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Patch 3.7.0 - It's Time For An Overhaul

kinggath

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Patch 3.7.0 of Sim Settlements 2 and the Chapters are live now, as well as patch 2.6.0 of Workshop Framework!

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  • Restored sound, animation, and texture files to Xbox, many files had been cut to make room for folks to have all three chapters, but now thanks to better compression and more space for Xbox player - all those files are back!
  • Warriors, reinforcements, and Capture and Hold elements of the Assault system have been improved!
  • Layout and City Plan code improved - focus was on bug fixes, optimization, and making sure every item gets placed!
  • 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 WSFW patch notes available here: https://github.com/kinggath/WorkshopFramework/wiki/Change-Log-History

-kinggath
 
Anyone else having problems with city plans not fully building since the last update? I usually build the same 1-2 city plans in any given settlement and I've noticed that structures, plots, etc. that I know should be there at level 0 just aren't getting built. It's not script lag — I ran a test character straight out of the vault and had the same problems.
 
It's not script lag — I ran a test character straight out of the vault and had the same problems.

I've not been noticing any missing build in city plans and I have a bunch of them in my current playthrough. Admittedly, as I write this I'm realizing I built some of them before applying the most recent update, but I've still not noticed missing items in post-update builds.

Just to check/rule out: were any settlements doing any pre-building? I would imagine that could induce straight-from-the-vault script lag, especially if they're multi-level city plans so there's an ongoing effort with them.
 
I skip over the prebuild system entirely so no big lag spikes at vault exit other than the bundled CC quests doing any startup routines. There is no noticeable script lag in my game — no UI lag on plot icons loading, Vit-o-matic returns results immediately, etc. This is a new playthrough on 3.7.0, no significant changes in my load order since 3.6.x where city plans were building correctly. Current playtime is just over 48 hours and I'm not even at HQ yet.

I've noticed missing elements at Sanctuary, Ten Pines, Hangman's, and County Crossing. Ten Pines is using the ROTC plan which isn't terribly complex at foundation level but it still failed to build several walls, floors, and two plots.

As a test I rolled back to the save I made before attempting to build Shagomyjo's layout at County Crossing. Let the plan build until the cinematic timed-out and some of the same elements were missing as my first attempt. ¯\(ツ)/¯ I'm going to spool-up a test character and see if I get the same results.
 
I tried 1.11.240 for Fallout and *, so much broken still so i rolled back to 1.10.984 aka NG since i just done a 500hr run in that config, updating SS2 to 3.70 and WS to 2.60, game not even start since the dll for WSFW is for the never 1.11.xx, after checking on the page you have a 2.6 for OG (1.10.163) but none for 1.10.984. Tried to load in 1.41 witch was the one i used before, this warn me to save and update. Little bit of a catch 21. Any solution would be apprichiated or do i need to rollback ss2 as well, wait there is no files for that...
 
SS2 and WSFW are developed against 1.10.163 (OG). The same 3.7.0 can be used against any version of FO4 from 1.10.163 and up. The team specifically wanted to maintain as much version independence as possible. The only caveat is the WSFW dll for F4SE. By default that works with the "current" version. There should be an option to download an "old gen replacer" for the dll. This is only needed if you're using F4SE against OG FO4.
 
SS2 and WSFW are developed against 1.10.163 (OG). The same 3.7.0 can be used against any version of FO4 from 1.10.163 and up. The team specifically wanted to maintain as much version independence as possible. The only caveat is the WSFW dll for F4SE. By default that works with the "current" version. There should be an option to download an "old gen replacer" for the dll. This is only needed if you're using F4SE against OG FO4.
Dived into my disk and found me ss2 all chapter 3.55 and the workshop 2.4.7a and they play along and im back to a stable build with 363 active plugin, just changed a few quest mods so hopefully it will be another stable run. Never got 163 to run good so ... thx for info tho
 
Having a similar issue with city plans not finishing. Using latest game version, with all mods updated. I keep getting stuck in an infinite cinematic mode, and when exiting cinematic I'm seeing there are quite a few pieces of the plan not getting placed. It's also not fully clearing the settlement before building. I have a pap log if that'll help.
 

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That matches my experience. Tried building the Then Pines ROTC plans and several pieces from the foundation level failed to build. This is the same mod list I was using successfully under 3.6.x

Edit: A a test I rolled back WSFW to 2.5.0 and the same city plan built just fine and progress in cinematic mode was faster than 2.6.0. Fortunately my character only had about 6 hours of playtime time so I'm probably just going to revert both WSFW and SS2 to the previous versions.
 
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The issue has occurred at every settlement I've tried building a city plan, although the first settlement that was built during the tutorial quest appears to have completed fine. Doesn't matter if I use a vanilla city plan or one from an addon. Sometimes a city plan will complete after a few retries, but right now Finch Farm is refusing to work no matter how many times I try it. I don't think it's safe to continue playing if city plans aren't going to work properly.

It's been about 3 weeks since the last patch went live, and there's only a few reports of city plans having issues. So I don't think this is a serious enough issue that they'll be doing a hotfix. But maybe someone can determine what's causing the issue and suggest a fix for those of us having the problem.

As a note, I'm running a completely new game for this run. I haven't played in a couple years, so I've done a full reinstall of everything to include making sure all mods are updated for the latest version of the game. I'm at the point where I've almost finished Chapter 1, and done a good chunk of the main and side quests prior to Act II. I'd really prefer to keep my current progress and fix the issue, but at this point I'm ok with a complete new restart if necessary to fix this problem. If city plans aren't going to work properly for my game, then I see no point in continuing. And the changes made to the latest SS2 update look important enough that I'd rather not revert to the previous version.
 
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Follow-up: possible Workshop Framework Max Threads issue / workaround
I was able to narrow this down further and found a workaround that appears to resolve the City Plan construction problem on my setup.
Environment:
Fallout 4 1.11.240.0.1
F4SE 0.7.9
Sim Settlements 2 All Chapters 3.7.0
Workshop Framework 2.6.0
The original problem was that some City Plans would not finish building correctly. It was most noticeable at larger settlements requiring a lot of initial scrapping and construction.
Finch Farm was the most consistently reproducible example. During City Plan construction:
  • Most vanilla crops and fences would scrap, but several would remain even though the plan clearly expected them removed.
  • Construction would begin while those objects were still present.
  • On heavier plans, some floors, walls, stairs, or other objects could also fail to appear.
  • Cinematic Mode would then remain stuck indefinitely and the City Plan would never reach normal finalization.
  • The Settlement Management Terminal completion/registration popup would not appear.
I reproduced the problem with both a third-party City Plan and the standard SS2/built-in Finch Farm plan, so it does not appear to be specific to the third-party plan.
I then reloaded the same pre-build Finch Farm save and changed only Workshop Framework → Max Threads from 50 to 30.
With Max Threads at 30, the same built-in Finch Farm City Plan completed normally on the first attempt:
  • All crops, fences, and other expected objects were properly scrapped.
  • Construction completed normally.
  • Cinematic Mode exited automatically.
  • After another minute or two, the Settlement Management Terminal finalization popup appeared normally.
Construction was somewhat slower at 30 threads, which was expected, but only by a few minutes and it completed correctly.
So at least on my setup, reducing Max Threads from 50 to 30 appears to be an effective workaround. I do not know whether the underlying problem is excessive concurrent workload, a dropped/interrupted worker job, or something else in the threading system, so I would not call this a confirmed root cause yet.
The pattern I observed is that settlements requiring more scrapping and/or more object placement seemed much more likely to fail, while smaller/lightweight settlements could complete normally at 50 threads.
This may be worth investigating in Workshop Framework 2.6.0 / SS2 3.7.0. In the meantime, users seeing incomplete City Plan scrapping, incomplete construction, or City Plans hanging indefinitely may want to try lowering Workshop Framework's Max Threads setting and retesting from a clean pre-City-Plan save.
 
That worked for a smaller city plan but I'm still suffering from endless cinematic mode and incomplete builds on some city plans.

Example from Oberland

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That worked for me Ninja2Dan — where did you find that info?
I remember reading about that setting a long time ago, but couldn't remember what it did. But I looked at every MCM setting for SS2 and WSFM trying to see if something might help fix the problem, and one of the last settings I viewed was Max Threads. Kind of made sense, didn't think it would hurt to try it, and it ended up working. I have a pretty decent PC, so I've never considered using that setting before. Figured it was mostly for lower-end systems. Still, it fixed the issue on my end.
 
Same here for PC specs — 7800x3d, 9070xt and 32 GB of RAM. There's still probably something funky going on with WSFW threading but backing off the simultaneous threads clearly works in some cases. That said I'm going to keep testing.
 
Same here for PC specs — 7800x3d, 9070xt and 32 GB of RAM. There's still probably something funky going on with WSFW threading but backing off the simultaneous threads clearly works in some cases. That said I'm going to keep testing.
My specs:

i5-10600K @ 4.10GHz
ASUS ProArt 4060 Ti @ 16GB
64GB DDR4 3600
WD 1TB NVME

Not the latest tech anymore, but still pretty good for FO4 standards. Never had issues before with the default Max Threads value, but this is my first game in about 2 years and there have been a lot of updates since. Seeing SS2 and WSFW both had recent updates that changed city plan mechanics, I'm guessing something has changed that my game just can't handle that many threads anymore. So far, lowering it to 30 has allowed all city plans to build properly on the first try, no more hanging in the cinematic mode.
 
FYI - digging into the City Plan hanging issues. I did a lot of code changes to try and smooth out layouts and city plans for last patch, and will continue to massage the code. Trying to find a balance between making sure items aren't skipped and letting the code run as quickly as possible so CPs don't take 15 minutes to place.
 
FYI - digging into the City Plan hanging issues. I did a lot of code changes to try and smooth out layouts and city plans for last patch, and will continue to massage the code. Trying to find a balance between making sure items aren't skipped and letting the code run as quickly as possible so CPs don't take 15 minutes to place.
Honestly, it's not that bad right now with max threads at 30. In the past, a vanilla city plan at a location like Starlight or Abernathy might only take 2-3 minutes. Right now, it's more like 3-4 minutes for the cinematic to finish, and another 1-2 minutes before SMT says the plan is fully complete. But the fact that with 30 I'm seeing a complete and proper scrap/build of the intended plan with no leftover unscrapped objects or missing wall/floors/etc, that's definitely a fair tradeoff.

You guys are still doing an excellent job at updating and improving the mod. I'm actually a bit surprised to see SS2 getting so many heavy updates this far along. Been with SS since it was first released (a century ago it seems like), and SS2 has really been a huge step in adding new mechanics and features. Unfortunately, there's only so much you can do with an outdated game that has so many hardcoded bugs and issues. Thanks for all the hard work and hours you guys keep putting into it.
 
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