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Public Beta 1.0.2c

So glad to hear this fixed them. Had a random spot in sanctuary I couldn’t get past always had to move around it.
Is it behind the house east of the Player's house? I found a spot there that I put a barrel on. I didn't know if it was the plot or the location. I haven't had a chance to load this and find out.

In the SS1 days I used Manufacturing Extended and Better Manufacturing to build recycling centers to break down junk, weapons and armor. I'm surprised I never got an array overflow error... I had 10's of thousands of components in the workbench.
 
Is it behind the house east of the Player's house? I found a spot there that I put a barrel on. I didn't know if it was the plot or the location. I haven't had a chance to load this and find out.
The spots I saw were almost pixel-perfect for the ones in Merl0ck's post here, among others: (hopefully this link works)
The one outside the "house they all hammer on" and the one in the living room of Player's House are the ones I used to test if it was fixed, they've ~99% reliably been there for me until this update. They SEEM to be gone now, but I couldn't seem to find any pattern from my own testing as to what makes them be there. At best I can only infer that merl0ck and I hand-build Sanctuary near-identically.

Side note, since if kinggath works anywhere near how I think he does he'll see this: thanks for having your forums use the same 'formatting codes' for text as Discord.
 
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There's one in vault 88 (right as you enter next to the security office) for me and a few in sanctuary. It was driving me nuts I was blaming transfer settlements because I only noticed them at the places I used it.
 
I hope to look into assignment issues soon. That code is so immensely complicated that it can take hours just to get set up to test it (I have to put in dozens of debug outputs and trace through the logs looking for where things are going wrong).
This kinda goes with #373 from two weeks ago. I was kind a hoping the flag to not pull them off a job would fix some of it.
For some reason our settings simply are not working or working randomly.
Like I can turn off bed and plot assignments and some settlers will stay unassigned. Then at other times they arrive assign themselves to plots and will literally push someone else off a recreational plot assignment.
Most vanilla item assignments are wiped every time you return to a settlement.
When assigning back to vanilla items they will only do one item at a time and not autoassign themselves to fill their food/defense limits.

Been a lot of people posting on the issue and I have been telling them to just push through and go full SS2 for food, defense, etc because once you are at the all plot part most of the issue goes away.
 
This kinda goes with #373 from two weeks ago. I was kind a hoping the flag to not pull them off a job would fix some of it.
For some reason our settings simply are not working or working randomly.
Like I can turn off bed and plot assignments and some settlers will stay unassigned. Then at other times they arrive assign themselves to plots and will literally push someone else off a recreational plot assignment.
Most vanilla item assignments are wiped every time you return to a settlement.
When assigning back to vanilla items they will only do one item at a time and not autoassign themselves to fill their food/defense limits.

Been a lot of people posting on the issue and I have been telling them to just push through and go full SS2 for food, defense, etc because once you are at the all plot part most of the issue goes away.
Since our long winded discussion a few weeks ago, I left auto-assignment off and most of my problems went away. Manual re-assignment of settlers seems to be real script heavy so I move one and do other thing for a while before moving another one. This seems to keep things far more stable and the settlers seem to stay assigned to the plots. I do not have any vanilla items so I can't testify there.

The only major assignment issues I have (other than auto-assignment killing perrformance) is Codsworth, Currie and Doc Shock will not stay assigned for more than 15 - 60 seconds after assigning them. I know in vanilla I never had luck assigning Codsworth to anything other than Provisioner , butt it would at least tease me and wait for me to leave a settlement before unassigning. So maybe this affects all protectrons?

Kinggath, I wish you the best of luck surfing through your millions of lines of code!
 
I've opted not to push things up the changes as a hotfix as we've been merging a lot of fixes this week, and the scope has grown beyond what I'm comfortable rushing out. So I'm going to just continue working on additional fixes and posting betas.

Tonight's beta addresses the following:
  • Vast majority of grammar and spelling mistakes should now be fixed. (Thank you Lively!)
  • Tweaked one of our model files that may have been the source of the mystery collision many users were reporting.
  • Fixed the Commercial Requirement setting in MCM.
Download Public Beta 1.0.2c here.

-kinggath
Finally, Jake is starting to act like he is supposed to! Thank you KingGath! Wm
 
The second time it says to listen to jakes private frequency nothings there for me. First time thats happened as i ran through the quest 3 or 4 different times only happened with this beta. Im gonna roll back and see if it works with the previous one.


Edit: I just listen to private frequency in concord and that worked. That was the first time I heard anything on that and I gotta say I liked hearing that side of Jake. Awesome job
 
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The only major assignment issues I have (other than auto-assignment killing perrformance) is Codsworth, Currie and Doc Shock will not stay assigned for more than 15 - 60 seconds after assigning them.
Same here, with J-33721 from Settlers of the Commonwealth also not staying assigned (another robot like Codsworth)
 
Been a lot of people posting on the issue and I have been telling them to just push through and go full SS2 for food, defense, etc because once you are at the all plot part most of the issue goes away.
OK, reading comprehension fail. I fall into the all plot category and yes, the issues go away, but only when I turn off auto assign and upgrade.

I do have a settlement that has a mix of vanilla beds and single and multi Res plots. I've had no problems there since I turned off auto assignment.

I don't know if something changed in the code or if its a placebo affect, but the assignment system seems to work better with the later versions than the earlier versions. There is also the possibility that my early versions were acting up due to a bad Fallout 4 installation. (I think it was around v1.0.0b or c when I wiped and re-installed F4 + moving from NMM to Vortex)

I have not tried mixing vanilla and plot jobs since before I reinstalled FO4 and was having other problems.
 
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Same here, with J-33721 from Settlers of the Commonwealth also not staying assigned (another robot like Codsworth)
oh right, I observed that, too. long before 1.0.2, thought it was just a hiccup with doc shock, and eventually forgot it
 
oh right, I observed that, too. long before 1.0.2, thought it was just a hiccup with doc shock, and eventually forgot it
I've never had any luck with any robot that isn't either Ada or another Automatron Robot I built myself staying assigned to a plot. I think the Graygarden batch are working? I should swing by there again and check in; the "plot upgraded" notices are still firing for there, though, but I worry that going even close enough for the cell to load will break it again.
That said, Audra just decided to unassign herself from the Int.Commercial I had her on too... although she does seem to think she's half robot
 
I've opted not to push things up the changes as a hotfix as we've been merging a lot of fixes this week, and the scope has grown beyond what I'm comfortable rushing out. So I'm going to just continue working on additional fixes and posting betas.

Tonight's beta addresses the following:
  • Vast majority of grammar and spelling mistakes should now be fixed. (Thank you Lively!)
  • Tweaked one of our model files that may have been the source of the mystery collision many users were reporting.
  • Fixed the Commercial Requirement setting in MCM.
Download Public Beta 1.0.2c here.

-kinggath
Almost through Chapter 1 again! Jake is much better. Dog responded to voice commands, great! So mad at gunners, I want to go to Quincy, clear them out, and go to their HQ and clear them out. (done in previous games just because), but I do not know if that will break the game. Thank you Wang Di, Emperor KingGath! Wm
 
My bet would be that either the fix I created for that quest isn't being fixed retroactively if you already had the quest - or that you're going there before receiving the quest. It doesn't actually spawn until you receive the objective.
 
My bet would be that either the fix I created for that quest isn't being fixed retroactively if you already had the quest - or that you're going there before receiving the quest. It doesn't actually spawn until you receive the objective.
I haven't tried 1.0.2c yet, but with 1.0.2b I pulled out an old save in the middle of the quest and the chest/toy that hadn't previously spawned was now there and I could complete the quest.
 
My bet would be that either the fix I created for that quest isn't being fixed retroactively if you already had the quest - or that you're going there before receiving the quest. It doesn't actually spawn until you receive the objective.
Unfortunately, I just got the quest for the first time in 1.02c and it was missing.
 
Seeing double, double doors, double mailbox, double scrappable house, double anything from before city planning in Sanctuary, i have seen this since 1.0.1
Any suggestions? Dont city plan sanctuary?
Also i have trouble with The Ron's potential settler, if you have someone like carne asada who isnt "yet" a settler because his quest isnt done he will get tag as potential settler from The Ron. Its like The Ron scamming for a settler. GG 500 haha
 
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