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Public Beta 2.3.1

I have the beta 2.3.1 v1 running and it looks to have fixed the resource issue , but i am unable to download the v2 version
 
Beta V2 fixed the ressources issue for me (scrap only difficulty) after one use of the fix virtual ressources tool !

Thanks
 
I guess I'll just wait for the real version to come out, since I get either HTTP Error 429, or a message from Google that the file is over the download quota and I have to wait a few hours. I looked up HTTP Error 429 and it says this error indicates that I have been spamming file requests. I got that error the very first time I tried to download the mod, so I'm hardly spamming. Maybe Google is spamming their cloud server, but I'm not.
 
Virtual Resource accumulation was fixed for me upon loading a saved game that was not showing an accumulation of those resources.

I used the command --- cqf SS2_ResourceManager "SimSettlementsV2:Quests:ResourceManager.DailyUpdate" --- to simulate a daily update.

[01/08/2023 - 07:39:43AM] Loading game...
[01/08/2023 - 07:39:43AM] error: Unable to bind script SimSettlementsV2:ObjectReferences:SetStageOnActivate to alias ElevatorTo2ndFloor on quest SS2C2_Sirick_MQ22 (0B021E0D) because their base types do not match
[01/08/2023 - 07:39:43AM] warning: Property bCanBeWorker on script simsettlementsv2:armors:npcunittype attached to (0A04BC21) cannot be initialized because the script no longer contains that property
[01/08/2023 - 07:39:43AM] error: Property ReplaceStageItemSpawns on script simsettlementsv2:weapons:buildinglevelskin attached to (14092BCA) cannot be initialized because the value is the incorrect type
[01/08/2023 - 07:39:43AM] error: Property ReplaceStageItemSpawns on script simsettlementsv2:weapons:buildinglevelskin attached to (14092BC:cool: cannot be initialized because the value is the incorrect type
[01/08/2023 - 07:39:43AM] error: Property ReplaceStageItemSpawns on script simsettlementsv2:weapons:buildinglevelskin attached to (14092BCC) cannot be initialized because the value is the incorrect type
[01/08/2023 - 07:39:43AM] error: Property HellhoundSpeechTape on script SimSettlementsV2:CharacterQuests:SS2C2_NDCowdy_CPD_Act3_2 attached to SS2C2_NDCowdy_CPD_Act3_2 (0B003E2D) cannot be bound because <nullptr alias> (3) on quest SS2C2_NDCowdy_CPD_Act3_2 (0B003E2D) is not the right type
[01/08/2023 - 07:39:43AM] error: Property iType on script SimSettlementsV2:MiscObjects:StageItem attached to (140970F2) cannot be initialized because the value is the incorrect type
[01/08/2023 - 07:39:43AM] error: Property SlaverNote on script SimSettlementsV2:CharacterQuests:SS2C2_NDCowdy_CPD_Bounty01_2 attached to SS2C2_NDCowdy_CPD_Bounty01_2_OnHold (0B007308) cannot be bound because (0B0079E0) is not the right type
[01/08/2023 - 07:39:43AM] error: Property SlaveCollar on script SimSettlementsV2:CharacterQuests:SS2C2_NDCowdy_CPD_Bounty01_2 attached to SS2C2_NDCowdy_CPD_Bounty01_2_OnHold (0B007308) cannot be bound because (0B0079D:cool: is not the right type
[01/08/2023 - 07:39:43AM] error: Property SlaverNote on script SimSettlementsV2:CharacterQuests:SS2C2_NDCowdy_CPD_Bounty01 attached to SS2C2_NDCowdy_CPD_Bounty01_1_OnHold (0B00730:cool: cannot be bound because (0B0079DF) is not the right type
[01/08/2023 - 07:39:43AM] error: Property iType on script SimSettlementsV2:MiscObjects:StageItem attached to (140970F4) cannot be initialized because the value is the incorrect type
[01/08/2023 - 07:39:43AM] error: Property iType on script SimSettlementsV2:MiscObjects:StageItem attached to (1409B54F) cannot be initialized because the value is the incorrect type
[01/08/2023 - 07:39:43AM] error: Property iType on script SimSettlementsV2:MiscObjects:StageItem attached to (140970F7) cannot be initialized because the value is the incorrect type
[01/08/2023 - 07:39:43AM] error: Property DynamicRequirements on script simsettlementsv2:miscobjects:territorytrait attached to (0A04D9EE) cannot be bound because <nullptr form> (0A04D9F2) is not the right type
[01/08/2023 - 07:39:57AM] VM is thawing...
[01/08/2023 - 07:42:07AM] error: Type mismatch for argument 2.
stack:
<empty stack>
[01/08/2023 - 07:42:07AM] error: Type mismatch for argument 2.
stack:
<empty stack>
[01/08/2023 - 07:42:07AM] error: Type mismatch for argument 2.
stack:
<empty stack>
[01/08/2023 - 07:42:07AM] error: Type mismatch for argument 2.
stack:
<empty stack>
[01/08/2023 - 07:42:07AM] error: Type mismatch for argument 2.
stack:
<empty stack>
[01/08/2023 - 07:42:07AM] error: Type mismatch for argument 2.
stack:
<empty stack>
[01/08/2023 - 07:42:07AM] error: Type mismatch for argument 2.
stack:
<empty stack>

(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) Unofficial Fallout 4 Patch.esp
(8 -> 8) HUDFramework.esm
(9 -> 9) WorkshopFramework.esm
(1040384 -> 1040384) IDEKsLogisticsStation2.esl
(10 -> 10) SS2.esm
(1040385 -> 1040385) SS2WorkshopHUDOverride.esl
(11 -> 11) SS2_XPAC_Chapter2.esm
(12 -> 12) Brawl Bug Fix.esp
(13 -> 13) The Eyes Of Beauty.esp
(14 -> 14) TheEyesOfBeauty.esp
(15 -> 15) Scrapper Corpse Highlighting.esp
(16 -> 16) Realistic Death Physics - ALL DLC.esp
(1040386 -> 1040386) IDEKsLogisticsStation2_SS2_Patch.esp
(17 -> 17) MS SPECIAL Zapper.esp
(18 -> 18) Unofficial Fallout 4 FDI Patch.esp
(19 -> 19) SS2Extended.esp
(20 -> 20) SS2_FDK_TinyLiving.esp
(21 -> 21) BetterModDescriptions.esp
(22 -> 22) LooksMenu Customization Compendium.esp
(23 -> 23) MiscHairstyle.esp
(24 -> 24) LoveToCraftLegendary_SwapOnly_NukaWorld.esp
(25 -> 25) CBBE.esp
(26 -> 26) AdvSettleTurretSet.esp
(27 -> 27) LoveToCraftLegendary_SwapOnly.esp
(28 -> 28) LoveToCraftLegendary_SwapOnly_Automatron.esp
(29 -> 29) LoveToCraftLegendary_SwapOnly_FarHarbor.esp
(30 -> 30) Faster Terminal Displays (20x).esp
(31 -> 31) LooksMenu.esp
(32 -> 32) Loot Detector.esp
 
error: Property ReplaceStageItemSpawns on script simsettlementsv2:weapons:buildinglevelskin attached to (14092BCA) cannot be initialized because the value is the incorrect type
Contact the mod author of the addon pack at load order index 14 with these errors.
error: Type mismatch for argument 2.
stack:
<empty stack>
This doesn't tell much... Check Fallout4Custom.ini for these settings to get full logging.
Code:
[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1
 
Hey!. I did some quick testing on my save and So the Public Beta V2 helped a lot! Few minor maybe explainable issues:

I have only 2 settlements in my save so far as I have just started. Covenant being my main and Starlight Drive-In my lesser build settlement. Only in Covenant I have Organic Material production so far and unless I am missing something, everything else was producing fine expect OIL was 0 all the time. Now I do not know does non-plot power, defence (Turrets) or water producing workshop items consume oil? Which would explain that but I let someone answer that since I do not know what are the up keeping costs of those workshop items since I am playing with the Hardcore settings but so far I have not found anywhere which tells what does the up-keep of Workshop items actually cost? (maybe something to be made in the reports tab later? hinthint)

And in Starlight I have only building materials gathering which did exactly like they should and Covenants Building material part did fine.
Oh and for some reason when I went to Covenant (Main settlement) after the upgrade I got a message which said "covenant is no longer allied to you" for some reason but I just used the Workshop framework tool to force claim it back to me.

So I play with Hardcore settings so component resource complexity and all.
I used both tools "recalculate cost and production" and the "Virtual storage tool" which name I now forget and it fixed the production tab.
@cbrgamer2
 
Now I do not know does non-plot power, defence (Turrets) or water producing workshop items consume oil?
Yes. Turrets consume oil, as do water purifiers (but not pumps).
I have not found anywhere which tells what does the up-keep of Workshop items actually cost?
If you go into the settings (MCM or holotape) under HUD there is an option to turn on Hover Info Box Display (or something like that - not the activation option though). If you turn that on and look at a workshop object (up close) an info box should appear to tell you how much the workshop item maintenance is.
The info box is a little script heavy, so you may want to turn it off again afterwards (or just leave it on if you want - it will tell you about settlers and plots as well).
 
Yes. Turrets consume oil, as do water purifiers (but not pumps).

If you go into the settings (MCM or holotape) under HUD there is an option to turn on Hover Info Box Display (or something like that - not the activation option though). If you turn that on and look at a workshop object (up close) an info box should appear to tell you how much the workshop item maintenance is.
The info box is a little script heavy, so you may want to turn it off again afterwards (or just leave it on if you want - it will tell you about settlers and plots as well).
Thank you that's good info and well in that case I can say the BETA V2 already did wonders for me and about the Covenant settlement which was no longer allied to me: it did not happen in my save again when I tried another time and continued my game with it so might have been just some random things as there was an attack happening and after it ended the settlement was no longer allied to me so not sure what happened on the first time since my happiness was not that low but no matter it happened only once so.

THx for the team for getting on top of this and fixing the issue :)
 
Is anyone else having issue whereby the plots aren't actually constructed ? I have around 16 plots at my Starlight Trade Hub and only 5-6 were built whereas the others are just displaying the foundations, although I can buy whatever the vendor is supposed to sell. Also I've noticed that if you have a mod that expands the settlement borders and build plots beyond the vanilla allocation the settlers never actually 'work' at the plots although they do provide the intended resources
 
Is anyone else having issue whereby the plots aren't actually constructed ? I have around 16 plots at my Starlight Trade Hub and only 5-6 were built whereas the others are just displaying the foundations, although I can buy whatever the vendor is supposed to sell. Also I've noticed that if you have a mod that expands the settlement borders and build plots beyond the vanilla allocation the settlers never actually 'work' at the plots although they do provide the intended resources
Ive noticed that even in vanillia when it comes to commerical plots at least theres a lot of times where the vendor will be absent from their plot. as for the others I never really notice them working at their plots or not, except for farming plots, it seems like they work at them 24/7
 
Ive noticed that even in vanillia when it comes to commerical plots at least theres a lot of times where the vendor will be absent from their plot. as for the others I never really notice them working at their plots or not, except for farming plots, it seems like they work at them 24/7
I'd say the vendor is at their plot about 20% of the time during trading hours.
 
That was fixed a long time ago. If you still have it maybe another mod is causing it?
I also periodically have the "takes forever to save" issue, though it does occur less often since the fix a while back. Maybe once every 4 hours of real world time? When it does happen though, it can be up to 5 minutes. I play on an xbox, and have only a couple mods beyond those required/commended ( longer power lines, and two building plan packs)
 
I also periodically have the "takes forever to save" issue, though it does occur less often since the fix a while back. Maybe once every 4 hours of real world time? When it does happen though, it can be up to 5 minutes. I play on an xbox, and have only a couple mods beyond those required/commended ( longer power lines, and two building plan packs)
I'm experiencing it much the same as FMT described. Not for quite that long, usually a minute or two when it does happen.
 
Since I've never used one of the public betas before now, when the next update goes live do I just update through Nexus/Vortex like usual?
 
Ive noticed that even in vanillia when it comes to commerical plots at least theres a lot of times where the vendor will be absent from their plot. as for the others I never really notice them working at their plots or not, except for farming plots, it seems like they work at them 24/7
One thing I'm getting on this playthrough specifically are settlers in both Sanctuary and Starlight congregating in one area. It's odd
 
The beta doesn't seem to fix the resource issues for me. At least my caravan network hud still shows everything at zero. Must be something really broken in my current game. Also well known issues, like sudden huge changes in food Production, bed counts going down and so on and so forth, appear every few minutes. I assume thats rather a problem caused by the bad settlement implementation of the base game. Still, it being my third attempt to play the game with a good number of settlements, with all those attempts leading to a broken game, I'll not try any further. Haven't got time nor motivation for that, even though I really apreciate SIM Settlements 2.

So a big thanks to all of you people and especially to kinggath for creating and constantly working on the mod, to the creators of all those fantastic city plans and the people helping others out in the forums. In my experience Falout 4 is, was and probably always will be a broken sloppily coded game.
 
One thing I'm getting on this playthrough specifically are settlers in both Sanctuary and Starlight congregating in one area. It's odd

I've had that since my first time playing SS2. For whatever reason the settlers and visitors in Sanctuary will mostly collect around one particular plot. Usually an industrial plot, and usually one of the internal type. Not everyone, usually about 60-70% or so, but most. Starlight too, but there it's one of the commercial plots. At Sunshine Tidings and Abernathy it's the same - majority around one particular commercial plot. Haven't really noticed it at any of the other settlements.
 
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