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.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?
No worries.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.
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!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 addakParentResource=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.
Sanctuary power grid seems cursed...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.
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!Right after building a city plan.
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.city plans are also still changing local setting after I configured them before plan was placed.
Thankyou, appreciate everything.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.
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.Sanctuary power grid seems cursed...
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.Oops! I saw all your handling for None and just assumed it was doing some sort of look up
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...)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’ve not placed any storage I was out questingUhhhh… king?
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.I’ve not placed any storage I was out questing
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