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Public Beta 2.2.2

eMYNOCK

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69
that’s not to say it’s not dependent on something I’m not doing, just found it annoying he comes in immediately after I’ve killed a bunch of gunners talking about how he hears I have gunner issues to.

ye.. he "heard" about it... sure... he saw the entire massacre... unless he confuses hearing with seeing, in that case i make an exception. LMAO
 

sranger

Active Member
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161
woohoo new update! with a fix for the virtual resources stuff too! gonna try it out
 

yaugie

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1,729
Updated to v2.

Virtual Resource numbers on Category level complexity look to be ok now - although it took me letting the Daily Resource Update run in both of my controlled settlements on this save for the numbers to level out. (and yes I gave it a solid 5 minutes at each).

Can you get me a save with that occurring? His dialogue wheel is working in my save, so must be some weird combination of conditions that aren't accounted for.
Here you go:
Save is in BADTFL looking directly at Simon, after having completed the CPD questline. Confirmed it's still doing it on the v2 update.
Note that I forgot to use a 100% clean install of FO4 for this test, so there's some Creation Club stuff active, but shouldn't affect the ability to load into this save.
 

yaugie

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1,729
Evening testing notes (shorter on time than I had anticipated, and some of this stuff takes non-trivial effort to get through and verify thoroughly enough to satisfy my own standards, hence all the "seems" and "appears" in here):
  • Caleb's "Hunt for [x]" quests seem much more difficult to outright break by simply not doing things in the exact right order/timing the quest assumed, hopefully those should work for more people now
  • Recruitment of Generic Settlers seems to be significantly higher chance now, although it's tough to tell for sure because RNG and all that
  • Lena path for quest “Critical Perpetrator Detention” and onward now appears to work correctly
  • Resource numbers on Category-level 'complexity' definitely seem more sensible now
 
Messages
49
For most of the last week Ive been trying to finish Commonwealth Rising. Before this update I was having an issue where my rare scrap was consistently below 100 even though I have a rare industrial plot in every settlement and many conversion plants from building/organic to rare supplies. I ran the tool in both a settlement, the Castle which is run by Preston and a HQ supply line is set there. Then I went to HQ and did the same. Within a couple hours real time my rare resources began to grow and I was finally able to build power distribution room level 5. Ive not been able to finish Commonwealth Rising though. I have 1000 in people energy its the power distribution room that is doing nothing. Ive tried to refresh it, Ive tried removing it. Ive tried upgrading it. It refreshes but the power rating is stuck at 350 in the pipboy quest log but the room shows 1750 power when I activate its "asam". Currently I am pretty jammed up on this as I cant do science stuff with no power in HQ. I even went to all 4 cities linked to the HQ and made certain they had a working power plant plot a power pole and added a few fusion generators and nothing changed.

This playthrough was started on the 2.2.1 beta, then moved to the release when it went live and now as of last night updated to the 2.2.2 beta.

I had been waiting to do CPD stuff until I heard of an update to that stuff so last night I was doing CPD quests. Ive just finished getting them setup. Previously I had gotten nothing after the first scene with the Butcher. Everything seemed to work pretty well with the quests and junk collection but I did notice a loss of fps in HQ, walking into the main room is dropping me into the upper 40s whereas previously I think it was much nearer to my setting of 120fps.
 

Cessori

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@AverageSauce247
Do you have Power Transfer plots at your settlements with Supply Agreements? Do those settlements have surplus power?
 

cbrgamer2

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494
  • Updated “Recalculate Costs and Production” tool in the holotape will now trigger an empire wide update of resources, instead of just the local settlement
@kinggath this one bothers me a little - the function still takes over a minute to run in one medium sized settlement on my testing, even with the fixes I made. Can we have two options - one to run it in just this settlement and one to run it empire wide?
(Unless you've found a way to speed it up even further)
 
Messages
49
Cessori I was getting ready to say yes, of course I have power transfer plots. Then I realized maybe its something I dont have. I have the plots that make power and you put a power pole in the settlement that gives you power like a generator from the plot. Is there another plot for power transfer? I have caravaner plots and power plots. I dont have taxes or communications. Most of my municipal plots are used with hospitals and sanitation but I went through last night to all settlements linked to HQ and made sure they had municipal power plots and lots of surplus power.

Ive run the recalculation tool in settlement for the world and in HQ. I had to do this to get rare materials to begin to accumulate.

I started to wonder about the power distribution room itself so I went there in the basement and checked its wall mounted ASAM screen and it says it has 1750 power. This was after the stage 5 upgrade.
 

Antoine Soverie

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1,355
I have the plots that make power and you put a power pole in the settlement that gives you power like a generator from the plot. Is there another plot for power transfer?
There is a specific municipal class called power transfer. You unlock it either when Commonwealth rising starts or with a level 2 advanced power plot. At least I think those are the reqs, wiki should have it better. I assume you've built at least some of them since you already have 350 power. It needs to be connected to the power pylon as well. Also communications should be unlocked after chapter 1. 1750 power is how much HQ can hold and use but not how much you have.
 

kinggath

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  • Updated “Recalculate Costs and Production” tool in the holotape will now trigger an empire wide update of resources, instead of just the local settlement
@kinggath this one bothers me a little - the function still takes over a minute to run in one medium sized settlement on my testing, even with the fixes I made. Can we have two options - one to run it in just this settlement and one to run it empire wide?
(Unless you've found a way to speed it up even further)
That was actually me misunderstanding your changes. I thought by switching to the timer, plus comments you had made in the past that you really can't fix resources in just one settlement since the network as a whole is tied together, that's what you had done. So that note needs to go away for live.
 

cbrgamer2

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Messages
494
That was actually me misunderstanding your changes. I thought by switching to the timer, plus comments you had made in the past that you really can't fix resources in just one settlement since the network as a whole is tied together, that's what you had done. So that note needs to go away for live.
Fixing the production numbers in just one settlement is fine (at least I think it is - I haven't noticed any problems with totals not adding up properly with the production amounts)
 

kinggath

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Thanks guys that must be it. I do not have the power transfer plot nor do I even have advanced power plots unlocked. I somehow played through chapter 2 previously without even noticing the use of power transfer plots. This playthrough I built almost all the settlements myself and used generators for power until the Commonwealth Rising quest when I went and put power plots in the linked settlements. I guess they havent upgraded enough to go to advanced yet.
 

yaugie

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Messages
1,729
Updated to v3.

Just doublechecking things at this point then to confirm it's all good:
  • Simon Forseti's dialog now functioning as intended
  • New 'ss2 sidequest' Pipboy Quest Icon working perfectly, at least it did for Paul's "go rescue Cola" quest (neat little animation, btw)
  • MQ17 -> MQ18 now seems to have the intended time gap between
  • Not getting the "breathe into the mic without actually bartering" issue with Ellis of the Nightingales any more
Don't have any saves to hand to quickly check anything else listed in the notes, unfortunately. (would you believe I've never actually even recruited Charles Baker?)
 
Last edited:

abaris

Active Member
Messages
694
OK, some peculiar problems since I installed the beta.

First, fast travelling results in a CTD. I always do a save before fast travelling. Reloading the save and attempting to fast travel again works.

Second, the Shamrok taphouse with Buddy is a no go. Attempting a save there, results in an endless save, though the location works as intended without saving. Also trying to leave the taphouse without saving results in an endless transition screen. I waited for 20 minutes to no avail. I had to shoot down FO4 and noticed that, apart from FO4 not reacting, CPU load was at a 100 percent.

While I can't imagine, this to be related to the beta, I didn't install any other mod, since it last worked fine.
 

sranger

Active Member
Messages
161
OK, some peculiar problems since I installed the beta.

First, fast travelling results in a CTD. I always do a save before fast travelling. Reloading the save and attempting to fast travel again works.

Second, the Shamrok taphouse with Buddy is a no go. Attempting a save there, results in an endless save, though the location works as intended without saving. Also trying to leave the taphouse without saving results in an endless transition screen. I waited for 20 minutes to no avail. I had to shoot down FO4 and noticed that, apart from FO4 not reacting, CPU load was at a 100 percent.

While I can't imagine, this to be related to the beta, I didn't install any other mod, since it last worked fine.
Could it be something happening outside of FO4? FO4 hardly ever takes up 100% CPU load, it's not efficient enough to do that (it mostly just utilizes 1-2 cores) and that's why the bottlenecks tend to be CPU
 

abaris

Active Member
Messages
694
Could it be something happening outside of FO4? FO4 hardly ever takes up 100% CPU load, it's not efficient enough to do that (it mostly just utilizes 1-2 cores) and that's why the bottlenecks tend to be CPU
It usually runs smoothly since I run my system on an SSD. I have massive settlements at Sanctuary, the Castle and Starlights without any lags.

No, as I said, it's strange and only happening at Shamrok. Also the endless saves without finishing or the transition that doesn't happen.
 

sranger

Active Member
Messages
161
It usually runs smoothly since I run my system on an SSD. I have massive settlements at Sanctuary, the Castle and Starlights without any lags.

No, as I said, it's strange and only happening at Shamrok. Also the endless saves without finishing or the transition that doesn't happen.
Well SSD would improve on different things that a CPU might be bottlenecked on. If you're CPU is at 100% it doesn't have anything to do with your SSD.
I'd check your task manager to see what's up. Or restart your system.
You could create a new test save as well to try and replicate the Buddy quest
 
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