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Public Beta 1.0.5b

kinggath

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Found some time to merge a bunch more changes and fixed a few bugs myself! Hoping to get another bug hunting session in tomorrow as well.

Today's addresses the following:
  • Sibling Shack building plan will now correctly have NPC beds instead of a player bed. Refresh any plots using this building plan to get the update.
  • Fixed visual bugs in the following building plans: Baker’s Library, Building Materials Shed, and Scrapheap Skyrise.
    • Refresh any plots using these to see the changes.
  • Fixed visual bugs in the follow building plan skins: Dr. Meztli Jone’s Raised Shack, Charles Baker’s Raised Shack, Odette’s Single Window, and Randy Adam’s Raised Shack.
    • Refresh any plots using these to see the changes.
  • Fixed a bug where Interior Plots with multiple people assigned could no longer be activated to view the ASAM Sensor menu.
  • Fixed a large number of mispointed script properties from obsolete items. This should reduce some of the papyrus log chatter on game start.
  • Restored several missing model files.
  • Fixed a speech check with the character Carne Asada.
  • Added new voice type for Protectrons called SS2_VT_ProtectronSettler, which allows protectrons using it to function as settlers, including barter and clinic lines.
  • Doc Shock switched to use the new voice type for Protectron settler lines.
  • Plot doors can now work with the Door Management system in Workshop Framework. All future built, upgraded, and refreshed plots will gain this ability. (The Door Management system can be turned on in the Workshop Framework options to have doors automatically open upon entering workshop mode).
  • Caravan Services fast travel will now correctly work with Level 2 and Level 3 Caravan Services plots. Previously this only worked with Level 2 due to a mistake in the dialogue configuration.
This also includes a beta build of Workshop Framework 2.0.8, which will be going out on Friday alongside the SS2 patch. The notes for that are as follows:
  • Vendor factions for custom vendors will now default to the MiscVendorFaction if no other is defined to ensure they have dialogue even if the mod author failed to define one.
  • Changed a utility function (WorkshopFunctions.GetPlayerOwnedSettlements) that fetches all player owned settlements to account for misconfigured mod added settlements that were incorrectly flagged as OwnedByPlayer in the script properties.
  • Added ProduceItemsArray function to WorkshopProductionManager to allow for bulk production in a settlement workbench.
  • UIManager’s Barter Menu system now have several additional optional parameters to increase functionality. Each of the original calls were maintained to ensure backward compatibility and the new parameters were added to a function of the same name with V2 at the end. For example, ShowCachedBarterSelectMenu should now be called as ShowCachedBarterSelectMenuV2.
    • Formlist aStartBarterSelectedFormlist: This accepts a formlist with all of the entries that should start as selected options.
    • Bool abVendorSideEqualsChoice: This reverses the selection so that the vendor side represents the items the player is choosing instead of the player side.
    • Bool abUsingReferences: This flag should be set to true if the items you are sending are unique ObjectReferences instead of just forms.
  • Added “AndWait” versions of the Barter Menu system which allow for simpler use cases that don’t require monitoring for events.
  • Added Message Selector system, which allows presenting the player with a Message Box that has Next, Previous, Select, More Info, and Cancel buttons. This can be found in the UIManager quest - there are two versions: ShowMessageSelectorMenu and ShowMessageSelectorMenuFormlist.
  • Added bEnablePlayerComments field to WorkshopObjectScript. This will allow some workshop items to prevent the player commenting about the item needing power or assignment when the player uses it themselves.
  • Added new TaskManager system. This allows for setting up threads that run their code after a timer, and can be set to have that timer and code repeat X number of times.
  • Added new StoryEventManager system. This allows for centralizing calls for SendStoryEventAndWait, so that the event manager can handle multiple quests that are set up under the same conditions in the Story Manager for redundancy. It will also ensure that if multiple of the exact same request are made, only one Story Event Quest needs to run.
    • Making use of this requires the actual quests that are rigged up to run in the StoryManager use the WorkshopFramework:Library:StoryEventQuest as their extends.
  • Adjusted the way the DoorManager quest works slightly to allow doors that are not part of the workshop system, but appear in settlements to be controlled. To take advantage of this in your mod, add the keyword LinkTerminalDoor to your door, if it is within a settlement bounds and the player has the Door Management enabled it will be used with the system.

Download Public Beta 1.0.5b here.

-kinggath
 
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Yay on the multi plot interiors that’s a huge help for me who loves the new multi plots exterior and interior. Multi plots are probably one of the best parts of ss2 nothing like 10 settlers using like 6-12 plots instead of 20 plus. Makes for better running settlements and less crashy as well.
 
I know this is a VERY minor thing, but it's coming up daily over in the Questions section; would you consider making the plans THE RON gives you (to take with you over to Vault 81 and give to Mansfield) classed as a 'quest item' so you CAN'T drop them? There's someone discovering they broke the quest because they discarded them roughly every 24 hours.
 
I know this is a VERY minor thing, but it's coming up daily over in the Questions section; would you consider making the plans THE RON gives you (to take with you over to Vault 81 and give to Mansfield) classed as a 'quest item' so you CAN'T drop them? There's someone discovering they broke the quest because they discarded them roughly every 24 hours.
i think a lot of item must change tag.Not sure why many SS2 items are under Junk.The normal Beacons are under Junk ASAMs are under Junk Townmeeting Gavel is under aid Call prov and the other 2 items to interact with the Settlers dont have tag at all .Its always a pain with huge inventory to not discard them and forget them if you use store all Junk option.But for single items you can use rename anything so you can tag them easy direct in the Game.I use now the new FallUI Workbench and rename anything as both are now compatible. so i can hold my inventory clean and change or tag any item new in the way i like it without staying hour's to change them after every Mod update again.Only problem is you can tag only 1 item at time so no way to change the ASAMs ingame all the other items work fine.
 
i think a lot of item must change tag.Not sure why many SS2 items are under Junk.The normal Beacons are under Junk ASAMs are under Junk Townmeeting Gavel is under aid Call prov and the other 2 items to interact with the Settlers dont have tag at all .Its always a pain with huge inventory to not discard them and forget them if you use store all Junk option.
From what I understand, the items that are "aid" is so the player can use the vanilla hotkeys. The ASAMs are junk now so the 'Box of ASAMs' can break down into 20 ASAMs. And yes, I am always forgetting to grab the ASAMs from the workbench until after I'm in the next settlement ready to build... ;)
 
I know this is a VERY minor thing, but it's coming up daily over in the Questions section; would you consider making the plans THE RON gives you (to take with you over to Vault 81 and give to Mansfield) classed as a 'quest item' so you CAN'T drop them? There's someone discovering they broke the quest because they discarded them roughly every 24 hours.
Yes please on this I have a habit of clearing out inventory after each quest run or after a hour or so in game and it makes it easy to misplace things cause I just unpack at the closest settlement to me.
 
Pass yesterday to 1.0.5b to see how it is and i see direct that something is wrong.
screenshot59tzjgl.png

The Hud show that People of my settlement are without Home and work but all have a Home and Work.After testing i find that the Powels make that Problem i Build there House but only the First of the Family i assign to the House rise the Home Bar the other 3 result as Homeless and change nothing.Have try to reassign them 2 times but nothing change.Have refresh the hud and let it reload many times but even that change nothing.What is wrong with the missing Work i don't know all Settlers have Work.The Missing House and Work seams even to affect the Moral as it go only down now.
screenshot60lokp9.png

Then this :) why my Companion is praying?He come into the room go direct to the girl and start to pray.Ok that Girl is a Drug Queen but no need to go on your knees for that :)
 
um No. She is Suposed to have ADHD, she’s been self medicating, and they are playing on jet being mutant Bhramin gas,
Cows give off a gas known as methane.
If you live around here you will somtime see tanks of the stuff with large labels that spell METH.
Meth is slang for Methamphetamine.
Methamphetamine in a form known as Desoxyn is used to treat ADHD.

if your Familiar with the web Comic known as Grrl Power it’s about a youn woman who has ADHD and is being treated for it.

that’s the good news. . .

as for the bad news...

well let’s just say that one of her alienhuman friends gave her the goodbad news.

oh and “fixed” her glasses.

she’s a MUCH better shot after she gets them.

Did I mention she is a cop on that first page?
 
Pass yesterday to 1.0.5b to see how it is and i see direct that something is wrong.
screenshot59tzjgl.png

The Hud show that People of my settlement are without Home and work but all have a Home and Work.After testing i find that the Powels make that Problem i Build there House but only the First of the Family i assign to the House rise the Home Bar the other 3 result as Homeless and change nothing.Have try to reassign them 2 times but nothing change.Have refresh the hud and let it reload many times but even that change nothing.What is wrong with the missing Work i don't know all Settlers have Work.The Missing House and Work seams even to affect the Moral as it go only down now.
screenshot60lokp9.png

Then this :) why my Companion is praying?He come into the room go direct to the girl and start to pray.Ok that Girl is a Drug Queen but no need to go on your knees for that
Sometimes the bed issue comes up if your not spending enough time for the workshop to update its stats so try hanging out in the settlement for about 15 mins see if that fixes it. The other issue and you need to use the find homeless settlers tracking to fix this. Go to tracking go to homeless find them all and reassign them to their houses a lot of times you will get 4-5 settlers assigned to 1 house plot and some plots not getting used. Once you find and reassign them it should fix the issue.

8 out of 10 times for me though it was just workshop taking a little while to update its scripting and numbers when you visit.
 
Sometimes the bed issue comes up if your not spending enough time for the workshop to update its stats so try hanging out in the settlement for about 15 mins see if that fixes it. The other issue and you need to use the find homeless settlers tracking to fix this. Go to tracking go to homeless find them all and reassign them to their houses a lot of times you will get 4-5 settlers assigned to 1 house plot and some plots not getting used. Once you find and reassign them it should fix the issue.

8 out of 10 times for me though it was just workshop taking a little while to update its scripting and numbers when you visit.
There are no Homeless i Assign every Settler 1 by 1 by myself.The only Settlers that are Homeless are the Powels why they use the Multi Powel House.But that is not the Problem as it a know Bug.The Problem is that the Powels don't rise any more the Home Hud.And i write abouve that i give time to catch up and even refresh the Hud by going out of the building Zone and enter again and reassign all again.There are more then 1 Problem to be true.First the Homeless and the Jobless and then the Powel Child she take a Bed but don't count as settler.In the Settlement are 18 Settlers not 17.That is a save 10 Minutes after i pass to to 1.0.5b with 1.0.5 that problem don't exist.With 1.0.5 i have 18 Settlers and the Hud Bars are all Full.That what i see was when i load the first time 1.0.5b in this Settlement first there was even 18 Settlers then it drop down without changing nothing to 17 and after the Hud start to become Crazy.Its for sure not an update Problem as if i assign other Settlers to different Homes or Work in the same Settlement all change direct in the Hud only the Powels don't change nothing any more.And regardless what i do the Hud stop at something like 60%
 
And regardless what i do the Hud stop at something like 60%
I have seen this on v1.0.4. I went back to Sanctuary which I hadn't visited in a while. The HUD was showing about 60% for Jobs/Homes. I went around and every settler had a Home and a Job. I parked my character in a chair and went to make dinner. When I came back, my game was CTD.
The Buffout 4 log only showed that fallout 4.exe and ntdll.dll as the last line. My thinking is this is a Papyrus related crash. I should really take a look at the log... I have not yet gone back into the game to investigate.

Its interesting that its only the Powells glitching on you. Code-wise, they are no different than joe settler other than having a quest.
 
I have seen this on v1.0.4. I went back to Sanctuary which I hadn't visited in a while. The HUD was showing about 60% for Jobs/Homes. I went around and every settler had a Home and a Job. I parked my character in a chair and went to make dinner. When I came back, my game was CTD.
The Buffout 4 log only showed that fallout 4.exe and ntdll.dll as the last line. My thinking is this is a Papyrus related crash. I should really take a look at the log... I have not yet gone back into the game to investigate.

Its interesting that its only the Powells glitching on you. Code-wise, they are no different than joe settler other than having a quest.
Was a little bit more complicate then a normal glitch.Have fix it yesterday.It was a General Settler assign problem something in the Mod it self was wrong.Its to long to explain the problem but when you have it next time look if all your Settlers even they count in the Hud Job and Home and so on as Settlers are real in that Settlement as Settlers.Powells was only the final trigger of all this.
 
I w
Was a little bit more complicate then a normal glitch.Have fix it yesterday.It was a General Settler assign problem something in the Mod it self was wrong.Its to long to explain the problem but when you have it next time look if all your Settlers even they count in the Hud Job and Home and so on as Settlers are real in that Settlement as Settlers.Powells was only the final trigger of all this.
I was looking in the SS2HUD.log file in mydocs\Fallout4\Logs\Script\User, keep seeing this line:
Code:
[01/20/2021 - 05:32:41PM]  Updating Meters, Found Population: 20.000000, Robots: 0.000000, LocalSettlers RefColl returned 21 actors. 
Sending update to HUD - Food: 100.000000, Water: 100.000000, Defense: 100.000000, Powered: 100.000000, Happiness: 97.571426, HappinessDirection: 1.000000, 
Homes: 100.000000% (19), Jobs: 100.000000% (20), Leisure: 68.421051% (13)
Simple math tells me that with a pop of 20, the RefColl should have 20. Homes should not be 100% @ 19.
Just before my game crashed, it had this:
Code:
[01/20/2021 - 09:12:48PM]  Updating Meters, Found Population: 0.000000, Robots: 0.000000, LocalSettlers RefColl returned 1 actors. 
Sending update to HUD - Food: 100.000000, Water: 100.000000, Defense: 100.000000, Powered: 100.000000, Happiness: 40.000000, HappinessDirection: 0.000000, 
Homes: 100.000000% (0), Jobs: 100.000000% (0), Leisure: 100.000000% (0)
Something in the SS2 data got lost. As I said before, there was nothing in the Buffout 4 crash log except fallout4.exe

Another Settlement has:
Code:
[01/20/2021 - 07:07:52PM]  Updating Meters, Found Population: 13.000000, Robots: 0.000000, LocalSettlers RefColl returned 13 actors. 
Sending update to HUD - Food: 100.000000, Water: 100.000000, Defense: 100.000000, Powered: 100.000000, Happiness: 100.000000, HappinessDirection: 0.000000, 
Homes: 100.000000% (13), Jobs: 100.000000% (13), Leisure: 38.461540% (5)
Here the numbers all show a pop of 13. All is good.
 
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