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Public Beta 1.0.12a

kinggath

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This will likely be the same as the live patch, as I won't have much time to tackle anymore this week. Primary focus was knocking out lots of random little bugs, as the team is full steam ahead on Chapter 2. Though we got one insanely good fix in Workshop Framework, thanks to an investigation by XV - which should result in far less power grid corruption crashes!

Today's beta changes the following:
  • Securistop level 3 and Dead End Weapons level 3 should no longer end up with an animated and static sign simultaneously.
    • If this issue occurred in your game, refresh those plots to resolve this.
  • Fixed several dirty edits that may have been breaking precombines in some cells in the Commonwealth.
  • Changed Benni Strong’s character trigger slightly to avoid certain dialogue choices with Rufus from preventing her from ever showing up.
  • When accessing the ASAM Sensor, if it warns that the plot is busy, it will no longer just immediately show the menu anyway.
  • AnimatedObjectSpawner script will now run a sanity check before updating position/rotation to ensure the building plan designer entered enough data.
  • [City Plan Designers] Fixed a bug with the server scrap profiles for all 4 Far Harbor settlements. If you previously created a City Plan for one of those, you will want to regenerate your plugin from the web tool once again.
  • Marked several of Jake’s quest scene markers to be ignored by the sandbox packages so that companions or other NPCs don’t accidentally block his scenes from continuing.
  • Fixed a pair of dirty edits that for some users would have caused problems with wall clipping in USAF Olivia and Vault 81.
  • Altered several settings on the radio scene after the quest Well, Well, Well that leads into the quest Hub of the Problem. For some users, this scene would only have static, these changes are an attempt to resolve this for them.
  • Magazine Press paper now animates correctly.
  • Improved code used by “Back to Work” tool, to make it more reliably place actors at their expected plots.
  • When a settlement has no particular need of anything, auto-assignment will now prioritize plots in the following order: Residential, Industrial, Agricultural, Martial, Municipal, Commercial, Recreational. Previously it was just choosing at random which ones to assign first after all needs were met.
  • Fixed an issue with the Baker’s Library building plan.
  • Fixed an issue with the Skyline Apartments building plan.
  • Made further adjustments to door teleport script to help ensure followers are correctly moved with the player.
  • During Hub of the Problem’s final section, Jake will now use a terminal while waiting for the player to search for things, rather than just standing still, so it looks like he is actually trying to assist in the search for information.
  • Jake should now correctly have a piece of armor at the start of Hub of the Problem, making the “question option” the player has about armor make more sense. This was in the mod at some point and removed temporarily due to clipping issues, which should be mostly resolved now.

WSFW 2.0.13 Alpha
  • Changed the scrap threading code to do an additional check to try and identify powered items that may have been in the grid.


Download Public Beta 1.0.12a here.

-kinggath
 
I'm checking. The messages of the game no longer appear, the ones that appear at the top left.

Edit
Arrg! False alarm. ESM-ESP Translator has problems with SS2, I have used XTranslator and it works perfect. Mysterious.
 
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