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Patch 3.1.0 - Allies and Armaments is now live!

kinggath

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Patch 3.1.0 of Sim Settlements 2, both Chapters, and 2.3.17a of Workshop Framework are available now! Bonus - an update to Wasteland Reconstruction Kit!

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  • Overhaul to Unit Types and Loadout system to simplify management of soldier gear!
  • New unit unlocks to incorporate soldiers of major factions into your army!
  • Advisor meetings will let you gather all of your supporters to hear their feelings on your ideology decisions!
  • Concord is now available as an ally!
  • Prisoners of War can now be ransomed back to their faction, or unlock additional options in the Military department!
  • Soldier Uniform system added so your troops can all wear similar colors under their armor with the "push of a button"!
  • Battle Reports can now be found on the War Planner's Desk Inbox so you can immersively read about the aftermath of battles!
  • Call to Arms and Battle of Quincy have been overhauled so other mods can inject their factions into them!
  • Tons of bug fixes - check out patch note links below!

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/

Addon authors, I made a pair of rather deep tutorials on integrating with some of Chapter 3's features!
Tutorial - Units and Loadouts
Tutorial - Allies and Advisors

Huge thanks to our testing team who made working on this giant patch simultaneous with live patches possible!

-kinggath
 
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I'm still having the issue with Jake not spawning. However, I discovered that storing and rebuilding and powering the beacon causes him to show up instantly.

I'm also still having the issue immediately after where no plots are available (in the SS2 menu in build mode) to place the tutorial residential plot. I've tried resetting building caches, restarting, quest skipping, and other troubleshooting. Still no plots available in the menu.

Any suggestions for a fix?
 
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I'm still having the issue with Jake not spawning. However, I discovered that storing and rebuilding and powering the beacon causes him to show up instantly.

I'm also still having the issue immediately after where no plots are available (in the SS2 menu in build mode) to place the tutorial residential plot. I've tried resetting building caches, restarting, quest skipping, and other troubleshooting. Still no plots available in the menu.

Any suggestions for a fix?
I had that problem and fixed it with Workshop Framework Script Override from https://www.nexusmods.com/fallout4/mods/35004?tab=files
 
Got a little question about the "undershirt" "uniform" thing. When it gets shared out to all your troops, does that include modifications added to the clothing, or just the base item?
Specifically I was thinking of the "Vault Suit Customization" CC item that lets you colour vault suits, but as I started writing I remembered Ballistic Weave was a thing...
 
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Can confirm things work correctly with no UFO4Patch installed. So most likely a conflict with that.
Hello! Do you have a save file you can share from before you uninstalled the patch, when the bug occurred? These can be handy for testing if minimal mods are used, which it sounds like you have.
 
Hello! Do you have a save file you can share from before you uninstalled the patch, when the bug occurred? These can be handy for testing if minimal mods are used, which it sounds like you have.
It might be a load order issue. I am never able to reproduce this. I let Loot sort mine and it places the unofficial patch before HUD and WSFW and SS2 files.
Seems to be that most of the people that experience this issue, are on Xbox and likely don't know how to sort their mods.
 
Patch 3.1.0 of Sim Settlements 2, both Chapters, and 2.3.17a of Workshop Framework are available now! Bonus - an update to Wasteland Reconstruction Kit!

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

  • Overhaul to Unit Types and Loadout system to simplify management of soldier gear!
  • New unit unlocks to incorporate soldiers of major factions into your army!
  • Advisor meetings will let you gather all of your supporters to hear their feelings on your ideology decisions!
  • Concord is now available as an ally!
  • Prisoners of War can now be ransomed back to their faction, or unlock additional options in the Military department!
  • Soldier Uniform system added so your troops can all wear similar colors under their armor with the "push of a button"!
  • Battle Reports can now be found on the War Planner's Desk Inbox so you can immersively read about the aftermath of battles!
  • Call to Arms and Battle of Quincy have been overhauled so other mods can inject their factions into them!
  • Tons of bug fixes - check out patch note links below!

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/

Addon authors, I made a pair of rather deep tutorials on integrating with some of Chapter 3's features!
Tutorial - Units and Loadouts
Tutorial - Allies and Advisors

Huge thanks to our testing team who made working on this giant patch simultaneous with live patches possible!

-kinggath
"Fixed a bug that would prevent all possible diseases from appearing in the game."
Any work on where you turn off every disease option and settlers spawn sick and ruin your settlements?

"Increased damage of all Induction weaponry"
Lock the upgrade behind skills, etc, but this is greatly needed. They just barely scratch my health with better armor and skills.

Got a little question about the "undershirt" "uniform" thing. When it gets shared out to all your troops, does that include modifications added to the clothing, or just the base item?
Specifically I was thinking of the "Vault Suit Customization" CC item that lets you colour vault suits, but as I started writing I remembered Ballistic Weave was a thing...
Oh neat - I think that option should be locked away behind the RR quest like the normal clothes but yea - that should work (even if it doesnt yet)! :D

"Modified startup code to only run after Workshop Framework has finished initializing. This should prevent a race condition where SS2 starts running before systems it relies on from WSFW are available."
THANK YOU THANK YOU THANK YOU!
 
I'm still having the issue with Jake not spawning. However, I discovered that storing and rebuilding and powering the beacon causes him to show up instantly.

I'm also still having the issue immediately after where no plots are available (in the SS2 menu in build mode) to place the tutorial residential plot. I've tried resetting building caches, restarting, quest skipping, and other troubleshooting. Still no plots available in the menu.

Any suggestions for a fix?
You could try grabbing the City Manager Holotape, and using Tools > Advanced Tools > Change Main Settlement
Pick a settlement the main story to happen in, have a sleep, then go see if Jake is there.
 
I'm still having the issue with Jake not spawning. However, I discovered that storing and rebuilding and powering the beacon causes him to show up instantly.

I'm also still having the issue immediately after where no plots are available (in the SS2 menu in build mode) to place the tutorial residential plot. I've tried resetting building caches, restarting, quest skipping, and other troubleshooting. Still no plots available in the menu.

Any suggestions for a fix?

Have you closed Workshop Build Mode, waited a bit and tried it again? Sometimes it's script processing time to trigger the unlock for first plot class.
 
Was something tweaked about the HQ variant of Dynamic Soundscape? It's not in the patch notes, but I'm hearing noises I'd never heard while idling here before - bubbling SFX while near the Chemistry Lab, heartbeat monitor while near the Infirmary, what sounds like someone punching walls with a Powerfist off in the distance, etc...
 
The minutemen soldiers (and maybe others, didn't check) appear to have the same idle dialogue as civilian conscripts. The minutemen have their own unique combat lines, which is a part of the reason to have them, but do minutemen soldiers have them?
EDIT: railroad soldiers have standard soldier lines too, but I don't think railroad NPCs have any unique combat dialogue anyway.
 
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You could try grabbing the City Manager Holotape, and using Tools > Advanced Tools > Change Main Settlement
Pick a settlement the main story to happen in, have a sleep, then go see if Jake is there.
Yep, tried that too. I also found an issue where the SS2 HUD elements won't work unless HUD Framework is running from the start of a playthorugh. I had removed it to only use SS2 load orders for debugging and discovered that and the UFO4Patch issues.
 
It's up on the nexus as the newest version of the mod(s).
Thank you for your speedy reply, I have a problem with Corporate Espionage. After I get the water purifier part and reciet I return to Lydia, she has an arguement with whatshername, it doesnt matter what I say to her Cat fight or whatsup the dialog doesnt continue. I looked at nexus but can't find the patch. Do you have any suggestion. Thank you for all your help to people.
 
Can we no longer see an individual soldier's progress% to next rank, or is my game glitched in yet another extremely bizarre way? I've done four assaults now, and had a MilTraining plot in both my Outposts for over an ingame week, but I can't see anyone with a progress% or a rank above 1.
Never mind, seems I was just being impatient again, those levelup "exp" requirements must be a LOT higher now.
 
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I have downloaded the latest update to Ss2 part 3 but still cant find patch 3.1 but it live! And glad its fckng alive now where can i find it!
 
Can we no longer see an individual soldier's progress% to next rank, or is my game glitched in yet another extremely bizarre way? I've done four assaults now, and had a MilTraining plot in both my Outposts for over an ingame week, but I can't see anyone with a progress% or a rank above 1.
Never mind, seems I was just being impatient again, those levelup "exp" requirements must be a LOT higher now.
Very glad that it's working okay!

There was an issue before where assigning soldiers to the plot yourself (not when they auto-assigned), caused soldiers to immediately rank up twice (so they'd be immediately Rank 3 - and then they'd get stuck on that plot and never leave it, despite plots only training soldiers to rank 3). So it may seem like it takes longer because it was instant before. They should also now correctly get kicked off when they reach Rank 3, like they do with other recreational plots when they hit level 10 on a stat.
 
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