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Public Beta 1.0.5a

kinggath

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1.0.6 is likely going to be a little lighter than previous patches as I've got a ton of real life commitments all coming to a head at once. Fortunately, some of the rest of the team is still working on content, so I have a few things to share!

In particular, I'd love to have some folks kick the tires on the radiant quests done for Mansfield. These were meant to be included at launch, but were cut last minute for time. These represent the first major addition to one of the main questline characters from @Sagittaurus, who joined the team to tackle implementation of quest content!

Very grateful to have someone so willing to learn and experiment with quest related things on the team, as I'll be able to focus more of my attention on gameplay mechanics. So please join me in helping him learn the ropes with detailed and constructive feedback. (Note he didn't write the quests, so commentary about your love or hate of Radiants is not what I'm after lol - looking to make sure these play like you'd expect a quest and run without bugs!)
  • Cedric Mansfield now has a series of radiant quests to earn XP and caps.
  • Fixed a bed mesh that had some texture flickering.
  • Fixed a bug in the resource production calculations for the Conversion building class.
  • Added debug log output for the visitor/unique system to make it easier for people to test for issues with the new design.

Note this includes an alpha build of Workshop Framework as well.

Download Public Beta 1.0.5a here.

-kinggath
 
Debug log output definitely works. Turns out I wasn't rolling as poorly on that 5% Unique chance as I thought, but I'm seeing a LOT of lines of:
[RecruitmentManager] Unable to release unlocked character [simsettlementsv2:miscobjects:unlockablecharacter < (0A01FD8F)>], as a valid settlement location could not be found.
That particular one is "Gremlin", and going by her UnlockableCharacter record, I've actually got two settlements that meet her requirements? (including the one I walked into to trigger that roll in the first place). Seems the same for the other ones I've checked so far.
EDIT: Never mind that, I didn't think to check the "requires an active Beacon" field. No frkn wonder they weren't spawning. Personally I wouldn't have put that as a requirement on as of them as have it, but that's just me
 
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I wonder if maybee it’s a case of needing three settlment to unlock them When it’s a settlemt stat unlock.
 
I wonder if maybee it’s a case of needing three settlment to unlock them When it’s a settlemt stat unlock.
I have the CK open, I can see what their requirements are, I'm just not saying what they are to try to preserve some mystery for anyone just casually looking past. I just forgot to even look that almost all of the Uniques are coded to only go to settlements with an active Beacon.
 
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Alright I'm now getting CTDs so reliably I can't even go near ANY settlement, and can't load a save that was within one. This is getting really obnoxious, I never had SS1 CTD on me, and that was on a worse computer. Unless of course it's me not knowing how to set up my own NPCs properly and that is what is breaking it.
I've really got to stop being so impatient and actually give scripts WAY more time to finish.

How can I get the debug log?
 
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I've really got to stop being so impatient and actually give scripts WAY more time to finish.
#1 advice I've given myself time and again! There were quite a few times I was ready to race to the forums and post a long winded WTF only to wait a little and then things were fine.

If you open one of the SS2 "manager" quest scripts you will see there is a ton of black magic required to make the SS2 systems work! :kinggath:

The #1 thing I found is starting a new game and importing a settlement layout using WSFW, and forgetting there is a beacon in the layout... I'm really surprised my game didn't explode right there! nuff said...
 
#1 advice I've given myself time and again! There were quite a few times I was ready to race to the forums and post a long winded WTF only to wait a little and then things were fine.

If you open one of the SS2 "manager" quest scripts you will see there is a ton of black magic required to make the SS2 systems work! :kinggath:

The #1 thing I found is starting a new game and importing a settlement layout using WSFW, and forgetting there is a beacon in the layout... I'm really surprised my game didn't explode right there! nuff said...
On the plus side... the "Unique Visitor" code is definitely working. (here I am following one of 'my' NPCs and wondering why he decided THIS was the way to walk from Starlight to Tenpines - still don't understand what those numbers on the 'resources HUD' are actually trying to tell me, btw, since that is 100% not a "total")
 

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resources HUD
IKR! I have not been playing much lately (stuck in CK land...) but, I was in the middle of head scratching over the "daily production" numbers.

Since the start of my first settlement, I have had this huge steel deficit. It grows at ridiculous numbers for each settlement I add to the network. (by ridiculous i mean 3x any other resource) I have about 7 settlements of 10-12ish pop. (on average) The HUD says I had ~3200 steel deficit daily. So I decided to sit and watch the fully expanded and enlarged panel. Every time an update fired I saw a bunch of numbers change. (I guess taking a video would be useful here) I happened to catch the "steel" update a couple of times. The "steel" network total increased both times! (Can't remember by how much) For having ~3200 daily deficit, I did not expect to see steel added. I have not looked further (again, CK land) and I still need to figure out video capture as I think this would be useful for capturing real time data. (Unless I can jury rig a script to dump this data...)

TL;DR, I wonder if there is a simple glitch in the code that flips 'surplus' and 'deficit' which in turn causes the HUD to not have = totals.
 
TL;DR, I wonder if there is a simple glitch in the code that flips 'surplus' and 'deficit' which in turn causes the HUD to not have = totals.
I am positive I have seen the numbers go UP sometimes when a plot upgrades, not down, so I'm inclined to agree that theres a missing negative sign somewhere.
 
Alright I'm now getting CTDs so reliably I can't even go near ANY settlement, and can't load a save that was within one. This is getting really obnoxious, I never had SS1 CTD on me, and that was on a worse computer. Unless of course it's me not knowing how to set up my own NPCs properly and that is what is breaking it.
I've really got to stop being so impatient and actually give scripts WAY more time to finish.


I have recently discovered there are some flaws in the City Plan code that can cause script backups from hell. Not easily addressable bug-like flaws, but more a negative consequence of threading things, so I can't fix it easily.

If you aren't using City Plans and are having trouble like this, I'm uncertain what the issue is.
 
RE: HUD - it should be showing you totals, but if you are plagued by script lag, it could seem like complete non-sensical information.

In small tests, the numbers are 100% accurate, so I don't believe there are any problems with sign-switching. If I had to guess the issue, it would be something like script threads being dropped by the game engine and the numbers becoming desynced. One of my todo items is to add a full recalculation function that runs periodically to correct for this sort of thing.

(Todd help us and give us an actual database for Starfield so I don't have to keep stashing data in wonky ways the game engine can break...)
 
Can you provide changelog info? Its not on the Github. Thanks.
I don't have the change notes ready yet, primarily it's adding a few new backend systems for coders that we're going to be using for a few things.
 
I have recently discovered there are some flaws in the City Plan code that can cause script backups from hell. Not easily addressable bug-like flaws, but more a negative consequence of threading things, so I can't fix it easily.

If you aren't using City Plans and are having trouble like this, I'm uncertain what the issue is.
I don't tend to use City Plans much if at all, so it can't be that. I'm prepared to bet it's just a side effect of my own impatience meaning scripts have inadvertently gotten MASSIVELY backed up and/or out of sync, and thus approaching settlements of a certain size means it tries to fire too many all at once and pushes the game engine past what it can handle. If it was the mod on its own, more people would've had the same issue by now.
 
I don't tend to use City Plans much if at all, so it can't be that. I'm prepared to bet it's just a side effect of my own impatience meaning scripts have inadvertently gotten MASSIVELY backed up and/or out of sync, and thus approaching settlements of a certain size means it tries to fire too many all at once and pushes the game engine past what it can handle. If it was the mod on its own, more people would've had the same issue by now.
Should be easy to tell, go into a settlement, save, quit, open the save with fallrims and see what your active scripts look like.
 
I have the CK open, I can see what their requirements are, I'm just not saying what they are to try to preserve some mystery for anyone just casually looking past. I just forgot to even look that almost all of the Uniques are coded to only go to settlements with an active Beacon.
would be nice to have a way to turn this requirement off or a patch removing it cause I turn off beacons in every settlement and just spawn my own settlers to solve issues.
 
would be nice to have a way to turn this requirement off or a patch removing it cause I turn off beacons in every settlement and just spawn my own settlers to solve issues.
Presumably the "Communications" Plot counts for it too, and things like the "special" beacon in Vault 88 as well, but yeah. I very rarely even build Beacons myself.
 
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Speaking of Beacons though, I just started a fresh save (experimenting with my non-SS2 mod loadout to see if that helps my crashiness) and I only just noticed that when Jake first walks up to you, you can actually hear him playing the Beacon's radio on his Pipboy. Was that always there and I just somehow never noticed?
 
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