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Public Beta 1.0.2a

I’m having pretty much exactly what the video shows except I can’t access any setting from the asam sensor or plot at all.
I have gotten that a few times after assigning someone to a multiple occupant plot, usually recreational interiors after they level.
 
I’m having pretty much exactly what the video shows except I can’t access any setting from the asam sensor or plot at all.
Yep. I have this issue with the Level 1 Home Sweet Home plot. The "plot shell" disappeared after assigning someone to it.
I can still touch the ASAM though, probably because of the warehouse wall.
Using the refresh through the ASAM did not fix it.
Reloaded the game and it was still an issue.
Open the console and tried clicking on it and got a (null) result with SS2.esm being the owner.
20201130132838_1.jpg
Ok after further testing...
I can select the "plot shell" from underneath it.
20201130133202_1.jpg
But not from above it...
20201130133150_1.jpg
 
Checking that BaseID in the ck gives it to be the activator "SS2_MultiassignOutline_Interior". I don't know what could cause that to become a null :unknw - and block access to the plot?

EDIT: Does the same happen with Pra's bunkbed? I think that's the only other residential interior multi plan. I guess this could also be what happened to @yaugieLC END Messhall when it had multiple assigned and was playing hard to get.
 
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Checking that BaseID in the ck gives it to be the activator "SS2_MultiassignOutline_Interior". I don't know what could cause that to become a null :unknw - and block access to the plot?

EDIT: Does the same happen with Pra's bunkbed? I think that's the only other residential interior multi plan. I guess this could also be what happened to @yaugieLC END Messhall when it had multiple assigned and was playing hard to get.
Its not really blocked or complete null though....
Like I showed if I go underneath the plot then it is there. But I can not select it from above.
Can we dub this "The case of the Peek-A-Boo plot?"
 
Haha, I love that name :) But what you are actually activating from underneath is another form, the "SS2_Plot_Residential_Int" (BaseID xx01a340) which is the plot that controls everything. The null item is the extra thing that seems to hold the multi-assignment data.
 
Bunk bed is also the same for me.sorry had to finish some work so the bunk bed plot is the same seems that including the regular plots the multi settler plots don’t always work well.

live had 6 settlers working the 3x3 agricultural plot before. Have had incorrect bed counts on the multi housing 2x2 plots.

also I’ve noticed the level 0 build items are sometimes invisible but still there causing collision issues after it upgrades. The level 0 structures or items can sometimes be deleted using place anywhere’s extra object enable. This doesn’t always happen on every plot though so normally I just pick a new random plot. But the multi interiors I couldn’t do that.

but mostly I’m guessing the issue with the interior is the level 0 stuff is still remaining but invisible probably why it can be accessed from under it but not above maybe ? That’s just my best guess as I can’t test it till I get off work and get some time.
 
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I'll check into the multi-assignment objects for the interior maybe having some problematic collision.

I just want to clarify something about plot code to help you guys looking for patterns with this issue. SS2 does not care about the plot type at all for most things. The plot type/size combination only impacts which building plan list it can select from. Literally everything else operates the same in code- from the assignment code, to the item placement code, etc.

SS2 doesn't have different code for different plots, classes, or building plans. So if you see different behavior on one type or plan, assume the issue is with a model or mis-configuration rather than some special handling in code.
 
Ok so I tried messing with the interior plots I had to raise the entire plot till stuff was floating to get it so I could activate the plot from the ground. As far as the asam sensor I still can’t activate it when using the multi interior plots
 
You have to play musical owners.
The owner is the last one evicted.
So you would have to assign each of them as owner in order to evict everyone else.
This of course assumes that the occupants have an order list to them and if uses a constant first in and first out method.
I have never had any luck doing this to solve the 'one settler to many plots' bug. The only thing I could do to unassign them is send to a different settlement, wait for them to be unassigned and then return them to the settlement.
 
SS2 doesn't have different code for different plots, classes, or building plans. So if you see different behavior on one type or plan, assume the issue is with a model or mis-configuration rather than some special handling in code.
If this is true, every 2x2 multiRes building plan in core SS2 is affected.

IIRC it was v1.0.0d, I had one of every 2x2 multiRes plan built side by side at level 2. I had one NPC take residence in an occupant slot of all the multiRes plots. I sent the NPC to a different settlement and went questing. When I came back a few days later, there was a new NPC assigned to an occupant slot of all the multiRes plots.

When assignment is set to manual, this bug seems to disappear. Its like the assignment code gets confused, possibly something caused by multithreading? I know your code has locks to prevent this, but could it have been missed for occupant assignment? Occupants also show up as homeless on the Vit-o-matic. It could be an issue of something not being flagged properly.

Whatever it is I wish you the best of luck in finding it! :)
 
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I have never had any luck doing this to solve the 'one settler to many plots' bug. The only thing I could do to unassign them is send to a different settlement, wait for them to be unassigned and then return them to the settlement.
I have actually taken to keeping a "spare" single-user house/job/hobby to use to like... assign someone to temporarily while shuffling people around.
 
I have actually taken to keeping a "spare" single-user house/job/hobby to use to like... assign someone to temporarily while shuffling people around.
In v1.0.0d I had a settler assigned to the occupant slot of 5 multiRes plots. I was unable to assign the settler to a vanilla bed. I was only able to 'fix' the settler by sending them to another settlement. Looking back, it might have been script lag, but I'm not for sure.
 
Tonight's public beta was unexpected, but while trying to collect some footage for voice actors to show off their stuff I ran into a few things and decided to just fix them on the spot. So here we are!
  • Fixed a bug that would cause Flag and Leader selection to eventually stop working.
  • Fixed a bug with the Makeshift Armorer leader trait.
  • Fixed a bug that would cause one of the dialogue choices with Stodge during Who Can? ASAM! To cause the scene to end until you spoke to him again.
  • Fixed a bug that would cause the dialogue scene led by Theresa during Who Can? ASAM!, under certain scenarios, to get stuck.
  • Fixed a bug in Who Can? ASAM!, where after Theresa suggests people step forward, the scene stalls out and can’t continue.
  • Fixed a bug that prevented the Dog from Let Sleeping Dogs Lie from being interacted with. This was a bug that had previously been fixed and was reintroduced with 1.0.2.
  • Fixed a bug with the quest Not All Artists Starve where the player would try and turn in the quest to every NPC.
  • The characters Archibald and Treadwell will now correctly trigger a second quest about 24 hours after Not All Artists Starve. Anyone who had previously completed the first quest will find a new quest starting a day or two in-game after loading this patch.
  • Fixed a player line from Foggy Winters’ introduction that would play the male player voice for both male and female player characters.
Download public beta 1.0.2a here.

-kinggath
the dog is still sleeping, I have to complete the mission with the command console
 
I've had several people confirm she's fixed in 1.0.2c, so I may have typed up the patch notes before completing a merge.
 
im sorry for asking this :blush just a noob question im new in modding and i just having the same problem then i saw this thread i register and read lots of things but im confused "if im going to apply this patch in the mod organizer 2 should i pick merge? or replace?"
 
im sorry for asking this :blush just a noob question im new in modding and i just having the same problem then i saw this thread i register and read lots of things but im confused "if im going to apply this patch in the mod organizer 2 should i pick merge? or replace?"
This is not the newest version. It should be replace.
 
oh thank you so i should replace it by the way should i rename the sim settlement expanded so that they have 2 category? what will i see in my list is sim settlement 2 and sim settlement 2 expanded? im sorry im just confused im reinstalling my game now for a fresh start also and following all the guildes and avoiding some known issue and the list for installing the mod
 
sim settlement expanded
Just leave the name as is. Replace as stated is good.

sim settlement expanded, just adds extra content, textures and quality of life things to SS2. I just make sure it is below SS2.

if you are worried you have things placed correctly just post your LO and someone will likely look at it.

here is how to get that LO in text.

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