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Patch 2.2.5 - Prepare for the Future is now live!

kinggath

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Patch 2.2.5 of Sim Settlements 2/Chapter 2 and 2.3.2 of Workshop Framework, there's also an update to the SS2 DLC Settlers patch!

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  • Two new reports available at the City Planner's Desk terminal - Production and Operating Costs!
  • View Modifiers menu added to the Manage City option on the City Planner's Desk blueprint which lets you view Leader Traits (and eventually more!)
  • Tons of bug fixes and improvements for Addon Authors!
Xbox players, the versions to watch for when you can safely update are: 68 of SS2, and version 35 of Chapter 2.

SS2 patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes
Workshop Framework patch notes available here: https://github.com/kinggath/WorkshopFramework/wiki/Change-Log-History

-kinggath
 
  • Fixed a bug that caused plot explosions to occur during City Plan upgrades.
Was this a bug? I assumed it was intentional, I'd get a bunch of duplicate plots and they clean up, or some of the plots downgrade according to city plan level if they level past that.
 
So when you summon the settlers to your location using they tool they wont break their leg and not become incapacitated? Happens every time and it is always sone you haven't assigned anything yet <.<
 
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The game has started stealing caps from me. Thanks to gun trading I was a millionaire, but the game keeps knocking me back to between ten- and twenty thousand caps. I can give myself caps with the console, but that's not an ideal solution.
 
The game has started stealing caps from me. Thanks to gun trading I was a millionaire, but the game keeps knocking me back to between ten- and twenty thousand caps. I can give myself caps with the console, but that's not an ideal solution.
caps in player inventory or workbench inventory? and if player inventory, do you have the options setup to take costs out of player inventory enabled? lot of questions not doubting just interesting that it will take caps as well as scrap from inventory for costs.
 
That should still only take stuff when manually building and upgrading. Have you installed any other mods recently?
(And this doesn't matter but what do you even want that much for?..)
 
I registered an account to say I think I know what's going on here. I have the same issue as stryker1999 but ONLY at GNN HQ and ONLY when I enter Workshop Mode and ONLY since the latest update.

Doing some investigating it looks to be some sort of 16 bit error as whenever I have more than 65.5k in caps, it'll rollover by a multiple of 65536. Here's is an example I did with some testing a couple of days ago:

100000 caps became 34464 (random test — 65536 difference)
438472 caps became 45256 (393216 difference [6*65536])
439722 caps became 46506 (393216 difference [6*65536])
444722 caps became 51506 (393216 difference [6*65536])

And just now:
73172 caps became 7636 (65536 difference)

Might be a mod conflict as well of course, though the only other mod I updated at the same time was FallUI - HUD. But I doubt it's FallUI - HUD as this isn't happening in Workshop Mode in regular settlements.

Perhaps a reason many people aren't noticing this is that they aren't running around with that many caps. But if it is SS2, then I would guess that a variable to track HQ cap (maybe something to do with the treasury which I have installed? Some combination of supply agreements and room upgrades) got set incorrectly. I also know this wasn't happening before this update.

(as to why I have so many caps? I've been 'saving' them to use in the Caps for XP mod, but only after I reached level 100 or so [maybe even later than that])

Hope this helps identify a possible cause.
 
I have the same issue as stryker1999 but ONLY at GNN HQ and ONLY when I enter Workshop Mode and ONLY since the latest update.
That's some solid detective work, and sounds entirely plausible, because I'd just updated to the latest Ch2 build myself a few days prior.

As to why I have so many caps, it's the same reason I have so much ammo, a milestone marker that shows how well I've been doing. It used to mean I could spend lavishly on my settlers, but with so many of them, and taking FOREVER to make gear just ten full weapon / armor kits at a time, I'm going to make three or four template kits and duplicate them. Making enough gear for 200-plus settlers would take a small eternity.

I'm also ignoring the SS2 radiant quests making me go to Nuka World and Fah Habah. If those break, I won't mind.
 
Doing some investigating it looks to be some sort of 16 bit error as whenever I have more than 65.5k in caps
This appears to be an issue with a vanilla function being called. Its not working as intended... :todd:

Anyway I have submitted a fix as Issue #1075. I don't know if Kinggath will do a hotfix for this but it should be resolved in the next patch.
 
SS2 radiant quests making me go to Nuka World and Fah Habah.
can this ever be fixed? it consistently happens before ever starting the dlc. with me being me , I always send them to a settlement anyway then use cheat terminal to get to the location and back, but it's not a perfect solution :/
 
Which SS2 quests are sending folks outside the Commonwealth? They aren't supposed to be sending you outside the commonwealth, and I thought those had previously been fixed.
 
From the top of my head, Emily Marcus (Turncoat turn out?) and Mr Handsy's (Handful of caps?). I've noticed that Emily's quest never offers Mass Pike (is that the place for McCready's quest? maybe that's why). Boston Checkpoint is cleared pretty early in my games, vault 75 and GNN and Mass Bay are hijacked, but there's still vault 95 and quincy, unless those are cleared out. I don't think it checks for what's not cleared and inside the Commonwealth before offering Nuka-world. Now that I think about it, there aren't many vanilla gunner locations left. But I'd prefer if it could just stick to Quincy, can pretend that place has one gunner/minutemen related quest.
 
Thought we fixed Emily - maybe it was something else for her. :scratchhead Pretty sure, stuff is supposed to be limited to the 'Wealth. Adding to mah to do list
This game my first two radiant missions for the BOS were both in Far Harbor :sad
 
While I'm here, I did have a question about the Patch Notes (so this thread seems the best to stay in).

"Fixed a bug in the new HQ happiness formula that was causing it to always evaluate to 0."

What actually is the HQ happiness formula? I've looked about the Wiki and tried a few searches, but haven't come up with an answer. Mostly I'm curious as I'm sick and tired of folks complaining and I want to bump it up (or if possible, max it out).

I guess it has something to do with things like # of bathrooms to employees. I figure paying them might matter as well. But knowing the exact things that go into them, and how much, might let me figure out who to stop their whining if I need to change any rooms/what rooms to finish building and/or let some people go from HQ.
 
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While I'm here, I did have a question about the Patch Notes (so this thread seems the best to stay in).

"Fixed a bug in the new HQ happiness formula that was causing it to always evaluate to 0."

What actually is the HQ happiness formula? I've looked about the Wiki and tried a few searches, but haven't come up with an answer. Mostly I'm curious as I'm sick and tired of folks complaining and I want to bump it up (or if possible, max it out).

I guess it has something to do with things like # of bathrooms to employees. I figure paying them might matter as well. But knowing the exact things that go into them, and how much, might let me figure out who to stop their whining if I need to change any rooms/what rooms to finish building and/or let some people go from HQ.
Since 2 updates ago it's supposed to be based on rooms cleaned (neutral) and built (happy). 75% cleaned or built to be exact.
 
Since 2 updates ago it's supposed to be based on rooms cleaned (neutral) and built (happy). 75% cleaned or built to be exact.

That simple, huh? Okay, thanks for the quick reply. I hadn't finished cleaning up the Office Level as I wanted to make sure I wasn't over building some rooms/under building some (as it's a pain to go to room to room to reassign so I'd rather try to get it as right as possible at the clean up/construct stage). I'll just go ahead and finish that up then.

Thanks again! :)
 
Thought we fixed Emily - maybe it was something else for her.
I think the issue you are thinking of is the one where the player could be sent to a dungeon that was not clearable so the quest would be stuck on the stage "defeat enemies."

To keep a location in the Commonwealth, the location alias must have the fill condition (run on subject) LocationHasKeyword keyword: Loc(something)Commonwealth = 1 (can't remember the exact keyword...)

IIRC, Bradberton Overpass (Nuka World) has the location keyword LocEncGunners so it can be chosen for Emily's quest if the above condition is not used.
 
Thought we fixed Emily - maybe it was something else for her. :scratchhead Pretty sure, stuff is supposed to be limited to the 'Wealth. Adding to mah to do list
This game my first two radiant missions for the BOS were both in Far Harbor :sad
Had the her send me to nukaworld as well as well as still unmarked locations a few patches ago, I generally run the other way when she shows up.
 
I think the issue you are thinking of is the one where the player could be sent to a dungeon that was not clearable so the quest would be stuck on the stage "defeat enemies."

To keep a location in the Commonwealth, the location alias must have the fill condition (run on subject) LocationHasKeyword keyword: Loc(something)Commonwealth = 1 (can't remember the exact keyword...)

IIRC, Bradberton Overpass (Nuka World) has the location keyword LocEncGunners so it can be chosen for Emily's quest if the above condition is not used.
She will still send you to the theater downtown as of like 2 patch’s ago.
 
I think the issue you are thinking of is the one where the player could be sent to a dungeon that was not clearable so the quest would be stuck on the stage "defeat enemies."

To keep a location in the Commonwealth, the location alias must have the fill condition (run on subject) LocationHasKeyword keyword: Loc(something)Commonwealth = 1 (can't remember the exact keyword...)

IIRC, Bradberton Overpass (Nuka World) has the location keyword LocEncGunners so it can be chosen for Emily's quest if the above condition is not used.
Ya.. remember now. Added an issue. Let me know if you find others, I'll add them to the issue report.
 
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