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Public Beta 1.0.0k

kinggath

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I'm back my trip and on to more fixes! Tonight's public beta addresses the following:

  • In the intro scene of Hub of the Problem, fixed a dialogue issue where failing the speech check would cause the dialogue scene to exit instead of continuing.
  • Hub of the Problem initial sequence will now only trigger when entering through the main lobby. Using the back entrance will no longer trigger Jake’s scenes to start which results in him getting stuck in the basement.
  • In the lobby scene of Hub of the Problem, added several protections against the scene getting stuck due to combat causing the ghouls to trigger before their intended moments.
  • Fixed a bug in the dialogue for quest Memory Lane where asking Jake for the short version of his story causes the dialogue to not continue.
    • If you previously experienced this issue, you should be able to talk to Jake to resume the dialogue tree.
  • Fixed a dialogue file at the end of Memory Lane that was cut incorrectly, causing Jake to repeat his dialogue 3 times in a row.
  • Updated several objectives in Memory Lane which incorrectly labeled the robot with it’s name before that event occurred in the questline.
  • Fixed a bug during Memory Lane where after turning the power back on, Jake’s dialogue would become interrupted and the quest would not continue normally.
    • If you experienced this bug, you should receive an objective to help Jake’s robot shortly after loading your save with this patch.
  • Fixed the objective during “Who Can ASAM?” which incorrectly tells you to talk to Theresa under certain circumstances instead of to talk to Hubert.
  • Fixed a bug during “Who Can ASAM?”, where if Stodge was killed, you could no longer choose a leader at all.
    • If you experienced this bug, returning to the scene should now correctly allow you to choose one by talking to one of the candidates and selecting Pick a Leader.
  • Fixed a bug during “Who Can ASAM?”, where the City Plan would not automatically trigger correctly under some circumstances when meeting up with the settlers at the chosen settlement, causing the quest to get stuck.

Download public beta 1.0.0k here


Thanks to everyone who has been helping gather data and specific examples of these issues and more!

-kinggath
 
Wow I had the three issues with "Who Can? ASAM!" I will load an earlier save to test this out!

Edit: I started just before the objective "Meet Hubert's People" and the game still pointed at Theresa. However this time I was able to select a leader! Later on, I met the group at the new settlement and nothing happens. Theresa still asks me if I've made up my mind. Building the city desk has no effect. So, 1 of 3 issues was solved. Maybe reloading to an earlier point would help. In my case, I have used the command provided with an earlier patch to get further.
Edit2: I made a second attempt without XDI and the associated patch. Everything went down smoothly, with all three issues being solved.
 
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Just the kind of update I've been keeping an eye out for! Thank you! I hope your trip with family was restful and enjoyable!
 
after having both "memory lane" and "who can? asam" glitch out on me a little, i transitioned from j to k and loaded up an earlier save, which got through memory lane more cleanly than previously.

but this time, at the start of "who can? asam", i had trouble with the conversation between jake, hubert, and old paul. notably, i kept having a conversation choice prompt pop up that appeared to be preston-related. looked like what you get when you do raiding on settlements? i've never been to nuka world, so it was rather confusing.

i did eventually get through but the conversation looped twice before i successfully got to participate in the third go around.

edit: also is it known/expected that during "who can? asam" you can not only pick places you don't control, but places you haven't even been?
 
@kinggath
everything in
  • Fixed a bug in the dialogue for quest Memory Lane where asking Jake for the short version of his story causes the dialogue to not continue.
    • If you previously experienced this issue, you should be able to talk to Jake to resume the dialogue tree.
  • Fixed a dialogue file at the end of Memory Lane that was cut incorrectly, causing Jake to repeat his dialogue 3 times in a row.
  • Updated several objectives in Memory Lane which incorrectly labeled the robot with it’s name before that event occurred in the questline.
  • Fixed a bug during Memory Lane where after turning the power back on, Jake’s dialogue would become interrupted and the quest would not continue normally.
    • If you experienced this bug, you should receive an objective to help Jake’s robot shortly after loading your save with this patch.


Worked! As you know i was affected by some of those. and it worked perfectly
 
started up a new game and added in a new companion mod, startme up starting WAY out by quincy. only issue I had was after designing character it gave me the error about stuff not running then I waited a min and it rave me the recovered message. its run just fine I even tried breaking it by building some plots before jake showed up way out at Jamaica plain but no issues at all
 
I'm hoping for a settlement crash fix myself. To me that's the more important, core item to the mod without which no other content is relevant. I'm wondering if the game isn't loading the wired settlement properly/enough so that it acts like a power scrap crash. Sanctuary is a real problem and currently only problem for me. It only has the most basic first quest plots available. I even culled many plots prior to ensure I had some budget left over. Rolling back to a save where I could get into Sanctuary so I could just remove all plots and kill off the settlement (4 hours of play sadly), I started to store the wiring away when it crashed that way as well. I had previously tried that city plan and it was crash fest there, so I had rolled back there too to my original manually placed plots.

Nothing at RR. City plan at Abernathy. Couldn't enter by any means, walking, fast travel, around the backside of Abernathy, V111.
 
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Hi, with the current version (.k), Jake doesn't seem to start the script which allows him to finish "Well, Well, Well". I tell him the power is back and he says he wants to start the Hub up, but nothing happens. If I reverse back to 1.0.0.j, everything is working fine.
 
After fixing the generator and returning to Jake (Memory Lane) he was downstairs and started his dialog as usual. He gets to the dialog option below and before you can make a choice, the robot scene starts. (v1.0.0Kbeta)
It took me 3 tries to get this pic, it goes fast.
20201107110758_1.jpg
Before you can answer... The robot scene starts and Jake starts walking upstairs while continuing his 'robot' dialog.
20201107110802_1.jpg
I tried again moving Jake upstairs. The scene played out the same only this time he walked away from me and went downstairs.
IIRC playing through this scene on beta'j' Jake was at the bench at the top of the stairs for all scenes after the 'screwdriver' until the 'robot' and then proceeded to walk downstairs while continuing his help the robot dialog.

While helping the robot, some radroaches kept walking away from the robot and teleporting back. Trying to shoot them with a pistol was like whack-a-mole. Kinda fun. After killing the roaches, the scene played out fine and the quest successfully completed and the next quest started.
 
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  1. Fixed a bug in the dialogue for quest Memory Lane where asking Jake for the short version of his story causes the dialogue to not continue.
  2. Fixed a dialogue file at the end of Memory Lane that was cut incorrectly, causing Jake to repeat his dialogue 3 times in a row.
  3. Updated several objectives in Memory Lane which incorrectly labeled the robot with it’s name before that event occurred in the questline.
  4. Fixed a bug during Memory Lane where after turning the power back on, Jake’s dialogue would become interrupted and the quest would not continue normally.

  1. Tested the 'short version' and continued properly.
  2. Jake did not repeat his dialog 3 times like in beta'j'.
  3. The robot was labeled 'utility protectron' when repairing the generator.
  4. Did not encounter this in beta 'j' or 'k'.
 
v1.0.0betaK: Who Can? ASAM! - Of the options I did it worked fine. Was able to complete the quest.

When I wnet to Zimonja, I ran into these guys that seemed to respawn from Where There's Smoke.
20201106140436_1.jpg20201107121611_1.jpg
 
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I can't seem to progress the quest "Coolest Cat". This has been the same for me on all versions. On version G I would approach the guards outside of The Rons place and the tall guy would approach me and it would freeze up (I could bring up the pause menu, but I couldn't move or bring up the pip-boy.

On the subsequent versions when I arrive at The Rons the two guards do there little chat, but neither approach me or react to me. If I go past them The Ron greets me and tells me to sit down, but nothing progresses, he'll just sit their spouting his catch phrases.

Curiously, I noticed the guards are both labelled "Gunner". If I use the ResetQuest command (I know this is dodgy, I was just trying anything to get different results) their names change from "Gunner" to Berman and whatever the other guys name is lol.

I noted in the previous version you added a command to skip a quest.. I couldn't get that to work at all I'm afraid.
 
This update breaks New Plots On The Block.
The quest would hang after you turn on the Comm Hub, Jake talks about the "crappy reciever", and speaks about switching it. Nothing happens.
Rolling back to j fixed this for me, and at least one other user.
 
This patch breaks Hub of the Problem for me. After Jake gives me the pipboy location for Vaultec HQ, he seems to follow me there, but once I actually enter the building he stays outside and the quest stalls. Also fixed by rolling back to j.

Edit: Forgot to mention, I did enter the main entrance into the lobby.
 
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This patch breaks Hub of the Problem for me. After Jake gives me the pipboy location for Vaultec HQ, he seems to follow me there, but once I actually enter the building he stays outside and the quest stalls. Also fixed by rolling back to j.

Edit: Forgot to mention, I did enter the main entrance into the lobby.
I have the same problem and same solution.
 
Sunflower at Sundown special character quest doesn't properly start. Archibald and Treadwell show up at the settlement, Archibald says something about a special delivery and then asks Treadwell if its seen it. Trying to talk archibald after that just puts in a dialogue camera type thing with no interactions available, after exiting out of that no option to talk available.
 
@SimonPDX Scheduled for Friday.

@Nosimo My bet is you actually have to look at Treadwell to respond - but it's been a long time since I played any of the special character quests. Best to make a help report about that so some of our team can try and replicate the issue.
 
Wow I had the three issues with "Who Can? ASAM!" I will load an earlier save to test this out!

Edit: I started just before the objective "Meet Hubert's People" and the game still pointed at Theresa. However this time I was able to select a leader! Later on, I met the group at the new settlement and nothing happens. Theresa still asks me if I've made up my mind. Building the city desk has no effect. So, 1 of 3 issues was solved. Maybe reloading to an earlier point would help. In my case, I have used the command provided with an earlier patch to get further.
Edit2: I made a second attempt without XDI and the associated patch. Everything went down smoothly, with all three issues being solved.
I have found that my patch kills this quest and do not know why. I have pulled the bad patches from the Nexus.
 
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