "features?" We're not going to know much until the mods makers/supporters have a chance to review what's changed.

In the meantime, one can adjust their Steam settings not to automatically update the game until more is known. This way one can keep playing the current version while mods get updated and the inevitable issues with the update get ironed out.

image_2024-04-11_131849573.png
 
I was looking online (mainly because Steam didn't have a simple 'Do not update this game' option), and came across this site with some instructions. Option 3 seems the most 'sturdy' way of stopping the update, but not entirely sure. The other two options I can't see as being very useful at all.

 
I was looking online (mainly because Steam didn't have a simple 'Do not update this game' option), and came across this site with some instructions. Option 3 seems the most 'sturdy' way of stopping the update, but not entirely sure. The other two options I can't see as being very useful at all.

Thanks everyone for the tips!
 
I was looking online (mainly because Steam didn't have a simple 'Do not update this game' option), and came across this site with some instructions. Option 3 seems the most 'sturdy' way of stopping the update, but not entirely sure. The other two options I can't see as being very useful at all.

Option 2 is basically the screenshot I shared above. What I failed to make clear is that "...at launch," as I recall, means "when you click the 'Play' button in Steam." If you launch it from the file explorer, or if your mod manager launches it (especially if you actually launch F4SE and that launches fallout4.exe), then it won't update, so you can keep playing with what you currently have. When you're ready to update, just click the "play" button in Steam.

(I think it's because it's the act of clicking the Play button in Steam triggers Steam to check if there's an update and then download it. Launching outside of Steam bypasses the check for updates.)
 
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Option 2 is basically the screenshot I shared above. What I failed to make clear is that "...at launch," as I recall, means "when you click the "Play" button in Steam. If you launch it from the file explorer, or if your mod manager launches it (especially if you actually launch F4SE and that launches fallout4.exe), then it won't update, so you can keep playing with what you currently have. When you're ready to update, just click the "play" button in Steam.

(I think it's because it's the act of clicking the Play button in Steam triggers Steam to check if there's an update and then download it. Launching outside of Steam bypasses the check for updates.)
Ah! Sorry, I didn't fully understand what that actually meant. I had it completely wrong in my head. Thanks for the explanation. That seems a much safer way to do it. :)
 
Ah! Sorry, I didn't fully understand what that actually meant. I had it completely wrong in my head. Thanks for the explanation. That seems a much safer way to do it. :)
You're welcome. I should have been more clear in the first place.
 

Doesn't look very exciting, imho, (but stability and performance enhancements, however small, are always welcome). Just wondering whether it will break mods? Does anyone have any insights into that?
It will require a rebuild of script extender which will break all mods reliant on it. At least that's what has always happened before :D

SS2 does not rely on F4SE so it should be ok on that front but its script heavy enough that I bet at least some parts will go wacky till fixed
 
Just for clarification, (this is me asking not stating anything.) I've never created a mod and have no idea how it all works. :scratchhead
We will need to wait for F4SE to be updated?
Then mods that require F4SE will need to be updated.
Will anything have to be done to mods that don't require F4SE or will those still work?
 
Just for clarification, (this is me asking not stating anything.) I've never created a mod and have no idea how it all works. :scratchhead
We will need to wait for F4SE to be updated?
Then mods that require F4SE will need to be updated.
Will anything have to be done to mods that don't require F4SE or will those still work?
yeah mods that use it will need to wait till f4se is updated then any mods which are still broken would need work
 
yeah mods that use it will need to wait till f4se is updated then any mods which are still broken would need work
My understanding (and I'm not an expert) is that Sim Settlements itself doesn't rely on F4SE but many other mods do, so the consensus among the expert users here seems to be -- wait! Once the update is out, people will start testing and updating, so make sure you have disabled auto-updates on Steam and that you launch SS2 via your preferred Mod manager (not directly from Steam) so that Fallout 4 doesn't update itself before you're ready.
 
Now that it is out of the box, how does it look?
I have not tried to play anything as im waiting for Fallout London to be fixed.
But im also eager to play SS2 to complete it.
 

Doesn't look very exciting, imho, (but stability and performance enhancements, however small, are always welcome). Just wondering whether it will break mods? Does anyone have any insights into that?
Hell yes it will break mods, and some of those mods have been abandoned and will be broken forever. This is why updates after 8 years are bullshit.
 
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