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Patch 3.3.2 Delayed (Yes due to Next Gen Update)

kinggath

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While I had hoped to release a patch tomorrow (as we are not dependent on F4SE) - I did not anticipate Bethesda would change the archive format which is throwing a wrench in a lot of our tools.

The patch is ready, but I need the tools to update the archives and do some file clean-up, so will likely be a few extra days. If XEdit and F4SE update before too late tomorrow - I will try and get it out over the weekend. Otherwise will likely be next Friday instead.

-kinggath
 
While I had hoped to release a patch tomorrow (as we are not dependent on F4SE) - I did not anticipate Bethesda would change the archive format which is throwing a wrench in a lot of our tools.

The patch is ready, but I need the tools to update the archives and do some file clean-up, so will likely be a few extra days. If XEdit and F4SE update before too late tomorrow - I will try and get it out over the weekend. Otherwise will likely be next Friday instead.

-kinggath
Will the patch fix Sim Settlements 1 for current playthroughs?
 
Will the patch fix Sim Settlements 1 for current playthroughs?
The new version 3.3.2 will be for Sim Settlements 2, so no.
 
While I had hoped to release a patch tomorrow (as we are not dependent on F4SE) - I did not anticipate Bethesda would change the archive format which is throwing a wrench in a lot of our tools.

The patch is ready, but I need the tools to update the archives and do some file clean-up, so will likely be a few extra days. If XEdit and F4SE update before too late tomorrow - I will try and get it out over the weekend. Otherwise will likely be next Friday instead.

-kinggath
Yeah, kinda sad the update we all wanted for fallout 4 broke it hopefully fixing it will go easily for you!
 
I did not anticipate Bethesda would change the archive format which is throwing a wrench in a lot of our tools.
Is there a link to more information about this change? I did a quick search but came up empty.

diziet
 
Is there a link to more information about this change? I did a quick search but came up empty.

diziet
It's being discussed on a lot of modding discords - you're not likely to find a link because Bethesda did not include any mention of it in the update patch notes, which is why so many modders have been caught by surprise with this. It broke FO4Edit/xedit, one of our main tools for modding, since FO4Edit/xedit is used to the old archive format. So it didn't just affect the mods themselves, but the actual tools needed and used for modding.
 
So since none of my mods have ba2 files I needn't worry, except for waiting on a new F4SE?

diziet
 
So since none of my mods have ba2 files I needn't worry, except for waiting on a new F4SE?

diziet
Maybe, maybe not. There's reportedly changes to the workshop scripts. It's hard to verify the changes made though when the archive changes have broken FO4Edit/xEdit.
 
Maybe, maybe not. There's reportedly changes to the workshop scripts. It's hard to verify the changes made though when the archive changes have broken FO4Edit/xEdit.
Sudden thought, does this change in the archive format mean that all the creation content archives have been altered such that they will no longer work with my GOG version? Til now I've simply copied over my steam cc content to my GOG folder and it has been fine. I even made a FOMOD to help me choose what to move over for easy tracking (since the filenames don't always reveal what the creation is).
Will attempting to load a plugin with xedit give me an error with such archives so that I can at least identify them? Does the new exe support the older archive type?

diziet
 
Sudden thought, does this change in the archive format mean that all the creation content archives have been altered such that they will no longer work with my GOG version?
I'm going to guess "possibly." I noticed that I had updates queued up for pretty much all my CC content. I'd hold off copying for now.
 
Sudden thought, does this change in the archive format mean that all the creation content archives have been altered such that they will no longer work with my GOG version? Til now I've simply copied over my steam cc content to my GOG folder and it has been fine. I even made a FOMOD to help me choose what to move over for easy tracking (since the filenames don't always reveal what the creation is).
Will attempting to load a plugin with xedit give me an error with such archives so that I can at least identify them? Does the new exe support the older archive type?

diziet
From what I understand, the GOG version of FO4 did not update... yet. So any pre-update content should work just fine. The creation club content released with the Steam update most likely will not work on the GOG version until it receives the update.

The updated Steam version should not have any issues loading the older ba2 format versions. From what I understand, only a few base Fallout 4 ba2 files have been updated along with Automatron.
 
I have the same issue.
As do I. This is a bummer as I just restarted F4 after watching the show and was really enjoying the element this mod added. But as of now my save is fubar if I try to load it. I guess I'll wait a bit to see when it gets updated and figure out if I have to start a new game or not.
 
The new xEdit update with support for the new format is out now on its Discord.

What's New in xEdit 4.1.5f?
Fallout 4 NG support
Added support to archive handling to read and extract from v7 and v8 BA2 files.

Bugfixes / Minor Changes
#1304 - Multiple Definition Updates
[SF] LIGH - mark fields unused instead of unknown,
[SF] OMOD - fix extraneous null character on name, add enum for types
[FO4/FO76] SPGD - Mark fields as unused instead of unknown
#1306 - [TES5VR] Fix TES5VR Backported ESL not correctly allowing extended low form range.
#1307 - Scripting: Fixed math functions
#1309 - [FNV] NPC Assertion Fix
#1314 - [TES5/SSE] Add Obstacle Flag to DOOR, FURN, TREE
#1316 - [TES5/FO4] Overhaul SCEN Definition
#1318 - [TES5/FO76] VOLI - Show color when the rgb values are collapsed
#1319 - [FO76] Definition updates for recent game update.
#1320 - [FO3] Spelling correction
 
I still refrain from updating FO4 till the crucial mods have been updated, at the moment the game is very stable and I can play 4 to 5 hours straight before the modded game crashes :D
 
If we don't get the update, will SS2 patches still work for us?
It depends. There is still ongoing discussion among mod authors about the extent of the changes and their impact.

It seems Beth changed the version number of ba2 files in the file header, but no other changes were made. The take away seems to be that if mods are maintained using the pre-NG version tools, they will be usable by both versions. This only applies as long as Beth doesn't make any more "goofy" changes in the future.

KG has hinted at maintaining compatibility with pre-NG versions. I do not think he has announced anything officially.

The tl;dr is its still too soon to make any announcements as things are still being dissected and discussed.
I assume that around the time the update for F4SE drops, most things will be known.
 
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