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Patch 2.2.2 - Side Quest Triage is now live!

kinggath

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Patch 2.2.2 of Sim Settlements 2/Chapter 2 and 2.2.4 of Workshop Framework are available now!

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  • Tons of bug fixes for all sorts of quests, including a deep dive on the CPD questline to eliminate many of the common issues!
  • Workshop Framework fix for the slow recruitment many of you have been reporting for a while - finally found the culprit!
  • HQ Radio now works in 1st person, which should eliminate getting stuck in a weird animation state!
  • Leaders assigned from the Leader Card system should now be correctly transferred to the settlement if they were living at a different one!
  • Tons more bug fixes - check out patch note links below!
Xbox players, the versions to watch for when you can safely update are: 63 of SS2, and version 31 of Chapter 2.

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/

-kinggath
 
I love this patch. Good to be able to finally complete the item trade in quest for Jerred Lund. Nice to see Judge Ashley Bishop at the office now also.

Some things I have noticed so far.
The third CPD bounty quest called "Coursing Persistent Dogs" to collect the final Hellhound will not activate for me. Maybe I have killed him already without the quest active ?

The female CPD officers dont seem to have any expressions or mouth movements while speaking. Maybe thats an already known issue.
Named officers like Lena and Simon and also generic male officers all have their expressions working fine.
 
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LOL, and here I thought the super-slow recruitment was intentional, to make sure we had room for all of your story NPCs. I've been spawning my own settlers all along, because of that. :grin
I'd been told it was "working as intended" enough times that I'd started telling people that that was the case, and even recommending other mods to make up your numbers.
Which does make me wonder how many OTHER things I've been told are "working as intended" actually aren't
 
Soon after I started the game with the new patch installed, the quest called Voice of the Commonwealth, 1st Edition activated for me. I am able to interview Griff and Rickey with no trouble, but Laney is supposed to be in Oberland Station, and she is simply not there and no quest marker. I looked up her id and found out she is still in the Holding Cell.
 
My main two problems persist in newest version:

1) infestation won't go away. Quest markers point to nothing and project to clean them up won't start (no energy spent, when I exit command mode and re-enter the project is still there).

2) can't get food and water to HQ, even if the meters in my hud tell me I should have plenty and even if I have my settlements with supply agreements producing massive surpluses.
 
My main two problems persist in newest version:

1) infestation won't go away. Quest markers point to nothing and project to clean them up won't start (no energy spent, when I exit command mode and re-enter the project is still there).

2) can't get food and water to HQ, even if the meters in my hud tell me I should have plenty and even if I have my settlements with supply agreements producing massive surpluses.

I want to add to this that after the new patch I'm still getting the "infinite resources" bug on settlements and HQ while using "categories" as resources option ( I.E: ∞ symbol in organics, machine parts, rare materials hud) and they are not getting added to the HQ resources.

Just to check, after installing the new patch I cancelled all my supply agreements, waited a couple minutes, exited and entered HQ and stablished 2 of them again, and still I'm only getting scrap resources, the rest of the are at 0, organics, machine parts, rare, food, water, etc.
The settlements I linked to obviously have industrial plots producing those resources and water and food surplus.

The odd thing is that the problem seems to be in HQ while in workshop mode only.
If I clean a room, then aproach the control panel outside it and chose to build from there with the trade menu, then HQ does count the correct resources (just built the large dinning hall, in workshop it said I had 0 organics and 0 machine parts, but the control panel outside said 500 organics and 600 machine parts and let me built it).
That of course only works for rooms, for projects I'm forced to turn workshop plus into free build mode
 
The quest Voice of the Commonwealth 2nd edition is still broken with the bug that happens when Phil is talking, the camera moves to the player character for dialog but no dialog options appear. Dahlias interview worked with no trouble and the crash that happened when the player character reads the 1st edition is fixed.
 
Right, so in addition to the infestation not going away that others run into, I have the issue where after manually killing all of the bugs and mole rats, attempting to save enters an infinite save screen.
On another note, is there a non-nexus site from which to download the mod? Nexus is well and good, but it would be nice to download the main mod + chapter 2 updates in less than 20 minutes due to the 2MB/S cap

edit: Everything works fine now -- I just forgot to override the previous version with the new one. Ignore me.
 
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I still have a bug for CPD quest Catastrophe Prevention Drive. This patch fixed the Hellhounds to hostile, but as soon as I enter BADFTL, Lena is killed & Simon goes hostile.
 
I have had some annoying issues since the last update. The game is less stable now and when I updated the Vortex said I had some patches or something to install. I did not check what they were and let the program fix/install them for me. Then mod let me know that there were incompatibilities that caused some of workshop framework scripts not work and instructed me to either install the override or fix the load order. I did both that allowed me to continue. Now that I got to Vault-tec building and did all there is to do there and tried to leave the building the game keeps crashing. I`ll try and work with it but I worry the save is corrupted now. I have not made any settlement related changes to my mod list and I started a new play through for this version of SS2. Everything should be up to date.
 
Am I right in thinking, if I have some Gunner tattoos, in an existing save, I still will not be able to turn them in, and the quest should disappear? I'll keep trying.
 
I'm not sure what you did but because of this patch opening my pip boy (I got pip pad replacement if that counts) gets stuck in the currently equipped gun animation and is unable to exit. I'm somewhat certain its this patch is the cause of it as I degraded back to 2.2.1 and it fixed the problem. Any ideas why ?
 
I'm not sure what you did but because of this patch opening my pip boy (I got pip pad replacement if that counts) gets stuck in the currently equipped gun animation and is unable to exit. I'm somewhat certain its this patch is the cause of it as I degraded back to 2.2.1 and it fixed the problem. Any ideas why ?
I noticed the same thing but only in the specific scenario that the pipboy is trying to open on the radio screen! I am able to avoid this bug by returning to inventory after using the radio signal screen. If you leave the pipboy on the radio screen when you close it, you will get stuck when you try to bring up the pipboy again.

Oh, and I don't have a pipboy replacer.
 
I noticed the same thing but only in the specific scenario that the pipboy is trying to open on the radio screen! I am able to avoid this bug by returning to inventory after using the radio signal screen. If you leave the pipboy on the radio screen when you close it, you will get stuck when you try to bring up the pipboy again.

Oh, and I don't have a pipboy replacer.
Hi, this just happened to me too. Closed menu while on radio after opening 5th relay tower. Stuck on gun animation but not holding any gun. I can hear faint radio. (All SS2 radio frequency messages are super faint for some reason- cant really hear.) Unable to switch out of gun animation or open inventory.
 
Probably a safe bet that this has to do with radio being in first person now. Even though it's supposed to cause less problems than third person so...
 
Remote Management: I've secure the lounger then waited. Jake called on the pipboy telling it is ready, although the quest don't update as it still saying to wait for Lupe. I go the HQ, Jake and Lupe are in the comms room but no lounger. Jake is actualy telling me to sit in it, but since there is none, hard to do. I even tried to refresh the room but no dice.
 
I noticed the same thing but only in the specific scenario that the pipboy is trying to open on the radio screen! I am able to avoid this bug by returning to inventory after using the radio signal screen. If you leave the pipboy on the radio screen when you close it, you will get stuck when you try to bring up the pipboy again.

Oh, and I don't have a pipboy replacer.
When do you think there is going to be a hotfix for that ?
 
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