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Public Beta 1.0.2f

kinggath

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This will theoretically be the final public beta before the 1.0.3 patch on Friday, but I have a few more things to check tomorrow that may result in some last minute minor tweaks.

Tonight's public beta addresses the following:
  • Purchased pets should no longer leave the purchased item in your inventory.
  • Fixed a bug that could prevent plot stores that are configured to display some of their actual inventory (such as the Pet Store and Furniture Store) from actually doing so. Refresh those plots to apply this fix.
  • Any pets purchased after this patch will now have a Pet Options alternate activation. Previously, this would only show up for the current pet. This menu allows for renaming, changing inventory, changing home settlement, and changing which is the active pet that will follow the player like a companion.
  • Unlock All Building Plans cheat should now correctly unlock any building plans or skins that are locked behind various quests and gameplay elements as well.
  • Small dog sounds have been expanded to react similarly to other dogs in the base game.
  • Fixed the Resource Complexity setting in the MCM menu.
  • Fixed a few player dialogue lines that were too long.
  • Added a missing dialogue line for The Ron.
Download Public Beta 1.0.2f here.

REMINDER: This includes a new build of Workshop Framework that is required for this beta to work, be sure to extract this manually to your Fallout 4\Data folder and overwrite your existing files.

-kinggath

PS. Thank you to those of you still playing and testing this, even know a shiny new RPG was just released!
 
Any alternative download locations? Google says too many downloads!

diziet
This happens a lot unfortunately.
In my experience it doesn't stay locked for the 24 hours Google says it can though. Just keep trying every hour or so.
 
Any alternative download locations? Google says too many downloads!

diziet
Someone on another thread suggested this issue only occurs if you don't have a gmail account. If you go to the link while logged in to a google account, you can click the three dots in the upper right to bring up a menu, and then choose Make a Copy. This will put a copy of the file on your own google drive to get around the anonymous download limit.
 
Regarding applying this patch for Mod Organizer 2 users;

REMINDER: This includes a new build of Workshop Framework that is required for this beta to work, be sure to extract this manually to your Fallout 4\Data folder and overwrite your existing files.

This is not necessary if using Mod Organizer2;
Just in case some mo2 users are not familiar with the function of the folder list in the left hand pane, if you want to overwrite something - just put its folder lower in the list. So, just install this zip file into a folder below both workshop framework and SS2, and you will be fine. MO2 will take care of the rest.

It will indicate on the folder entry for Workshop Framework, and SS2, that their files are being are being overwritten by the folder you just added.

While this post is NOT a tutorial on using mo2 (there are many and much better out there - see gamer poets on youtube) here are the rough steps;

  1. Download the zip (see links above).
  2. Drag zip file to the downloads tab in the right hand panel.
  3. Install mod (it thinks zipfiles are a mod) - it will ask for a folder name - I give it "SS2 Patch Version X" with x being the release version of the patch.
  4. In the left hand panel, you will see the new folder entry at the bottom - move it up to where ever you keep your SS2 mods, just make sure it is below the Workshop Framework and SS2 Folders.
  5. Deactivate or remove your old patch folder if you have one.
  6. If you want to check, right click on the new mod folder, and select information. In the conflicts tab, you will see it is overwriting various SS2 and workshop framework files.

While this might be common knowledge for most MO2 users, I thought I would post this just in case.
MO2 has amazing control over BOTH ;
Y
our plugin load order (the order the game engine processes esp/esm/esl game config files - commonly referred to as your load order) - Right hand list.
AND game files folder building (the left hand panel, which we just used here).

But this is not obvious right away for many users, so hopefully this post helps.


(the more technical explanation is that the priority order in the left hand window represents the sequencing for the building of the virtual folders used when the game launches - folders lower in the load order virtually "overwrite" files in the folders above them in building the directories at run time).
 
Hey, your pet store stole all my dogs! There is some kind of overwhelming dog-attractor that calls in all the dogs in the settlement, even if they are Creation Club or dogs captured in traps. I tried moving them to the player while standing at my doghouses, but they very definitively walked back to the base of the store and gazed longingly at the pet store doghouse. That's 2 Great Danes, 3 Golden Retrievers, 2 Black Labs, 1 Yellow Lab, and 1 Chocolate Lab your store owes me for. :blum

Oh, and as far as I am concerned Cyberpunk is an action game. No contest between testing SS2 and buying that thing.
 
Something has gone amiss with the dog code. I used the Move command to try to send them all to Red Rocket, from Sanctuary where the Pet Store and my home are located. Well, first I tried to replace the Pet Store with a Book Store. The store replaced but the dogs kept trying to go into the now non-existent doghouse, and dropping disappointedly down into the bookstore. It was kind of funny, actually. Raining dogs, if not cats and dogs. I exited and reloaded, and tried to send them all away to Red Rocket. Red Rocket is my settler and dog trap. There is nothing there but a bunch of dog houses, two dog traps, a personal bed for me, two ordinary beds for the settlers, a pump, three turrets, and a recruitment beacon. And a cow, but that is not important except for perhaps as RP. As the settlers dribble in, all the dogs keep them at 100 happiness until I can move them to where I want them. This is usually for no more than a day. I guess the cow's milk keeps them alive?

Anyway, once I used the Move command on them, the dogs stopped trying to go into the Pet Store doghouse, but they did not go to Red Rocket. They went to their own doghouses, behind my own house. I checked their stats with AFT, and they were all homed to Red Rocket. I went to Red Rocket and moved one dog to me with the console. It determinedly started back for Sanctuary.

I'm going to revert to c because moving dogs around is important to my playing. I sort dogs by settlement type. I have a Border Collie at Abernathy Farm and two Pit Bulls at Starlight Drive-In. If the dog-moving code does not work I cannot play that way. But thank you for trying. :bye
 
PS. Thank you to those of you still playing and testing this, even know a shiny new RPG was just released!
Some friends sent me some links and yeah, I wont be buying that any time soon.
  • Looks nothing like the advertisements in the streams I saw
  • Texture rendering issues
  • Custom genetalia poking through clothing
  • Some PS4 and XB1 people are claiming it is unplayable due to the rendering

I will take my glitchy, crashy Fallout 4 over paying someone $60 for their beta version any day. Simply because at least then I know what my crashes are from and will not sit there wondering if they will fix that next patch.
 
It seems the problem is with the third level of the Pet Store, or I just did not go far enough back. I thought I reloaded from just before I had changed to f, but after quite some time building at Abernathy, I found all my dogs crowding around the pet store doghouse again. I went ahead to f again and tackled the problem differently. I used AFT to transport the dogs to Red Rocket after I had used the normal Move command to set their home to be there. I made them Followers with no management. After they arrived at Red Rocket that way, they were content to stay there when I Dismissed them through AFT.

Overall, most dogs not in Sanctuary with the Pet Store will Move when told to, but a few will not and have to be carried in my arms, so to speak. I never had this problem before.
 
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searches ... LOL, an entirely new meaning to not keeping it in your pants.
 
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Hey, your pet store stole all my dogs! There is some kind of overwhelming dog-attractor that calls in all the dogs in the settlement, even if they are Creation Club or dogs captured in traps. I tried moving them to the player while standing at my doghouses, but they very definitively walked back to the base of the store and gazed longingly at the pet store doghouse. That's 2 Great Danes, 3 Golden Retrievers, 2 Black Labs, 1 Yellow Lab, and 1 Chocolate Lab your store owes me for. :blum

Oh, and as far as I am concerned Cyberpunk is an action game. No contest between testing SS2 and buying that thing.
Interesting, you actually discovered a flaw in Bethesda's AI package for dogs! They basically get stuck in their current sandbox routine until they are manually given a command to move somewhere (like you did by making them a temp companion) after being transferred. I'll see if there's anything I can do in code to interrupt an AI package.
 
Audra and Knox are not talking at all in the settlement. Interestingly, I had the same issue with the Sanctuary 5 when I played Fallout 4 for the very first time.
Also, settlement happiness is stuck in a growing state. Not sure if that is the cause, but the Settlement Manager Software here says that days since attack 0, but it was at least couple of days ago.
20201211101344_1.jpg
 
And still rocking it, I see. So sounds like today's friday and patch day? What is this madness? Xmess time?
 
Some friends sent me some links and yeah, I wont be buying that any time soon.
  • Looks nothing like the advertisements in the streams I saw
  • Texture rendering issues
  • Custom genetalia poking through clothing
  • Some PS4 and XB1 people are claiming it is unplayable due to the rendering
I will take my glitchy, crashy Fallout 4 over paying someone $60 for their beta version any day. Simply because at least then I know what my crashes are from and will not sit there wondering if they will fix that next patch.
I’ve been playing the last 2 days with relatively few issues, but I like lady mc’s and don’t generally add packages to them so don’t have that issue. also no issues with textures but then again I’m using a rtx3090 and a 9900k so that a little nicer then my Xbox. Gonna have to look up the photos though that sounds funny.

I will say though Bethesda games are always my favorite games to play weird bugs and all. Even if it includes naked dead npc or little dogs running around killing super mutants. I seen some videos saying starfield may have settlement type game play so maybe SS in space in a few years.
 
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