the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Public Beta 1.0.0k

1-Still got no statistics panels.

2- In New Plots on the Block:
-When you load the holotape, nothing indicate you must talk with Jack .
-In Sanctuary, Jack don't respond you (only "exchange things" option) 'till Old Paul not be near him, and that's takes a LOT of time sometimes.
-First building of the new kind of plot start to build alone or by a settler. Mission stuck because Jack not build it. Only once the plot self-destruct, and then Jake start to build. But never happen again. Stucked.
-Sometimes Jack finish the first plot and remain assigned to that. Dunno if it solved by time or because I assigned another settler to the plot. The second time the trick didn't work.

For now, stucked

Edit: I rolled back to "j", doesn't work. I will try with a save game with "well,well,well" started and see. If that not work, I'll upload my saved game and mod list.
 
Last edited:
I'm hoping for a settlement crash fix myself.
So far, the only confirmed building that crashes the game is the Power Armor store model, which is fixed in this build. Our beta testing team has been going through building by building to see if any others are causing this - none so far.

Otherwise, it could be an addon building, or as you said a scrap crash type situation - but both of those are out of my hands. If it's power grid related, I'm uncertain where it is coming from, as all of our code leaves powered items in place and just hidden from view to avoid the grid corruption. So my gut says corrupt building model.

If it's in SS2, we'll get them fixed for patch 1.0.1. Otherwise, will require some sleuthing to get to the bottom of which building in which addon is the cause.

In general, crashing in FO4 is not easily solved - so it's not like I'm prioritizing other things over them- it's just that the crashing isn't happening for everyone, so we have to find the pattern - which takes a lot of time and effort. In the meantime, while others are searching for those patterns, I'm working on fixes I can address head-on, such as quest bugs.
 
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 can't replicate this - just played through it now on k.
 
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)
This is by design. The idea was that the robot is interrupting the conversation. Originally we wanted Jake to stand still and look toward the robot, but there are problems with the scene system that caused that to break - hence the new interruption style - which while it feels awkward, does at least allow for completing the quest.

We'll be making a polish pass on all the quests to tighten up sequences later - right now, my goal is to make sure everyone can play through the story reliably.
 
It looks like the ability to increase the building capacity within SS2 was taken out. Was your version not working for the new version? How will that workout for the SS2 City Plan Contests?
 
@Opi Vali That's built into Workshop Framework now. You can access it by clicking Manage on the workbench in any settlement.
 
I think that is going to be a little bit of a pain. I had to deactivate all of my alternative activation buttons to be able to pick up and move plots. There were too many active at once. Unless that’s acceptable from the holotape.
 
Yeah, the holotape option to open the menu has it there too.
 
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 had this same thing happen he waited outside I exited out of the building and talked to him and he started the dialog about vaultec and Robco then he proceeded to enter the building and after I entered it worked from there.
 
Does anyone else have problems with all of the power lines in Sanctuary not being placed? For me, the ones connecting to windmills and other generators are sometimes not placed after the city finishes building resulting in unpowered lots.
 
Does anyone else have problems with all of the power lines in Sanctuary not being placed? For me, the ones connecting to windmills and other generators are sometimes not placed after the city finishes building resulting in unpowered lots.
Yes, I have only partially connected power lines in some city plan builds too.
Good thing is, that's easy to fix yourself - just connect the missing wires.

(On a side note, this issue has nothing to do with the latest beta patch. Right now kinggath and the team are focussing on fixing the last main quest issues, as soon as that's sorted out they will surely look at all the other stuff, like side quests, city plans, qol stuff...
We can all help out by trying to seperate patch-related specific issues from non-patch related stuff, and post them in the apropriate forums and topics. I am myself guitly of not doing that consistently, so this remark is also a note to self.)
 
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.
I can't confirm that, just played through "Well Well Well!" on this beta patch without issues.
 
  • Jake would not follow to vaulttec sub basement - I took wrong door (to outside) and walked back in, reloaded, worked)
  • had some crashes when returning to settlement (strange CTDs when fast traveling)
  • back to 1.0.0j for now
  • finished "Vim and Vigor" - for the first time I got the new plots in the hotbar! yay!
  • will stay on 1.0.0j for now (no more CTD, all runs fine, even houdini-dog now stays in scene and can be selected by clumsy me :grin )
EDIT01
  • First run to meet Raiders, won battle, music continues, gave up searching for any hiding raiders after some minutes. none to find
  • Second run to meet Raiders, won battle, music stops, yaddayadda with Jake, he walks back but the raiderhunter just standing there
 
Last edited:
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 can partially confirm that, this happened to me too. But it's inconsistent. Starting from a save I made right after Jake gave me the pip boy location for the Regional HQ, he'd follow me inside in 8/10 attempts.
I can pretty reliably break it this way:
In my save there is a Mutie patrol just around the corner. If I, Heather or Jake engages them before I enter the HQ, he stays outside - no matter if we kill them or not. (I immediately get Hidden status when crouching, so combat is over). Still, Jake stays unresponsive, waiting outside, even when I enter and exit again.
I guess he gets stuck in combat, and won't follow inside then.

Edit 1: Continuing with one of the saves where Jake followed me inside, "Hub" completed smoothly.
Edit 2: Using the same save, engaging in combat before entering the HQ does not break the quest for me with beta J. It does so with beta K.
Edit 3: Loadin up a save where Jake broke in beta K with beta J does not correct the issue for me.
Edit 4: @kinggath just in case you want to check it out, here is a save where Jake refused to follow inside the HQ with beta K. (Beware, not a light load order)
 
Last edited:
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.
Did not break for me: The quest worked well for me, multiple times, trying out different options, in a game startet with K. Might be one ot these inconsistent cases again?
 
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.
Same Here.
 
You've got a lot going on there, suspended stack, 300 some unattached instances and some pretty heavy mods.
Thanks!
how can solve the instances and what is suspended stack (sorry my ignorance) and how fix that, if you please?
 
Thanks!
how can solve the instances and what is suspended stack (sorry my ignorance) and how fix that, if you please?
Uuah, that's a question not easily answered. Basically there is a lot of stuff going on in the background of your safe file, which should NOT be going on. And this stuff is clogging up your game, to the extent that other stuff breaks - in your case SS2 quests. There IS a chance you can recover your game, but there is also a chance this save file is f***ed permanently. If you want to try to recover this save file - and you should try that - please make a new topic in the Help section (so we free up this space here for patch-related discussion) and we might be able to assist you.
Preliminary steps you should also take immediately:
1. Move your character to an interior cell where nothing is going on (like Home Plate in DC, if you have that) and let them sit there for half an hour or so. Then make another save.
2. Make sure to keep all the saves you still have from this playthrough. Back them up.
3. Start reading up on the technical stuff involved here: Read the whole damn thing, but pay attention to Section 5 especially.
4. Download and install Fallrim Tools. Link is in the article postet above.
5. Start hoping the problem startet recently, and you have a fairly recent save game to roll back to.
 
Top