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Public Beta 2.2.1

Elektra

Member
Messages
66
and I had resources in my workbench as well as on my character. Just thought I’d let you guys know. Maybe it was because I had more virtual Storage containers on my manual build and then when city plan gets placed it toke all the storage away. I’m not sure I don’t know what the exact number were. I could load back before city plan and let you guys know. Just lmk.


Edit: and 2nd photo is after I donated workbench


Edit 2: and here’s after a day of production and everyone being assigned to jobs. (3rd photo) just seemed a bit add to me to have the numbers jump so quickly with hardly anything in my storage and this is my only built up settlement with a Caravan but caravan is unmanned right now.
 

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Rexorp

Active Member
Messages
131
Rexorp I was starting from a fresh install so I didnt have the folders to replace. I usually try to start fresh every couple times especially after as many CTD as I experienced in the last playthrough. I delete all the folders and start over. I did a manual install of F4SE, Buffout 4, Address Library, and xSE PluginPreloader then used Vortex to do the rest including SS2. Now that is done I just drag the contents of the beta folder into my Fallout folder and click replace files if it asks?
Yes but make sure to put the files and folders in the 'Data' folder. You could also have Vortex install it by adding the zip manually or if you put the zip in the Vortex download folder Vortex should see it and will ask if you want it installed.
 

Elektra

Member
Messages
66
city plans are also still changing local setting after I configured them before plan was placed.
 

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Rexorp, sorry for all the questions but I dont want to mess anything up. My confusion is the multiple plugins inside the single zipped folder. So if I drag the beta into Vortex and install it there is that better, worse, or exactly the same as if I drag and drop them into the data folder? How would I continue to update it?

Right now I have a fresh install with all the mods from Nexus installed. I manually installed some of the engine mods then used Vortex for the rest including SS2 and all its add on packs. I have no saves and I havent downloaded any of my Creation Club content. I'd like to continue to use the newest beta versions as I start a new playthrough tonight.
 

Rexorp

Active Member
Messages
131
Rexorp, sorry for all the questions but I dont want to mess anything up. My confusion is the multiple plugins inside the single zipped folder. So if I drag the beta into Vortex and install it there is that better, worse, or exactly the same as if I drag and drop them into the data folder? How would I continue to update it?

Right now I have a fresh install with all the mods from Nexus installed. I manually installed some of the engine mods then used Vortex for the rest including SS2 and all its add on packs. I have no saves and I havent downloaded any of my Creation Club content. I'd like to continue to use the newest beta versions as I start a new playthrough tonight.
No worries.

  • Theoretically it is exactly the same. Maybe read up on Vortex and how it handles installs.
  • Update the betas in the same fashion.

Manually unzipping the mods into the data folder was the primary method prior to the creation of Mod Manager apps.
 

kinggath

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I think the problem is this :
CheckandRepairVirtualResouceTotal(i)

From my comments above the CheckandRepairVirtualResourceTotal function :
if akThisBreakdown is none, akParentResource must be passed

You will need to add akParentResource=VirtualResource_Scrap as a parameter.

I'm not sure what else is happening with the resource values in yaugie's game, but in dailyupdate the CheckAndRepairVirtualResourceTotal will just be returning without doing anything at the moment.
Oops! I saw all your handling for None and just assumed it was doing some sort of look up. Getting that fixed in my local build before the stream tonight so we'll find out live if it works!
 

kinggath

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About the only info I have ( just started a new game on v3 yesterday) the city plans and wsfw layouts are way faster then before. For some reason my power grid in sanctuary just stopped working had to unwire and rewire the whole thing. But I only got to well well well quest and it’s running all good will post up later today if I see anything else.
Sanctuary power grid seems cursed...
 

kinggath

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Right after building a city plan.
Ooh I wonder if City Plans are the source of the de-sync. We've been under the assumption it was HQ, but I hadn't thought to look to CP code!
 

kinggath

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city plans are also still changing local setting after I configured them before plan was placed.
To prevent City Plans from changing local settings, use the Involvement setting: Full. I'm changing the name of it to Match Global in the next build so it will be clearer.

I thought I needed to add that as a new option, but when I dug into the code I saw the "Full" setting is already doing that - making it so City Plans don't set any local settings. I also found in the code that changing the Involvement setting DOES retroactively find all your city plans and update the local settings accordingly - including switching to Full, where it will effectively erase the corresponding local settings from the last Involvement level you had used and make them sync with your global settings.
 

Elektra

Member
Messages
66
To prevent City Plans from changing local settings, use the Involvement setting: Full. I'm changing the name of it to Match Global in the next build so it will be clearer.

I thought I needed to add that as a new option, but when I dug into the code I saw the "Full" setting is already doing that - making it so City Plans don't set any local settings. I also found in the code that changing the Involvement setting DOES retroactively find all your city plans and update the local settings accordingly - including switching to Full, where it will effectively erase the corresponding local settings from the last Involvement level you had used and make them sync with your global settings.
Thankyou, appreciate everything.
 

XxA1xX

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1,528
Sanctuary power grid seems cursed...
Normally I have issues at ten pines , castle , spectacle island and sanctuary. I don’t think it’s a bug here I just convert them to the faux power and call it a day.
 

greven

New Member
Messages
2
In reference to infinite fires popping up in HQ in version 2.2.1 v3. It seems some fires have stopped in main level, but others keep going.
Save file

Install order and mods:
(0 -> 0) Fallout4.esm
(1 -> 1) DLCRobot.esm
(2 -> 2) DLCworkshop01.esm
(3 -> 3) DLCCoast.esm
(4 -> 4) DLCworkshop02.esm
(5 -> 5) DLCworkshop03.esm
(6 -> 6) DLCNukaWorld.esm
(7 -> 7) DLCUltraHighResolution.esm
(8 -> 8) WorkshopFramework.esm
(9 -> 9) HUDFramework.esm
(10 -> 10) XDI.esm
(11 -> 11) SS2.esm
(12 -> 12) SS2_XPAC_Chapter2.esm
(13 -> 13) CWPointLookoutFO4.esm
(14 -> 14) Infinite Armory.esp
(15 -> 15) Nexus_PMC.esp
(16 -> 16) PMC_extended.esp
(17 -> 17) SS2_CityPlanPack_RiseOfTheCommonwealth.esp
(18 -> 18) CombinedArmsNV.esp
(19 -> 19) Scopes.esp
(20 -> 20) 1CAS_serviceRifle.esp
(21 -> 21) MA37.esp
(22 -> 22) MisriahArmory.esp
(23 -> 23) MM_UNSC_IA.esp
(24 -> 24) Primez Military Fatigues.esp
(25 -> 25) SS2Extended.esp
 

cbrgamer2

Well-Known Member
Messages
494
Oops! I saw all your handling for None and just assumed it was doing some sort of look up
If a breakdown map is passed it will get the parent resource from the first element of that array. Otherwise, the parent resource needs to be passed and it makes it's own breakdown map for it.
 

Antoine Soverie

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Messages
1,355
In reference to infinite fires popping up in HQ in version 2.2.1 v3. It seems some fires have stopped in main level, but others keep going.
Save file

Install order and mods:
I'm assuming infinite fires are caused by SS2 only since I have infinite fires and barely any mods except SS2, CH2 and their requirements and addons (I have cheat terminal, settlers of the commonwealth, that's about it...)
Maybe add some sort of alternate activation to put out fires? aka click the fire with mouse to put it out immediately if fire extinguisher is equipped?
 

XxA1xX

Well-Known Member
Community Rockstar
Messages
1,528
Got through to the quest for the additional 4 plots, doubtful I’ll get anywhere near hq before this releases. Everything was good up to this point even hub of the problem ran pretty smooth this time. Only issue I have is with the multi person ss2 housing plots settlers will sandbox in the house using idle markers instead of working plots is there away to turn off housing idle markers ?
 

Elektra

Member
Messages
66
I’ve not placed any storage I was out questing
Do I even continue? I have no idea how to fix this. Rolling back to an old save would still result in this. this is crazy this isn’t anything of my doing it’s like resources have no cap but even still how does that even add up I have a few basic plans and a 3-4 city plans. All plans I’ve used before. (Kinda one is Krovcs I was testing because I loved a few of his other deigns.) and a plan from Gavman.
 

Elektra

Member
Messages
66
I can test the chapter 2 quests for you. But my city’s and settlements are borked lol
If you wish my PT to give you an idea what I was doing etc
 
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