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Patch 1.0.9 - "Where There's Smoke" - is live!

The plucking from the vine not being available wasn't anything intentional, could just be an unintentional side effect for how I set up the new plot code. I can add it to my list to look into in the future.
 
The plucking from the vine not being available wasn't anything intentional, could just be an unintentional side effect for how I set up the new plot code. I can add it to my list to look into in the future.
I appreciate that kinggath! With no interaction with the crops I feel no interest in choose one or another. IMHO, if you're "the general" who is rebuilding the Commonweath, can't consider a robbering take those mutifruits, i.e., to make adhesive :aye:...
 
The plucking from the vine not being available wasn't anything intentional, could just be an unintentional side effect for how I set up the new plot code. I can add it to my list to look into in the future.
Wow! :confused: All this time I thought it was a feature! I may have been brainwashed... :todd:

The plot's crops harvestable has been the #1 complaint of survival players. From what I have seen, non food crops like silt beans can be harvested.
 
Well, I have a problem that I have never seen before: the stores are marked as assigned but no one works in them!
Using the owner find tool, I have discovered that no one has a marker. Industrial plots show similar behavior.
At this point, all stores except Lily's in Sanctuary are useless because you cannot interact with them in any way.

Martial plots, that suppose to be occupied by only one person, in most cases reveal 2 or more settlers assigned.

At Ten Pines got another assignment issue: the couple of original settler don't auto assign to the new houses, the search tool say nobody need a house, but the workshop show me red numbers. Solved manually.

I got differences between the hud (if it want to work, not always) and the values in workshop mode, in a way you don't know in which info you can trust.

Settlements looks everything fine, no problems nor alerts, may be spirits do the work, because the settlers don't move a finger.

Before anyone ask, I got almost the same load order for the last year, minor changes, no mods in the "black list" of SS2 installed.
 
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On the brink of despair I begin to think of completely destroying my settlements, something that never happened to me in SS years. The tool to deallocate settlers does not work, either because it does not affect any settler or because it affects two or three of them. Anyway, after applying the tool, all the plots were still occupied!

The search tool also fails. Trying to find a homeless or jobless person turned into a nightmare: either no one was marked, and it is false, or someone was marked as unemployed and it is also false.

I miss the old tools with which we were able to find problem plots and do some maintenance.

There seems to be no way to revert the scripts or anything to somehow reestablish the settlement. With no stores, non-harvestable crops, at this point I have a sophisticated and highly decorative mission mod.

So if a kind soul has a method to reestablish a settlement, and start de fun again, I'm all ears. Thanks in advance.
 
On the brink of despair I begin to think of completely destroying my settlements, something that never happened to me in SS years. The tool to deallocate settlers does not work, either because it does not affect any settler or because it affects two or three of them. Anyway, after applying the tool, all the plots were still occupied!

The search tool also fails. Trying to find a homeless or jobless person turned into a nightmare: either no one was marked, and it is false, or someone was marked as unemployed and it is also false.

I miss the old tools with which we were able to find problem plots and do some maintenance.

There seems to be no way to revert the scripts or anything to somehow reestablish the settlement. With no stores, non-harvestable crops, at this point I have a sophisticated and highly decorative mission mod.

So if a kind soul has a method to reestablish a settlement, and start de fun again, I'm all ears. Thanks in advance.
Potential solutions:
  1. Wait a long time for the scripts to all catch up (this may very well be the problem)
  2. Send all your settlers to a different settlement, leave and a wait a while for the scripts to catch up, and then send people back
  3. Refresh your settlers with the Vit-O-Matic
  4. Refresh your plots
  5. Revert back to 1.08 and use a save from before you updated to 1.09
  6. Try creating a new plot and assigning settlers to it.
  7. Leave you settlement. (Scripts seem to run especially slowly when you are in a settlement, and may catch up when you are elsewhere).
 
Potential solutions:
  1. Wait a long time for the scripts to all catch up (this may very well be the problem)
  2. Send all your settlers to a different settlement, leave and a wait a while for the scripts to catch up, and then send people back
  3. Refresh your settlers with the Vit-O-Matic
  4. Refresh your plots
  5. Revert back to 1.08 and use a save from before you updated to 1.09
  6. Try creating a new plot and assigning settlers to it.
  7. Leave you settlement. (Scripts seem to run especially slowly when you are in a settlement, and may catch up when you are elsewhere).
Thanks mate!
Some of them are impracticable, others I already try, go for the others, crossing fingers...
 
Shoot them with the Vit-o-matic like you would with a pistol. ;)
 
For some unknown reason, nothing worked. Probably I'm not the first, but I don't find anything fun to destroy Sanctuary with 22 settlers and all the structures (it's like cutting your own pubic hair with a chainsaw, yipieeee! ), and the worst thing is that I have no guarantee that it works and need restar all the damn game...(note: crossing fingers doesn't work)
 
Hi, pals, I got a question. Cleaning my load order find the SS2WorshoHUDOVERRIDE, is needed for this version of SS?
I got a red alert in NMM as follow "WARNING: this plugin has the file extension .esl but the header missing the .esl flag"
 
I think NMM is likely just not capable of seeing the header correctly. Here it is:

1615930605052.png

That file allows the game to load a special version of the workshop HUD that supports up to 9999, instead of just 999 for all the values.
 
Hey guys! I have an issue with the quest "where theres smoke" and any advice would be much appreciated. Been on this playthrough for almost 30+ hours and dont fancy starting again but basically I am using EDI (ExtendedDialogInterface) because 2 mods have it as an hard requirement so the tuning of the radio part of the quest just wont work. I tried disabling EDI just to complete this quest but unfortunately as other mods require it I just get CTD. Is there any fix for this currently? My only idea is possibly skip the quest/skip all quests for this playthrough or start a new game with EDI and the other mods disabled until completion of this quest and then reactivate them but will I face similar issues further down the line?
Thanks!
Wizard
 
I don't use XDI myself, but could this help?

SS2 - XDI Compatibility Patch​

Thanks man this actually worked perfectly! I swear I looked for a patch ahha twice!! Obviously im blind though thanks alot man. I dont have to restart or skip anything this just "fixed" the quest hahaa mad :D
 
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