the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Patch 2.0.3 - More, More, More is now live!

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,172
In addition there is an update available for Workshop Framework!

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

  • New HQ-related side quest from Jake! For anyone deep into HQ, it should auto-trigger shortly after launching the patch.
  • Doors in the world added by SS2/Chapter 2 now have Intercoms or lanterns players can use to toggle them and get access to vanilla or mod doors without needing to go into the holotape!
  • Concord should now have a new resident for players who have completed the previous content! (She's not technically new, but I fixed a bug that would have prevented her from showing up for most players)
  • Communications class building plans will now correctly work as a Recruitment Beacon and have been buffed to provide +10/+20/+30% chance of settler recruitment!
  • Trading Disease Cures should now work as expected and Disease Research in HQ should now correctly unlock as diseases are discovered in settlements!
  • TONS of bug fixes!

Xbox players, the versions to watch for when you can safely update are: 52 of SS2, and version 23 of Chapter 2.

Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

-kinggath
 
Fixed a bug that was preventing many of the disease research projects from unlocking in HQ.
I have completed chapter 2. and so far the "mole-rat" disease isn't researchable. Do I need to use a save before taking control of GNN, for the patch to take effect.
 
Trading Disease Cures should now work as expected

this is great news that way I can go back to using the wsfw plus options and still have settlers get cured.
 
I have completed chapter 2. and so far the "mole-rat" disease isn't researchable. Do I need to use a save before taking control of GNN, for the patch to take effect.
The disease research currently unlocks after the disease appears in a settlement - but it absolutely makes sense for that one to appear so long as you've done the Vault quest!
 
Can it be that Edmund is no longer adressable with this patch? He's sitting in his church, but he doesn't seem to be "there". I haven't got a better explanation. When I look at him, the bench he's sitting on seems to be the only thing I can interact with. His bot isn't.
 
The disease research currently unlocks after the disease appears in a settlement - but it absolutely makes sense for that one to appear so long as you've done the Vault quest!
Research has now become available.
I upgraded to 1.0.3 while I was in sanctuary and fast traveled to HQ. I then checked to see if the research was showing up. Which it wasn't at the time.
I created a save and quit.
The next day I loaded Fallout 4 up and now the disease research is showing. I just needed to be more patient.
Thank you for the mod and updates.
 
Does anyone know how to complete the new radio quest? I listen to the supermutant broadcast and kill everything in Shaw High School (where the radio tells you to go to) and then nothing? Is this quest supposed to remain largely unmarked too?
 
Has anyone else experienced a long loading screen after installing the new patch?
Not yet. I installed (and probably shouldn't have) a mod called True Grass. After installing it, my load times back into the main world from any interior cell is crazy slow. It does make the world look great, so it might be an inconvenience I can deal with. Beyond that though, the load times have been the same between 2.0.2 and 2.0.3
 
Does anyone know how to complete the new radio quest? I listen to the supermutant broadcast and kill everything in Shaw High School (where the radio tells you to go to) and then nothing? Is this quest supposed to remain largely unmarked too?
The new quest From Sea to Glowing Sea(?) just requires you to turn on the 6 relay towers. The supermutant broadcast is vanilla. It's a lure to get people to Shaw High and kill them. Pursuing the vanilla content (broadcasts, distress calls, etc.) isn't required to complete the quest. Jake and Lupe will comment on stuff they are picking up from the broadcasts but those are just to add tie-in/flavor to the vanilla.
 
Not yet. I installed (and probably shouldn't have) a mod called True Grass. After installing it, my load times back into the main world from any interior cell is crazy slow. It does make the world look great, so it might be an inconvenience I can deal with. Beyond that though, the load times have been the same between 2.0.2 and 2.0.3
Has anyone else experienced a long loading screen after installing the new patch?
I havn't had any save or load time issues, but I am using the f4se pluggin as well.
Yout could try the following grass mod. I have been using it with luxors's summer and SS2 with noo issues.
Grasslands - https://www.nexusmods.com/fallout4/mods/11267
Luxors Summer - https://www.nexusmods.com/fallout4/mods/57319
 
Parden me, and igore the rope... and would you yank this chair when I ask? Yeah right from under my feet. Thanks...

Mod hell, not ss2 that I can tell but mod hell... broke my like 8th run since chapter 2, just before the HQ...

Mayhap I can save it to.orrow... well see.

Psst remember we loose an hour sleep tonight.
 
The new quest From Sea to Glowing Sea(?) just requires you to turn on the 6 relay towers. The supermutant broadcast is vanilla. It's a lure to get people to Shaw High and kill them. Pursuing the vanilla content (broadcasts, distress calls, etc.) isn't required to complete the quest. Jake and Lupe will comment on stuff they are picking up from the broadcasts but those are just to add tie-in/flavor to the vanilla.
Thanks got it figured. Luckily I only had that one tower to activate so I managed to re-load an earlier save, activate the tower before being given the quest by Jake and then could continue as intended.
 
For some reason the brewmaster apprentice spawned twice by trinity tower falling to death. I have full power to my hq but the quest is still active and says 0 power transfered. I still have small light and picture across from the offices upstairs on the balcony of the main entrance. I also still am unable to complete any bounty missions for cpd even though I have the skull. Xbox series x.
 
Hi, I'm leaving a building and Jack calls me on the Pipboy radio. He tells me that he found some old documents and asks me if I have activated the relay towers yet. No matter what I answer, the game ends for me at this point because the conversation hangs.
I have already activated several of the towers during the game and at least some have been reset. Does anyone perhaps have the quest ID?

Hi, ich verlasse gerade ein Gebäude und Jack ruft mich über das Pipboy-Radio an. Er erzählt , dass er alte Dokumente gefunden habe und fragt mich, ob ich schon die relay towers aktiviert habe. Egal, was ich antworte, das Spiel endet für mich an diesem Punkt, da die Unterhaltung hängt.
Ich habe im Laufe des Spiels schon mehrere der Türme aktiviert und zumindest einige wurden wieder zurückgesetzt. Hat jemand vielleicht die Quest-ID?

Edit:
I can confirm the long loading times since the update.
Die langen Ladezeiten seit dem Update kann ich bestätigen.
 
Last edited:
Hi, I'm leaving a building and Jack calls me on the Pipboy radio. He tells me that he found some old documents and asks me if I have activated the relay towers yet. No matter what I answer, the game ends for me at this point because the conversation hangs.
I have already activated several of the towers during the game and at least some have been reset. Does anyone perhaps have the quest ID?

Hi, ich verlasse gerade ein Gebäude und Jack ruft mich über das Pipboy-Radio an. Er erzählt , dass er alte Dokumente gefunden habe und fragt mich, ob ich schon die relay towers aktiviert habe. Egal, was ich antworte, das Spiel endet für mich an diesem Punkt, da die Unterhaltung hängt.
Ich habe im Laufe des Spiels schon mehrere der Türme aktiviert und zumindest einige wurden wieder zurückgesetzt. Hat jemand vielleicht die Quest-ID?

Edit:
I can confirm the long loading times since the update.
Die langen Ladezeiten seit dem Update kann ich bestätigen.
I, too, had the game stuck whenever I left a building or fast traveled. I never got this to work, so I just went to HQ and talked to him personally.
yes, I am experiences strange slowness When fast traveling….it waits about 5-10 seconds before it goes to the load screen….plus, my loading times are long if traveling to downtown or it’s environs.
 
I havn't had any save or load time issues, but I am using the f4se pluggin as well.
Yout could try the following grass mod. I have been using it with luxors's summer and SS2 with noo issues.
Grasslands - https://www.nexusmods.com/fallout4/mods/11267
Luxors Summer - https://www.nexusmods.com/fallout4/mods/57319
I use Luxor’s hd overhaul as well as grasslands and his mod for grasslands have had 0 issues with them. True grass on the other hand I can’t get to work well unless it’s the half size mod for it that cuts the amount in half for it. think true grass is a little to intense when mods like Luxor’s summer and grasslands have practically 0 impact for me. I also use the f4se plugin as well.
 
I haven't been trying everything new to check if more bugs are fixed etc but I already noticed some new stuff and fixes so that's very nice, thanks for the great work as always.
 
Last edited:
Top