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Patch 2.1.2 - Unlimited Power is now live!

kinggath

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The real start of the show this patch cycle is Workshop Framework! Huge new update that adds some really powerful tools to your arsenal for managing settlement power.


  • Workshop Framework Power Tools - automatically wire up your settlements and recover from power grid corruptions!
  • Tons of building plan navmeshes rebuilt. Many of the SS2 building plans should be more pathable than ever!
  • TONS of bug fixes!


Xbox players, the versions to watch for when you can safely update are: 56 of SS2, and version 26 of Chapter 2. Starting with this patch, we now have someone at Bethesda monitoring the situation with the Xbox issue of not usually being able to download right away. If you have trouble updating - please respond to this thread and tag me!

Full SS2 patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes
Full Workshop Framework patch notes available here: https://github.com/kinggath/WorkshopFramework/pull/106

-kinggath
 

Jodywilkes66

Member
Messages
83
I use a mod called Longer Power Lines…will this play well? Would this affect the power grid issue?
Also,I use SS2 Radiant Municipal Power mod…it prevents me having to use wires so much anyway.
Also, if we use faux power, can we still build power plots so we can work up to High Tech Power Plots?
 

XxA1xX

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I use a mod called Longer Power Lines…will this play well? Would this affect the power grid issue?
Also,I use SS2 Radiant Municipal Power mod…it prevents me having to use wires so much anyway.
Also, if we use faux power, can we still build power plots so we can work up to High Tech Power Plots?
I use both of those mods as well there will be no issues with them. The power grid tools simply tries to repair or break and replace the grid. id Assume building power plots won’t interfere with the faux power stuff as it would just be a regular plot if you don’t build the municipal power pole.
 

UndercoverHat

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Patreon Supporter
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so does the fauxpower setting mean we wouldn’t need power poles for the plots or would you still need the poles to pick up the fake power ? Also nice love the power grid options and option to not need it.
My big question about the Faux Power option is how that will affect attempting to get power to the HQ. (I've been stuck at 910/1000 for a couple of weeks now, and it's starting to get frustrating.)
 

Jodywilkes66

Member
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83
As an aside….I have commented on the YouTube update video FOUR times and my comment keeps disappearing….why is that?
its like YouTube won’t let me comment…i guess I’ll never win a tshirt….alas
 
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yaugie

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Messages
1,729
  • Attempted to fix a bug that would cause installing the Catwalks upgrade in HQ to uninstall the Central Plan Room upgrade.
Thank the Lord.
I'll test that when my downloads finish over here.

That night I got like a half dozen "someone replied to your post" email notifications from Git wasn't kidding.

EDIT: Looks to have worked!
 
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XxA1xX

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My big question about the Faux Power option is how that will affect attempting to get power to the HQ. (I've been stuck at 910/1000 for a couple of weeks now, and it's starting to get frustrating.)
Never even thought of that good question I had similar issues a while back as well.
 

kinggath

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As an aside….I have commented on the YouTube update video FOUR times and my comment keeps disappearing….why is that?
its like YouTube won’t let me comment…i guess I’ll never win a tshirt….alas
Usually that would mean you are blocked on the channel. Can you DM me with your youtube username and I'll see if you were removed by mistake? (Perhaps one of the people I gave moderator permission clicked you by mistake when battling bots!)
 

kinggath

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so does the fauxpower setting mean we wouldn’t need power poles for the plots or would you still need the poles to pick up the fake power ? Also nice love the power grid options and option to not need it.
Yeah - you shouldn't need power poles - but you may have to re-run the faux power thing after a plot upgrades. Though I'll likely patch it to prevent that if it is the case, as I don't want people to have to keep running it.
 

Rexorp

Active Member
Messages
131
I am having a problem with the Personnel Assignment Menu not opening up during the tutorial part of How to HQ. I have reloaded saves, left and waited then came back and waited some more but nothing seems to get it to work. Also, I seem to have some serious script lag going on at the same time as well.
*Unofficial Fallout 4 Patch.esp
*WorkshopFramework.esm
*armorkeywords.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SettlementFixerBot.esl
*TheCircleSS2.esl
*canarysavefilemonitor.esl
*VotWMaster.esm
*VotWSpecialVideos.esl
*VotWTheatre.esl
*Robot Home Defence.esm
*SS2WorkshopHUDOverride.esl
*NPSShopping.esl
*valdacilsitemsorting-00-valspicks-dlcversion-vanillaweight.esp
*ihud compability patch.esp
*def_ui_core4.esp
*def_ui_preset_authors_picks.esp
*def_ui_vis_tags.esp
*def_ui_vis_tabs.esp
*def_ui_vis_rollups.esp
*def_inv_scrap_en.esp
*SS2 Better Outfits.esp
*Raze My Settlement.esp
*SS2_NobodysLeaders2_Automatron.esp
*SS2_NobodysLeaders2_NukaWorld.esp
*SS2_NobodysLeaders2_VaultTecWorkshop.esp
*buildable fallout 76 watchtowers v2.esp
*armorsmith extended.esp
*SettlementMenuManager.esp
*PiperCaitCurieDialogueOverhaul.esp
*Boston Natural Surroundings.esp
*skk476openworld.esp
*pumpespawnpoints.esp
*Eli_Armour_Compendium.esp
*SS2_NobodysLeaders2.esp
*FallComplete.esp
*VotWStarlightDriveIn.esp
*fallout 76 watchtowers.esp
*VotWCells.esp
*SS2_FDK_TinyLiving.esp
*SS2Extended.esp
*SS2_ruined_simsettlement_addonpack.esp
*3DNPC_FO4Settler.esp
*SimSettlements2ChildSupport.esp
*simsettlements2_addonpack_apocalypticadditions_sirlach.esp
*[ss2] ad vic.esp
*ss2whisperpowerplots.esp
*ss2aop_vaulttectools.esp
*[ss2 addon] simsettlements superstructures.esp
*vw_verdantwasteland.esp
*TrueGrass.esp
*workshopplus.esp
*Modern Armors.esp
*Modern Firearms.esp
*mfselectfire.esp
*def_ui_hud_preset_immersive_hulk_hod3n.esp
*SoberingVideos.esp
*Better_Settlement_Defence.esp
*Unofficial Scrap Patch.esp
*Non-Playable Flags Patch.esp
*Auto Loot.esp
*Auto Loot - UFO4P Components Patch.esp
*WhoIsTheGeneral.esp
*Presto.esp
*Vault-Tec Workshop Overhaul Redux.esp
*Vault88 - Essentials.esp
*DiamondCityAutoClose.esp
*Realistic Death Physics - ALL DLC.esp
*dD-Realistic Ragdoll Force.esp
*EveryonesBestFriend.esp
*CROSS_GoreCrits.esp
*CROSS_GoreCrits_FarHarborPatch.esp
*IcebreakerCDO-Settlements.esp
*NirShor-MusicalLore.esp
*RealNameSettlers.esp
*AutoHack.esp
*SS2Extended_OutfitInjectionPatch.esp
*Fallout 4 AI Overhaul.esp
*Spare Railroad as Institute.esp
*NoVanillaRadiantDLCLocations.esp
*TinaDeLucaSettlerVoiced.esp
*Move (Get Out the Way).esp
*No_BloodWorm_MoleRats_Scorpion_Teleport-BugFix.esp
 

XxA1xX

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Messages
1,528
Use the rebuild and rewire option today works great. Have not tried the faux power yet but my plan for that is rouse it at the castle where I have consistent power issues.
 

Russ0612

Active Member
Messages
316
I LOVE the latest auto-wire feature, it was what I always wanted and I usually manually connect the wires, but now I don't have to. :cool:

I still have this question are we ever planning to update on the ROTC? As I remembered it was used for SS1?

Currently, I'm experiencing a lot of weird fast travel points in many settlements, which you cannot put down the fast travel rug anywhere?

One specific one was the Outpost Zimonja, where the wires from the radio tower basically just float in the air :(
 

UndercoverHat

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356
Random info... I tried the tool to rewire the settlement in Abernathy and crashed (saved before trying, and did it three times with waiting in between in case it was script lag). I then manually scrapped the wires as Kinggath had suggested, and used the option to automatically wire the settlement. This worked beautifully!

I spent a little time cleaning up wires that looked odd to me, but that was a joy compared to rewiring everything manually. I noticed while doing this that I had not removed all the wires. This leads me to believe (something which is likely already known) that the grid failure can be due to one or two "bad" connections.

In any case, this is an awesome addition to the mod, and I do hope it gets included into F4SE so that more FO4 people can enjoy this fix to Bethesda's bug!

I've just created a new post specifically for discussions on the Power Tools. I'm hoping that feedback in one place will be helpful in some way
(https://simsettlements.com/site/index.php?threads/power-tools-experience-discussion.23048/)
 
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Rexorp

Active Member
Messages
131
In quest "Angel of Mercy" when I am supposed to talk to Ellis he does not respond.
I don't know if this helps any but here is the showqueststages:
1-80 (done)
90-91 (not set)
95 (done)
100-115 (not set)
120-140 (done)
141 (not set)
200 (done)
201 (not set)
220-250 (done)
260-272 (not set)
280 (done)
290-351 (not set)

Also, the quest "Is there a doctor in the house?" seems to get stuck at stage 30. I wasn't given the opportunity to recruit Cassandra at any point....
...and the Employee Assignment Menu is still not working.
 
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GavMan

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City Planner (S3)
Messages
286
It's been a while since I found this fault finding after rewiring (last year when I had an issue when testing a city plan in the second round - using R2K's tools),
So it would be good to hear or get feedback if anyone has experienced this...

When a settlement is rewired after the power grid is fixed - is power still passed between the snapped black conduit pieces?
(I had to pick up and re-snap them to get power flowing through them)
 

XxA1xX

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Community Rockstar
Messages
1,528
It's been a while since I found this fault finding after rewiring (last year when I had an issue when testing a city plan in the second round - using R2K's tools),
So it would be good to hear or get feedback if anyone has experienced this...

When a settlement is rewired after the power grid is fixed - is power still passed between the snapped black conduit pieces?
(I had to pick up and re-snap them to get power flowing through them)
Not sure that’s a big because when you break / fix power grids you have to pick and release lights and power nodes sometimes as well. I just went through some testing with the basic castle plan that has a lot of power dups and issues and after breaking removing wires deleting all the doubled objects fixing and using the faux power I had objects that required hand picking and placing to reset power.
 

Russ0612

Active Member
Messages
316
In quest "Angel of Mercy" when I am supposed to talk to Ellis he does not respond.
I don't know if this helps any but here is the showqueststages:
1-80 (done)
90-91 (not set)
95 (done)
100-115 (not set)
120-140 (done)
141 (not set)
200 (done)
201 (not set)
220-250 (done)
260-272 (not set)
280 (done)
290-351 (not set)

Also, the quest "Is there a doctor in the house?" seems to get stuck at stage 30. I wasn't given the opportunity to recruit Cassandra at any point....
...and the Employee Assignment Menu is still not working.
I guess you should make a bug report thread instead? :(
 
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