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Public Beta 2.2.1

kinggath

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Update 08/08/22: Download Public Beta 2.2.1 v3 - Patch notes in the doc now have a "V3 Additions" sections
Update 08/03/22: Download Public Beta 2.2.1 v2 - Patch notes in the doc now have a "V2 Additions" section

Download Public Beta 2.2.1 v1

Over the next couple weeks I'm going to be focusing solely on bug fixes for the 2.2.1 patch. Some other stuff might squeak in if others on the team toss me stuff (and as you'll see in these notes, some little changes that came about due to some recent C3 development!), but otherwise, anticipate a lengthy set of patch notes hopefully addressing a ton of known issues!

This includes fixes for SS2 and WSFW.

As promised, I'm going to continue the public beta testing as having more eyes on this content just makes it way more likely we actually get these issues permanently fixed. So many times we'll test it internally and verify something works, only for one of you in the community to hit a case we hadn't considered - nothing quite like testing in an actual playthrough!

The notes so far can be found here: Beta 2.2.1 Notes, I will continuously update the bottom of this document as I add additional features, and will periodically post new builds of the beta.

If you find issues listed as fixed in these notes, that are still acting up when you test this build - please post in this thread so we can avoid weird issues limited to this beta being searchable in the forums out of context.

Let's get this puppy bug-free! (well as bug-free as a Creation Engine mod can be...)

-kinggath
 
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For those of you who are nervous about using one of these public betas, but who want to help - here's something you can do that doesn't require a huge commitment.

Look at the list of fixes, and see if any of them apply to an issue you've got. If so, install the beta, see if it fixes it for you, report one way or the other, and then switch back to the live version of the mods available on Nexus.

Having confirmation of fixes working on existing saves is a huge boon as it's less stuff our dedicated testing team needs to spend time looking at!
 
I spot a couple things in that Changelog that I didn't even know were 'bugs' - Deserters just sort of randomly going wherever they feel like, for example. (I had one go to Unclaimed Sunshine Tidings during HQ2Beta and figured that was just how it worked)
I had wondered why the Advanced 2x2 Farms didn't have the upside down Mr Handys on them any more, though...
  • Settlement workbenches with the vanilla keyword “IgnoreAccuracyBonusInUI” will no longer be claimed by the Claim Settlement functions.
That's quite a clever 'workaround' for that issue.

You already KNOW what the first thing I'm checking is though
 
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I had wondered why the Advanced 2x2 Farms didn't have the upside down Mr Handys on them any more, though...
Interestingly, that bug lead to me finding a mistake in the setup for the Performance Settings which would actually make City Plan placement slower than it should be. In theory, new saves after this build should find City Plans can place their items a bit faster. Haven't confirmed that yet, so didn't mention it in the patch notes.
 
  • Settlement workbenches with the vanilla keyword “IgnoreAccuracyBonusInUI” will no longer be claimed by the Claim Settlement functions.
That's quite a clever 'workaround' for that issue.

You already KNOW what the first thing I'm checking is though
.......is this what i think it is?:blush
 
So I'm not sure if this is new to this version, but I'm working my way through the questline 'legitimately' with a 'full' load order, and I noticed something.
Upon completing MQ17 "Dark Horizons" (did NOT talk Wise into joining me), the Jake's Radio Signal to start MQ18 "Hostile Takeover" activated IMMEDIATELY as the 'quest complete' notification for MQ17 faded off the screen. Little odd to be getting a 'pre-recorded broadcast' from someone that's still standing 3 feet away from me and wouldn't have even had time to record it yet...
This also meant it was possible to get to the attacked settlement and clear it and get back to Concord before Jake was even in position to show up as a quest marker for the "report back" stage.
 
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Where are deserters actually meant to go? Now I'm thinking mine were in Mechanist's Lair because it was an unclaimed settlement.
 
.......is this what i think it is?:blush
I was actually primarily concerned with this line here in the WSFW section of the changelog:
  • Modified a fix from 2.2.1 that may have been the source of NPCs being temporarily unassigned from the settlement for brief periods.
I don't want to jinx it, but I didn't notice any 'dropped assignments' in that ~90 minutes of playtime, not even in my manually-built Vault 88...

Additional note: Is Old Paul's "Margeret" rifle meant to have a Legendary Modifier? He talks about it like it has the "bonus damage vs synths" effect, but it's not showing as that for me... was added to my inventory as an otherwise "baseline" Hunting Rifle.
 
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I don't want to jinx it, but I didn't notice any 'dropped assignments' in that ~90 minutes of playtime, not even in my manually-built Vault 88...
Of course that jinxed it, it's definitely still happening. I got back there after doing another few stages of the 'ss2 main quest', and three people had forgotten their jobs this time. Is that of the "only works on a fresh save that never saw a previous version of the mod" type of fix?

On the plus side, Old Paul being listed as an available Leader now correctly clears up after "Peace of Mind".
 
Disregard this post, I am apparently even more dumb than usual tonight.
 
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I was actually primarily concerned with this line here in the WSFW section of the changelog:
  • Modified a fix from 2.2.1 that may have been the source of NPCs being temporarily unassigned from the settlement for brief periods.
I don't want to jinx it, but I didn't notice any 'dropped assignments' in that ~90 minutes of playtime, not even in my manually-built Vault 88...

Additional note: Is Old Paul's "Margeret" rifle meant to have a Legendary Modifier? He talks about it like it has the "bonus damage vs synths" effect, but it's not showing as that for me... was added to my inventory as an otherwise "baseline" Hunting Rifle.
As far as I can tell Margeret is just a boosted damage hunting rifle. Ive played through 3 or 4 times and its always non legendary but has a boosted damage stat compared to other hunting rifles.
 
Alright, my sample size might not be enormous, but it feels like so far the "randomly losing assignments" thing is happening more now. Every time I go back to v88, someone there has forgotten their job. SOME of them do eventually get re-assigned (auto-assign is on), but they don't ALL do so. That's my only built-up settlement that isn't using a City Plan on this save... is that a factor?
I don't know, I'm getting Tired And Cranky(tm) here seeing all these bizarre issues so I can't do any more observations tonight.

As far as I can tell Margeret is just a boosted damage hunting rifle. Ive played through 3 or 4 times and its always non legendary but has a boosted damage stat compared to other hunting rifles.
Alright, if that's what it's meant to be, that's fine. Just feels like a huge deal is made about it but there's no immediately discernable difference to it except it coming with a name.
 
Idk, it may not be an amazing gun but I've mounted it on a display in the middle of Sunshine Tidings... Never heard anything about it being good against synths though.
Also unassignment in the vault happens a lot to me as well, and it seems more often now with the last updates. Feel like it's connected to the new smart rec plots. But I didn't turn off auto-assignment this time so it could be that. And I have some weird stuff with non-"settler" settlers (far harbor dudes, minutemen...) - they don't level up at all for what feels like months, then one jumped to 10 instantly, they also get "incapacitated" a lot while never being sick or showing any signs of it.
(all of this completely unrelated to the new beta)
 
Alright, my sample size might not be enormous, but it feels like so far the "randomly losing assignments" thing is happening more now. Every time I go back to v88, someone there has forgotten their job.
The issue I addresses would not have impacted assignments - it was to resolve people being completely disassociated with the settlement.
 
Some further observations:
  • The auto-task to "put out fires" is definitely triggering correctly including a corner-message now
  • Disasters are actually triggering when I'm not in HQ now, they never had before (might just be RNG)
  • The "Owner Incapacitated" HOLO Icon/Plot Status activates even if they're in 'bleedout' state from combat damage (made me panic for a sec, Disease is switched OFF in this save)
  • HQ on "31 resource" complexity level isn't fooling around. ALWAYS need more Cork! And I actually ran out of Steel of all things.
  • I sent Ada to HQ (geared up for max END to work in Logistics), population on the HUD went up but quest didn't count her, and she wasn't showing in any Department assignment menus - when I got near her she autostarted the "become a follower" dialog, and now she counts as living in Red Rocket too (won't show the HQ Recruit dialog any more) and I have no idea how to fix that
  • Mildly creepy robot arms now correctly spawning on the Advanced 2x2 Agricultural plots (see attached pic)
The issue I addresses would not have impacted assignments - it was to resolve people being completely disassociated with the settlement.
I see, I see. I must've misunderstood exactly what was going on there. Been doing that a lot lately
 

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Getting a weird texture-glitch (z-fighting?) in Mansfield's Bedroom in a specific room on this save. I am running fadingsignal's "Interiors Enhanced" this save but I wouldn't think that is even applying in HQ with it being a custom cell and all... (although it looks like it might be?)
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Refreshing the room does get rid of it... until next time I leave and come back to HQ, then it's doing it again. You can see which space it's in in the video. That's where I almost always put his room and I've never seen it do that before...
(Side note: is his room MEANT to not have a door, and no Upgraded version?)
 
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Some further observations:
  • The auto-task to "put out fires" is definitely triggering correctly including a corner-message now
  • Disasters are actually triggering when I'm not in HQ now, they never had before (might just be RNG)
  • The "Owner Incapacitated" HOLO Icon/Plot Status activates even if they're in 'bleedout' state from combat damage (made me panic for a sec, Disease is switched OFF in this save)
  • HQ on "31 resource" complexity level isn't fooling around. ALWAYS need more Cork! And I actually ran out of Steel of all things.
  • I sent Ada to HQ (geared up for max END to work in Logistics), population on the HUD went up but quest didn't count her, and she wasn't showing in any Department assignment menus - when I got near her she autostarted the "become a follower" dialog, and now she counts as living in Red Rocket too (won't show the HQ Recruit dialog any more) and I have no idea how to fix that
  • Mildly creepy robot arms now correctly spawning on the Advanced 2x2 Agricultural plots (see attached pic)

I see, I see. I must've misunderstood exactly what was going on there. Been doing that a lot lately
I thought that’s what was going on too hopefully it makes it into a patch soon and it works.
 
... I just realised I haven't seen a single generic Visitor in Vault 88 yet on this save, despite it having 20+ plots all at Level 3 (more than any other settlement I have, which are getting them spawning), including multiple Commercial and Recreational types. Which log file was the 'rolls' for that in?

Also: Mr Handsy's quest "Handful of Caps" as his initial recruitment has popped as targeting "Lexington Underground" for me; isn't that where you go for Ed Rocke's quest? I didn't know that was meant to be a valid 'radiant quest location'. There's basically no NPCs in here when not on that quest.
 
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Just had a Fire that neither Hollis (the first worker on the scene) or myself could seem to put out. It's in the basement level, in the room that would become the Armory if I'd built it (it's been Cleaned but not Built).
I think it's spawned underneath that little mat thing so the 'attack' from the Extinguisher just isn't hitting it?

I mean, the 'autoresolve' did eventually work after I went back up to the Main floor, just kind of annoying. Not sure what more can even be done about making them spawn in 'better' spots? Maybe, I don't know just a random thought, give them a few pixels larger 'hitbox'? I don't actually know how that whole thing works though.

I haven't yet spotted anyone getting 'stuck' on that one animation marker in the Comm Array room, but I'm still midway through the questline - about to go back and do the other half of the Nightingales to get Cassandra over here.

unrelated note: this is the most I've ever populated HQ, trying to do things without 'cheating' people's stats up - still got to go recruit Audra+Knox and Cait, and haven't had a fair number of my favourite Unique Settlers spawn yet
 

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